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Showing posts with label Blu. Show all posts
Showing posts with label Blu. Show all posts

STAR WARS: Galactic Racer Is a Cutthroat Ride... Join the Race for Free!

STAR WARS: Galactic Racer does not waste much time letting you know that the Galactic League... plays dirty. This is cutthroat racing where rivals aren't afraid to slam into you, the tracks can get downright dangerous, and a mistake can quickly turn a good run into a bad day... with your racer smashed to piece laying in a sand dune somewhere. I wasn't sure if I was going to be able to handle it at first, but I wasn't going to back down. There were even moments when I wasn't completely sure where I was supposed to be going as everything came flying at me. I'm getting adjusted, learning the courses and getting a better feel for how these machines handle... and once that starts happening, this gritty galactic racer gets a lot more interesting.

Before I get too deep into what makes Galactic Racer tick, jump behind the controls with me... in this first 30 minutes of gameplay. This will give you an early look at its story, atmosphere, racing and the kind of trouble waiting inside the Galactic League.



 Welcome to a Different Kind of Star Wars Racing 

Set during the early days of the New Republic, after the Empire's grip on the galaxy has been broken, STAR WARS: Galactic Racer moves away from Jedi, lightsabers and... galaxy-saving prophecies and heads into the underground racing scene.

The Galactic League is an unsanctioned circuit fueled by money, syndicates, reputation and... racers willing to put themselves and their rides on the line. You step into the role of Shade, a mysterious racer chasing both glory and revenge while working toward a confrontation with reigning champion (ole) Kestar Bool.

That gives the game an actual story to push you forward, but racing remains the centerpiece. You're piloting repulsorcraft through dangerous locations, dealing with aggressive opponents and trying to survive long enough to keep moving through the League.

And surviving is an important word here. I actually felt bad about my attempt to make some of the racers crash, they seem nice... but keep your eye on the prize.

 They Aren't Just Trying to Pass You 

This isn't the type of racer where everybody politely holds their line and hopes to shave three-tenths of a second off a lap. Racers can shunt, slam and knock each other around, while the courses themselves can be just as much of a threat.

That was part of my early adjustment period. You've got speed, opponents, environmental hazards and unfamiliar courses all demanding your attention at once. Sometimes I was concentrating so hard on staying alive that finding the best route became its own challenge.

The good news is that experience matters. The more I race, the more I'm recognizing where the game wants me to go, when I can push harder and when easing up for half a second might keep the whole run alive.

There are adjustable difficulty options as well, so gamers don't necessarily have to tackle the Galactic League at its nastiest right out of the gate. There is also an additional Champion difficulty for racers looking for an even tougher challenge after progressing through the campaign.

 The Roguelite Twist Gives Galactic Racer Its Replay Value 

One of the most interesting things about Galactic Racer is that its campaign isn't structured like a normal racing championship. It's runs-based, borrowing ideas from roguelites and applying them to a racing game.

You work your way through a Galactic Tour by choosing routes and events while developing your ride along the way. Different paths can lead to different challenges, rewards and opportunities, meaning you're making decisions between races instead of simply clicking “Next Race” until the championship is over.

Your build matters too. During a run you can improve attributes such as cornering, resilience and your different boost capabilities while installing parts that can dramatically change how your vehicle performs. Parts can work together in different combinations, encouraging you to experiment instead of chasing one universal setup every time.

Then comes the catch: some of that power belongs to the current run.

If things go badly enough, you can lose your progress through that attempt and have to attack that section of the League again. But Galactic Racer isn't simply deleting everything you've accomplished. Permanent progression, including tuning improvements and other unlocks, can make future runs stronger.

That's why I think “roguelite racer” fits this one particularly well. Losing doesn't necessarily mean you wasted your time. You learned a track, learned an opponent (to a certain degree... or how to drive when they're nearby), figured out which upgrades helped you and may have strengthened your options for the next trip through the League.

For a racing game, that's a pretty slick way of giving players a reason to keep coming back.

 Different Rides, Different Ways to Race 

The game also gives you different types of repulsorcraft rather than making every machine feel like the same vehicle with a different shell. Landspeeders, speeder bikes and skim speeders bring their own handling characteristics and play styles, while... podracing also enters the picture during select parts of the experience.

Combine those vehicle differences with the branching campaign routes, temporary upgrades, permanent progression and different part combinations, and two trips through the Galactic League don't necessarily have to play out the same way... so get familiar as best you can.

Outside the main campaign, Galactic Racer also offers Scenarios and Arcade content, while the purchased console and PC versions include online multiplayer. That's important because the roguelite campaign may be the star of the show, but it isn't the only reason to keep your racing gear handy.

 So, How Much Does STAR WARS: Galactic Racer Cost? 

If you're buying STAR WARS: Galactic Racer, the Standard Edition is currently $59.99.

There is also a Deluxe Edition priced at $79.99 for players interested in its additional vehicles and other bonus content.

 But... Prime Members Can Jump Behind the Wheel Through Amazon Luna! 

Now here is the part that could make trying STAR WARS: Galactic Racer a whole lot easier on the wallet.

If you already have an Amazon Prime membership, you can currently play STAR WARS: Galactic Racer through Amazon Luna at... no additional charge!

And because Luna is cloud gaming, there isn't a giant game download standing between you and the starting line. You're streaming the game instead of installing the full PC or console version locally.

Play STAR WARS: Galactic Racer with Amazon Luna

One thing I want to make clear: this isn't a free copy of Galactic Racer that Prime members get to download and permanently own. It's access through Amazon Luna as part of the Prime benefit.

At the moment, Luna includes the full single-player experience with the Campaign, Scenarios and Arcade modes. Cross-platform multiplayer is listed as coming later for the Luna version.

 A Pretty Good Way to Find Out If You Can Survive the League 

I'm still getting my bearings in STAR WARS: Galactic Racer, but that's also part of what is keeping me interested. The game didn't immediately make me feel like some unstoppable racing champion. I had to start learning it.

I had to learn the vehicles. I had to start reading the tracks better. I had to accept that the racers around me weren't necessarily going to play nice. And I had to get comfortable with the idea that losing a run doesn't mean the game is over—it means I'm probably coming back a little smarter the next time.

That's where the roguelite structure makes sense. There's always another run, another build and another opportunity to handle a situation better than you did before.

At $59.99, STAR WARS: Galactic Racer is asking the normal price of a new major release. But if you're already an Amazon Prime member, being able to jump into Luna and see whether this gritty, high-speed trip through the Star Wars underground is your kind of race without paying another $60 is one heck of a test drive.

I'll see you at the starting line... just don't try to run me into a wall. Game on!


Illustration of Blu with headphones and sunglasses.

 + Sophi 

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End of Abyss Hands-On: I Gave It a Whirl… Then Lost 75 Minutes

I was only going to start out playing End of Abyss for about... 30 or 40 minutes.

That was the plan, but... things change. I had seen part of the trailer... in passing (I was on the go), so I couldn't give it my full attention at the time. Still, something about it hung around in the back of my mind. I knew I had to eventually give this thing a whirl... for you, but it also piqued my interest.

I jumped in trying to keep my eye on the clock, but... it's easy to get locked in on this game! It feels like Reanimal meets Resident Evil. Before long... I was chillin' on full lean in my chair with the headset on and the controller in my hand in full mission mode.

Next thing I know... I was about an hour and 15 minutes in (after wonder what time it was), looking at the clock and realizing I really didn't want to put the controller down I had to find a save point. End of Abyss is quite the interesting game... as seen in this first 30 minutes of gameplay!


 A Bad Day at Work for Cel 

You play as Cel, a young combat technician sent into a mysterious underground compound as part of an investigation into some... very strange disturbances. Needless to say, things aren't exactly operating according to the employee handbook down there. Could you imagine this being your assignment (IRL)?

The facility is broken, abandoned in places and filled with evidence that something went horribly wrong. As Cel moves deeper into it, she has to piece together what happened while dealing with creatures that make it pretty clear that whatever occurred down there did not leave everybody... normal.

 The Environment Does a Lot of the Talking 

One of the first things that pulled me into End of Abyss was its atmosphere.

The environment sets the tone before the game even has to throw something at you. Dim industrial areas, abandoned equipment, strange organic "corruption" and bodies plastered into different areas all help create this constant feeling that you're somewhere you probably shouldn't be. The Reanimal vibes crept in before my first encounter.

The semi-top-down presentation also gives the game its own flavor. I think fans of action-adventure games, survival horror and twin-stick shooters could all find something to latch onto here. There are obvious reasons someone who enjoys Resident Evil or Silent Hill might be interested, but mechanically this isn't simply trying to imitate either one.

There's much more of a move, aim, create space and react style to the combat.

 You Better Get Your Dodge Game Together 

The controls felt smooth during my time with the game, and I'm going to give you some advice early:

Get your running and dodging skills up. You are going to need them.

Cel isn't built around standing still and trading shots with everything that comes wandering around a corner. When enemies start closing the distance or trying to cut off escape points, positioning becomes extremely important. Being able to dodge out of danger, reposition and then fire back made the combat feel good to me almost immediately. 

The twin-stick-style aiming is also why I think traditional twin-stick shooter fans should give End of Abyss a serious look even if horror normally isn't their first choice. The combination is beautiful in battle... so get ready, stay ready, so you don't have to... get ready, when all hell breaks loose.

There is a starting Pulse Gun with unlimited ammunition (I'm grateful for this), while the larger arsenal expands as you explore. Other weapons use limited ammunition, so there's a survival-horror resource-management element involved rather than the game simply giving you an arsenal and telling you to go nuts (sorry Bullet Heaven fans).

Weapons can also be upgraded at workbenches using resources collected during the game. Those upgrades aren't limited to simply making a number bigger, either. Weapons can gain increased damage and additional firing functionality as they're improved, giving you another reason to explore instead of simply sprinting toward the next objective.

Personally?

I'd love a co-op mode. (One can have a blue light on their helmet, and the other one can have a green light on theirs.)

The movement and twin-stick combat already made me imagine running through some of these areas with another player watching the opposite side of the room. So that's officially on my personal wish list.

By the way, Reanimal continue to come to mind... but there's a reason behind it. While Reanimal was developed directly by Tarsier Studios, End of Abyss was made by a brand-new studio (Section 9 Interactive) that actually consists of three prominent members from that studio. Three prominent members, Mattias and Marcus Ottvall, and Gustaf Heinerwall. They represent the former lead programmer, art, and game directors for the Little Nightmares franchise too. So never count yourself out, if a door is closed... develop one.

 Your Suit Matters Too 

The weapon progression isn't operating by itself. Cel's suit has its own upgrade system through Suit Power and equipable Suit Mods.

Exploration can uncover items that increase the amount of Suit Power available, which in turn determines how many mods you can equip. Those mods can provide useful bonuses such as increased health, additional carrying capacity and protection against environmental hazards.

That makes the suit less of a cosmetic piece of sci-fi equipment and more of something you actually need to think about as you move through different sections of the facility.

I like systems like this because it gives exploration a purpose. Finding another pathway isn't just about saying, "Hey, I filled in another piece of the map." There could be something sitting back there that makes Cel better equipped for whatever nightmare is waiting around the next corner.

The Scanner also plays into that exploration loop by helping identify objects, pathways and other useful information throughout the facility. With branching routes and areas that can become accessible after gaining new equipment and abilities, there's a bit of that "remember that place I couldn't reach earlier?" factor working in the background. So don't forget to get your scan on.

 Audio: I Could Hear Trouble Before I Could See It 

Audio deserves a special mention because of the way I played.

I used the Audeze Maxwell 2 ANC headphones along with Immerse Gaming Hive spatial audio software, and the combination worked great with End of Abyss.

There were moments when I could prepare for something happening in the environment because I heard it before I actually saw it coming from a certain direction. At times it was on a higher level... but I heard it coming from a certain direction.

In a game built around dark environments, limited visibility and... the possibility of something unpleasant being nearby, that kind of positional awareness adds another layer to the experience. Rather than the audio simply accompanying what I could already see on the screen, I was actively listening to the environment.

That's exactly the kind of game where a good audio setup earns its keep, so don't sleep on it.

 The Price Lands In... That Sweet Spot 

Now we get to something that's very important around here, the price. End of Abyss is $29.99!

That lands perfectly in the sweet spot as a practical addition to the long suggested SDGT Gaming Budget strategy. Have enough room for one AAA game, one AA game and one... indie game rather than blowing the entire household budget on three expensive AAA releases. It gives you three or more titles and gives you variety.

Based on what I've played so far, End of Abyss is looking mighty comfortable sitting in that AA slot.

And you don't necessarily have to take my word for it before spending anything. There's a free demo available on the Epic Games Store, so give that a whirl first and see how you feel.

End of Abyss is also rated T for Teen for Blood and Violence, so parents who have teenagers interested in horror games may want to give this one a look as well.

If something like Resident Evil is a little too much for you, I think End of Abyss may be a more digestible doorway into this kind of creepy experience (without doing too much). Don't misunderstand me — it can still get tense, and those creatures aren't exactly coming over to borrow some sugar — but the perspective, action-oriented controls and presentation may make it easier for some players to handle.

 Overall 

The eerie atmosphere grabbed me, the combat felt smooth, dodging and positioning kept me engaged, exploration gave me reasons to keep poking around, and the audio presentation worked especially well with my headphone and spatial-audio setup.

I've thoroughly enjoyed myself with End of Abyss so far.

This is a hands-on more so than a review but my thumbs remain... upright.

So... yeah, give this one a whirl and watch yourself.

End of Abyss is developed by Section 9 Interactive and published by Epic Games Publishing. It launched October 1, 2026 for PlayStation 5, Xbox Series X|S and PC.

As always, game on!


Illustration of Blu with headphones and sunglasses.

 + Sophi 

Support us below!

Showtime aka E3... everything!

Do we really need to explain what's going on this week? Not for everyone, but (but... but) we are going to say it anyway(!)... "It's time for E3 2016!". So what we plan on doing is making this the link for E3 everything, including the things around the E3 window... and slightly after. I'm going to kick back, eat some left over pizza (#NomNom) and enjoy. Join me (just scroll below). ;) 

So stay tuned, share, subscribe and game on!

Hit refresh at times because you may find that something new was posted!


Took awhile, but I took out the Elusive Target. My tip to you would be to look at the specific building and go there to shave down on time, unless they don't give a specific area within a location.
There is some lag due to some high encoding, OBS was notified.

By the way... we're in Orlando, so we couldn't exactly bring news yesterday. It was rather chaotic with the shooting, but what you may not have heard is that the mass shooting was the 4th incident that occurred this past week. Which included the situation with the singer.

When I see stuff like this, I can't help but think of the number of crazies out here who pride themselves on either being irrationally crazy to a murderous extent... or they're simply just crazy as hell and they don't realize it. There are plenty that game too and want to be included with those of us who do not deserve a finger pointed in our direction. They stand alone unless they're with an organization committed to such things. PEACE!

Now that I've gotten that off my chest... lets get back to the action.


I think this is going to be an upswing for PC gamers because low to mid range is usually the peak for the majority of PC gamers. I just might build a new AMD based system. ZhÄ“n bàng!


Pick your poison below:
Youtube Live @ E3

IGN Live @ E3

No expectations for E3 this year... we're just enjoying... what there is to enjoy. We were talking and that where we ended up, no expectations keeps it simple, eliminates potential disappointment... but if we see something awesome (cool)! Enjoy the live action above, and the things you've missed will be posted below.

Microsoft E3 2016

Sony E3 2016

Nintendo E3 2016

EA E3 2016

Bethesda E3 2016

Ubisoft E3 2016

Mafia 3
World Premiere

The Walking Dead: Season 3
Developer Interview

Battlefield 1 Gameplay
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R.I.P. Disney Infinity... is Amiibo next? Hmmm

Disney tried to get in with Disney Infinity and stay up on what hit big for Activision (via the Skylanders series) but with the recent news from Disney... reveals that it didn't work out the way they'd hoped as far as growth is concerned. Why? Well... they are not only ditching the toys-to-life franchise, they are also getting out of the game publishing business.

Dang... that's cold.

Does this mean they are completely done with gaming? Ummmm... its a bit more complicated than that. Instead of developing and publishing games themselves... Disney plans on sticking to licensing-only, think of what they did with Star Wars Battlefront published by EA. This isn't a bad thing as long as the games are done right.

If Disney ditched the toys-to-life franchise due to analysts like Liam Callahan (NPD game industry analyst) believing that sales will decline in the genre this year (2016)... it may cause some to wonder how it will affect Skylanders and even Nintendo's Amiibo. I think it would impact Activision more than it would Nintendo (i'll explain), don't worry. 

While Amiibo can be used for games... they are not a requirement for the games for the most part, and one of the only games I know of that truly requires Amiibo is the "Mini Mario and Friends Amiibo Challenge" (and that's free).

Beyond fans of the series losing out on the next installment of a game some have invested heavily in, Disney's Avalanche Software (not to be confused with the Just Cause series developer...Avalanche Studios) is experiencing something like an avalanche as their doors are being closed as a result of the decision. That's 300 or so people out of work... talk about a bad day. I hope that the team bounces back and goes indie to deliver their own unique games. I won't say that its something that Disney should be hated for if they are trying to cut their loses before it leads to greater loss but I think it could've been done differently. According to the chairman it wasn't an easy decision... but that doesn't make the situation for the fans and dev team any better. 

"This was a difficult decision that we did not take lightly given the quality of Disney Infinity and its many passionate fans..." - Jimmy Pitaro | Chairman of Consumer Products & Interactive Media (Disney)

From a business standpoint... when support begins to decline or is lacking all together, things like this can and will happen, so support what you enjoy to keep it alive and well (if you can afford to).


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