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E3 2012: A Valley Without Wind interview
by Andrew Whipple III
14.6.12

We've had the pleasure of covering A Valley Without Wind under various conditions and if you haven't had the chance to check it out, or maybe know nothing of it, then perhaps now is the time to take a look.

With an enormous update en route and talks of its first paid expansion surfacing, there's a lot to be excited for regardless of your player status.

A Valley Without Wind interview



Arcen Games has always taken community feedback seriously and AVWW certainly doesn't forgo this trend. The game has already seen restructuring based on the feedback Arcen has received and there are no signs of it slowing down. Barely two months old, it's rather impressive to see this much change in any kind of title. Just take a quick glance at the Wiki. I dare you.

1.1 is AVWW's first free major update which will include a ridiculous amount of new content. We're talking 160 new interior room maps, 50+ new monsters, 8 new mini-bosses and one new secret mini-boss that everyone's completely silent on. Perhaps it'll resemble the creative monster of Asheron's Call entitled, the lag beast. Remember that thing? Regardless, this amount of content in this update is quite extensive and has me wondering how much an actual expansion would put in.

If there's one thing I can say that defines AVWW it's the design behind it. Erik Johnson said this in regards to continually supporting a game well after it releases:

"We think that it should be completely possible to continue making the game until its potential has really fully been tapped."

That's a bold statement as most games that release are only supported through DLC that requires some form of payment. AVWW has gone through well over 40+ updates that all have added something akin to new monsters, spells, missions, etc and every single one has been free. It just goes to show how passionate some developers are about their games and how invaluable input from their fans are.


He ain't afraid of no ghosts... just Ice Pirates.

While it hasn't officially been announced, AVWW eventually will explore paid expansion content which Erik Johnson speaks about in our interview. Following that perpetual design cycle, it only makes sense for something like a paid expansion to come out. After all, it helps studios like Arcen to stay afloat and besides, I hear that developers need to eat too. Whether it releases in time for our six-month re-review is still in question, but you can bet I'm excited to see exactly how much has changed when that day hits.

If you want to make an impact on a game and its first expansion, you can pick up AVWW on Steam for $14.99 right now.

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- Andrew Whipple III
IGN, GameSpot, Eurogamer unjustly damage Arcen Game's latest title
by Andrew Whipple III
31.5.12


As a member of the gaming press, it's my responsibility to convey information and facts to the general public about the games I play. That means broadcasting everything, including triple-A games people can't wait to play as well as indie titles that people may have never heard of. The latter is especially important, as it exposes the masses to what could be considered the next big thing. Failing to properly deliver this information correctly though, can easily result in a massive loss of interest and sales for the game in question. Unfortunately, Arcen Games recently had this occurrence with their new title, A Valley Without Wind.

Just as I stated above, we, as industry professionals strive to bring all of you unbiased, unadulterated information about every type of game out there. Saying that, it's very disappointing when a small studio like Arcen Games puts out a title that gets drug into the ground with information that's misleading and/or simply untrue. It's even more disappointing when the writers behind the reviews, who also represent prestigious websites that cover the industry, are the ones failing to accurately represent the true facts behind the core of the game. A Valley Without Wind isn't a perfect title by any means, but it's still deserving of a fair chance; especially when the game is being played by professionals who are being paid to talk about it.


The game has plenty of glitches, but perhaps these karate kicking robots are working as intended.

Before I get too deep in the lines that I feel bring about this whole debacle, understand that I'm completely aware that reviews are of that specific writer's opinion. I've wrote a few. However, having an opinion is one thing and spitting erroneous facts is another. For example, IGN stated:

" ...most levels feature music that sounds like it came from discarded drafts for the score to Mega Man 2."

This is an opinion, one that I cannot understand in this situation, but one that I respect. AVWW has some tremendous tracks and if you think this sounds like garbage, I don't know what else I can say. As much as I defend the reviewer here, I can't do the same with this next statement:

" At times, enemies that weren't immune before become immune for the rest of the game. Kill enough bats, for example, and all future bats become flame-immune "fire bats," which means that calling down a meteor shower on them has all the effect of using a feather to stop a freight train."

It's true that you unlock new enemies the more you kill a specific type, but at no point do all the bats in the game become flame immune. As a matter of fact, several more versions including a sonic bat eventually appear and they all come with unique strengths and weaknesses. The reviewer also states that he can no longer effectively use fire to deal with the fire bats, but that's not true either. Bats in AVWW have a very, very low health pool and unless you're rockin' a level one fire spell you can still kill them in two to three shots.

IGN helped to round out their review by these glorious words:

"... it plays sort of like a primitive MMORPG, right down to concerns of "ninja looting" since drops always go to the first person that picked them up."

This information is just dead wrong. AVWW has never, I repeat, never had any concerns with ninja looting in multiplayer games. If you join a game with multiple people, what drops on your screen is exclusive to you, exactly like how Diablo III does it. How does an industry professional miss something like this? To me, it shows that they've already thrown in the towel on the game and they just want the review to be over because no one's going to read it anyway.


Not every ability is useful in the way you play.

Indie games deserve just as much attention as these other triple-A titles do and that should be felt in the reviews. No matter who you are, it hurts if your game doesn't resonate well with the critics but it hurts a lot more when you don't have millions of dollars backing your budget. Cutting corners and relaying bad information is a lethargic way of moving on to the "better game" out there. When a reviewer makes the decision to just toss this stupid indie game aside, it affects passionate people who have poured much more than their own money into the project. It's unfair to them and it's unfair to the people out there who want to know more about the title.

Along with IGN, GameSpot also gave AVWW a 5.5 out of 10. Fluctuations in scores happen, it's just part of the world of video games. It's also one of the reasons reading a review can be so important. Instead of scanning the bottom of the page for an emboldened number or letter, reading the review may divulge specific information that holds the reason to purchase or avoid said game. In AVWW's case, if you were looking at IGN, GameSpot or Eurogamer's reviews, scanning the score would be more than enough for the majority to make a judgment call. However, if you were to read these reviews you'd be appalled at some of the experiences these reviewers went through. You'd be even more disgusted, for completely different reasons, if you actually played AVWW and then read them.

GameSpot's review falls into this category and Tom Mc Shea, the man responsible for the review didn't make it any easier on himself. Upon finishing the review, his descriptive profile said some interesting tidbits:

"Tom Mc Shea loves platformers and weighty moral decisions almost as much as he likes vaseline on toast."

AVWW is a 2D platformer. Why is someone who publicly states his dislike for the genre playing this game? It's equivalent to a situation in which a reviewer who's entranced by sports titles like Madden, FIFA and NHL is tasked to review an RPG. If the dude isn't into the genre, knows hardly anything about it and couldn't care less about it, then why in the world was he assigned to it? If you hated platformers and were forced to play one for an extended period of time, what do you think would be going through your mind? If a situation like this should arise, the writer should take responsibility and tell the person allocating the games about his/her prejudice toward the genre. If there's no change, something should be written in the review itself because this... is just embarrassing.


Saving a pink box? Yes, I think so.

The review itself, while not exactly short, reeks of brevity and by that I mean time spent in the game. This statement assures that as truth:

"Places look so similar that it's easy to get lost, and the poorly designed map adds to this burden. Finding your way out of a cave is no easy task, even using the warp points, so you wander from one similar-looking environment to the next, until you contemplate sacrificing your character's life just so you can leave this stage before your sanity flees."
Satire aside, the reviewer's description tells me he had a hell of a time clicking off of all the tutorial messages at the beginning of the game. While you can definitely get lost in AVWW, the map system is actually incredibly readable and serves as your compass to the world. By just glancing at it for a quick moment, I was able to decipher exactly where I was, where I needed to go and if there was anything even remotely interesting near me. The thing is, you need to take the time to read the tutorials. AVWW isn't like any game you've played before and requires some time to understand it. Take it from me, if you can't get out of a cave by using a warp point that's activated by just walking past it, you've got some serious issues.

One of my favorite lines from this review comes fairly early:

"It doesn't become apparent how shallow this game is until many hours into your journey."

Fast forward a few paragraphs later and you get this:

"...multiplayer is just one more option in a game that's already overflowing with choice."

Even the pros and cons section at the onset of the review states how shallow AVWW is. If that's the case then where does this statement have relevance? Overflowing with choice, but it's extremely shallow? AVWW becomes much more accessible once you understand how spell crafting and material gathering work, but it's definitely not a shallow experience.


You can wander around the randomly generated world for hours.

To wrap up GameSpot's review, they had a very interesting duo of comments that bring up another point:

"Freedom is no substitute for depth, and it's woefully apparent once the training wheels come off just how shallow this valley is."

"Combat commits the transgression of having bountiful options rather than genuine depth."

Why don't more websites and publications say this about The Elder Scrolls? A user who commented on the review brought this up and I completely agree. It's a triple-A franchise, but that doesn't give it immunity from criticism like AVWW is receiving. I'm not saying this is the case for everybody and everything, but no one out there should be afraid of speaking the truth about any kind of triple-A title.

Eurogamer's review of AVWW was a piece of utter satire. The entire time the reviewer tries to be funny and slams the game in practically every department. That could end up being fine, but with lines like this, it's hard to accept what he has to say:

"Speaking of craftsmanship, the game's solution for levels which end up being player-unfriendly is to give you a supply of hundreds of wooden platforms and crates your character can spawn en masse like some frightening psychic carpenter. That this, rather than a grappling hook or jetpack, was the developers' solution should give you a hint about the glassy mentality behind the game."


Jumping. It's cool, man.

Clearly, the reviewer is too concerned with being facetious and snide to understand how whiney he sounds. According to his statement, the game is less because their mechanic of allowing players to place platforms as a means of travel isn't as cool as a grappling hook or jetpack. It's a brainless statement.

What's even more confusing is that after you get done reading a review that consists of almost no positives, you happen upon these words:

"The best thing that can be said about the whole package is that, like health-conscious toast, for all my whining there's nothing actively repulsive about A Valley Without Wind."

As a reviewer, this infuriates me. How can you go about bashing a game and then, at the very tail end of the review, say that it isn't so bad? It's hypocritical and it confuses readers who are already interested in the game, but wanted a professional opinion. The worth of Eurogamer's opinion is pretty low in this review though, especially since they never mentioned anything about co-op play, how exploration affects the world and, though they've changed it now, Civilization Progress and the tier system.

Despite all of this sounding terrible, absolutely none of these well-known and reputable websites mentioned anything about Arcen Game's involvement in the community, daily patches, player input and constant additions to the game. Every single day I fired AVWW up, there was something new set in place. AVWW is a very different game now thanks to Arcen Game's dedication to its fanbase, but apparently that wasn't important enough to mention in any of these reviews.


Ice Pirates don't care where you are. They're going to shoot you. With ice.

I should mention a review that stands out in the face of overwhelming negligence, and that's Destructoid's. Jim Sterling talked about almost every aspect of the game, its strengths, weaknesses and the ambition Arcen Games had when creating AVWW. Despite its positive spin for Sterling, he still gave it a 6.5, .5 higher than our score. This, quite simply, is how you write a review.

The point I'm trying to make should be clear. Indie developers, like Arcen Games, are given the cold shoulder when it comes time to review their games. Awesome as a new triple-A title might be, it shouldn't be treated any differently than a two man indie studio developed game. Regardless of what they all might be, they're video games that are being played and rated by professionals who then pass on their experiences to their readers. Everyone deserves a fair chance and AVWW didn't get one.

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- Andrew Whipple III
Review: A Valley Without Wind
by Andrew Whipple III
18.5.12

A Valley Without Wind
Developer
Arcen Games
Platforms
PC
Reviewed on
PC
Genre
Platformer

Besides containing one of the best titles in recent memory, Arcen Game's A Valley Without Wind is, perhaps, one of the most ambitious titles I've ever played.

Not only does it combine the 2D, intelligent level design of old-school Metroid and Castlevania titles, but it sprinkles in exploratory and crafting devices found in Terraria and Minecraft. While it sounds like a game with elements everyone always wished for, it's aspiring design falls short of greatness.

Video review



If it wasn't already apparent, this isn't the kind of game you can instantly pick up and know what's going on. AVWW contains a learning curve, which isn't abysmally steep, but does assail you with menu screens and tutorial pop-ups explaining all the aspects of the title. There's a lot to this game and you'd do yourself a great service to read them.

The year is 888 and a cataclysm has shattered the reality of the world called Environ. Violent wind storms sweep the continents and different time periods have become mangled, yet tethered to the same fate. Defying the hopeless conditions, the saviors of life known as the Glyphbearers have appeared to rectify the situation. Being one of the chosen, it's up to you to build up lost settlements and rescue the survivors of the cataclysm in order to put an end to the perpetual rule of the tyrannical Overlords who plague the shattered world.

Sounds intriguing right? Unfortunately the narrative of AVWW never goes deeper than the title screen. You'll indeed rescue various survivors from different periods in time and even slay many of the Overlords and their lieutenants. However, even they don't provide you with any important information regarding the story. As a matter of fact, the only time the story 'advances' is when you find and complete a Mystery Room. The information these rooms provide can only be described as terse and, since they're hard enough to find as is, you'll hardly waste your time looking for them; especially when your sole reward is a short pop-up message. Usually I'm a fan of this clandestine style of storytelling, but the game never truly gives you that push, that desire to discover more. There's potential for a great story here, but with the way it's set it, unfortunately, just lies dormant and that should be a crime.


The world map is virtually limitless.

AVWW's core experience revolves around exploration and finding materials while you do it. Unlike the Metroids and Castlevanias of the past, AVWW is procedurally generated which just means that every single stage in every game is distinct and random. Saying that, you can't really call AVWW a Metroidvania title and that's unique in itself. You might be wondering how that works since the game requires the acquisition of various materials to craft spells, structures and other objects. That, is where the various systems come into play, all of which Arcen Games should be commended for.

As you mill about the absolutely enormous world, the map system put in place will become your closest ally. It's tough to read at first, but once you understand what all the color-coding and objects mean, you'll embrace how differently you traverse the environment. Yellow-colored areas mean they contain goodies you might require, red-colored zones mean there's a boss waiting to be slain and gray-colored places mean there's nothing of particular interest present. Maybe it seems awkward that Arcen Games decided to reveal what each individual area contains, but you still have to explore and since the world is procedurally generated, this way makes finding what you need that much easier without the frustration of running back and forth through hallways for hours.

If you're seeking out specific materials to craft a spell, you can pull up your Big Honkin' Encyclopedia at any time. Once you understand how to use it, no spell will be out of reach for very long. However, AVWW throws another wrench in the works by way of a very different unlockable system.


You know, you could go find a nicer place to torment.

Let's say a spell of yours requires a couple stacks of clay to craft. Clay doesn't actually exist in the game until you earn the achievement that unlocks vases that contain clay. You'll need to read into a lot of materials to find out what you need to do to unlock it specifically, but it usually isn't anything harder than killing a certain number of monsters, completing some quests or finding a special stash. This system actually works in tandem with the monsters you'll fight as well. AVWW ostensibly begins with a very limited amount of monsters, but once you kill a specific amount of a creature, a new one unlocks. For instance, if you destroy enough Skelebots, the much harder Skelebot Centurions will appear.

A large part of the game revolves around advancing the tier of the continent you're on. You do this by completing missions positioned around the world map which also net you crafting materials. Each continent can reach tier five, which just means monsters will become stronger and certain unlockables and materials will be obtainable. If you don't want to advance the continent you can explore the different stages to locate secret missions. These special missions are randomly generated as well and still net you rewards without fear of making the game harder, which is a nice touch.

Another cool little feature of sorts is how often AVWW is updated. Arcen Games strongly supports this title and is active within the community more than any game developer I've ever seen. They're constantly adding new monsters, spells, missions and they even have a system in place to take suggestions from their community about what they should add, change, or remove from the game. Every day I fired this game up there was an update complete with notes about what changed and why. It's funny but by the time you read this some of the things I've been talking about could be completely different. You don't see this kind of devotion often.


When you're randomly generated character randomly generates a name as good as Judge Glass, there's no going back.

Up to this point, it seems like AVWW is a diamond in the rough, but I must make it clear that while its ambitions are certainly appreciated, it all doesn't come together as cleanly as it might sound. I mentioned earlier that erecting structures was a part of the game. The main point of gaining these structures is to make the people of your settlement happy, increasing their profession level and who doesn't want a level three Forgician or Lumbermancer to be happy, right? The problem is, these buildings can be an annoyance to acquire and the only one you need to worry about getting is the Aquaurgist's Well. It's the sole building that gives you the ability to create windmills to beat back the storms, opening up more of the continent. The catch is that you need some of the other structures to make the one. Sure, other buildings can give you the ability to use scrolls that give you a five minute buff in a random category, but five minutes in this game is nothing. Basically, besides the one building, the city-building element is pointless.

AVWW touts the meaningful nature of your lifebar and endorses the idea of permanent death. Don't worry, it's not as bad as it sounds. Upon death, your character will be gone forever but everything you've earned will carry over into the next randomly generated character except for upgrades. However, since you can only use upgrade stones to augment your character 10 times anyway, it's no big deal. The most pricey upgrade cost 20 stones and at any point I was carrying at least 1,000 of the things. As a matter of fact, sometimes I'd purposely kill my character in order to get the proper stats I wanted - since there's no re-roll option. Even worse, since I needed an Aquaurgist and I didn't feel like rescuing more dudes, I killed my character until one I randomly picked turned out to be an Aquaurgist himself.

The biggest offense AVWW commits though is when you manage to kill the Overlord of the continent. It's neat how you can make him weaker by eliminating his lieutenants before confronting him, but the encounter is... unexciting. Every lieutenant and every Overlord always perform the same attacks and once defeated, you can advance to a whole new continent to do the exact same thing all over again. This time though, you can't bring any of your spells or items with you and your new settlement is completely bare, again. Essentially you're starting the game over.


Yeah, you better run.

This kind of gameplay mechanic isn't inherently bad, as it promotes replayability but, besides a few unlockables, there's no reason to continue doing the same set of motions. There are a plethora of spells to choose from to make the game more interesting the third or fourth time through, but you're just going to settle for the couple of spells you know, pump them up real quick and vaporize the Overlord once again. Constantly going back to several areas to search for materials to augment the same spells time and time again gets old fast.

Even with its grindy nature, the art style is very tough to get behind. Animations are stiff and a good chunk of the art looks like it's placeholder for something to come. It's not all bad though as AVWW sports some incredible music, like the haunting melody of the world map screen. I should also mention that the game is online enabled allowing eight our more people to jump into the same world. The issue with that is your single player character can only come over to the online component if you create the server yourself. Everyone else who joins would have to play exclusively on your server or be forced to start from scratch on another.

AVWW is a very interesting game with unique ideas that haven't been explored before. As much as I appreciate the ambitions behind the core of the experience, the game simply isn't for everyone. If you want a deep and exciting experience, you'll have to be self motivated to find it here, but buried deep within the code of this game is an idea that makes me shiver with anticipation.


6/10 [?]

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- Andrew Whipple III
Q&A with Arcen Games lead developer and CEO Chris Park
by Andrew Whipple III
18.5.12


If you ever wanted to speak the main man in charge of all the shots, here's your opportunity. Founder of Arcen Games and lead designer of A Valley Without Wind, Chris Park will be present and willing to take your questions about, well... anything really.

With our comprehensive review of A Valley Without Wind going up simultaneously with this session, we figured it appropriate to play through a portion of our saved game while Chris, ahem, critiques. Mr. Park will be discussing the creation of the game along with certain hurdles and changes they've overcome post-release. The floor will be open at all times for any types of questions, so please ask away!

The livestream will be broadcast on our Twitch TV channel at 10am EST / 7am PST / 3pm BST. If you're unable to make it, we'll have the full session saved to the broadcast channel. Seriously though, who would want to miss a Q&A session of this magnitude? We'll see you there!

Watch live video from Gamer's Guide to Life.com on www.twitch.tv

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- Andrew Whipple III
GGTL Live presents: A Valley Without Wind livestream, interview and giveaway
by Andrew Whipple III
27.4.12

Are you an advocate for Metroidvania-esque games? Have you been wondering when the next great game in this mighty genre will turn up?

Speak no more, for Arcen Game's A Valley Without Wind has surfaced and they want you to behold the glory that is the multi-role sidescroller. Join us and Erik Johnson of Arcen Games this Saturday as we stream and answer questions about the game. Oh, and if we like you enough, we do have a bunch of keys to give away that'll net you the game.

Released on Monday, April 23rd A Valley Without Wind is Arcen Game's take on the sidescrolling adventure genre both Metroid and Castlevania were known for. If you missed some of our PAX East coverage, check it out here. However, AVWW completely turns the genre on its head by generating the map procedurally. That's right, instead of being forced to complete objectives in a certain style, AVWW gives you multiple pathways to do just about anything. Think we're kidding? Be there Saturday, April 28th at 12pm EST / 9am PST / 5pm BST for an hour long session with one of the dudes who helped create the game!

We'll be playing through different bits of the game and talking about development as well as the game itself. We encourage questions and will showcase anything you guys want to see. Show up for the event and you'll even have a chance to win the game outright. We have multiple Steam codes to give out! We'll see you there.




Don't forget to follow us on Facebook and Twitter!

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- Andrew Whipple III
PAX East 2012: A Valley Without Wind and a smorgasbord of information
by Andrew Whipple III
14.4.12

Side-scrolling action titles just so happen to be one of my favorite genres in the business. Unfortunately for myself, they've gone by the wayside since the Super Nintendo has come and gone. Sure, there's been a sprinkle of titles here and there, like Shadow Complex and Outland, but it's only temporarily satiated my unquenchable hunger for more Metroidvania-esque games. Arcen Games seems to share my curse and thus is offering up their game, A Valley Without Wind, to help break it once and for all.

Easily taking the crown for coolest name at the show, AVWW seems poised to take much more home with it than a simple bauble. Set in a world where time itself is shattered, AVWW is a complete 2D side-scroller with a huge emphasis on exploration, combat and co-operative play. Yeah, THAT kind of co-operative play.



For those of you who thought Castlevania: Harmony of Despair was going to be the answer to this unfilled void in the genre like I did, I can tell you that AVWW will not disappoint in the same way. Two to eight players will be able to join into the same game and they will not be restricted to the same confines as other games might set in place. Chris Park, lead designer and founder of Arcen Games explained to me in our interview that once you join a game, you can work together or go off on your own. Whatever you decide to do, the monsters will change in difficulty to compensate for your actions. Intrigued now?

AVWW contains gameplay that's familiar to any Metroidvania lover and that means there will be plenty of spaces to explore, loot to grab and dudes to destroy. However, one of the most unique features of this game is the procedurally generated map. Unlike old-school Metroid or Castlevania titles where the map was always the same, AVWW promises that it's literally impossible to get the same map twice. You see, as you move from space to space, the game randomly generates the next section so you'll never know what's coming. So that deep ravine with the flame demons your buddy was complaining to you about? Maybe all you got was a small room filled with daisies and a yellow monkey. Just sayin'.



Having an endless world to explore is definitely exciting, but it wouldn't take long to get annoying if you couldn't get back to areas that were important to the story. Arcen has you covered though, as there's special stones that can warp you to areas without requiring you to backtrack through the trillion-mile cave network you just came through. There will also be a world map with certain areas that are marked and will not change, such as the Overlord's Keep. This will allow you to decide when you think you might be ready to take on the next challenge.

AVWW sort of does away with the typical equipment clichés and instead trades it out for enchantments. These magical abilities can be picked up everywhere and each does something relatively low-key or profound. For instance, one of the first enchants we found made us immune to any kind of fall-damage. Another made our body emit a small, radial light that allowed us to see in darkened areas. Since you can equip new enchants whenever you'd like, this new system has high-potential for some seriously awesome moments in the game. Apparently later you can 'Storm Dash' which acts much like the high-velocity pieces of technology in other Metroidvania games that allows for insane speed and new puzzle solving mechanics.



Combat-wise, the game seems to work well with all the options you're given. You can actually pause the game at any time to mouse over an enemy to find his weaknesses and strengths. Another cool thing about AVWW's combat is the skill tree and magical abilities. We didn't get to tinker around too much with it, but Chris Park stated that you can actually combine certain abilities to create a more brutal offense. He also said that you can find scrolls throughout the world that can do things like transforming your character into a bat. However, if you don't have another scroll to turn back, you could be stuck that way forever. I don't know what it is, but something about that delights me.



AVWW is set to release on April 23rd for Steam as well as several other platforms for $15 but if you pre-order it's just $10. Arcen Games has promised to support their title and if the past is any indication, when AVWW launches we're going to see constant updates. Will this be the one Metroidvania game to rule them all? Check back in a few weeks and we'll know the answer.

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- Andrew Whipple III
GGTL Classics
Some of the very best articles dug out from deep in the GGTL archives, written by some of our past and present wordsmiths alike.
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