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Vultures - Scavengers Of Death is a turn-based, extraction take on Resident Evil, and it's out next month

As pretty (and ugly) as the Resident Evil games have become over the years, there is a quality to the original PS1 entries that lingers on in the hearts of many. That'll likely be partially down to the permanently raised heart rates of kids playing them too young everywhere. But I think the thing that endures in the ever popular PS1 aesthetic in the indie horror scene is that nasty griminess that just feels so at home. And Vultures - Scavengers of Death, a turn-based, extractiony take on Resident Evil, looks like it'll stay true to that vibe.

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The impossible alchemy of Lucid Blocks is a reminder that 99% of videogame crafting is boring

There is a tiny wild sun trapped inside my crystal tower. I hear its garbled voice and catch the yellow of its fire through the blinding white blocks of the summit. The tower itself is so bright on the outside you can barely identify objects placed on it, but I have smashed the crust and dug a network of passages, and it’s shadier within. A realm of shining fog, slick as tooth enamel, with fissured, fugitive reflections that call to mind the beautiful quartz spacecraft in Noctis.

The relative gloom inside the tower implies that the structure’s external radiance is also a reflection. It appears to be caught in the glare of some celestial body, but if such a body exists, it emits radiation invisible to the naked eye, discernable only from its impact on other bodies. The skies of Lucid Blocks are dark and cloudy even by day, inasmuch as β€˜day’ means anything in the game. There is one major astral feature, a hazy torus that neither rises nor sets, luminous enough to orient by when exploring the game's procedurally generated landscapes, but not enough to actually light your steps after dark. The only real sun here is the one below. The one I crafted. It slurs and shouts, nosing the walls of its prison.

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