

Turn based fantasy strategy game for PS Minis.

Jump into an exciting war between the Winged Crusade and the Landians!

Floating Cloud God Saves the Pilgrims is a Playstation Mini game for PSP and Vita. Floating Cloud God Saves the Pilgrims is exactly that, a 2D shooter built around the eponymous deity (controlled by the player) and his quest to protect eight pilgrims in their journey across perilous territories. Your own shots just knock their hats off, but getting hit by anything else will kill a pilgrim and send their spirit floating off with a sad little wail. This is bad not only because the pilgrims are a de facto health bar (losing them all ends the game) but powering up Cloud God depends on harvesting their love - juicy little hearts that pop up whenever you kill an enemy and increase in size as you blast more. You must get all of the love (given form as hearts) that they release, which then makes you much more powerful than you already are. You increase in size, look more menacing, and your attacks are more powerful. The pilgrims get the most excited when they witness ambushing ghosts and ghouls get annihilated by you. When they are excited, they produce more love, meaning more power to you. However, you have to be very careful when shooting. You grow weaker with every shot, so try not to channel your inner war-freak and have a little restraint, for the good of both yourself and the pilgrims. You also lose some of your steam if you get hit by enemy forces. And sometimes, the situation calls to for you to sacrifice your mightiness and provide cover to the pilgrims from the enemy assault with your own self. There are two types of attack: the normal shot (by pressing X), and the bomb shot (by pressing Circle). The direction of the normal shot depends on what direction you are pressing, so there is some strategy to what part of the screen you should be shooting from. Being too far from your pilgrims is very dangerous but allows you to cover more ground, while launching a full frontal assault can protect your pilgrims by absorbing all the incoming fire. You have to think through, in real time, what tactics you would like to employ. You can always get in the middle, then rush forward, then get to a safe distance; mix and match, and you got yourself going. The bomb shot is used if you are above the enemy. But that’s not all, as some enemies can’t be killed with the bomb shot, only with the normal shot, and vice versa. There are also enemies where you have to inflict bomb shot damage first before switching to the normal shot to take them out. Enemies are varied, and they look good, even if they are vile and evil. There are boss fights, too, to keep you on your toes. The Cloud God's powers and the heart system mesh so well that any enemy can be destroyed in a blink - so they've got to be deceptive, sneaky, and sometimes numerous. Paper lanterns send out an arcing flame on death, red-eyed foxes hide in the scenery, imps swoop to carry off unlucky pilgrims and bobbing doll heads send out swarms of kisses. Hands start clawing up from the ground, crows dive-bomb your crew, and demons with phallic noses launch them as languorous, looping rockets. The cheeky oriental stylings are gorgeous, transforming symbols into everything from freaky momiji to dick-nosed devils. As this suggests, one of the reasons Floating Cloud God is such a pleasure to play is its visual inventiveness, which has room enough for everything from Wario tributes to what looks like a crying poo. This big lump of a thing, which is introduced in a level called The Saddest Enemy, explodes into gobbets of mini-poo that are very useful for building up a heart multiplier. Perhaps they're babies? That would explain the sadness. Floating Cloud God has bags more where that came from, and despite the Minis tag has plenty of room to breathe (there are seven worlds with 27 stages, including boss fights). And it keeps on surprising. The controls are simplicity itself: left stick to move, one button to shoot and one to bomb. But you soon realise the subtlety of how shooting affects movement and vice-versa, which fairly soon you're depending on against every enemy pattern. The pilgrims, too, are loosely tied to Cloud God during some sections, and learning how to manage their momentum is another little learning curve. The final touch is a minor detail that ties up everything. The pilgrims' hats can be improved. There's no in-game benefit to this, beyond looking much more awesome, and it's done by completing stages without losing a single pilgrim. Obviously, if you start this process on the first level and never lose a pilgrim, the hats just keep getting better. Seems like such a small thing, doesn't it? Soon nothing but a perfect run will do. The restart option is accessible, knowing, and tempting. Every time a pilgrim fell, it was too much to take - I didn't see their tiny spirit float off to heaven so much as all my future headwear ambitions. And to be fair, by that point I had four dudes with top hats, two with octopus heads and two with space hero helmets. You can't be replacing any of them with Norman and his brown cap just because some demon gets a lucky shot in. That's the best thing about Floating Cloud God Saves the Pilgrims. You do want to save them, and not just because they represent 'health'. The hats are a big part of it, but just as much is the sense of pride in being a badass god - harvesting power at the right moment to smash through oncoming waves, battling desperate rear-guard actions against hails of deadly kisses and throwing yourself in bodily as a last resort (which sometimes works!). The little yelp as a pilgrim goes down is a sharp reprimand, a blow to the daydreams of an all-conquering deity. This description was compiled from the following reviews: http://www.eurogamer.net/articles/2012-04-19-floating-cloud-god-saves-the-pilgrims-review http://www.pspminis.com/8859/floating-cloud-god-saves-the-pilgrims-review-if-the-indication-of-a-good-game-is-a-lengthy-title-then-that-rule-applies-here/

Role-playing (RPG) / Strategy / Turn-based strategy (TBS) / Fantasy / Historical
It is the seventh game of the Fire Emblem series, the second game in the series to be released for the Game Boy Advance, and the first to be released in both North America and Europe. It features a prologue storyline designed to introduce newcomers to Fire Emblem gameplay and tactical basics. The overall narrative is a prequel to the events of the previous game, Fire Emblem: The Binding Blade, which is set twenty years later. The game was first released under the localized title "Fire Emblem" in the West, but it was later rebranded as "Fire Emblem: The Blazing Blade" when Fire Emblem Heroes was released.

Strategy / Turn-based strategy (TBS) / Tactical / Science fiction / Horror
X-COM: UFO Defense is a strategy game that combines tactical combat with base management and global defense. Players lead an international organization tasked with defending Earth from an alien invasion. The game unfolds on two levels: a global view where players manage resources, research alien technology, and intercept UFOs, and a tactical combat mode where squad-based battles occur. Players recruit and train soldiers, build bases, and develop new weapons and equipment based on recovered alien technology. Missions involve turn-based combat against aliens in various environments, with permadeath adding tension to each engagement. As the alien threat escalates, players must balance research, defense, and offensive operations to protect Earth's nations from panic and alien infiltration. X-COM: UFO Defense's blend of strategic depth, tactical combat, and atmospheric tension creates a compelling gameplay experience in the face of a global alien threat.

Simulator / Strategy / Turn-based strategy (TBS) / Action / Science fiction
Just because this battle fits in the palm of your hand doesn't mean the stakes are small. On the contrary, this all-or-nothing fight will have you accessing guns, grenades, launchers, and weaponry of all sorts. Players assume command of an army that's out to reclaim a world that's been broken up by warring factions. The battle map is essentially a grid, and moving units is like moving chess pieces on a board -- each of the units can move a specific amount of spaces within this grid, and can only attack at a certain distance from specific enemies. Advance Wars features more than 115 maps, a map editor, head-to-head play via link cable, and an easy-to-understand tutorial mode for beginners.

Role-playing (RPG) / Strategy / Turn-based strategy (TBS) / Science fiction / Warfare
Front Mission 3, also known in Japan as Front Mission Third, is a tactical role-playing game developed and published by Square for the PlayStation. It was released in Japan in 1999, and North America by Square Electronic Arts and Europe in 2000. Front Mission 3 is the third main entry and the fifth entry overall in the Front Mission series. Like other Front Mission titles, Front Mission 3 is part of a serialized storyline that follows the stories of various characters and their struggles involving mecha known as wanzers. Front Mission 3 was the first title in the Front Mission series to be released in North America, Europe and Australia.

Role-playing (RPG) / Strategy / Fantasy
PoPoLoCrois is the heart-warming story of Pietro, the prince of the PoPoLoCrois Kingdom, and his adventures to save his family, the world and everything else between. The meaning of the word PoPoLoCrois is, "To believe in people." During your journey with Pietro, you'll travel to many interesting places and meet a slew of wacky characters in his search for the "True Treasure of Kings". Along the way you'll be reminded of what is truly important in life. The PSP system version of PoPoLoCrois consists of three main stories: Chapter I: Ice Demon; Chapter II: Dark Lion King; and Chapter III: Goddess Maira. With more than 30 hours of game play, PoPoLoCrois offers hours upon hours of fun and adventure.

Real Time Strategy (RTS) / Sport / Strategy / Fantasy
Blood Bowl is a combination of a tactical and sports game. The basics are extremely simple: two teams, one ball. The team that carries the ball into the opponent's end zone scores a touchdown, the team with the most touchdowns at the end of the game is the winner. However, it’s how you decide to do this that makes things interesting, the ends justify the means! It’s not just the players you have at your disposal either. You can bribe the referee to look the other way as you cripple or trample annoying opponents and hire illegal wizards to give you a hand directly from the crowd… Blood Bowl severely tests the finest tacticians' strategies. There are many races to accommodate every player’s profile (23 in the Chaos Edition, 20 in the Legendary Edition, 9 in the Standard Edition) and even more strategies for experimenting. Winning a game requires a strong game-sense and a lot of self-control. For the player's enjoyment, omnipresent humour and the use of spells, weapons, and other non-regulatory actions place Blood Bowl outside of the classic sport simulation genre.