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Remember Me
Review by: Nathaniel Cohen
Remember Me, never forget this great game. READ FULL REVIEW...
Rush Bros.
Review by: Cyril Lachel
Rush Bros. is a fun platformer/racer, but it can't quite get over the finish line! READ FULL REVIEW...
Mario and Donkey Kong: Minis on the Move
Review by: Russell Archey
The minis are on the move once again, but can Russell keep up? READ FULL REVIEW...

Prepare to kneel before Zod in Injustice: Gods Among Us

by: Nathan - - Add a Comment
The fourth DLC character for Injustice: Gods Among Us has been revealed and will be General Zod, most likely to coincide with Man Of Steel which is out in theaters today. 

Zod was playable at E3 and Ed Boon, on his Twitter, says that a gameplay video for him will be released next week. 
Yes, General Zod is the 4th DLC character in INJUSTICE !! Next week we are releasing a game-play video that demonstrates his unique moves!

No price or any other DLC has been revealed yet but I think it's safe to say that Zod will be $5 like the other three DLC characters were and will be free if you have the seasons pass. 

If I don't hear this during Zod's intro or outro then I refuse to buy this haha. 
 
 

The Humble Bundle weekly sales continue with 11 Bit Studios

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?It's time for another weekly Humble Bundle and this week you will be able to pay what you want for games from 11 Bit Studios. 
  • Anomaly Warzone Earth for PC / Mac / Linux
  • Anomaly Warzone Earth Mobile Campaign for Android / PC / Mac / Linux  (this is actually the mobile version made available for desktops, as the mobile campaign has different levels comparing to "classic" Anomaly)
  • Anomaly Korea for Android / PC / Mac / Linux
  • Sleepwalker's Journey for Android / PC / Mac / Linux
  • Funky Smugglers for Android / PC / Mac / Linux
  • Soundtracks from all games
  • Wallpapers
  • 3D model file of the Hellhound from Anomaly 2 for 3D printers (just a file, not an actual figure)

Currently the average price is at $2.99. Pay more for the average price and you can unlock Anomaly Korea and Hell Hound 3D print model as bonus content. 

As with all Humble Bundles, you can decide where your money goes. You can give it all to 11 Bit Studios, all to Humble Bundle, all to charity or you can split it up between the three. 

Check it out at the following link ?http://www.humblebundle.com/weekly?
 

E3 2013: Battlefield 4 (Hands-On)

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At first blush Battlefield 4 looks like a lot like Battlefield 3.  The user interface and graphics are almost identical and from about 10 feet away you would be hard pressed to notice a difference between the two games.  However once you get closer and dive in you start to notice all of the improvements that DICE has made to the game.
 
The already spectacular graphics of Battlefield 3 have gotten a touching up as bit as there's a lot more detail in the textures and the complexity of the maps has been upped significantly.  If you saw the demo footage from the EA press conference you know what I'm talking about. 
 

DICE hasn't touched the four classes for this iteration of the game although the customization screen has been tweaked to flow a bit better.  The unlockable class abilities have been tweaked a bit and grouped into offensive and defensive skills with various levels for each.  Again, it's nothing new but a refinement of how the system worked. 
 
The level EA had us playing was the city level featured in the footage above.  It's one thing to see the footage but it's another to actually play through it.  The number of nooks and crannies in the map was almost overwhelming.  It seemed like everywhere I went there were a dozen places to explore and hide.  The level also contained a shocking amount of vertical space to play with.  Most of the capture points on the maps had spaces either above or below, forcing you to think intelligently about where to find cover while capturing a point.  DICE has also added small tick marks inside the capture indicator which gives you a much better feel for how long you have to wait to capture a point. 
 
I'm still a bit iffy on the commander mode right now but it's more of a gameplay thing as there are times where you are killed out of nowhere from an artillery strike.  My audio was constantly drowned out by the giant video board behind the stations so I'm hoping there's an audio cue when a strike is inbound in the final game. 
 
The implementation of the commander mode is kind of cool though as you can either command from within the game or by downloading an app to your Android or iOS device and using a touchscreen.  You do have to buy a copy of the game and associate it with your Battlelog account but once you do you'll be able to command troops while you are at work, on the bus, or sitting on the porcelain throne.  
 
The big moment from the EA video was the destruction of the big building at the center of the map.  In talking to one of the reps in the game it's something that is determined by damage done to the building in the game.  It's not a scripted even but rather something that can happen in the game if users decide to do so.  The rest of the buildings in the game can take damage but the big one in the middle is the only one that will collapse. 
 
As a Battlefield 3 fan I was pleasantly surprised with what I played at the show and I'm looking forward to playing the game a bit more.  It's more than just a graphical update as you've got a significant increase in the complexity of the maps and new gameplay tactics that are added by the ability to blow up the world around you.

E3 2013: The Walking Dead: 400 Days (Impressions)

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The Walking Dead: 400 Days will serve as "connective tissue" between the first season of the game and the second.  The DLC will be about the same size as a normal episode of the game but will be broken down into five different stories which occur at various points during the first 400 days of the zombie outbreak.
 
Each story will focus on a new character but all of them will somehow connect to the Atlanta truck stop from the first game.  As you would expect the decisions you make in the DLC will impact what happens in Season 2 of the series but what you might not expect is that the decisions from the first season will impact what happens in the DLC. The TellTale team was mum on what those could be so we'll have to wait for the game to be released next month to find out.
 
The short presentation we saw at E3 featured Vince, a man who apparently kills someone at the start of the episode and  is captured, convicted, and sentenced to jail time.  I use the word apparently because this is The Walking Dead and things are never as they seem.  Vince's story occurs on the second day of the outbreak and we find him on a prison bus with several other prisoners.  
 
As Vince chats with some of his fellow guests we learn more about them and the crimes they were accused of.  One prisoner is a white collar criminal who swindled $180M before being caught while the other was convicted of illegally touching a minor.  We also learn that the prisoners have been stuck in the hot Georgia sun conflict in a bus with windows that don't open.  As the conversation between Vince and his companions continues, the heat gets to two prisoners and as you would from a Walking Dead property people start dying and then coming back to life.
 
The tension of being confined to a prison bus with a flesh eating zombie is amplified significantly by the fact that Vince and his companions are chained to the floor.  The game immediately forces you to make difficult decisions about who lives and who dies and it's all classic Walking Dead drama. 
 
From what I saw it looks like 400 Days is going to be a great transition between the two seasons.  The writing is spot on and it leverages all of the familiar tropes of the Walking Dead universe.  It's also a subtle reminder for people like me that I need to go back and finish the first season of the game.  
 

E3 2013: Contrast (Impressions)

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Let's get this out of the way first:
 
Contrast was one of the best looking and most original games at this year's E3.
 
There are no guns, explosions, giant swords, or blood in the game in Contrast.  Contrast doesn't have any augmented attack dogs, giant battle suits, or terrorists that have to be stopped.  No, Contrast is a game about a girl and her imaginary friend, Dawn. DeeDee, the little girl in question,  is going through a rough spot as her single mother is trying to kick start her career as a cabaret singer, keep food on the table, and deal with DeeDee's biological father.
 
Set in a 1920's art deco world that evokes Moulin Rouge, Contrast  is a twist on the light/dark gameplay we've seen in other games.   In the game you control Dawn.  Dawn has the ability to become a shadow on demand to get around the world and this is where things get interesting.  To get through the puzzles in the game you'll have to do some heavy platforming that must sometimes be setup by manipulating lights in the game. 
 
DeeDee is also a factor in the gameplay as she can help or hinder Dawn as she tries to get around the world.  For instance she can hold up a stick to help bridge two areas or she can stand on something and create a barrier that must be navigated around.
 
What makes Contrast different is how it tells the story.  As Dawn traverses the world she'll sometimes use have to use the shadows of DeeDee's parents to traverse the world and this is where the conflict between the parents is told to the player.  Much like how a child hears their parents arguing in the next room, Dawn will be forced to listen to the parents argue as she uses their shadows to navigate the world. 
 
In addition to the great art style and unique storytelling system, Contrast also has a fantastic musical score.  Focus Home brought in a jazz singer to compose some original songs for the game.  I'm not a big Jazz music fan but the music fits perfectly with the rest of the game.
 
I'm not sure if I'm underselling or overselling Contrast as I didn't get a chance to play the game myself but based on the presentation this is a game that should be on your radar.  

E3 2013: Assassin's Creed IV: Black Flag (Impressions)

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I admit, I'm not very well versed in the Assassin's Creed series. Having not played any, I was going into the demo of Assassin's Creed IV: Black Flag with an open mind. Coming out, I was so thoroughly impressed that I became one who was indifferent to the series to wanting to purchase the game on day one.

The hands off demo focused on the exploration aspect of the game. We were shown the map of the entire gaming world, which is a large portion of the Caribbean. There's a three large cities to explore and a vast amount of seas to sail so you should have plenty to do in the game. The studio wanted to truly model the locale that would be hanging around and you could see that in the detail presented in simulating the population of the town.

The demo had Edward picking up an assassination contract, which is a side quest. Tasked with taking down twins, Edward proceeds to the area where the marker dictates where the two are. He quickly dispatches with one while the other target runs off. There are several ways you can dispatch your targets and the demo showed what happens when someone jumps on their boat and takes off. Edward proceeded to his boat and I got a taste of ship to ship combat.

Ship to ship combat is quite frantic in Assassin's Creed IV. The boats move relatively quickly and are quite maneuverable. The first part involves damaging the opposing ship enough so that you can board it. There are visual cannon path lines that you can adjust to see how the cannonballs will fire. You may sometimes opt for a straight shot, or you can lob cannonballs into the middle of the ship. Once enough damage has been done, the two ships link up for a boarding scenario.

Before Edward jumps over to the other ship, he can take a small cannon and pick off some soldiers on the other boat. Now, the amount of crew you have is important here as with more crew, there's less fights you need to do so it's prudent to keep a large group on your ship. The person playing the demo displayed Edward's effortless movement vertically and horizontally as Edward traversed the masts and sails to get to the other boat. Once the other target has been dispatched, and in the demo there was an incredible dive from the sail posts down to the target, you're given a few choices. Beforehand, you could use a spyglass to look at a boat and see what salvaging possibilities there here. With that knowledge, you can then decide what you would like to do. One possibility is to use the boat to repair the damage on your own boat. You could also capture this boat into your fleet and set it to work for you. It's really up to you and the ship combat before the final siege is truly exciting to watch.

The weather in Assassin's Creed IV is dynamic and can play a part in helping or hindering you. The demo showed off the quick and sudden change to a hard rain and off in the distance was a hurricane. If you're savvy enough, you can use the hurricane to your advantage, but it's a dangerous proposition. 

Some islands can contain alive or dead NPC. With those that are alive, you can recruit them and loot them. Dead ones can also hold valuable information. For the demo, a dead person on a remote island had a treasure map on him. Now viewing the map only showed a few clues, and it's up to you to figure out what it means. Edward was then lead to the place where the map was referring to and some of the new items were shown. Edward has a dart gun that he can use with various poison darts. The one used caused the enemy to go crazy and attack his friends, causing a good distraction for Edward to walk by. After fighting some enemies and finding he area designated by the map, Edward was able to dig up the treasure containing a large amount of gold and blueprints for a more powerful weapon. 

I should mention while sailing to the island with the treasure, I saw a whale jump out of the water near the boat, which was a pretty impressive sight. You can than relay information about the whale back to your base to get them to hunt the beast if you so desire.

The game looked absolutely gorgeous though. The lush Caribbean landscape combined with the incredibly rendered seas made for a beautiful game to watch. Also, the way Edward almost glides between areas as he traverses the terrain is almost hypnotic. Assassin's Creed IV is a visually impressive game to behold.

They were also demonstrating the second screen option for Black Flag as well, which seems to be a hot trend this year. You can use a tablet to see where your ship is on the map as well as direct some orders to your base. Also, any treasure map hints can be shown on the tablet so you can easily reference it without having to do it in game as you are playing. I was pretty impressed by what you can do and see with the second screen option and I think I'd use it a lot while playing Assassin's Creed IV.

As Calvin Candie would say, Assassin's Creed IV: Black Flag, you had my curiosity. Now you have my attention. I was pleasantly blown away by what I saw with the demo and I'm now anxious to pick up the game. I guess I should play the first few to get a handle on the series, but I'll definitely be seeing the full game on my PC once it's released.?

E3 2013: Diablo III (Hands-On)

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I'm a veteran of Diablo III with a couple level 60 characters with some Paragon levels sprinkled in there. Blizzard, who isn't normally at the show, was on hand to show off their latest build of the console port and I actually got to play it with a few others in Activision's booth.

The game looks the same, but adjusted for the console. By adjusted I mean the camera angle has a more tighter focus on the character, but will adjust with multiple people on screen where it widens out to accommodate more players. But before I get too far, I'm only talking about those playing in the same room on the same system. You see, Diablo III can be played offline and can be played all with four people on the same TV. When this happens, you'll have a Gauntlet type experience where you'll be confined to the screen, not allowing a player to wander off on their own. But what happens when a player takes a break? Blizzard has a mechanic though for those that walk away for a bit to perhaps use the facilities. Instead of pausing the game, the away character will automatically follow with the rest of the group should they continue wandering. They can still die, of course, but this won't stop the other players from playing should one have to take a break.

The confined screen aspect only affects those that are playing local. Let's say all the players are playing online. You'll get the traditional Diablo III experience where you can go wherever you please irrespective of where the other players are. You can also have a combination of local and online players with the local players having to be limited to the screen size while those online can venture forth. I'm glad Blizzard has made this decision to accommodate both sets of players to maximize their experiences with the game.

With the move to using gamepads, adjustments to the menus and gameplay were made. First off, for those who play ranged classes such as Wizards and Witch Doctors, your characters now have an "auto-aim" on spells. You can lock onto an enemy and your attacks, such as a blizzard attack, will hit them automatically. On the PC, you can click on an empty space to cast a spell there, but that's been done away with the console version making it a little easier to land an attack. If you cast a spell without facing a monster, it will just cast it in a space ahead of you. I tried out the Witch Doctor utilizing poison darts and it was pretty easy to land my attacks on a target using the PlayStation 3 controller. That's not a bad thing though as you'll still easily get surrounded can get overwhelmed easily with the tighter camera placement.

That's where evading comes into play. With the right stick, you can push a direction for your character to quickly dodge out of the way. This is a new feature that helps those on the console and it's definitely needed as I found myself many times in the middle of a pack of enemies. I asked if this feature would come to the PC side of things, but the Blizzard rep doesn't think this would be needed. Speaking of features found on the console and not in the PC, there will be ongoing discussions by teams to see if some of them do make their way to the PC and vice versa.

Menus have been tightened up and feature a radial style selection to let you go to and change things quickly. Blizzard also implemented a quick comparison system for items consisting of red down triangles or up green triangles in three categories: offense, armor, and health. With this you can quickly see if the item will be an improvement over the one you currently wield. Of course, you can go into the details of the item just like what Diablo III players are used to, but the quick compare is there if you would like to use it. Also, instead of pausing the game and going into the full screen menu system to change gear, you can do so on the fly with the quick compare system to guide you. Pressing up on the D-Pad lets you cycle through your backpack and there you can quickly change to a new weapon.

For changing your skills, you'll have to go into the full menu so if you're playing with others, there's no way around the stoppage of gameplay. Elective mode is here so you can choose skills from the same category if you so desire. The only way you won't interrupt someone is if you play with those online.

Content up to patch 1.07 will be in and I asked about how they are going to do updates. Blizzard is committed to adding content and they said they are having talks with Microsoft and Sony to work with their processes in doing so.

Drop rates are reduced, but you'll be getting better drops in the game. Same thing with crafting as there will be a better chance to get good items on the console than on the PC. 

Diablo III is a separate entity in that you don't login to Battle.net at all. It's can be played all offline, or a combination of local and online play. It was easy to control and it felt like a solid Diablo III experience. As one who has plenty of time on the PC version, the time I spent with the demo of the console version shows much promise. 

E3 2013: Batman: Arkham Origins (Hands-On)

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Where do you go after such an incredible experience with Batman: Arkham City? Why you go back to the beginning. And that's what Warner Bros Montreal has done with Batman: Arkham Origins

Taking place Christmas Eve in the early years of Batman's existence, Black Mask is offering a rather large bounty to anyone that can kill the Batman. The amount of money draws all sorts of criminals to Gotham and Batman has to survive them all hunting him down trying to collect the reward.

I was able to sit down and play through about a 30 minute demo of the game. The graphics look about the same, but I was told there were some minor improvements that might not jump out to anyone. It still looks really, really nice to me and I've become quite fond of the art style that this series uses to portray the Dark Knight. 

The first half of the demo feels very familiar as you are introduced to the combat system. That free-flowing style that makes Batman such a joy to watch when he's fighting is all here and nothing's change. Warner Bros Montreal specifically stated they didn't want to change anything that's worked so well in two games so they pretty much left that alone with some minor improvements. Having not played Arkham City in so long, it didn't take much time for me to feel comfortable in fighting a group of thugs and taking them down with extreme prejudice.

Two new enemies were on display in the demo. The first one is a big brute with armor, that can't be taken down until the armor has been removed. You need to do three cape stuns to bring the brute down and then a multitude of quick hits to finally be able to pull the armor off. Only then can you finish the brute off, and of course you have to deal with the multiple foot soldiers that surround him at the same time.

Another new enemy is a karate expert and in the demo there were two I had to deal with. When alone, they were a handful as they did many quick hits as well as countering your hits. When the two are near you, you can almost expect a pounding as they work together well in punishing you with quick hits. 

Now, what got me a little excited is an improved detective dynamic. Walking around, I witnessed a helicopter go down in front of me. Using improved detective vision, I scanned an area near the site of the crash to get a clue. With that evidence in the computer, the crime scene gets recreated in front of you, but only in small parts. You're able to fast forward and rewind the bit that's recreated to show you even more clues of what happened. The crash site had the helicopter tail missing so I did a search to see that it hit a sign before it went down. Examining an area in the crime produced more data points, thus recreating more of the crime scene to view. Rewinding again, I found the tail section missing in the other area. Scanning the tail section revealed a bullet hole which led to the recreation at the point of the bullet striking the helicopter. Seeing the laser from the sniper scope, I swung over to the origin of the laser to find a dead SWAT sniper. Scanning the sniper, I found that it wasn't him that shot the bullet, but it was a bullet that ricocheted from another area that took out the SWAT member and then the helicopter. Only a select few can do this and this lead me to the conclusion it was Deadshot who was behind this all along. So, this was a simple example of piecing together clues to solve what happened at the crime scene and tapping into the detective element of the world's greatest detective.

New gadgets, of course, will be making its way into Arkham Origins. The one thing I played with during the demo was a batarang with a line attached to it. You can use this a few different ways. For one, you can shoot it between two gargoyles and create a line where Batman can walk on. You can use this to drop down on unsuspecting criminals and take them out. Another effective way is to shoot it at an enemy and latch it to an exploding barrel making for an easy takedown. That's just one example of a new gadget that's going to be available in the game.

The final part of the demo revealed the Joker as he toys with Batman and blows up a large, uninhabited building. The Joker's design seems more sinister than the last few games with a more jagged look on parts of his face. That infectious Joker laugh and humor ends the demo and my time with the game until its released date.

It's maybe a new studio, but my quick time with Batman: Arkham origins is one of my most memorable from the show. As a big fan of the first two games, I have very high hopes for this one and playing the demo hasn't dashed any of that. Let's hope that it lives up to the others upon release in October 25.

Also I have to make a quick mention of Blackgate, the Sony VITA game that's also coming out taking place in the same universe. While I didn't get a chance to play much, I thought the game looked fabulous on the hand held. It takes place three months after Blackgate and features some minor spoilers if you haven't finished Origins. The quick scene I saw had Batman meeting Catwoman for the first time. Like I said, it looked pretty good with the short amount of time I had with it, but I definitely need to play more to really know how well it holds up.

News Roundup - 06/13/2013

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E3 2013: Lightning Returns: Final Fantasy XIII (Hands-On)

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     Final Fantasy XIII has been an interesting experiment in the Final Fantasy franchise. The first game was as straightforward a game as could be, while Final Fantasy XIII-2 was a pretty wide open experience that added monster collecting and an interesting take on time travel. Now we're reaching the end of the Lightning Saga, and it looks to be the most radical departure from the classic Final Fantasy experience yet. I got a chance to go through the short demo for Lightning Returns: Final Fantasy XIII during the show today, and I have to say I'm way more excited now than when the game was first announced.

    Lightning is the sole party member this time around, so it's more of a solo gig, and that's fine, it suits Lightning well. It also works canonically and I'll stop there to avoid saying anything spoiler-y. So  now how can Lightning fulfill all the roles a party is normally comprised of? By changing clothes of course! In a move reminiscent of Final Fantasy X-2, Lightning can now change her class with a quick wardrobe change. For the demo she had access to a Sorceress role, a Heavy Knight, and her standard class. Each class offered a different set of skills that are mapped to the face buttons, so Thunder would be mapped to triangle, defend is mapped to square, attack is mapped to circle, and Gale Strike is mapped to circle. Using any of these attacks will drain the ATB meter, which slowly refills over time. While it refills you can swap costumes and use the ATB meter for that costume to make more attacks. It's surprisingly snappy and responsive and works perfectly for the fast paced nature of the game. 

    The brief demo had me chasing Snow through a rather baroque looking building that was bubbling with chaos, which seems to be an unknown entity at this time. There was also a girl named Lumina who looked a lot like Serah, which I'm sure there's a pretty good reason for that. Unfortunately after running in to her and fighting the massive boss she summoned, the demo was abruptly ended. But that last fight is quite interesting as it introduced the Overdrive system. This allows Lightning to tap in to a large pool of ATB that can be spent however you want. While using the Heavy Knight, her Heavy Slash attack deals a great amount of damage but eats up a ton of the ATB gauge. Using Overdrive mode however, she can launch the attack a few times in succession.

     With a current launch date of late 2013, Lightning Returns: Final Fantasy XIII is looking like it'll be a great addition to the franchise. These radical changes in gameplay between versions is certainly doing the game some favors, because this new battle system has me really intrigued, and after that cliffhanger ending from Final Fantasy XIII-2 I am eager to see how this story wraps up.

Polytron Corporation Releases Fez 2 Teaser Trailer

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Earlier today, Phil Fish posted a video called 'Horizon Teaser' to Polytron Corporation's website. A minimalist trailer if there ever was one, but the important part is the two words emblazoned at the end of the Video: FEZ II.

You can see the video at Polytron Corporation's website.

E3 2013: Magic 2014- Duels of the Planeswalkers trailer

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Quick side story: Chuck texted me a cell phone picture earlier this week of the Magic 2014 play area at E3, where Wizards of the Coast is showing off their new digital game. I quickly reminded him that what he saw was the cool-kids club and he surely wasn’t invited to enter. that is because only the coolest of the cool play MtG!

The latest trailer for the upcoming Magic 2014: Duals of the Planeswalkers was released out of E3 which gives us our first glimpse of the new gameplay features present in the game. finally, after years of asking for it, fans are going to get true deck building thanks to the addition of sealed play.
 
 

Nintendo Download for 6/13/2013

by: Jeremy - - Add a Comment
Even with E3 in high gear out on Los Angeles, Nintendo is moving forward with their weekly digital update. There are a bunch of classic titles making their way to the Virtual Console on the 3DS. This week’s lineup includes the following:
  • Big Bass Arcade: No Limit for 3DS on eShop
  • Columns on 3DS on Virtual Console
  • Dr. Robotnik’s Bean Machine for 3DS on Virtual Console
  • Mighty Switch Force! 2 for 3DS on eShop
  • Mutant Mudds Deluxe for Wii U on eShop
  • PICROSS e for 3DS on Virtual Console
  • Shining Force: Sword of Hajya for 3DS on Virtual Console
  • Sonic the Hedgehog for 3DS on Virtual Console

E3 2013: Dragon’s Crown trailer shows plenty to love

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If Matt’s impressions of the Atlus’ Dragon’s Crown weren’t enough to get you excited for the game, perhaps the official E3 trailer for the game will sell you. Atlus latest video showing off the game really gives us an idea of just how beautiful the game looks in motion; the hand-drawn art style really comes to life on the screen. This is definitely a game on my radar for both the PS3 and Vita when it launches this Fall.
 
 

E3 2013: Fantasia: Music Evolved (Impressions)

by: Matt - - Add a Comment
     I'm all for a concept when I hear it from Harmonix Music Systems. I may not have enjoyed the Dance Central games, but I can appreciate what they were trying to accomplish. When it came to Fantasia: Music Evolved, I had no idea what to expect, so when I got to see a presentation today at the Disney booth I was impressed, and intrigued. I'm not sure if this is an evolution of music, but it is definitely an interesting concept.
    
     The on-stage demo gave us a look short look of an undersea world called 'The Shoal' that offered plenty of exploration in the Fantasia world. Our demonstrator had plenty of objects that he could interact with in the world, and with the wave of a hand he could breathe life into the world. He started by summoning sea horses, each creating a musical note to go along with their appearance. This brought a little bit of color to the darkened undersea locale, but the real way to make a change in the world, was to interact with a sound sphere. 

    This sound sphere had Queen's 'Bohemian Rhapsody,' and upon selecting it, our demonstrator was tasked with creating music 'on a molecular' level. The directional arrows on screen offered an ebb and flow of the music, and as each swipe was accurately completed, the track would swell and grow in volume. At certain junction points, our demonstrator could change the backing track to be more strings oriented with accentuated violins, or give it an 80's rock arena vibe, he could include a great piano accompaniment, or even a timpani backing. This gives each track a number of branches to it, with each branch offering up a different score, which will surely be the bane of leaderboard chasers.

     Doing well at certain parts of the song allowed our presenter to access musical modifiers, which put the music through a number of filters which he could freely manipulate to modify the sound, like one would behind a mixer, bending and pitching the track as he went. Upon completing the track, the watery wonderland sprang to life. Now there were a lot more areas that could be interacted with, and in the background, 'Bohemian Rhapsody' gently continued along, until our presenter dove deeper, and found a turtle, who apparently had 'jazz clams' on his back. These musical clams functioned as a live drum machine, and with the wave of his hand, he had a drum fill that played alongside the Queen hit single. Other songs not immediately playable would also affect the backing track players hear while exploring the underwater environs. Unfortunately our demo had to come to an end before we could be shown more.

     From a conceptual standpoint, Fantasia: Music Evolved felt like one part Elite Beat Agents, one part Electroplankton, and two parts Harmonix Music Systems insanity. The idea behind it is certainly an interesting take on a music game, and hopefully when the game launches later this year on the 360 and Xbox One this concept will be as captivating to play as it was to watch.

E3 2013: Dragon's Crown (Hands-On)

by: Matt - - Add a Comment
     Atlus made a bold move when they picked up Odin Sphere back in 2007 for the PS2. Fast-forward to 2013 and I'm thinking the same thing with Dragon's Crown. I figured the game to be dead in the water after it was dumped by UTV Ignition back in 2012, but during the show today I finally had the chance to get my hands on the game. This chance turned into nearly an hour of me clutching the PS3 controller and Vita tightly, refusing the let go. I had to down that harpy one more time, had to appraise that loot, had to enjoy the archer's combos, had to tap the screen to find hidden loot, I just had to get my fix.

    What drove me to such an act of madness and obsession? Duh, it was the fantastic gameplay (read: Sorceress' Assets). No seriously, this game is everything a fan of games like Final Fight, Dungeons and Dragons: The Tower of Doom/Shadow Over Mystara, Streets of Rage, and any other early 90's brawler could ever want. Each character plays distinctly different from the rest, but I opted for the archer most of the time (juggles not jiggles) as her combination of ranged attacks and ability to keep enemies airborne made her perfect for my style of play. 

    The two maps available for the E3 demo allowed for a decent amount of exploration, and using the right analog stick on the PS3 controller, or Vita touch screen, I could direct the companion thief to open chests and locked doors that gave me access to some sweet loot. Completing a level gives players the option to appraise their loot or just sell it outright. Though the demo gave players access to some pretty powerful gear, it was interesting to see that some weapons and armor had buffs against specific attack types, and offered damage bonuses depending on the type of enemy hit, offering a great deal of depth to the weaponry that is carried in to battle.

    Dragon's Crown is incredibly easy on the eyes, and it looks amazingly fluid in motion. The PS3 visuals looked fantastic, and the OLED screen of the Vita did an amazing job of showing off the visuals. The Basiscape soundtrack was kind of muddled because of the loud show floor, but if their past work is any indication, I expect it to be great when the game is finally released. August 6th is the day when Dragon's Crown is finally available on the PS3 and Vita, and after this brief taste, that seems like a very long wait. 

E3 2013: The Evil Within (Impressions)

by: John - - Add a Comment
Bethesda's going into the survival horror genre and who better to lead this charge than Shinji Mikami, creator of the Resident Evil series. Mr. Mikami was on hand to talk about his latest project in that he wants to take survival horror back to its roots with this game. He wants you to experience unimaginable fear and to feel that triumph when you overcome those fears. That means you're low on resources, low on ammo, and low on the feeling of being safe for any amount of time.

The Evil Within has you playing Detective Sebastian Castellanos in a third person view and what was shown was the beginning of the game as well as a sequence from later on. For the beginning, you arrive with a few fellow officers to the Beacon Mental Hospital. It's raining outside with plenty of empty police cars in the parking area in front. As you enter the hospital, you see plenty of dead people strewn about and Sebastian makes his way to the security office. In there, he watches a security camera where three officers get brutally murdered by some ghostly apparition. Suddenly, the apparition appears behind Sebastian and knocks him out.

Sebastian then wakes up, hanging upside down, in a room with a very disturbing figure who I'll call the butcher.This hulking figure wears a white tank top and some weird contraption that surrounds his head. You hear, but don't see, him take a cleaver and cut off the upper half of one of the bodies hanging in the room and watch him drag it to a table for more mutilation. Detective Sebastian is able to cut himself down with a help of a knife sticking into a dead body hanging near him and proceeds to stealthily steal a key from the butcher to unlock his way out of the room.

Unfortunately, as Sebastian is trying to sneak away, he trips an alarm alerting the butcher who grabs a chainsaw and starts to chase the protagonist. What follows is an intense scene where Sebastian runs down a corridor and the camera is focused on Sebastian from behind. You hear the butcher getting closer and closer with his chainsaw in tow. The butcher catches up to Sebastian and takes a swipe, cutting the back of one of his legs. From now to the end of the first part, Sebastian walks with a heavy limp, making him even more vulnerable.

Sebastian then continues to sneak around the hospital area as the butcher searches for him. There's the often used scene of hiding inside a locker and seeing the butcher walk by through a slit, hoping that he doesn't turn around and open the door to your hiding spot. The limping causes more tension as you know you won't be able to run away from the butcher quickly, should he find you. After some more intense sequences sneaking around the butcher, Sebastian finally gets away, barely, in an elevator only to walk outside to see a devastated city.

The second scene shown has Sebastian walking through an old building. Zombies come slowly lumbering towards Sebastian and he's able to take one down with a headshot. With another, he fires enough bullets into the body to knock it down and then proceeds to burn it with a torch. A nice sequence shown is the ability to set some traps. Sebastian uses some mines placed under windows and doors to fend off a hoard of zombies coming at him. In another area, Sebastian is walking down a hallway when suddenly a wave of blood comes rushing towards him.

When it clears, Sebastian is in another place. Instead of an old, dilapidated building, he's now in some medical facility. In the middle at the end of the corridor lies a pile of bodies. All around, there are blood streaks and bloody hand prints. Suddenly, a monster made up several appendages come ripping through the bodies and chases you. Thus ends the intense demo of The Evil Within.

?The game uses both video and audio effectively to convey a sense of fear. There's a grainy film like view to the world and intense music as well as disgusting sound effects combine together to really set the mood. The visuals seem very Resident Evil like to me and the designs of both the creatures and environments make for a truly horrific looking experience. All told, The Evil Within looks incredibly intense and a game that can offer up a truly horrifying experience.

E3 2013: Command and Conquer (Hands On)

by: Chuck - - Add a Comment
Here's a ProTip for you when you play Command and Conquer, a Gaming Nexus exclusive if you will.  When you play Command and Conquer don't accidentally sell off all of your buildings at the start of the game as it leads to instant defeat.  I tell you this as this totally happened to the guy next to me at the demo room yesterday and not me.  Definitely not me.
 
With that out of the way the new Command and Conquer does look solid so far.  While Victory Games doesn't have a release date for the game yet they are expecting to have the game out by the end of the year.   The free to play game will feature three factions: the EU, the Asian Pacific Alliance, and the Global Liberation Army (GLA).  Each faction has five generals to choose from and each general has their own special units and abilities. 
 
The team at Victory has flushed out each faction a bit with the GLA getting the most love.  What was once a fairly stereotypical mid-eastern terrorist organization is now a bit more global in their reach with members from around the world. 
 
I spent about 25 minutes playing the skirmish mode against an enemy AI and it feels exactly like you would expect a Command and Conquer game to.  There's the usual resource collection (gold and oil), base building, unit creation, and combat.  What took me back was that the game was using the Frostbite 3 engine as it makes a huge difference.  Not only are the graphics great but there's a level of destruction and explosions that I haven't seen in a RTS game before.  It doesn't really impact gameplay but it does make the combat that much more engaging. 
 
I was also impressed with the generals themselves and how much personality they have in the game.  We've seen some of that in Generals before but this really elevates it to a new level.
 
The game does look and play well and I'm interested to see the monetization structure behind the game.  The folks at Victory are committed to making sure the game isn't "Pay to Win"  but I'm interested to see where they land on where players will spend money.  Outside of that and the some fit and polish stuff I can see the game becoming something that RTS fans will want to sink their time into.

E3 2013: Tiny Tina's Assault on Dragon Keep (Hands On)

by: Chuck - - Add a Comment
I wrapped up the main campaign for Borderlands II a few months after the game was released and haven't been back since.  Some of the DLC has looked interesting but nothing has really screamed "Play Me"  That is about to change as playing the first 25 minutes of Tiny Tina's Assault on Dragon Keep has convinced me to return to Pandora.
 
The upcoming DLC has the vault hunter sitting around with Lilith, Brick, and Mordecai  back at Sanctuary playing "Bunkers and Badasses", a Dungeons and Dragons like game.  Tiny Tina is the "Bunker Master" of the game and leading the crew through their first game. 
 
What hit me immediately was how good the writing was as the dialogue was spot on with a perfect mix of humor and sweetness.   I can't say more without ruining one of the major plot points of Borderlands 2 but there's a wonderful exchange between Lilith and Tina that I hope pays off later in the game.
 
The actual game action is you fighting your through the game that Tina is running.  This isn't just a linear quest though, the world changes as she changes her mind about what the question contains.  She starts out with a happy village (complete with a rainbow over it) before changing it to a dark and dreary world.  All of this happens in real time which adds a almost Looney Tunes feel to the game (this is a very good thing). 
 
The game does take a few shots at the traditional tropes of D&D like having to roll for initiative but it's done in a loving way.  Even the first set of enemies are typical D&D fare as you face hordes of skeleton archers and swords men.  You also run across Skeleton Minotaurs or "Skeletaurs" which brought a quick smile to my face.
 
I will admit that I was a bit disappointed when my time with Tiny Tina's Assault on Dragon Keep expired as I was having a lot of fun.  I'm looking forward to seeing where the rest of the plot goes  as I have a feeling that the DLC is setting up a pretty emotional moment but I won't know until I get a bit further into the game.  Even if it doesn't this looks like a must have pick up for Borderlands 2 fans.

E3 2013: Razer (Impressions)

by: John - - Add a Comment
At Razer's booth, the buzz was on their new laptops that they announced. Razer was kind enough to walk me through two of their models they had present.

The Razer Blade Pro is the 17" Haswell i7 sporting gaming monster with the Switchblade interface on the keyboard's right side. With 8GB of ram and some SDD connections, the full 43-watt CPU with GeForce GTX 675M laptop was a sight in person. I was really impressed by the Switchblade panel that allowed for a wide varied of colored keys and the large trackpad area can even mirror an area on the screen. That really blew me away. It's really, really thin and you can expect about 6 hours of battery life in general usage. Razer has gone and allowed you to tweak the sensitivity of the trackpad to a point where they say you could use it with games. That remains to be seen, but if so, that's a pretty impressive feat. 

Also on display was the Razer Blade, which is the 14" version. Thinner and more powerful than most Macbook Airs, this 14" gaming laptop also packs the same powerful components found in the Pro version. Now, the small size doesn't allow for the Switchblade interface to be in place, but you do get what sounds to be a pretty beefy gaming laptop at a very small footprint.

The one thing I didn't like was the usage of TN panels. I thought there were muddle colors in some scenes and dark shades of grey rather than blacks. Also, viewing angles were pretty narrow as well. Now, there could be some trade offs that Razer decided was worth it to go with TN panels rather than IPS panels that many others enjoy, but we'll see how it shakes out. Also, no touch screen as well here, and Windows 8 begs to have touchscreen at times. I know gamer's today wouldn't be using it that much, but I think there's use cases that would drive for a touchscreen on a Windows 8 laptop that call for the inclusion of the tech. Perhaps, a future version then.

Overall, the laptop's designs were excellent and I love the feel of them. There's a few things I would've like to have seen differently, but we'll see how it goes and see if the Razer Blade line connects with the road gamer when it gets released.

"Late Night" to host fourth annual video game week on NBC

by: James - - Add a Comment
“Late Night with Jimmy Fallon” will be hosting the fourth annual video game week from June 17-21 at 12:35 a.m. Eastern Standard Time on NBC. It will feature a mash-up of the latest video games, musical performances and comedy sketches.
 
The line-up for the week will consist of the following featured games:  Monday, Forza Motorsport 5; Tuesday, Knack; Wednesday, Watch Dogs; Thursday, Call of Duty: Ghosts; Friday, Game & Wario and Super Mario 3D World.
 
“Late Night” will additionally have numerous musical guests tied to the video game world to appear during the week like Anamanaguchi, Chvrches, and Zedd with special guest Foxes to perform game-themed songs such as Zedd’s remix of “The Legend of Zelda” theme song and more. See the link down below for more details!

[READ MORE]

E3 2013: Deadfall Adventures to be released on September 27th

by: Russell - - Add a Comment
Nordic Games has recently announced that their upcoming FPS game Deadfall Adventures will be released on September 27th for the Xbox 360 and Windows PC.  Deadfall Adventures is an FPS experience combined with puzzle solving and exploration that will feature a single player campaign, multiplayer battle arenas, and a survival co-op mode.

[READ MORE]

RIFT is now free-to-play...entirely this time

by: Russell - - Add a Comment
Last month we reported that Trion Worlds' MMORPG RIFT went free-to-play, with players paying a base subscription receiving patron rewards and in-game items.  Trion Worlds has recently announced...again...that RIFT is free-to-play, only this time it seems like it's entirely FTP.  No trials, no tricks, and no traps as they say.  Along with this comes update 2.3: Empyreal Assault.  This update features a new zone called Dendromne, a 10-player raid, open-world raid bosses, performance improvements, and more. [READ MORE]

E3 2013: Tekken Revolution launches exclusively on the Playstation 3

by: Nathan - - Add a Comment
Namco Bandai is entering the free-to-play genre by launching Tekken Revolution, exclusively on the Playstation Network and comes with eight iconic Tekken characters, an Arcade mode and ranked and player matches. 

The game also includes new Special Arts and Critical Arts moves designed to help newcomers. Players can level-up characters increasing three attributes including Power, Endurance and Vigor to mold combantants into each players unique play style. The eight characters you can play are Kazuya, Asuka, Paul, Law, Lars, Jack-6, King and Lili. The game works almost like an arcade machine. You have a certain amount of credits to start. After spending all those credits you can wait to earn more. Premium tickets are earned for completing various feats in the game and can be used in place of coins. If you run out you can buy more premium tickets if you wish, or wait for more coins. 

Tekken Revolution is available now on the Playstation Network 

For more information check out their official website, Facebook page and Twitter.
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E3 2013: Slave to the machines: Hands-on with Wolfenstein: The New Order

by: Mike - - Add a Comment
Franchise revivals are a becoming more and more relevant, with recent successes Devil May Cry and Tomb Raider, and developer Machine Games took note. With Wolfenstein: The New Order, the developer, under publisher Bethesda, is hoping to revive the franchise in a way relevant to 2013. 

In my hands-on time with The New Order, I duel-wielded shotguns, destroyed hulking Nazi mechanized tanks and fought my way through a solar observatory. Wolfenstein is still as offbeat as ever.

The demo takes place in a Nazi base, as I fight my way through underground caverns, hidden arsenals and exposed catwalks. Throughout the demo, I'm taught game mechanics through diary entries, such as how to lean from behind cover or how to hot-wire safe mechanisms, allowing me access to the upgrades or ammunition inside.

This hacking technique is done by pushing the analog sticks toward one another, then pulling the triggers simultaneously. The first safe I find nets me a permanent health upgrade; this upgrade shortly comes in handy.

As I exit a room with my newly acquired health increase and dual pistols, a mech fires on me, followed by a rush of Nazi officers and armored soldiers. Even on the normal difficulty, called "Bring 'Em On," The New Order is difficult. Cover is scarce in corridors and rooms, and the enemy soldiers are eager to flank me any chance they get.

As I progress through the level provided at E3, I notice a few differences between The New Order and other shooters. For one, you have to manually loot bodies for health, as well as weapons for ammo, rather than pick it all up automatically. This looting system is at odds with most modern shooters, so it takes a while to get accustomed to it.

With the revival of a new franchise comes challenges. What is sacrificed? What remains? Machine Games has been staring down the barrel of that question for some time now. Whether they mounted that hurdle remains to be seen when Wolfenstein releases later this year for Xbox 360, Xbox One, PC, Playstation 3 and Playstation 4.