Briefly: We were pretty disappointed when Shinji Mikami’s return to survival-horror, The Evil Within, was pushed back to October, and our hands-on with the game back in June certainly didn’t table our excitement.

The game is scheduled for release on PC, PS3, PS4, Xbox 360, and Xbox One on October 14, and TGS has brought an excellent new trailer for the anticipated title. Seriously, this trailer channels some classic survival horror, and I can’t wait to get my hands on this game.

Here’s what SJ thought when she played the game back at E3:

And it is scary. We screamed a little bit during our play through. And at one point, as we were sloshing waist deep through thick, congealing blood attempting to solve a puzzle to get to the next room, we were certainly viscerally affected by the well-realized world. Stealth and sneak attacks are preferred; noise and light draw unwanted attention. And the zombie/monster/box-man creatures? Only stay dead after you burn them. And matches are in short supply.

Between The Evil Within and Hideo Kojima/Guillermo Del Toro’s Silent Hills, it sounds like a phenomenal time to be a survival horror fan. Take a look at the trailer below, and let us know what you think! If you’re a PS4 owner and you haven’t checked out P.T., you’re definitely missing out.

You may or may not have seen some of Will’s videos. He has an amazing channel centered around making things yourself. Some of the highlights of his channel are making props from video games, and his newest video has to be seen! Check out how he turned cardboard and foam into the Soul Edge Blade from Soul Calibur!

Check out his channel EpicFantasy and his homepage Storm The Castle!

The rumours turned out to be true. The video game sensation, Minecraft and it’s company Mojang are to be acquired by Microsoft. Announced on their official Business reports blog this morning.

The Mojang team will join Microsoft Studios, which includes the studios behind global blockbuster franchises “Halo,” “Forza,” “Fable” and more. Microsoft’s investments in cloud and mobile technologies will enable “Minecraft” players to benefit from richer and faster worlds, more powerful development tools, and more opportunities to connect across the “Minecraft” community.

 

Under the terms of the agreement, Microsoft will acquire Mojang for $2.5 billion. Microsoft expects the acquisition to be break-even in FY15 on a GAAP basis. Subject to customary closing conditions and any regulatory review, the acquisition is expected to close in late 2014.

 

Available across multiple platforms, “Minecraft” is one of the most popular video games in history, with more than 100 million downloads, on PC alone, by players since its launch in 2009. “Minecraft” is one of the top PC games of all time, the most popular online game on Xbox, and the top paid app for iOS and Android in the US. The “Minecraft” community is among the most active and passionate in the industry, with more than 2 billion hours played on Xbox 360 alone in the past two years. Minecraft fans are loyal, with nearly 90 percent of paid customers on the PC having signed in within the past 12 months.

 

Microsoft plans to continue to make “Minecraft” available across all the platforms on which it is available today: PC, iOS, Android, Xbox and PlayStation.

$2.5 BILLION is a lot of cheddar for ostensibly one game.

Hot on the heels of the official announcement is another, more somber one. Notch is leaving the company. Notch wrote on his personal blog:

I don’t see myself as a real game developer. I make games because it’s fun, and because I love games and I love to program, but I don’t make games with the intention of them becoming huge hits, and I don’t try to change the world. Minecraft certainly became a huge hit, and people are telling me it’s changed games. I never meant for it to do either. It’s certainly flattering, and to gradually get thrust into some kind of public spotlight is interesting.

[…]

As soon as this deal is finalized, I will leave Mojang and go back to doing Ludum Dares and small web experiments. If I ever accidentally make something that seems to gain traction, I’ll probably abandon it immediately.

 

Considering the public image of me already is a bit skewed, I don’t expect to get away from negative comments by doing this, but at least now I won’t feel a responsibility to read them.

The foreseeable future Minecraft doesn’t appear to be going anywhere, and with Microsoft in control you can bet your god damned ass you are going to be seeing much more of it. Minecraft movie? TV show? Minecraft in my Halo?

What are your thoughts on this acquisition?

Who says Japan keeps all the good stuff to themselves? This morning, Atlus announced that the blue Persona Q3DS XL will be coming to the U.S, exclusively available at GameStop stores.

Retailing at $199.99, this unit comes with the closed book design mimicking the Velvet Room Grimoire on the front and back, making it one of the more detailed special edition systems released so far. With that said, it’s also standalone, meaning that the game will not come with it. This is probably good news for those who have the limited edition of the game reserved and didn’t need to copies, but not so much for the standard edition folks who just want the game.

Exciting news, isn’t it? Now, who’s planning on making this their fourth 3DS? Or is it fifth?

Persona Q will launch on November 25th, bringing together the SEES and the Investigation Team together for the first time in an RPG setting. Expect the handheld to launch at around the same time.

Persona

One of the highlights of my trip was getting a hands on with the most unique Indie game at PAX Prime 2014, Tetropolis.

Now you may be asking yourself, “How on EARTH can NextGen Pants combine two drastically different games?”, well I’m about to tell you!

You play as a discarded Tetromino. You came out into the world destined to be a complete, four square piece. Aspirations of being a T or an L, but alas out of the machine you were missing your last cube. You are quickly discarded, some unseen force deems your garbage. You fall into a pit of other Tertrominos. This is when the cinematic ends and the player takes over.

I quickly got my bearings and moved forward, finding a lone cube piece sitting there. I rolled over and soon the main character was born. Born of two less main characters. This is where the demo and the journey began.

Tetropolis plays like your standard Metroidvania style game. Going through levels, finding power ups and items, and back tracking with said new power ups to get a little bit further. If you can’t figure it out by it’s name, think Metroid and Castlevania.

The levels themselves are actually giant Tetrominos that, if the player reaches a control room, can move and rotate them around in order to solve puzzles, get around obstacles, or reach the levels boss fight.

The controls are very easy to learn. Left stick rolls your Tetromino around like a ball, while the right control stick rotates you in place. A button makes you jump, X uses abilities, and Y transforms you to other shapes you acquire.

The version I played at PAX, you can play too yourself! Head on over to their Kickstarter Page and get the demo RIGHT NOW for free!

The atmosphere was really great, I had a strong Oddworld/dystopian vibe going while I played it. Ominous machinery and propaganda posters adorned the level. The Developers said that there is going to be a strong narrative throughout the game. They said they wanted it to specifically not be in any one language, that the narrative would move forward just on visuals alone. The one thing you can understand in ANY language is Tetris, and they wanted to have that ubiquitous appeal come through with Tetropolis.

I am personally going to back this game, the little that I got to play on the show floor sold me. It was cute and endearing. Balanced complexity and ease of use very well.

Fore more information on Tetropolis head on over to their website HERE.

Donate to their Kickstarter HERE!

Back in February, a somewhat obscure text adventure game about a group of high school students who were forced to kill each other in exchange for their freedom ended up becoming one of the biggest surprises of the year so far. So much so in fact, that we raved about it in our review, to the point where I’d still call it one of the year’s best games even months later. One of the biggest strengths of the original Danganronpa: Trigger Happy Havoc, was its creative take on the visual novel, implementing elements of action games, rail shooters, and dating simulations to become one of the finest titles in its genre.

With that said, the obvious follow up question is; “What’s next?” How can a sequel to a text adventure, by which is fairly limited in what how much it can innovate, manage to feel like an improvement only seven months later? And yet, Danganronpa 2: Goodbye Despair does just that, finding a way to succeed in nearly every area while finding multiple ways to stay fresh. And in case you were wondering, this version is every bit as dark and twisted as you would expect from the series.

20140228112722Monokuma is back, and is as big of a troll as you’d expect.

This time around, players find themselves in the unfortunate position of controlling Hajime Hinata, one of a group of 16 students from the prestigious Hope’s Peak Academy. Despite not being able to remember his talent, Hajime and his classmates are each considered “Ultimate” students, who are at the top of their respective fields. Whether it’s the “Ultimate Cook”, the “Ultimate Princess”, or the “Ultimate Yakuza”, each student serves as a beacon of hope for the future of the world. Only, things aren’t as they seem. After being seemingly abducted and held on Jabberwock Island in the guise of a school trip by their teacher, a talking stuffed rabbit who goes by Usami, it isn’t long before the trip gets out of hand. While the goal of the vacation is to build up their friendships and spread hope, it isn’t long before Monokuma, the antagonist of the original, commandeers the island and changes the rules to his liking. Now, there’s only one way off the island; kill one of your classmates, and get away with it.

In its opening moments, Jabberwock Island feels instantly familiar to anyone who explored Hope’s Peak Academy in the original. The majority of the game play is split up into two sections, which are Daily Life and Deadly Life. In Daily Life, Hajime traverses the islands in both the first person perspective of the first game in more enclosed spaces, or a new 2D side scrolling perspective when moving between the larger areas. These sections mostly consist of interacting with the characters to move the story forward, or participating in Free Time events, which allow Hajime to get to know his classmates better in exchange for Hope Fragments. With a little talking and a lot of bribery, fully exploring each character uncovers special abilities, while granting the means to buy extra ones by purchasing them with the fragments.

20140227154505Solving crimes is rewarding as always.

But the island can’t stay tranquil forever, which is where the Deadly Life sections take center stage. When a murder is committed, the cast goes into full investigation mode, using the on screen cursor to uncover evidence, (called Truth Bullets), to figure out what went down and who committed the crime. Once everything possible is uncovered, a Class Trial is initiated, where the surviving students participate in a Nonstop Debate. Like in the original, the characters discuss the case while the player has a small selection of evidence to choose from. Various key phrases are highlighted, which may contradict a piece of evidence you hold. After sifting through the distractions caused by White Noise that look to block your shot, Hajime must take aim and shoot through these contradictions using the right line of logic. Solving the mysteries end up feeling far more rewarding this time around, since they come off as more complex with less hand holding. With this sometimes backfires since the linear nature of the game can make it hard to guess which piece of evidence to use and when, even if you have the right idea, especially when the answers can be really farfetched at times.

In between the debates, new mechanics have been added while old ones have been changed, but not all of them for the better. For example, the standard debate leaves room to agree with blue statements, (which was only featured in the post game in the first title), showing that you don’t always have to be argumentative to be successful. Another original mechanic that changed in the sequel is the Bullet Time Battle, which has been replaced with Panic Talk Action. The rhythm themed button tap mini game now asks us to hold and release the X button to the beat of the music, with the length of time the button is held deciding how many statements are shot down, or how many bullets are reloaded. While an interesting change, it feels like one that wasn’t necessary, filing itself in the category of innovating for the sake of it. Still, these sections are still fun to play, which is the end goal regardless.

Yet, we can’t talk about needlessly changed mechanics without discussing the new take on Hangman’s Gambit. The first game had us selecting letters off of the screen to spell out words that would reveal the next clue. Now, we have combine at least two of the same letter before we can add them to our board in order, which admittedly has a fun, fast paced shooter game feel to it. While the concept sounds harmless at first, there are times where the right set of letters takes forever to crop up, or in later stages, where so many letters spawn at once that you take unfair amounts of damage. I’m sure some of you might be ready to fire off about how I shouldn’t fault the game for sucking at it, but it’s definitely not my fault when opposite letters spawn on top of each other, resulting in instant damage before they’re fully on screen. If the third game can bring back the old way of doing things, that would be great.

20140227172635Hangman after those funny cigarettes.

Even if Hangman’s Gambit is worse for wear this time around, I’ll gladly take the trade off when you consider how much Closing Arguments have been improved. My biggest complaint about the game play in the first game was how these comic book panels that piece together the crime were far too vague, forcing you to guess on the sequence of events based on small pictures with very little context. Now, not only does highlighting the blank spaces and the options at your disposal provide text clues saying what they mean, but each option is provided in increments instead of being distributed all at once. This results in losing the overwhelming feeling of having too many options while giving players a more balanced shot at choosing the right options.

20140227154101Closing Arguments went from the biggest flaw of the original to the most improved feature in the 2nd.

No longer acting as passive observers to your crazy arguments, classmates can now refute your statements as well, triggering a Rebuttal Showdown. When someone dares question your sound logic, things quickly turn from a shootout to a sword fight, allowing players to slice through their words using the touch screen or control pad in order to stay in favor. Once the key word comes up, cutting through it with the right Truth Bullet will put them in their place.

20140228123213Fighting for supremacy in a clash of words.

In one of the stranger additions to trials, the Logic Drive starts a snowboarding mini game that gives Hajime the means to connect logic strings together by sliding down the right paths. Yep, I just said there’s a snowboarding mini game in a text adventure. Surprisingly, the controls, physics and challenge is fairly strong, making them enjoyable to play. I’m sure I’m not the only one opposed to seeing this idea fleshed out more fully, because I would actively look forward to playing these sections as they came.

20140227165340Logic snowboarding is the next big sport!

The best part, is on top of all these changes and improvements, the biggest draw of the game has stayed the same, which is its brutal cutscenes, dark sense of humor, and undeniable charm, all wrapped up in a somewhat innocent presentation. Both the old and new songs bring the emotions the game is trying to draw out of us to life, while the 2D cardboard cutouts and pink blood amplify the ironic cuteness of a death game arranged by a sadistic teddy bear. Movies have a change in animation, providing some moments that are made of pure nightmare fuel, although these scenes are overall weaker than the first game.

This is furthered by the feeling that the new characters just aren’t as good as the ones in the first game. While the innocent charm of Sonia Nevermind, the strong impression Nagito Komaeda leaves, or Teruteru, a special kind of pervert character who’s nose will bleed for literally anyone, will stick with you, other characters like Nekomaru Nidai, Gundham Tanaka, Mikan Tsumiki and Kazuichi Soda range from annoying, to grating, often coming off as caricatures rather than people you’re supposed to get attached to. Not that the game doesn’t have a knack for tugging on the heart strings, making my jaw drop many times over, but while the cast of the first game was definitely eccentric, they all had a level of humanity that this cast mostly lacks. Not to mention that the game expects us to suspend our disbelief to absurd levels at some points, but these moments are eventually explained in a satisfying way, saving the story from a bit of ridicule.

20140224120638Characters like Mikan bog down the narrative, making it hard to care about them.

After about 30 hours or so passes and the main game is completed, Danganronpa 2 still has so much to offer. Like the first game and its School Mode, Island Mode lets Hajime focus on building friendships, both by using the 100+ presents that can be purchased with unlockable Monocoins to round up any remaining Hope Fragments, or using Trip Tickets to go on dates with them for expanded endings. In between all the lovey dovey stuff, a mining mini game asks the team to build certain items in exchange for more Trip Tickets, all while managing each person’s HP, the island’s cleanliness, and the amount of each item needed for a successful build.

In addition, the game does a complete 180, unlocking Usami’s very own mini game which pits her against the evil beasts that inhabit the island. Playing somewhat like an action platformer, Usami can jump on enemies, circle around them to create magical attacks, or unlock stronger equipment which allows her to progress through six short, yet entertaining stages, which include multiple difficulty levels to keep things interesting.

The crazy part? Between hundreds of unlockable gallery items, hidden Monokuma plush dolls scattered throughout the island, (which replace the magical coins that pop out of the environment), a virtual pet simulator that houses over half a dozen pets based on how many steps Hajime takes and a freaking in game novel, and Danganronpa 2 comes close to almost having too much content. This isn’t even all of the new content and improvements the game provides, but for the sake of not wanting to make this a novel of my own, we’ll spare the details on everything included, and leave some surprises for the game. Can we have too much of a good thing? Apparently not!

So after thinking that it would be near impossible to further the visual novel genre more than the first Danganronpa did, Goodbye Despair does so, and then some. While it doesn’t surpass its prequel in every aspect, it knocks most of what it tries to do out of the park. With a wide variety of game play mechanics, constant experimentation, (with mixed results), tons of distractions to give your sleuthing brain a break, and more unlockables than you’ll ever need, and you end up with a game that is a near perfect representation of what thinking outside the box can result in. What we’re left with is a sequel that takes risks instead of resting on the laurels of its successful predecessor, and is better off for it, making Danganronpa 2 one of the best games in its genre… And by extension, a strong candidate for one of the year’s best games. What’s more hopeful than that?

tl;dr

+ A return to form for the Hope’s Peak student body, providing deeper mysteries and more of a focus on exploration with its sick sense of innocent, self aware humor intact.

+ Features like in game digital pets, full fledged side games and new core mechanics, (like snowboarding logic), are bold inclusions that pay off in big ways.

+ Storytelling and cutscenes that will stick with you long after you’ve put the game down.

+ An insane amount of unlockables that will keep completionists playing for hours.

– Deeper mysteries result in moments where illustrating your point is hard to do, resulting in having to guess which similar piece of evidence is the right one.

– Certain story moments are too far fetched, which is made worse by a third of the cast ranging from annoying to insufferable.

– Not all changes were for the better, with a frustrating new take on Hangman’s Gambit.

Final Score: 4.5/5

This War of Mine is quite possibly the most important game of our generation. It touches on a subject that hasn’t been touched before in gaming. “In War, not everyone is a soldier”.

http://vimeo.com/88892328f

I got to the 11 Bit Studios booth shortly before my meeting with the head writer, Pawel Miechowski. Another 11 Bit Studios employee got me set up with the game and told me Pawel would come over and meet with me. I started up the demo and was greeted with a randomly generated start. The game is a side scrolling, point and click style pseudo-adventure game. You can choose a survivor character and move them around the map. Double clicking will make you character run, but that will create a bubble of sound around them that enemies will react to. There are points of interaction around the map that you, well, interact with: Wardrobes, doors, cabinets, piles of rubble, various types of furniture, and a workbench.

8b32341fd47a1eb9548819144c3fe7f0

I was greeted with three survivors, each with their own stats. One was an expert salvager,  one was a “good cook”, and another was handy. Of course, they each also had negative attributes assigned to themselves. One of them was slightly sick, while everyone else was tired and hungry. When left alone, the characters would talk with each other about the trials and tribulations of the war. I quickly got the three survivors starting on bettering our house. Clearing rubble, opening doors and cabinets and building some furniture. The day is spent working on your shelter, while the night is spent scavenging. When the clock ran out, it was time to prep my refugees for the night.

I was presented with the night time menu. Each character had to be assigned a job. The three options I had right off the bat where “Sleep. Guard. Salvage.”. I assigned one to each, and then went to the salvage map. Here I could choose between locations that I could scour for materials. I went out to a run down building and proceeded to go from room to room. This is where the atmosphere really shines through. The building was foreboding, and frankly kind of scary. Graffiti adorning the wall outside was a bit…bothersome.

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Going from room to room, slowly I was so engrossed with what I was doing. The roar of the convention center seemed to vanish as I was focused on getting supplies for my shelter. As I crept through another room, a red circle appeared on the screen. I automatically assumed it was an enemy, and the circle represented noise coming from the upper floors. This is where I really took note of how the player saw things. Everything outside of the players view was blurred and darkened. As I went up to a door to look through the keyhole, a cone of clear vision spread across the room. Walking up to ledges and holes in the ground, a small beam of the players vision shot down through to what was below. As I got to the last room, the noise ultimately turned out to be a small animal, obviously trying to survive like we were. I found a letter in a dresser from a distraught husband, lamenting about his wife’s passing. He noted that they buried the handgun she’d used to kill herself in the back yard. Backtracking through the house, a new item of interest appeared on the ground. The broken gun frame. Something I could fix with gun parts, if I had enough.

Back at the main shelter I dropped off the goods I found, and recanted the nights goings on with the others. One of my survivors had gotten sicker, and another extremely tired. Things were starting to get a bit overwhelming. I crafted a bed with the little wood I had, and found some herbal medicine for my sick character. The day went moreso the same as the first day, and as the night approached I didn’t realized in depth this game was going to get.

Night came and I picked the character who had the least afflictions and sent him to a house. Upon getting to the house I immediately saw that it was occupied. I slowly crept around the inhabitants. Stealing the little supplies they had. I started to feel bad about it, which I guess was an intended effect. I made my way back up from the basement to the main level, and hid as the man of the house walked by, and this is where things got heated. He noticed that the front door was open, and started a thorough search of the home. My hiding space was soon discovered and a fist fight broke out. I defended myself, but had to kill the man. The fight alerted the wife, and she came at me with a knife. Again, I had to defend myself. Immediately I wasn’t that upset with the situation, now I could explore the house freely but my character was fairly hurt. Upon getting back to the shelter my actions at the house became apparent.

War

Upon entering the shelter, my character went on a tirade about how bleak the entire situation was and started to break down about having to murder some people. He now had the “Sad” and “Depressed” status affliction, and the other characters in the home talked about how bad everything had become. It was at this time Pawel came over to see if I was ready for my interview but looking at my face he said “You looked pretty engrossed, I will let you play some more. Come find me when you are ready.”

I played for a few more days and nights. It felt like I was making one step toward progress, and two steps back to a bleak reality. My characters were starving, hurting and falling apart.

Interview

Then back up with Pawel and started asking him my questions.

He told me that the idea of the game came from an article called “One Year In Hell”. The article recounted the tale of a man surviving the Bosnia war from the 90’s. It really showed how in war, it’s not just soldiers on two sides fighting. The people that were just living a normal life up until that point were the biggest victims. After reading the article, him and his team at 11 Bit did a lot of research on the authenticity of the piece.

They wanted to make a game that was very mature, and that focused on serious mature themes. The horrors of wars was an obvious choice. They wanted the game to be fun but still stay grounded in reality. They made the conscious decision not to have the soldiers be from any specific army, making the combatants as ambiguous as possible.

Each character that you can play as will be extremely different from each other. When I asked him how things like murders will affect different people he said “Each character is different. Not only from their abilities, but how they react emotionally. Our AI system is EXTREMELY advanced, and probably one of the most unique features from our game. When someone has to commit and act they don’t like, they will react differently than the next. Things like books, or building a radio from parts is a great way to bring their morale up.” He went on to say that the game has it’s own language. How everything comes together, be it how characters interact with each other or the environment. It has it’s own voice.

The war will eventually end in the game, it’s not an endless survival game. Pawel said “But you won’t know when it will end. Because in the real thing, people ACTUALLY surviving have to survive under the idea that the war will never end. So we wont tell you when it will end, and it will change each time, but it will eventually.”

Final Thoughts

The little I got to play of this game sold me. I sat at the 11 Bit Studios booth for what felt like only a few minutes, but turned out to be almost an hour. Talking with Pawel, I learned how passionate the guys at 11 Bit Studios are about this title. Coming from Poland, a country that has been plagued with war for centuries, they wanted to tell the Western world a story that is rarely told. It touches on the subject of war and doesn’t pull any punches. When playing, and my characters were revolted by the actions they had taken, I was taken aback. Usually in games, when you do something you aren’t “supposed” to do, you either have to reset or get a slap on the wrist. At the most you are penalized points. In This War of Mine, your characters are DEEPLY affected by it and it will carry on with them for a while.

This game is on point to become one of the most important titles of this generation. It grabs you by the collar and forces you to see the side of war that is rarely mentioned.

This War of Mine is slated to be released by end of year and will be available on PC, OS X, Linux, iOS, and Android.

War2

Until now, there’s been a general divide between Disney and Marvel since the two entertainment giants become one. With the upcoming film release of Big Hero 6 however, this will mark the first true collaboration between the two entities, with Disney making a full on animated film that’s inspired by a relatively unknown Marvel property. Naturally, we knew that there would be some form of representation in the upcoming Marvel focused game, Disney Infinity 2.0.

That representation comes in the form of Hiro and Baymax, who show off some of their abilities in their reveal trailer below. With Hiro’s ability to attack with the earth below him, and Baymax pulling his weight with long range energy blasts, the two characters look like they’ll fit right into the action packed potential of the Toy Box. Even more interesting, are the shots of Hiro riding on his robotic companion. Is that an ability unique to them, or will all larger characters be able to carry smaller ones? Oh, what I wouldn’t give to watch Hulk give Captain America a piggyback ride.

As far as we can tell, everything looks on track to make these two into welcomed addition to the cast. Let’s just hope they don’t turn out like the Frozen characters in the first game, where they ended up as bare bones additions that lacked many of their personality traits from the film. That’s what happens when video game characters are developed before the source material is released.

From what you’ve seen, does it look like Hiro and Baymax will be added to your collection? Disney Infinity 2.0 is set for September 23rd, with the Big Hero Six figures releasing sometime in the fall.

<cite>www.youtube.com/watch?v=ME-kFP8zqck</cite>

With nearly every important character from Persona 3 and Persona 4 included in the upcoming fighter, Persona 4 Arena Ultimax, it was only a matter of time before The Empress made her appearance. Starting the week after release, Margret, the Velvet Room Attendant from P4 will make her fighting game debut as downloadable content.

While every other character in the game is limited to one Persona, Margaret will command multiple ones, including Cu Chulanin, Yoshitsune and Ardha on top of eight Persona Cards. To say that she has the deck stacked against her opponents would be an understatement, (pun kind-of intended), and anyone who faced off against her in the core RPG series knows how dangerous she is. How will this play out in a fighting game arena? And what will happen when she comes face to face with her sister, Elizabeth, who abandoned the position that Margaret currently holds? We’ll have to wait a little longer to find out.

Unlike the previously announced characters, Adachi and Marie, Margaret WILL NOT be free at any point, but will be available for purchase after the free period for the first two downloadable characters passes. The price point hasn’t been revealed yet, but if it’s anything like Arc System Works’ previous fighters, there’s a good chance it can get pricey. Plus, I’m sure the DLC announcements aren’t done yet, since there’s still one major character who’s missing from the fight. Any guesses?

Persona 4 Arena Ultimax will arrive on the Playstation 3 and Xbox 360 on September 30th.

Did you miss out on Disney Infinity when it released last year? Was it a tough sell to invest so much money in a new IP knowing that there were so many toys that go with it? Or did you have the Wii version and wanted to upgrade? Well, if you wanted a taste of what all of the commotion is about, the game is now available as a free download for Wii U. That’s right… free!

Featuring the Toy Box right out off the bat, players will be able to create their own worlds, challenges and games based on the in game tools. The catch? The game can’t be played without the figures, so while you can stare at the icon on the home screen, you won’t be able to play it without at least one figure. If you like what you play, you’ll also be able to buy the game’s Play Sets, which are equivalent to a campaign mode.

While this is a cool way to introduce new players to the concept, it feels kind of empty when you consider that the game can’t be played without the base. To my knowledge, the accessory is only available as part of a Starter Pack, unless you can find some local chain or a Craigslist seller that would part with the individual piece. Otherwise, the only way this would be worthwhile is if people who skip straight to the upcoming sequel get curious about the first one. Still, free is free, right?

Will Disney Infinity be added to your download list?

We reported over the last few months on the reveal of two DLC characters that are coming to Persona 4 Arena Ultimax, the sadistic detective, Adachi, and the mysterious tsundere poet, Marie. Though we’ve seen various screenshots, we finally have our chance to see them in action.

Adachi uses Magatsu Izanagi to fuel his insane need for destruction. From the trailer, it’s clear that it will be used in a completely different way compared to Yu’s standard Izanagi. With Marie, her weather effects help her manipulate the field, allowing her to do damage with her giant bag, not to mention her Persona, Izanami. But is there more to her relationship with her Persona as meets the eye?

Both Marie and Adachi will be available as free DLC for the first week, starting on September 30th. Two free characters are a hard thing to come by these days, so any fighting fans or Atlus enthusiasts should jump on the deal. Until then, check out the trailer and let us know if you’re planning on picking the game up!

Well, that didn’t take long.

Right off the heels of ReBirth;1‘s release, (which we called one of the best RPGs in years), Idea Factory has confirmed that Hyperdimension Neptunia ReBirth;2: Sisters Generation, will be coming to the Playstation Vita in early 2015. The even better news? It will be available in both physical and digital formats to North America and Europe, giving the latter region access to the physical version.

Like its predecessor, ReBirth;2 is a remake of one of the Playstation 3 releases, tackling mk.II this time around. Starring Nepgear, Uni, Rom and Ram, the little sisters of the first game’s CPU’s, characters from the original will also make an appearance to support the new cast. Including Compa, IF, and the promise of many others, this continuation of the original is sure to show how Gamindustri has changed since Neptune’s adventure, all while bringing a sense of familiarity to those who played the first game.

With the new ability to bring a fourth party member into battle, this change is sure to bring stronger enemies to compensate for the extra person on the field, opening up numerous possibilities. It’s safe to say… We’re excited!

When the trailer for Never Alone came out earlier this year we at Geekscape were blown away. More specifically I was blown away. Living in Alaska all my life, it was really refreshing to see the Alaskan Native culture as the catalyst for a narrative driven game.

Well wandering around PAX sixth floor this year, I was elated to see the team from Upper One Games and E-Line Media had a proud booth setup. I walked up to the booth and introduced myself to the head of PR for E-Line Media, Elziabeth, and I got the full behind the scenes rundown of Never Alone (Kisima Ingitchuna).

The team behind Never Alone worked closely with the Cook Inlet Tribal Council (CITC) to make sure the game was as authentic as possible. They made numerous trips to the Alaskan North Slope to visit tribal elders to show them the product they were working on. The game follows an old Inupiat story about an endless blizzard that is ravaging a small village. In the story a small child decides to go out into the storm to find the source of the storm to stop it. The main character in the story never had a gender, so the team chose to go with a girl, as females are severely underrated in gaming. The art direction is HEAVILY influenced by Alaskan Native culture, and the aesthetic is incredible. You can tell the team working on Never Alone truly cared to represent the Alaskan Natives properly.

Sitting down to actually play the game and I was instantly hooked. You take up the role of Nuna and her Arctic Fox. If you are playing alone you can switch back and forth between them, but the game features full on single screen COOP. Gameplay is simple and each character has their own perks, the fox has the ability to see spirits and use their help in the environment. I played through the short demo they had available and was instantly sold on the game. The gameplay was easy to pick up, but the puzzles were challenging enough that it took multiple attempts at some of the later ones.

Never alone comes out on November 4th on the Xbox One, Playstation 4 and PC for $15. I highly suggest anyone who is a fan of games like Journey to pick this up. It would be a great game to introduce non-gamers to.

It wasn’t too long ago that a new batch of Persona 4 Arena Ultimax trailers arrived, but we already have a new set for us to get hyped over ahead of its September 30th release date. This time, the villains of the game are showcased, bringing the dark side of the TV world into focus.

Starting with Sho Minazuki, he’s the only character so far that lacks a Persona. Still, his hard hitting twin sword abilities more than make up for this fact, keeping the pressure on his opponents before they can get their offense going.

 

Yet, just because Sho doesn’t use a Persona doesn’t mean he doesn’t have one. Named Minazuki, his alternate form is a separate character, which utilizes his sword skills in conjunction with his partner, making the two even more deadly.

 

And finally, Shadow Labrys returns from the previous game, carrying over her unique trait of having her Persona on the field at all times. Vicious multi-hit combos and essentially two opponents at the same time make Shadow Labrys insanely dangerous, which should go without saying. Have you seen that face at the top?

 

Expect more information, trailers and reveals as Persona 4 Arena Ultimax gets closer to release date. Have you decided on your main yet?

Since it was announced, the folks behind Disney Infinity 2.0 have assured us that while the focus is definitely on bringing their Marvel properties into the game, core Disney characters and owners of the original portals would not be forgotten. Details were scarce until now, when the Toy Box Starter Pack was officially announced.

Packaged with an Infinity Base, Stich, Merida, and Toy Box Game Discs featuring themed missions for both, the package will retail for $59.99, which is $25 cheaper than the Marvel starter set, albiet with no campaign missions and one less figure. Still, with limitless possibilities with the level creator, and the ability to download stages formed by the online community, this bundle still promises to be well worth it.

For those who have no interest in the Marvel pack, (wherever you are), or just want to play around with the new Toy Box without having to buy any new figures outside of the dozens you might own from the first game, then this might be a good buy. Still, I’m a little disappointed that it doesn’t seem like the Disney characters will receive any large scale campaign missions. It seems like these are reserved for their super hero bretheren.

Does the Toy Box Starter Pack sound like something you would pick up this holiday season? The Marvel Super Heroes Starter Pack is scheduled for a September 23rd release, with the Disney pack set to follow on November 4th.

Remember that image from late last year featuring Lucario face to face with Blaziken in a 3D space? After months of speculation, and even our own E3 predictions expecting as much, The Pokemon Company has officially unveiled Pokken Tournament, a 3D fighting game that is heading to Japanese arcades in 2015!

Developed by the team behind the popular Tekken series, Pokken Tournament will promises to bring that fighting pedigree to the world of Pokemon. With Lucario, Blaziken and the king of the Starter Deck, Machamp, there are still questions that are left unanswered. Will there be more than just fighting types included? When will it be released? And when, (not if,) will the game receive a console release, especially outside of Japan?

It might be a long time before we find out the answers, but for the time being, we can watch the game’s reveal trailer to our heart’s content. Check it out below, then tell us who you’re hoping makes the jump to the fighting game world!

With Persona 4 Arena Ultimax about a month away, and most of the new characters revealed, it’s about time the returning cast gets a share of the spotlight. Featuring the key members of Inaba’s investigation team from Persona 4, Yu Narukami, Yosuke Hanamura and Yukiko Amagi take the stage to show off the new tricks they’re bringing to the fight.

Starting with Yu, using his sword skills and his electric Persona, Izanagi, this easy to pick up fighter uses fast, hard hitting skills to deal big damage.

 

Second, Yosuke and Jiraiya take advantage of their wind skills to move around the field in confusing ways, keeping opponents guessing. If those don’t work, his ability to inflict status effects will definitely help.

 

Lastly, Yukiko and Konohana Sakuya bring the heat with their fire skills and ranged abilities, with the unique trait of being able to make her attacks unblockable.

 

This is just a taste of what the game will offer. If you’ve missed the previous trailers, check them out here. How excited are you for the next chapter in the Persona story? Let us know!

As if a severe drought of Mega Man style 2D platformers wasn’t enough to catch your attention when Azure Striker Gunvolt is released, then this latest piece of news just might do it.

From the day it releases on August 29th through November 28th, anyone who downloads Gunvolt will also receive a voucher for Mighty Gunvolt, an 8-bit crossover spinoff featuring Gunvolt, Mighty No. 9‘s Beck, and Ekoro from GalGun, a Japan only title. Released as a thank you from developer, Inti Creates, this nostalgic throwback is even more the reason to consider downloading the main game.

Free games are always a great thing, especially when they’re developed by a reliable company like Intl Creates, (who also developed the Mega Man Zero series and the more recent Mega Man 9 and 10). If we’ve been starving for a new game of this type, it looks like we might finally be able to get our fill again. On that note, isn’t it strange for Beck to appear in a game before his own?

Look out for Azure Striker Gunvolt on August 29th, coming exclusively to the Nintendo eShop for $14.99.

https://www.youtube.com/watch?v=yLnrtZPqyIw[/width]

Platform: Playstation Vita

Release Date: August 26th, 2014

Genre: Japanese Role Playing

Developer: Idea Factory, Compile Heart, Felistella

Thinking back to the days when I first heard whispers of a new Playstation 3 RPG that would tackle the console wars with the magical girl genre, it would have been hard to imagine how far the concept would go. Yet, years after the debut of the original Hyperdimension Neptunia, the series has spawned sequels, its own anime and a very bad spinoff, to continuously feed its respectable following, making it a legitimate success. With each sequel improving on the last, the developers at Idea Factory decided to take the lessons they’ve learned to the Playstation Vita, creating a full remake of the original with Hyperdimension Neptunia Re;Birth1. By taking the best ideas from the second and third games and inserting them into Neptune’s first adventure, it’s safe to say that this release is on track to be the definitive version of the game that started it all. But are these enhancements enough of a reason to take a trip back to Gamindustri?

Nep_Re1_battle(32)Purple Heart soars into battle!

ReBirth puts players in the over-sized hoodie of Neptune, the goddess, (or CPU), of Planeptune. After being locked in an everlasting conflict known as the Console Wars, Neptune’s true form as Purple Heart is defeated, thanks to the combined efforts of Black Heart of Laststation, (or Playstation), Green Heart of Leanbox, (or Xbox), and White Heart of Lowee, (take a guess). After crash landing in the middle of her city with no memory of her true identity, she’s discovered by Compa, a ditzy nurse who somehow comes off as the more responsible of the two compared to Nep’s aloofness. In pursuit of her past, Neptune and her friends get wrapped up in a quest to save Gamindustri from a mysterious threat; one that puts all four realms at risk. But can the warring CPUs put aside their differences for the sake of saving the world?

The majority of the play time is spent in one of the game’s numerous dungeons, all of which are brimming with monsters and treasure, which is all presented in a bright, colorful world. Avoiding the tedium of random battles, all fights are triggered by making contact with enemies on the field, with the ability to strike enemies before battle to start with the upper hand. As expected, the enemies can do the same, so careless attacks can be punished in a big way.

Nep_Re1_battle(12)Gaining an early advantage and utilizing your attacks is the key to victory.

But first thing’s first. What kind of savior can protect people without fighting? If you typically associate JRPGs with slow, tedious battles, then ReBirth could be the game that changes your mind. Once these fights trigger, the turn based system is the only aspect you would be able to associate with the typical role playing game of old. When each party member’s turn comes up, they’ll have full range of motion within a certain radius, allowing players to position them in a spot that’s both offensively and defensively advantageous.

Nep_Re1_battle(29)Fewer foes are more menacing than the Super Otaku!

After a battle commences, each party member has three standard attack types, called Rush, Power and Break attacks, all of which have various advantages in a fight. Rush uses multi hit attacks that deal more damage than Break moves, and are primarily used to build up the EXE meter, (a bar that allows strong special attacks once filled). Power on the other hand, are typically single hit moves that deal more damage than the other two attack types. Yet, the most important function is easily the Break attack, which focuses on draining the opponent’s guard meter, triggering a huge damage boost once the enemy is weakened. As the party gets stronger, new special abilities become available, making it even more important to properly manage these three basic functions to deal maximum damage. And trust me, you’ll need to when going toe to toe with the game’s tough bosses.

Making this aspect even more important is its effect on your (and the enemy’s), ability to deal damage. The party’s attack range is illustrated by an icon that’s either in front or around them, with its reach depending on the character, ability and weapon they’re using. Mastering this feature is crucial to success when it comes to standard battles, since the right position can allow one attack to hit multiple opponents, especially when attempting to Guard Break huge groups at once. On the flip side, enemies have the same attack system, so keeping your party right next to each other is a one way ticket to an embarrassing Game Over. But when certain beneficial abilities work best when the team is within the vicinity of each other, sometimes, taking the risk can be beneficial. It’s moments like these where strategy adds a decent amount of depth to a relatively simple battle system, that adds layer upon layer as it progresses.

Outside of battles, Neptune and company can explore the terrain of each dungeon, seeking out valuable treasure with her radar, (used to uncover one hidden item per area), or through, plain, old fashion map scouring. While some can be used right out of the box, most treasures contain materials to synthesize other items. If this sounds familiar, that’s where the cliche ends, thanks to the game’s Remake System.

Nep_Re1_Field(4)Treasure hunting has never been so adorable.

In addition to creating items, the Remake System allows materials to be used to alter the game itself, allowing players to create an environment that suits their needs. Is that latest boss too tough for you to take down? Go ahead and remake the difficulty. Have you seen everything there is in a dungeon and want to explore it again? Then why not add harder enemies and new treasure? Or how about a new dungeon altogether? Yep, you can even add bonus dungeons to explore once the standard ones get dull.

Options like these really make ReBirth stand out, so even when the standard difficulty tends to be erratic, players can choose to change the game rather than put up with hours of level grinding. Although, if you’re too proud to take the helping hand, then those spikes may be more of an issue, especially when the game likes to put you up against multiple dungeons, enemies and bosses without save points or chances to heal. Do you like having to play chunks of a game over and over again? I don’t.

But there’s more to the world of Hyperdimension Neptunia then just the dungeons. Exploring Gamindustri is handled through a large overworld map, allowing players to select different areas to examine. Planeptune and its neighboring lands each have a Basilicom, or hub area. Here, the party can purchase items, weapons and gear, accept quests, (which range from boss fights, to hunting or gathering missions), seek information from each town’s strange inhabitants, and burn discs, which are customizable gear that can hold almost any stat boost or resistance you can think of, assuming you own the right items to do so. All of this mind you, is presented with a script that is laugh out loud funny on so many occasions, feeling like a true love letter to gamers who catch the many references to the medium. Even Neptune herself, gives us hope that all lazy, unreliable gamers out there can one day rise up and save the world. But not until filling up on junk food and finishing that one last stage, of course.

Nep_Re1_event(1)You would think the physical manifestation of a game console would know the drill by now.

But with such an endearing cast and interesting world the characters inhabit, it’s too bad that this doesn’t translate into the actual exploration of Gamindustri. With dungeons being the only areas to actually move around in, selecting icons and watching the story play out with text adventure style word bubbles set to backdrops, I felt eager to actually be able to walk around and communicate with these crazy characters, especially with the superb voice acting in both English and Japanese. It doesn’t help that the dungeons themselves come off as looking relatively bland, especially compared to the bright characters and monsters that often ooze personality without ever having to say a word. And at points, no words might have been the better option, since certain scenes featuring gratuitous fan service might make you feel embarrassed to read through those sections.

Nep_Re1_others(7)Sadly, this is the extent of which we get to explore Gamindustri.

Still, these complaints are a drop in the bucket compared to the ridiculous amount of fun I had playing through ReBirth. The fast paced game play combined with the endearing characters, hilarious writing, colorful presentation and the insane amount of customization makes this remake stand out as not only an improvement on the original, but one of the best Japanese RPGs I’ve played in years. Lack of true exploration aside, anyone with a passing interest in role playing games, anime, or nerdy video game references absolutely should pick up Hyper Dimension Neptunia Re;Birth1, serving as a true bright spot in the Vita’s bleak 2014.

tl;dr

+ A simple, fast paced battle system that adds layers over time.

+ The ability to customize everything from enemy layout to difficulty.

+ Multiple items to find, tough enemies to defeat, dozens of dungeons to explore and hundreds of quests give the game a ton of mileage.

+ A quirky cast of characters who inhabit a story that never takes itself seriously, brought to life by excellent voice actors.

– The lack of true exploration leaves us wondering what a fully realized Gamindustri could have been, with bland environments compared to the party and enemies.

– While optional difficulty adjustments alleviate the problem, sudden difficulty spikes and marathon dungeons can hinder progress.

-Occasional “fan service” moments may turn off some.

– While more of a minor thing, can party members who leave the team give my equipment back? Thieves…

Final Score: 4.5/5

Just days after a new set of Mega Evolotions were revealed for the upcoming Pokemon remakes, Omega Ruby and Alpha Sapphire, the Korean Pokemon website leaked two new forms that are set to debut.

First, Mega Audino is the first confirmed generation five Pokemon to get a Mega Evolution, taking advantage of its status as a high HP weilder. Taking the appearance of a doctor, it’s appropriate that it gains the Healer ability, allowing it to cure an ally’s status condition… that should come in handy.

Despite Audino’s Black and White representation, an old favorite is the one who steals the show. Mega Slowbro gets a hilariously sad new Mega form, where it appears the shell on its tail has begun to swallow him whole. While the look on its face screams for someone to save it, its Shell Armor ability protects it from critical hits, potentially keeping it on the field for a long time. In addition to a Defense and Special Defense increase on top of its already bulky stats, and Slowbro might be even harder to take down as before.

As usual with these types of leaks, we can expect an official announcement in the coming days. What’s your take on the new Mega Evolutions, and who would you like to see get the Mega treatment next? Let us know in the comments!

Update: both Mega Audio and Mega Slowbro have been officially revealed. Take a look at the trailers below!

In the weeks leading to the September 23rd release date of Disney Infinity 2.0, the steady stream of trailers have been debuting a growing roster of characters that fall outside of the Marvel umbrella. Now, one of the classic Disney staples is finally on his way, with Donald Duck’s inclusing into the Infinity family.

Complete with a bag of random items to throw at enemies, Donald joins Mickey Mouse as one of two characters that belong to the core group from the house of mouse. In addition, a variety of vehicles, enemies and costumes could be spotted throughout the trailer, including Donald’s Three Musketeers costume, Aladdin’s Prince Ali garb, and a float from Disneyland’s famous Main Street Electrical Parade. Vehicles like this and the Darkwing Duck car are just some of the fan service included for Disney fans both new and old, which seems to be on its way to pleasing both the Marvel and Disney fan in all of us.

Yet, with each trailer, it’s becoming obvious that we won’t likely get a new non-Marvel themed Play Set, the campaign modes that are seperate from the create your own levels of the Toy Box. While it’s expected, it’s disappointing nonetheless. Still, it’s about time that Donald joins the cast, especially because it’s only a matter of time before Goofy follows suit.

Will you swing by your favorite toy store to pick up your very own pantsless, cursing, sailor duck?

http://youtu.be/kzjKPvfc1qk

A very interesting topic has come up over the weekend. The entire events and goings on have been collected in this, albeit long, video. If you care at all about video games in the slightest, then I HIGHLY suggest you give this a watch.

http://youtu.be/C5-51PfwI3M

The sites and people implicated in this video are some of the big dogs in the video game journalism industry. It brings up a great topic that needs to be addressed. Accountability and Honesty.

If any of the allegations are true, then we have ourselves a huge problem on our hands. When personal agendas (we here at Geekscape have No Agenda) get pushed through big media outlets, like the ones implicated in the above video, we have a failure of the industry. You as consumers need to keep people like us in check, so that we can accurately cover the topics you hold dear. If this kind of stuff goes on, then you the consumer will be hurt.

One of the interesting things to come of this is the mass censorship of the above video and it’s topic. When it was posted on Reddit’s /r/gaming earlier, it was immediately removed from the page and all the comments deleted. It wasn’t until the video was posted on /r/videos that I found out about the subject. Turns out the head moderator of /r/gaming felt the video was against Reddit’s rules, but the head moderator at /r/videos felt like it was NOT.

Capture2

 

What is interesting about this, is that the moderator from /r/gaming in question has publicly reached out to Miss Quinn.

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Now this isn’t about if she fucked a couple (5) guys. It’s about her using her relationships with people in the media to affect articles and news to profit. To knock out competitors, or people that she deemed “oppressive”. Its about creating a terrible image for females in the video game industry.

Miss Quinn has said that she won’t respond to anything about this above subject because it’s not about “video games”. What I have to say to you Miss Quinn, is you can’t have your cake and eat it too. You’ve vocally taken a stance on things that do NOT directly correlate with gaming, but pick and choose when that topic is valid. You’ve said that this is just a push to crush creativity. This is NOT a push to crush creativity. This is the start of a movement to keep people like me, people like the folks over at Nerd Reactor, the people at Kotaku and others honest.

The Question of The Day

So the question of the day, the dear readers of Geekscape, is what do you think of this whole incident? Please consume the evidence and form your own opinion. We want to hear from you how you feel about the subject of Honesty in Journalism. How do you the readers think we the Press should be held accountable? Please share this post, share the video and propagate the formula. Honesty.

Addendum

I would like to point out that during the writing of my piece, the video from Mundane Matt had been re-uploaded. His take down was the catalyst for the story getting out. It goes back to the start of my article. When corruption in the industry is rampant, you the consumer hurts. Miss Quinn abused YouTubes DMCA take down policy, and will most likely abuse Twitter’s abuse policy in all of this. Her correspondence with the Reddit /r/gaming mod needs to be taken into question as well. His public response thread is full of questions that aren’t getting answered.

http://youtu.be/Equc1QnQ9rw

What’s the next step in the process of making a successful anime about a video game? Obviously, you would make a video game about it! Sword Art Online has built up a large following by engrossing anime fans in an MMORPG where death in the game means death in real life. But with bringing the series into a real video game, the challenge is to create the same feeling while keeping the game fun. In many ways, Sword Art Online: Hollow Fragment succeeds, simulating a massive multiplayer experience with single player in mind. In this sense, it succeeds, for better and for worse.

Thrust into the world of the anime, Hollow Fragment takes place at the conclusion of episode 15 of the anime, (so you should AT LEAST watch that for unless you’re immune to spoilers). After clearing the 75th floor of the 100 stage tower of Aincrad, the lead character, Kirito, triggers a glitch in the system that locks away the previous floors, forcing the survivors up to this point to keep climbing to the 100th floor, hoping that the deadly game will finally come to an end.

Acting as a “what-if” scenario that pushes the story past the original events of the series, fans of the anime will be pleased to be able to explore the floors beyond 75. Playing as Kirito, you’ll be able to customize his appearance, voice and name to your liking, (the latter option only being available in the beginning), but that won’t stop everyone in the world from calling you by his original name, making the creation tool somewhat of an empty gesture.

sao_eng_chrmake_01_1399988742

Accompanying you on your quests are nearly every female from the anime and manga, (and Klein). Being able to adventure with the likes of Asuna, Silica and Lisbeth is sure to get that fanboy/fangirl side giggling. Even characters who are supposed to appear later in the timeline such as Leafa and Sinon there way in here, because “what-if” is another way of saying, “screw continuity”.

After agreeing to partner up in the HUB world of Arc Sophia, the world is yours to do what you want with. Did you want to spend that three million plus COL that you start with on some new armor or weapons? Go for it! Maybe buy a present for your party member? Knock yourself out! Want to go on an awkward date by leading them to specific parts of the map? Umm… Sure! In this strange mini game, these “dates” consist of the tried and true technique of pretending to listen and agreeing when necessary. With the only social options available consisting of agreeing or disagreeing, is it any wonder how Kirito has so many admirers? Your cool indifference can even lead to you “sharing a bed” with your partner of choice. Did we mention he’s married?

Once your gear is set and you decide on whatever waifu you want to bring on your adventure, your two person party begins taking quests, exploring the floors and fighting through dungeons before reaching the boss. Like what you would expect from a real MMO, some of these missions include killing a certain amount of monsters, collecting items or defeating sub bosses. At times, your in game friends list will send out requests to help them level up or defeat tough enemies, boosting them and yourself in the process.

SAOHF

On that subject, team building is important in the world of SAO. The battle system revolves around the use of an agro system, where enemies only focus on one person at a time. Manipulating this system is the key to victory in Hollow Fragment, since different actions affect their attention in different ways. Primarily, you’ll be able to replace your slow paced auto attack, which builds no agro, (or “Risk”, in this case), with a burst attack. Burst triggers stronger versions of the standard auto combos at will, rewarding the player with boosted damage output and even an extended time frame to use the ability if attacks are timed right. However, the lower the Burst Meter drops, the less damage it does, eventually leading to the loss of your dodge ability. When considering that boost attacking quickly maxes out your Risk, switching with your AI partner to take the heat off is a must, making it especially important to keep their strength up for those hard fought boss battles.

Outside of standard attacks, Kirito can switch between sword abilities that do heavy damage, abilities that boost party members or weaken foes, or issue commands to his teammate. The unique atmosphere of the MMO experience comes fully into play here, where praising your partner, issuing team attacks and answering their requests lead to various buffs during battle. And much like the show, after discovering a boss room, special missions that focus on gathering information on defeating it or strengthening your in game guild’s power must be completed to give your party a fighting chance. You don’t want to carry the guilt of all those dead players on your heart, do you?

But what if you want a break from climbing the floors of Aincrad and just want to kill stuff? That’s where the Hollow Area comes in. Acting as a separate section of the SAO world, this unbelievably large world features a slew of extra missions, powerful monsters and exclusive loot to carry back into the main game. Featuring the option to play with up to four real life friends locally, an already huge game becomes so much bigger thanks to this expanded land. But if you have trouble finding friends with SAO, friends with Vitas, or just friends in general, you can always team up with Philia, a new character with mysterious ties to the new land.

maxresdefault

Reading this, it’s clear that there is an insane amount of mechanics to explore, relationships to build, and space to explore. Yet, while it does a great job of creating the feeling of a limitless MMO world, it doesn’t translate as well when the real game is focused on single player. Primarily, accomplishing even the smallest task takes an absurdly long amount of time. This might be great for a real online game that is supposed to last for years, (all while sapping your monthly fee from your wallet), but when playing in a simulation of a social game, it essentially just breaks down to you grinding for hours to gain the smallest amount of strength.

This isn’t helped by the fact that the game literally wants you to be Kirito. With that, comes a character who is already far advanced in level, money and sword skill, making level grinding even more of a pain when every enemy starts off 20 or so levels under him. But what if you want to use a rapier, a dagger or a two handed sword as your primary weapon? Well, then it’s back to square one, forcing players to take level grinding to a whole new level with weapon skill grinding. Be prepared to be taken to the brink of death against dangerous foes like a giant bee, a wild boar and the dreaded snail, because your new weapon will be weak. It will miss A LOT. And in some cases, it won’t have any skills unless you’re willing to grind out a few hours to build up skill points.

All of these problems could have been aliviated if we were allowed to create our own character, at least in the Hollow Area, which is completely seperate from the main narritive. If we were allowed to create our own guy, (or girl, which isn’t possible here), and start from scratch, maybe even fight WITH Kirito and friends instead of AS Kirito, then this could have really been our experience. Instead, we have a situation where I felt like I was picking up in the middle of someone else’s game, having to go out of my way to ignore the stronger, pre-established skills that the previous player upgraded. In a game that’s looking to simulate a customizable RPG, there’s no excuse for this.

Sword

Aside from these issues, other nagging problems include the pace of the battle system, the graphics, and the poor translation. Sword Art Online is a fast paced affair on TV, but while the game lets you stack abilities for quick attacks and dodging, it’s still slower than you’d expect considering the source material. Visually, most of the environments look bland, with characters that lack detail outside of the gorgeous 3D cutscenes. Aside from the Hollow Area, the title is actually a Vita port of a PSP release, and it definitely shows. And lastly, while the text gave me some incredible gems like “annoying makes people hated”, and “… lack supporting evidences”, it’s technically not a good thing that the text is filled with so many errors. On the plus side, I never knew that a slash, (as in “/”), could replace alphanumeric symbols.

Yet, despite its flaws, I still had a ton of fun playing Hollow Fragment. Being able to tackle huge boss fights, party up with my favorite characters from the show, and even explore new areas with my friends while my character gets progressively stronger is incredibly rewarding. It’s just too bad that it tries to be too many things to too many people, making it ultimately falter. Not quite MMO, but not quite single player. Not quite anime adaptation, but not quite a standalone experience. Not quite a turn based RPG, but not quite an action RPG. It’s good at what it sets out to do, but is great at none of them, with numerous flaws, keeping SAO from becoming the next must own Vita game. With that said, if you’re a fan of the series, loot grinding, or hundred plus hour RPGs, you can’t go wrong with Sword Art Online.

TL;DR

+ A huge world to explore with countless hours of content.

+ Rewarding boss fights

+ A sense of community with the game’s NPC’s, making you feel invested in their progress.

+ More customizable abilities, techniques and attacks than you’ll know what to do with.

+ A fun, fast-ish paced battle system that rewards team based actions, but…

– It’s still too slow for the action RPG mechanics it tries to impliment.

– Being unable to create your own character rather than a customizable Kirito undermines the customization factor.

– The game seemingly punishes you for wanting to fight with anything other than the signature dual swords.

– Dated graphics and a poor localization job hurt the overall presentation.

– An game based on an online game with no online. Good luck finding local friends with the game and a Vita.

Final Score: 3/5

Typically around this time every year, Nintendo gamers would be knee deep in excitement over the Club Nintendo Gold and Platinum Rewards they receive every year. Thanks to this loyalty program, the gamers who register Wii U and 3DS hardware and software would expect cool bonuses that would range from posters and calenders to figures and exclusive games during especially good years. So when July rolled along and it was time to figure out what free item they would be getting, why is it that the Internet is largely crying foul?

Unlike previous years, 2014 is the first where there won’t be a single physical gift offered for the people who may have spent a maximum of $600 on Nintendo products in order to qualify for the highest reward tier. Nope, this year, the only rewards for both Gold and Platinum members are digital games. So what’s to complain about? Sure, a figure or pins would have been great, but free is free, right? It’s not like Nintendo NEEDS to give anyone anything.

Or at least that’s only part of the story. While the word “entitled” seems to get easily thrown around in the world of gaming as of late, it’s not hard to see why this frustration is justified for a variety of reasons. First, North America has always come off as an afterthought when it came to Club Nintendo, especially since it was the last major region to obtain the program. Japan had it for years, giving out bonuses while we got nothing aside from extended warrantys. Occaisionally, we’d get great stuff like the GameCube Legend of Zelda collection, but these were few and far between. It wasn’t until the boom period of the Wii that we finally got the chance to join the club, but it was nearly a decade after Japan and many years after almost every other region. Still, better late then never, right?

Secondly, North American Club Nintendo members are constantly getting shafted in terms of gifts, even on the standard store where coins can be exchanged for prizes. We might get the occaisional Luigi’s Mansion statue or Mario pin. Hell, we even got an exclusive downloadable game in Doc Louis’ Punch Out in its innagural year. But aside from that, we’re usually getting screen savers, posters, notebooks… Cool stuff to an extent, but when compared to Japan’s numerous game soundtracks or Europe’s freakin’ Mario Kart replica trophy, and it’s no wonder why gamers have often said they wished they could uproot to another country, especially when Australia is giving this amazing Yoshi plush as I speak… Erm, type.

However, the above points are minor as far as I’m concerned, and up to this point, I would still side with the idea that it’s better than nothing. Even if our prizes aren’t nearly as interesting as the ones offered elsewhere, it’s still more than we would get if there was no club at all. So why is the backlash suddenly justified when it essentially boils down to people being unhappy with their free stuff? In this case, it’s because it comes off as an empty gesture, feeling like Club Nintendo is going through the motions, and offering a prize AFTER everyone’s coins and purchases have been accounted for.

To explain further for those who are unaware, Club Nintendo’s premiere statuses work on an annual basis. Within a year, members who accumulate 300 or 600 coins by registering purchased products and filling out their accompanying surveys, (the equivilent to $300 and $600 respectively if you neglect to register early or fill out bonus forms for extra coins). Once June 30th comes and goes, it starts up a new Club Nintendo year, resetting their count towards premiere and starting over. The prizes for Platinum and Gold aren’t revealed until July, so while it’s always been a bit of a gamble, previous years always delivered with at least one prize that most people agreed was a must have item.

But this year changed that. Rather than offering an exclusive set of items, or even an exclusive digital download, we got… Game and Wario. Not to say it’s not fun, but it, and the 15 or so other games being offered, are widely available to everyone who wants to buy them. Why is a free game that you don’t have to wait to be shipped to you a problem, you ask? Let me mention again HOW exactly a person becomes a Platinum member. They have to buy games. And I mean A LOT of games to qualify. So chances are, if the company’s most loyal customers reached this status, they’ve either already purchased the titles they wanted while the ones they don’t remain unpurchased for a reason. At best, we’ll get a game that we don’t want. At worst, we get nothing, because we already own everything that’s being offered. If there was ever a year to clue us in on the prizes ahead of time, this would have been it. That way, people who owned these games could have saved their coins for the following year. Instead, they have to start from scratch after using them on a prize that dones’t apply to them.

What makes this situation the most frustrating is that it could have been easily fixed by giving us more options. We might never know why a physical gift was ruled out, but for whatever reason, why couldn’t have we been given the choice to download any game within a certain price range? Game and Wario is going for $30 on the eShop right now. Why couldn’t Platinum members been given the option to purchase a game of their choice up to that amount? Or Gold members being allowed to purchase a game that’s $5 or less? But instead, we’re stuck with games we either already have, or don’t want.

This year’s prizes have left many Club Nintendo members with a bad taste in their mouths, and it’s hard to not see why. With that said, I’d love to hear some other thoughts on the subject. Do you think the anger is unjustified? Is anything for free better than nothing? Will you continue to fill out Nintendo’s surveys in the hopes of better prizes next year? Share your opinion and join the discussion below!

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Briefly: We were pretty disappointed when Shinji Mikami’s return to survival-horror, The Evil Within, was pushed back to October, and our hands-on with the game back in June certainly didn’t table our excitement.

The game is scheduled for release on PC, PS3, PS4, Xbox 360, and Xbox One on October 14, and Gamescom has brought five new screenshots for the anticipated title.

Here’s what SJ thought when she played the game back at E3:

And it is scary. We screamed a little bit during our play through. And at one point, as we were sloshing waist deep through thick, congealing blood attempting to solve a puzzle to get to the next room, we were certainly viscerally affected by the well-realized world. Stealth and sneak attacks are preferred; noise and light draw unwanted attention. And the zombie/monster/box-man creatures? Only stay dead after you burn them. And matches are in short supply.

Between The Evil Within and Hideo Kojima/Guillermo Del Toro’s Silent Hills, it sounds like a phenomenal time to be a survival horror fan. Take a look at the screens below, and let us know what you think!

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Source: GameReactor

Briefly: Following the reveal of Chrom, Lucina, and Robin late last month, another fan-favourite fighter has just been confirmed for the upcoming iterations of Smash Bros.: Meta Knight!

Smash Bros. creator Masahiro Sakurai revealed the news on Miiverse earlier today, stating “Looks like there was an impostor in the earlier posts, so I introduced him to my sword!” …I’ll leave it up to your imagination if he really said that or not. The veteran hero, Meta Knight, returns to battle!! We didn’t forget the Battleship Halberd either!!”

Sakura continued, detailing one of the character’s special moves: “Meta Knight’s Up Special Move, Shuttle Loop, changed quite a bit in this game. The glide is gone, and the attack slashes opponents twice while spinning in a large loop. This has turned into a highly technical and effective move.”

I’m a big Mario player myself (though I cannot wait to try out Pac-Man), but you can take a look at the first Wii U Meta Knight screen below, and be sure to let us know who you’re most excited to play as when Smash Bros. hits later this year!

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Hyrule Warriors, the marriage between the Legend Of Zelda and Dynasty Warriors, has been well documented since its surprise reveal many a Nintendo Direct ago. New characters, weapons and enemies have been revealed at a rapid pace, and yet, it was still hard to get too excited over a game that at first glance, appeared to be another Dynasty Warriors with a Link skin. Could this new game bring some of the Zelda flair to a game play style that has felt stale for years now? Being ever so diligent, we hit the Nintendo Lounge at San Diego Comic Con to find out.

Featuring Link, Zelda and Midna as playable generals, I got the chance to play as the two ladies on display. Link gets enough screen time, don’t you think? At first glance, it may not look like it matters too much who you play as, but both characters offered a variety of combat options, making them both feel distinct.

Hyrule Warriors Screen 1

Starting with Zelda, the Princess of Hyrule shows off her plethora of light magic attacks to eliminate foes that happen to surround her. With a unique mechanic that forces her to charge up her skills, a quick tap of the A button would fill up the meter, allowing her to end combos with devastating attacks, combining her newfound rapier skills with her proficiency with spells. When her special meter is all charged up, a light arrow that destroys anything in front of her emphasizes her dominance. It’s no wonder she’s usually in the background of the core franchise games. We can’t have her overshadowing the legendary hero, no can we?

With Midna, she doesn’t fight with a traditional weapon, and many of her attacks force her to get right in the faces of enemies. Yet when she attacks, she does so in a few ways, both of which take advantage of her magic from the Twilight Realm. Standard attacks create a wolf that she temporarily mounts, which attacks with the ferocity that Link had back in Twilight Princess. When surrounded, Midna does her best Bayonetta impression by swinging her transformed hair, damaging the enemies around her. After powering up, she uses her hair to spike a giant ball of energy down onto the field, devestating the opposition in the process. Well played, Twilight Princess.

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Aside from the combat, the Zelda series has its fingerprints all over the objectives from the demo. While the structure of the maps will be instantly familiar to anyone who’s touched a Dynasty Warriors game, leading your character to different points on the map to eliminate enemy generals, the goal of each mission was surprisingly varied. For example, enemy reinforcements burst through a cave, opening a hidden path with a treasure chest containing bombs. Now added to my arsenal, they could be used to uncover paths as well as in combat, just like a core title.

When it came time to face off against the stage’s boss, (King Dodongo from Ocarina of Time), hacking and slashing wasn’t enough to take it down. In true LOZ fashion, puzzle solving came into play, forcing me to throw bombs in its mouth to do heavy damage. The reward for playing well was a cinematic flurry of attacks, leading to an easy victory once played right.

I might be still on the fence as to whether I would pick this up on day one, but from what we’ve seen, Hyrule Warriors offers more than we could have ever expected, joining aspects of both franchises to create a potentially special experience. In addition to the Adventure Mode, new weapons and characters shown during its dedicated Nintendo Direct, and it’s looking like this game is becoming more and more deserving of being on our radars.

Are you a believer yet? Hyrule Warriors will launch exclusively for Wii U on September 30th.

It looks like those looking for more Disney in their Infinity have gotten their wish! In the latest Disney Infinity 2.0 trailer, Aladdin and Jasmine from the 1993 animated classic, have been revealed as the latest characters coming to the Marvel focused sequel.

Showing off some of their combat abilities, Aladdin’s sword fighting moves and magic lamp come into play. At one point, he even pulls a swarm of enemies into Genie’s home, making for a surprising show of power, (though I’m not sure how much Blue Robin Williams will appreciate his living space becoming smaller).

Jasmine on the other hand, uses what appears to be magic abilities to hold off foes. Are they taking liberties with what the movie showed she can do? Sure. But not every princess can be blessed with frying pans or ice powers, so something’s gotta give.

Aside from the two leads, Carpet can also be seen giving them a lift, although it’s unclear if it’s a Power Disc, a Toy Box piece or something else entirely.

With all of the hubbub surrounding Marvel’s presence in the upcoming Disney Infinity 2.0, some were afraid that they would completely overshadow the inclusion of Disney’s home grown characters. With these two additions, combined with the previously announced Gravity Falls theme, new characters in Merida, Melificent, Sticth and Tinkerbell, and a Disney themed starter pack, (that is still lacking in details), and it seems like those fears can be put to rest.

Does seeing Aladdin and Jasmine tickle the ol’ nostalgia bone? Which figures are you planning on picking up? Disney Infinity 2.0 will launch on September 23rd.

Briefly: As a big fan of AFK‘s first season, I’m now really looking forward to every Monday this month.

Once again, the world’s greatest gamers have stepped away from their keyboards to find out how they will fare in challenges including skydiving, a massive paintball battle, and parkour.

It’s the first-ever original travel competition starring some of the world’s most renowned YouTube gaming influencers, AFK season 2 features elite YouTubers and Call of Duty legends including The Minecraft Project creator TheSyndicateProject and TmarTn. The competition is once again hosted by Inside Gaming’s Bruce Greene.

In AFK Season 2, the stakes have been raised as the destination is San Diego Comic Con 2014. Showing no fear, our intrepid YouTubers skydive over the Las Vegas Strip, parkour in Los Angeles, and lead 200 fans in a paintball domination match at Camp Pendleton. All of that is just the appetizer to the season finale, which takes place at Comic-Con.

You can take a look at episode one below. Be sure to check back next Monday (and the Monday following) for episodes two and three! Don’t forget to let us know what you think! A third season is already in the works, so there should be plenty more AFK coming down the pipeline.

http://youtu.be/fPh9tTGNd5Q

Here are the synopsis’ for the season:

Episode 1
Location: Las Vegas.
Challenges:  Skydive over the Las Vegas Strip, mini Baja dune buggy chase in the desert.

Episode 2
Location: Los Angeles.
Challenges: Tempest Freerunning Academy puts our YouTubers through a rigorous training session and then sets them off on a parkour time trial and style competition.

Episode 3
Location: Camp Pendleton and San Diego.
Challenges: COD skills are put to the test in real life in a massive paintball match of domination, capture the flag, and one v. one. Then, it’s off to San Diego Comic Con to wrap the season.

I suppose that here at Geekscape not that many eyebrows would be raised if someone said they were thinking about dropping $110* on a Star Wars model. After all, she is a beauty isn’t she?

[*That’s UK prices, in the US you can pick it up for a mere $61]

TANTIVE IV
TANTIVE IV

While the Tantive IV would look great decorating your shelf, this is not just an ornament, it’s part of a board game, or if you are being pedantic, a miniatures battle game – the Star Wars: X-Wing Miniatures Game. I think that Star Wars: X-Wing Miniatures is a great game for any gamer, but especially the geek gamer. While the Star Wars connection is one obvious reason (and they also make a very similar Star Trek version for those who swing more that way) I will try to give you a few more.

The Basics

Let’s start by explaining what the game is: it’s Star Wars dog fighting. Is that good enough? OK. It is a game of two sides, Alliance vs Empire of course, designed to be played by two players but that can easily accommodate more with a few extra ships and team play. Each of you controls one or more ships flying around in space trying to achieve your mission goals. These can be as simple as a TIE Fighter vs X-Wing fight to the death or a more sophisticated scenario involving escorting shuttles, scanning probes and so on.

(IMAGE: XanderF) – TIE Bomber Run

The rules are pretty simple which makes it an easy game to pick up, and I think it’s worth me going through them briefly. At the start of each turn the players all secretly and simultaneously select how far their ships are going to move and in which direction by using little dials that belong to each ship. Each type of ship a different choices – TIE Interceptors for example are obviously quicker and more manoeuvrable than Y-Wings. Players then reveal the dials one at a time and move their ships, in order of pilot skill. After a ship moves it can take one of a small number of actions that vary depending on ship type. For example they can Target Lock in order to increase their chance of attacks hitting and have an opportunity to fire any missiles they might have, or they might Evade reducing the chances of being hit if fired upon.

DICE AND RANGE RULER

Once all the ships have moved, it’s shootin’ time. The most skilled pilots go first and pick a target. Simple range and line of sight is determined with a natty little ruler shaped like a laser blast – red on one side and green on the other. The attacking player rolls a number of special attack dice and sees how many hits they score. The defending player rolls the defence dice and tries to cancel out any hits. Players may spend those tokens I mentioned that you can take as actions. Each hit damages the ship, reducing shields first and then causing hull damage. Once your hull is depleted the ship explodes in space. Feel free to hum the sad Binary Sunset music mockingly at your opponent. After all ships that are able to fire the round is over and you start again setting your manoeuvre dials. And that is basically it. Simple yet elegant. I think this is a great game for both the first time casual player or the hardcore seasoned gamer, and here’s why.

Simple but meaningful choices

As I hope I have shown, the rules are easy and your choices fairly simple each turn. Do you fly at the enemy head on with all your forces, or do you divide your strength by splitting up to flank them , do you go for their strongest ship first to take it out early, or do you try and pick off the weaker ones quickly first? Do you pull a difficult manoeuvre to get into (or out of) a crucial spot but then take a Stress token limiting your options later? And after your move you will have another choice to make. This will probably be one of 3 or 4 possible actions for each ship, and these again can be crucial decisions. Maybe your ship has the option to do a Barrel Roll [best Peppy voice please], Evade or Focus. The benefits of each choice will dependent on what your opponent does and whether you plan to be opening fire or trying to duck and cover. The options are never complex but the choices can be agonising and the consequences weighty.

Variable ship characteristics

SHIP CARDS
SHIP CARDS

As illustrated above each ship has unique characteristics. The X-Wing is has 3 attack dice [red number] and only 2 defence [green number] meaning it has more firepower than the TIE [2 attack] but is not as evasive [3 defense]. However when the tie is hit it will explode in a ball of flames after taking only 3 damage [yellow], whereas the X-Wing has 2 shields [blue] to take out before it receives real damage. As mentioned before they also have different abilities, for example TIEs can do a barrel roll and X-Wings can target lock. As a result it really feels like you are flying very different ships and you therefore adjust your play style accordingly.

Squad Customisation

Not only is each ship different but they all cost a different number of points. This is further modified by the skill of the pilot, as more skilled pilots move last (usually an advantage) and shoot first (always an advantage). Better pilots are also more likely to have special abilities that can modify the game, changing die results, adding or removing tokens, adjusting combat rolls and so on. As an example of cost Luke in his X-Wing costs 28 points whereas a lowly Academy Pilot in their TIE is only 12. Finally you can further customise a ship by adding upgrade cards like missiles, pilot skills and R2 units. When picking your roster you set a number of squad points each; 50, 100, 200 or whatever, and build two squads. If you enjoy this kind of thing you can spend ages fine tuning a squad. If you don’t it’s pretty easy to do off the cuff, or you can find pre-made squad suggestions in the box or online. And while the box says 2 players, bigger squads mean you can play with more players. I have had many enjoyable 3-5 player team games, with each player controlling one or more ships.

Ship Collection

In the starter box you get one X-Wing and two TIE Fighters with a bunch of different pilot and upgrade cards. This alone is enough for plenty of game, with a few different scenarios adding variety if you want a rest from last-man-standing type play. But we are geeks and cannot stop there. The damn company keep releasing more ships and how can we resist? For about $10 each you can get A-wings, B-wings, Y-wings, TIE interceptors, TIE bombers and the TIE Advanced. Each ship plays a little differently and has different pilot and upgrade cards in the box, with the latter often usable on many of your other ships. And there are bigger (of course more expensive) ships like the Falcon, Slave I and an Imperial Shuttle. And recently even bigger ships with the Tantive IV and a Rebel Transport. Many of the new ships add minor or major new rules and mechanics to the game. There are now even extended canon ships like TIE defenders and Z-95s. I am up to 14 ships at the moment and having a bit of a rest. For now.

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(IMAGE: SEBASTIAN BLANCO
sebastianblanco.zenfolio.com) – DEATH STAR ATTACK

Conclusion

For $27 you get a simple and fairly elegant game with amazing models. You have a rules set that is easy enough that my 5 year old son can play the game and squad build with a little help, and yet create deep enough play to satisfy the tactical needs of many of the more hard core gamers in my group. You can keep it light and drop it on the table for a quick casual game or you can spend hours honing your squad to compete in national tournaments.

Bottom line is, at the end of the day it’s just fun. And did I mention it’s Star Wars?