It looks like North American gamers awaiting Bravely Second: End Layer for the Nintendo 3DS (plus the 2Ds and New Nintendo 3DS) will only have to wait about three more months to get their hands on the title, when it releases on April 15. The Japanese role-playing game is the sequel to Bravely Default.

And much like its predecessor, the title will also see a Collector’s Edition (shown below) available for purchase, also releasing on April 15 . It’s suggested retail price is $69.99. What’s inside this special package? Collectors can look forward to a 10-song soundtrack, a 250-page art book, and the game (of course). Sadly, we will not be getting the mini-figure of Agnes that comes bundled with the European and Japanese Collector’s Editions.

Want to get a head-start on your journey? A special demo, entitled Bravely Second: End Layer – The Ballad of the Three Musketeers, will make its way to the eShop prior to the title’s release. The demo will feature a unique side story not found in the full game. And just as importantly, StreetPass tags and certain other bonuses acquired from the demo will transfer over to the full game.

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Who is planning on purchasing Bravely Second: End Layer? Are you getting the Collector’s Edition? Let us know in the comments!

[header image via Nintendo Everything]

Where there is war, there are emotionless individuals behind the scenes working for both sides. To these individuals, it doesn’t matter who wins in the end, as long as the checks keep clearing. In Killzone: Mercenary, you are one of these profiteers.

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Arran Danner is your name, and doing some dirty work for some cold hard Vektans (the currency in the Killzone universe) is the game. The main campaign of Killzone: Mercenary takes Arran through many of the events of the Killzone trilogy. Even if you can’t remember anything from the previous titles, the story is pretty easy to follow since there is not much there to begin with. Trying to make Arran have doubts about what he’s doing is tough when the character never talks. Being a first-person-shooter also means you’ll never see his face, so any emotional tug on the heartstrings the developers want to happen fall flat.

Missions in Killzone: Mercenary are separated into nine areas that all seem fairly short. Completing the campaign in around five hours was disappointing for me, but only because I really wanted to keep playing. There are incentives to go back and replay missions by selecting contracts to complete. Three different contracts for each mission has set goals for you to accomplish. Covert contracts usually have you trying to make it through the mission without getting spotted or racking up a certain amount of stealth kills. Demolition contracts are all about seeing just how much explosions you can cause to the enemies or the environment. Precision contracts are for the speed run folks. Besides doing certain tasks like rescuing hostages, you have to make it to the end of the mission in a set time limit. I wish that the PS Vita had video out for the flood of speed runs for precision contracts we would have on YouTube.

Making an FPS on a handheld device is a task that seems near impossible for any developer to try and create. Guerrilla Cambridge seems to have outdone themselves with just how well Killzone: Mercenary controls as well as how it looks. If you would have told me this was a PS3 game being played on the PS Vita through remote play, I would be inclined to believe you. Killzone: Mercenary is one of the most gorgeous looking games I have seen on a PS Vita, ever. Since it’s using a version of the Killzone 3 engine, it shouldn’t be a surprise that everything from the shadows, the lighting and little details throughout the game are nothing short of stunning.

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Despite the awkwardness of playing an FPS on a handheld, Killzone: Mercenary very much feels like a console title. The smaller screen does limit the field of view, thus cutting reaction time down, but I was still able to aim and shoot without any trouble. Running did pose a little problem since there is no clicking of the analog sticks in on the the PS Vita. Having the run ability tied to a button or the rear touch screen was odd at first, though with a little time it became easier to adjust.

I was delighted to find that the touch controls were very unobtrusive and used in a minimalistic fashion in Killzone: Mercenary. Hacking terminals and doors required a matching game on your forearm-mounted computer by tapping the correct symbols on the lock. Having 3 seconds left after going through three levels of hacking on a terminal before an alarm sounds was more fun than I thought it could be. Planting and arming bombs was also a simplistic affair. Following the arrow prompts on-screen, two quick rotations is all you need , but just make sure you’re far enough away before detonating (I learned the hard way just how big the blast radius is).

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If you want to earn more Vektan as well as experience (since they are one in the same), you might want to sneak your way around. It felt odd trying to play stealthily when FPS’s are known for their run-and-gun approach. To help in sneaking around, there are weapons, armor and VAN-Guards to supplement you. My main loadout for most of the campaign was a silenced sub-machine gun, a dart gun that incapacitated an enemy long enough to get a silent melee kill, and armor that silenced my movements. Switching between different loadouts is easily done by using boxes marked on the mini-map by the arms dealer, Blackjack. So if stealth isn’t your thing, Killzone: Mercenary gives you the option to tackle the missions with whatever play style you are comfortable with.

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VAN-Guards are equivalent to score streak rewards in Black Ops II.  An even mix of defensive and offensive VAN-Guards gives you enough choices to pick what is best for you, from a flying drone that shoots down precision orbital strikes to a personal energy shield, there is no shortage of tactics that you can deploy. I ended up going with the stealth VAN-Guard since taking out the guards one by one until the place was cleared ended up being very challenging. I felt rewarded not only in bonus Vektans but in satisfaction of my skill.

Combat was joyous, until you figure out that when the enemies are on alert and hunting you down, hiding in a corner breaks the game. The A.I. will toss an endless supply of grenades to flush you out if there are openings for the deadly explosives to enter. It’s a good thing that there are conveniently placed sealed rooms with just a door to funnel the enemies through. Once the arena was cleared of enemies, you could just waltz your way to the next checkpoint.

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Once you’re finished with the single player campaign, carry over anything you have unlocked or purchased to the multiplayer arena of Killzone: Mercenary. Free-for-all, team deathmatch and team objective-based Warzone may seem like a pittance of modes until you remember that these modes are just about what every FPS has these days. As much fun as I had running around and collecting Valor cards that other players drop when killed, I had even more fun using the Mantys Engine to fly around a use its spiked pincher to wreck havoc. At first thought VAN-Guards might seem to be very unbalanced, but when you are down in last place and get that 5-kill streak going and finish in the top 3, you’ll be very thankful to have them. Spawning in the claustrophobic maps is troublesome since you will mostly end up very close to the person who just killed you. It keeps the game moving and gives everyone a fighting chance though I can see some hating to die consistently to bad spawns.

Killzone: Mercenary has beautiful art direction, near perfect controls, plenty of choices in the single player campaign with an engaging, fun-filled multiplayer. With a more fulfilling story and smarter A.I., Guerrilla Cambridge would have solved the perplexing puzzle that so many others are striving to figure out; FPS games on the PS Vita.

Killzone: Mercenary is certainly worth picking up (come on, what else are Vita owners playing these days?), and scores a cool 4/5.

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Heroes of Ruin seems great when you skim the surface. A dungeon crawling, loot based game that’s portable with actual controls instead of using your fingers to manipulate a virtual D-Pad or buttons is perfect. Almost too perfect. As with most of the games that fall into this category, the addiction is hard to deny. Searching every corner of the current dungeon you’re in looking for that one piece of loot that will make the difference in some of your stats is more important than the actual battles in these cavernous mazes.

Loot seemed to be the only thing keeping me going though. With a story that is too generic, Heroes of Ruin fails to stand out in the crowd of typical fantasy stories. Trying to find the lost relic that will revive the king in the land of “insert name here” while trying to figure out who is trying to deceive you in order to wield that power has been seen all too often and recently with games such as Diablo 3. Since games that fall into the loot finding category are never about the story, I can’t fault Heroes of Ruin too much on that respect.

I was enamored by every piece of loot I found even if it wasn’t something my Gunslinger could use. n-Space was smart enough to incorporate an easy way to sell items in your inventory, at a lower cost than selling at a vendor in town. Considering that you can only hold 34 items, which include the ones equipped in your inventory, you will be using this feature a lot. Near the last quarter of Heroes of Ruin, selling loot found in the dungeons won’t be an option due to your gold capping out at 99,999. This makes searching for loot, what makes games of this caliber fun to play, a painstaking task. Hovering over every piece of loot to find something you can use that is better than what you have equipped becomes tedious. Considering you would be better off just spending all your gold at the character specific vendors in town for gear, such tasks seems worthless.

Playing as the Gunslinger, everything felt a little too easy. A perk in one of the three skill trees lets the gunner have a good chance to knock back enemies with each shot as well as damage enemies close to each other. As soon as I heard a any noise at all, I would let loose with my pistols and let the auto-aim do its thing. I tried playing as a Vindicator class, think paladin in World of Warcraft, and combat was still easy but I had to adjust my tactics a bit and use more abilities than the Gunslinger. The only trouble I ended up in while playing Heroes of Ruin was getting stuck in attacking animations. Not being able to quickly react to anything is something developers have to get in their head as being a bad thing. Yes, your animations for the character models are pretty but having me locked into said animation is not doing the player any favors.

Multiplayer seems to work for the most part. In the time that I played for the review, I ran into very little lag and finding games was actually easy. I tried using the mic to talk to others that where in the game with me but it seems that people have the option to use voice chat turned off. Either that, or they didn’t understand how to turn it on in the options menu. The one thing that actually made my online experience with strangers horrible in Heroes of Ruin was the way loot was setup for online play. I would barely get any of the loot since the people I was playing with would just take it as soon as it dropped, even if they didn’t need it. Even though the best loot is usually at the vendors in town, it’s still annoying to have people join your game, steal all the loot and then quit. The separate loot system is the one thing Blizzard got right with Diablo 3.

Diablo 3 is wearing thin and Torchlight 2 is nowhere in sight. What’s a gamer to do while waiting for Runic to toss a bone our way? Heroes of Ruin may seem like the answer but ends up being nothing more than a temporary fix for the dungeon crawling loot junkies.