October 23rd marked a pretty big day for Fallout fans. The date (59 years from now) marks the beginning (and ending) of the Great War – the day that nuclear bombs fell across the planet and essentially ended… well, everything. Fittingly enough, Bethesda chose this same day to begin the Fallout 76 B.E.T.A. (Break it Early Test Application) for Xbox One players. Anyone with a valid pre-order for the game was able to get their first taste of the hotly anticipated title that’s left Fallout fans everywhere highly wary since its initial reveal back in May.

Fallout is my favourite active video game series, and Fallout 3 is one of my most highly regarded games of all time. I put way too many hours into Fallout Shelter based on its branding alone, and I’ve even dedicated an entire shelf (singular) to some of my favourite Fallout merch (and some sweet rarities I snagged back at the Bethesda Gameplay Days at PAX West). As someone who nearly exclusively plays single player games, a Fallout title set so closely to the day that the bombs fell is unbelievably intriguing to me, but the revelation that I’d need to share that world with other players worried that hell out of me.

I wasn’t joking about the shelf.

Now that I’ve spent a few hours with the game, however, I really (mostly) have no freaking idea what I was worried about.

Vault 76 is located in Appalachia (West Virgina), and is the first of the Vault-Tec vaults to unseal its doors and let its dwellers out into the world, just 25 years after the bombs fell. You (and the other dwellers) are essentially tasked with ensuring that your great nation (America, obvs) can be rebuilt and recolonized. Rather than being a lone wanderer or a sole survivor with a highly personal goal in an unfamiliar world, this general goal means that having other dwellers in the world actually makes a lot of sense.

Bethesda has spent a ton of time detailing many of 76’s new mechanics, including the new card-based perks, the game’s unique PVP system, C.A.M.P., and so much more. Rather than focussing on things like that, I’d like to spend a bit of time detailing just what my time with the game has been like so far.

It’d be hard to do so without spoiling something, so consider this your warning.

Following the classic ‘War Never Changes’ video, you’ll jump right into the game’s character creator. Endlessly adjusting aspects of your character’s appearance is not something that I typically care about, and things didn’t change here. This looks like a slightly more powerful version of the character creator in Fallout 4, and while I simply chose one of the game’s default characters (which I found out later sported a man-bun), Mikaela’s eyes absolutely lit up when she saw just how easy it was to modify every piece of your character’s face.

After you create your character, you’ll awaken inside your private (roomy) room inside Vault 76 surrounded by party supplies and empty liquor bottles. An animated envelope on your nearby terminal catches your eye, and you soon learn that the previous night saw a massive vault-wide celebration take place. Apparently you drank too much and woke up late, as at this point the Vault is mostly empty – Reclamation Day is here, and it’s time for everyone to leave the Vault and begin to rebuild America. You leave your room, and while in past Fallout games I’ve loved spending as much time in the Vault exploring and absorbing the environment as possible (well, aside from Fallout 4 I guess), at this point Vault 76 is mostly locked down because, well, it’s time for you to leave it. A few other dwellers were running around the vault at the same time as I was, and while we tried to unsuccessfully punch each other (I had forgotten that PVP can’t even be enabled until you hit level 5) and traded emotes (I particularly like the Vault Boy thumbs up and vomiting options), at this point the game still mostly felt like a solo affair.

Before leaving Vault 76 you’ll head down a series of long hallways full of helpful robots that offer you your first supplies and introduce you to two of the new mechanics in Fallout 76: thirst and hunger. Here, you won’t just need to manage HP and Rads, but you also have a hunger and thirst meter that you’ll need to keep your eye on, and it’s pretty interesting to manage. Hunger and thirst are always visible in your Pip-Boy menu, but won’t show up on the main HUD unless either is low. Naturally, each depletes over time, and while I never felt like either meter became annoying, I was definitely more excited in 76 to come across any quality food or clean water than I had been in any previous Fallout game. Getting too hungry or thirsty will have some adverse effects, so there were definitely times that I chose to drink irradiated water, which in Fallout 76 not only increases your rads, but also has a chance of giving you a disease.

Yeah, you can get diseases in Fallout 76 too. They cure themselves over time, and there are items that you can use to instantly get rid of them, but they sound annoying as hell, which just adds to the risk / reward system of should I drink the water out of this toilet or not. I didn’t catch a disease from drinking bad water, but did catch ‘Swamp Itch’ from sleeping on a dirty mattress on the ground (resting on a mattress will slowly heal your HP). Swamp Itch gives you -2 Agility, which at this point in the game left me with -1 Agility, which had a huge effect of my AP (energy which is drained by attacking, or sprinting, or jumping, or doing pretty much anything), and just generally made exploring harder while I was suffering from it.

The moment you leave Vault 76 it’s clear just how different an experience Fallout 76 will be from previous Fallout games. This world feels lush and alive – you’re just removed from civilization instead of hundreds of years from it, so cities and buildings appear far less dilapidated than in previous games. West Virginia is a far cry from places like Washington D.C. or Boston, and I feel like I saw more foliage in my first hour of 76 than in the entirety of Fallout 4. Lighting systems have seen huge improvements (gorgeous god rays everywhere), and while it would be tough for Bethesda’s dated engine to hold a candle visually to many of the beautiful games that have released this year, the company has some of the best art direction in the business and I definitely stopped to simply stare at what was in front of me numerous times during my time with the game.

Fallout 76 also introduces a new mechanic called ‘Challenges’. To start, these kind of act like a guide of things that you should do in the game. You’ll complete a challenge for crafting your first item, roasting your first piece of meat, boiling your first pot of water, collecting X amount of wood, etc. Completing each challenge will reward you with Atoms, Fallout 76’s premium currency. At launch you’ll be able to buy Atoms with real money too, but it also seems like I was earning at least a few at a time (most challenges rewarded 10 Atoms) quite regularly. There didn’t seem to be a way to actually spend Atoms, or even see what was for sale at this point, so it remains to be seen just how many Atoms these premium cosmetic items will cost. Gamers were pretty up in arms to learn about the potential for microtransactions in Fallout 76, so I was definitely excited to see Atoms coming in at a steady clip during my time with the game, while also keeping in mind that any items purchasable through Atoms will be cosmetic only. As soon as we see some Elder Scrolls themed premium items come down the pipeline, you can bet I’ll be spending money on those.

You exit Vault 76 with a mission to find your Overseer somewhere south of your starting location. I usually play games fairly linearly, but as I wanted to feel how Fallout 76 played out as a solo player (and this opening area was swimming with other dwellers), I decided to wander off in another direction instead. I briefly migrated west of the vault before running into some strong, scary robots – I didn’t think that my fists would be any match for them, so I changed direction to avoid them and came across a battered wood mill. The outskirts of the mill was patrolled by some unfriendly looking (different) robots, so I snuck past them into the mill and gathered some wooden scraps (which I assumed would be used to build my home, or CAMP, whenever I decided to do so), some health items, fought my first hostile creature (a gross, giant tick), and found a corpse sitting on a balcony with a note next to him. The note must have been written by a friend of the corpse, and it talked of a much better mill that had better pay and no robots, among other things. A location north of me populated on my map, and I decided that as this was the direct opposite direction of my current story mission it seemed unlikely that I would come across many other players, and that there could be some useful supplies there.

So, I walked North. And I walked and I walked and I walked. It’s long been known that the Fallout 76 map is four times (four freaking times) that of Fallout 4, but it was in trekking north to the other wood mill that it finally hit me just how expansive this region is. Sure, I was distracted a few times along the way – I found a cool amusement park (an event triggered while I was here that would have me hunting wolf packs, but as I still didn’t have a gun at this point I definitely ran away as fast as I could), some sort of drug production RV (yes, Breaking Bad style), an old provincial park gorge-like area with a ton of tree-laden Scorched (freaky, irradiated humanoids with guns) and a ‘plank’ overlooking a cliff that they’d used to kill their prisoners, a random Mr. Handy robot called Mr. Veterinarian that had a myriad of cats following it, and even a neat old plane that coincidentally featured Vault-Tec colours. I continued to traverse, received a notification that I’d been playing the game for an entire hour (it really didn’t feel that long), and at this point I realized just how differently I’d been playing than I would have in previous titles.

I played 76 differently, mostly out of necessity (at least to start). That hour passed, and the only weapon in my inventory was a board (well, and maybe a knife at that point). Just an old piece of wood (it didn’t even have a nail in it). At this point it was stained red from molerats, ticks, and the odd, thankfully weak Ghoul that I had encountered so far on my journey. I had collected a little bit of ammo and even some gunpowder, but trekking across the massive wasteland without a single projectile weapon felt incredibly tense, and simply scary. Enemies that you’d typically take out long before they’d ever know you were there actually felt dangerous, and seeing a pack of feral Ghouls running at you when you had no choice but to wait for them to get within swinging distance absolutely felt threatening. I spent much of this hour walking carefully, crouching often to ensure that I wasn’t detected, legitimately avoiding areas that looked to have too many enemies (or those damned fast shooty robots), and searching thoroughly for a gun so that I could finally feel some semblance of safety (this is ‘Murica after all). I was also legitimately excited each time I found some quality food or some clean water, and anyone that’s played a previous Fallout game knows that consumables like these would often just flood you inventory, and be more trouble than they were worth.

I finally made it to the other wood mill, which as it turns out was crawling with Super Mutants.  I had spent well over an hour in the world and still did not have a gun, and there was simply no way that I was going to take on a group of (even low level) Super Mutants without more firepower. I’d spent a ton of time getting here, and I simply couldn’t do anything about it. I decided to cut my losses and to fast travel closer to the actual missions on my Pip-Boy to try to get a sense of what the story in 76 felt like… but as it turns out, fast travelling in Fallout 76 costs a small amount of caps, and at that point I didn’t have any.

As I wandered back towards Vault 76 (which again, took a very long time) I finally found a gun, along with some caps, and fast travelled back towards the first mill where I had gone off the beaten path in the first place. I traversed south and came across a supply drop request holotape, which apparently can be used in radio towers to send supplies near your location. I then found the tower itself, killed some robots (which was much easier with a firearm), and called in some supplies. These landed in a small town not far from the tower, and once I hit the town I was introduced to some of the most interesting content that I would experience in my first beta session.

The supply drop was useful and gave me some much needed food, (clean) water, and even a few stimpacks, among other things. I decided to explore the town, and was introduced to something called ‘Survivor Stories’. These are found in the environment (I’m not sure if they’re everywhere, or just in this area), and are decent length holotapes that tell the history of a specific survivor. I listened carefully to the story of a scientist, of a priest, and others, and it’s here that I first noticed just how improved the voice acting is in Fallout 76 over previous games in the series. These stories are gripping and interesting, and I ended up scouring the town hoping to find more as these tapes tapes gave so much meaning to the degraded corpses and the remnants of lost lives. Carefully searching the environment will turn up a myriad of supplies necessary for survival, but after finding just a few of these tapes, more survivor stories are what I was truly hoping to discover.

While exploring the town, I was also introduced to one of the game’s factions, the Responders. Responders were once firefighters, police officers, and medical professionals, who post-war dedicated their lives to simply helping those in need. A self-serve volunteer kiosk offered an introduction to the group, and had me testing nearby water samples for contaminants and radiation, and searching for townsfolk that had been reported missing. It also introduced the ability to collect and boil water (which I’m sure was there prior, but that I wasn’t aware of until it became part of a quest). These Responders quests made me more familiar with this world, and the content and delivery was interesting, but it was at this point that I began to feel, ironically, a little lonely in this world.

The town had multiple, real people running around, throwing me emotes, inviting me to trade and to party up (which I declined as I wanted to be the one to control this session), yet I was missing the interesting NPC’s, the vast quest lines (which I certainly hope turn up once you’re more acquainted with the world), and simply seeing humans that were not taking part in the same journey that I was.

At the same time, this loneliness absolutely felt deliberate. Your vault was the first to open, and you’re still so close to bombs falling and to the world ending, that things simply haven’t had an opportunity to rebuild at this point. In fact, that is literally your job. I miss the NPC’s and their often expansive storylines, and at the same time, it just wouldn’t feel right if they were present.

As I continued to wander, I came across the CAMP of another player on the side of a cliff-face. The CAMP had some turrets that didn’t shoot at me (I’m not sure if this is something you get to choose or if they would have only shot if I’d attacked the CAMP, as I definitely didn’t develop my own CAMP this much during my time with the game). I used the stash box there to store my junk (all stash boxes are instanced to you, and only you can access them), and the CAMPS owner passed by just as I was leaving. I waved at him, a sort of “thank you” for being hospitable with his home, and continued on my way. I’m not quite sure why, but this throwaway moment so early on felt meaningful, and it even though I was playing alone in this session, made me excited to be a part of this shared world. I’m beyond interested in seeing just what CAMPS will look like when someone is 20 or 30 or 100 hours into the game.

Eventually, I received a warning that the game would be shutting down in just a few minutes. At this point, just off in the distance was a massive, incredibly elevated bridge. I decided to head to the centre of it and to end my session staring off into the distance, and soaking in a little more of Fallout 76’s lush greenery before the game forced me to stop playing. It was here that I realized just how vertical Fallout 76’s map is compared to that of Fallout 4 or earlier games in the series. In my four hours with the game I’d climbed massive hills and looked down off of giant cliffs, but this bridge, and the tiny, tiny, world below it reminded me more of the mountains and verticality of Skyrim than the cities and sewers of Fallouts prior. It was really a breathtaking view.

The servers shut down. I was kicked back to the main menu, and I simply sat there for a moment soaking in the game’s beautiful, best in the series score (even as Mikaela watched she noted just how good the music was), and wishing that it wasn’t over.

Most of my fears, and most of my potential qualms went unrealized very quickly. Fallout 76 is Fallout, through and through, in a different age and from a different perspective. The series has never looked or sounded better. Even in just a few hours of playtime I’ve seen some incredible environmental storytelling, and I cannot wait to see what else there is to discover in this unbelievably massive world.

The game’s main story (at least to start) has you searching for Vault 76’s overseer, who left the vault just before everyone else did. Things started out a little fetch-questy, and it felt a little hard to connect with a character you’ve never actually seen – hopefully this turns around as you learn more about your overseer. I also hope that without NPC’s there to offer quests and dialogue, that the quests continue to feel as interesting when delivered by notes or by robots. I also hope that a world without human-like NPC’s, especially one of this magnitude, doesn’t feel empty over time – this early on the lack of humans makes sense setting wise and feels deliberate, but how will this feel a few dozen hours from now?

Playing the Fallout 76 beta answered a lot of questions, and naturally raised even more. I think that most important question of all, however, is: does this weird multiplayer experience feel like Fallout? And yes, it absolutely does. I’m extremely curious to see just how much content the full game has to offer, how players will treat the endgame, and just how Bethesda plans to expand Appalachia as time goes on, but I think that running a beta like this, for so long (the game doesn’t actually launch until mid-November) and in such an expansive form (the beta is the entire game) shows without question that Bethesda wants Fallout 76 to release in the best form that it possibly could, but that it also shows an amazing level of confidence in the product, a level of confidence that couldn’t be shown to wary, distrusting players through trailers or interviews or preview articles, but that players and Fallout fans needed to experience for themselves.

If I know one thing about that game after spending four hours with it this week, it’s that I’m absolutely itching to play more. I was into the game before I played it, but now I feel obsessed. I’ve been reading countless player stories to see what they’ve discovered, absorbing all of the Greenbriar footage from a few weeks back that I possibly can, and the wonderful Copilot Music + Sound cover of ‘Take Me Home, Country Roads’ has absolutely been playing on repeat. I’ve spent just four hours with Fallout 76 thus far, and now I can’t think about anything else. That’s a damn good sign.

Fallout 76 releases on November 14th. Play the beta? I’d love to hear your thoughts below!

https://youtu.be/FRPeYP6gS-s

It’s been a struggle to stay spoiler free as we approach the much anticipated release of Danganronpa V3: Killing Harmony. As the first original game being released for the PS4, excitement has been through the roof among fans like myself. So when I got a chance to play the demo to help tide me over until the September 26 release date, I was shocked when the game gave away the death of a major character from the previous games and anime! Not to mention the previous protagonists being locked into this new killing game with the new cast. Couldn’t they have saved such a big reveal for the real game!?

Then I came to my senses and realized that the game was just messing with me, continuing its running gag of having Hagakure serve as the murder victim in the demo, only for him to survive all the way through the main game. But among the returning characters from the previous game is a whole new cast of ridiculous students with their own unique talents, with each of them suspected of this most recent murder. As the new lead, Kaede Akamatsu, we’re asked to take on the familiar task of searching for clues in the point and click sections of the game. It’s immediately apparent that the game is putting the extra horsepower of the PS4 to good use, with sharper, more detailed environments as well as character portraits that serve as charming, bright contrasts to the dreary backgrounds of the new academy.

This time, Kaede is going to have to work a little harder if she wants to load up her Truth Bullets, since the environment is far more interactive this time around. Important items can be found under tables, chairs and other obstacles, so what do you do when you need to move furniture around? You slap the crap out of it! The new ability to slap items out of the way is as hilarious as it is addicting, spicing up the sometimes tedious investigation segments.

Danganronpa V3: Killing Harmony Demo_20170706142410

An investigation doesn’t mean much if you can’t put your findings into action, which is why the returning Class Trials continue to be the highlight of the game. In the past, you would shoot down contradictions or point out statements you agree with to discover who the killer really is. As with investigations however, this time is a little more complex. Mass Panic Debate does its best impression of the 2016 debates by having characters talking at the same time over each other, asking us to find the contradiction in a myriad of statements simultaneously. If snowboarding for the truth wasn’t weird enough, the new Psyche Taxi literally has you driving down a road to pick up the truth. Other new mechanics include an updated Hangman’s Gambit, team debates where two halves of the class take sides and argue back and forth, (which was a golden opportunity to call it a mass debate…), and the much touted ability to lie with the new Lie Bullets. How it will change the flow of both the story and game play is exciting, which is why I can’t wait for the next two weeks to pass!

Danganronpa V3: Killing Harmony Demo_20170706142720

With the game right around the corner, what characters have left an impression on you so far? What did you think of the demo? And who are you hoping to see return? Let us know in the comments!

I Am Setsuna promised to scratch the itch of the classic JRPG fan who longed for the days of turn based battles, Active Time Battle meters, (known more commonly as ATB), and a more methodical game play style. After delivering on a multitude of platforms, Tokyo RPG Factory is back at it with Lost Sphere, a spiritual successor that continues the style introduced by Setsuna. With a new world and new cast, much of the early moments of the game manage to hold onto some familiarity with the first game while showing off a few new tricks in the Comic Con demo on display at Square Enix’s booth.

Using an identical graphic style to SetsunaLost Sphere recreates the classic feel of a 32-bit era RPG while using chibi style 3D models for the characters to match the dimensions of the world around them. Much like Chrono Trigger, enemies are spotted on the field, and any enemies around them will join the battle once its time to draw swords. From there, you’ll manage your party by deciding to attack, use special abilities, rely on items to get you out of a pinch, or defend to help reduce unavoidable damage. Positioning plays an important role, since most attacks have a certain radius that can lead to dealing damage to more than just your target, but this is where the biggest change in Lost Sphere surfaced.

With some of the abilities offered, they allowed the characters to line up their attacks to get the most out of them. For example, a shot from one of our allies could potentially pierce through their enemy, draining the HP of any foe unfortunate enough to be lined up directly behind them. While Setsuna did have attacks like these, Lost Sphere made it more noticeable, which in turn made it easier to plan out how we wanted to do the damage. As an extra layer of strategy, it helps the game feel like you’re doing more than just picking options in a menu. That kind of engagement is what separated the great RPGs from the rest back in the day, and it’s no different now.

After exploring this sample of the game, I’m looking forward to seeing what other ways Lost Sphere separates itself from I Am Setsuna. With this classic style of engagement taking a backseat in recent years for more flashy, real time combat, it’ll be interesting to see how far we can ride the nostalgia wave. If the developer’s previous efforts are any indication, then I can’t wait to play more of the game when its released in 2018. With PS4, PC and Switch support, we’ll be able to keep on adventuring whether we’re at home or on the go!

Pokken Tournament DX will serve as a second chance for the Wii U’s Pokémon themed fighter to catch fire when it releases this September with a handful of new characters joining the fight. While almost all of them were additions to the arcade versions, one character that will be completely unique to DX is Decidueye, the final form of Pokémon Sun and Pokémon Moon‘s Rowlet. When I got the chance to try out the winged archer during Nintendo’s E3 demo, I realized that his ghost shots brought a lot to the table when it came to keeping opponents at bay in its own way.

If you couldn’t tell from its Robin Hood-esque motif, Decidueye is primarily a ranged fighter, using its bow and arrow to keep opponents at a distance. I found it to be a powerful fighter up close as well, using its large wingspan to push opponents back to a safe distance when getting pressured. More importantly than just its standard fighting abilities however, are its arrows unique ability to hold the opponent in place. Staying true to its signature attack in Sun and Moon, Spirit Shackle was a ghost type arrow attack that prevented enemies from fleeing battle. In Pokken, this attack acts as a trap, keeping opponents locked into place for Decidueye to get in a few extra hits. Considering that most characters are rewarded for fighting fast and aggressively, fighting Decidueye would force you to second guess the idea of charging forward with reckless attacks, since one wrong move means you’re giving up free damage to the archer.

From my brief time playing with Decidueye, I found that its biggest weakness was its lack of chainable attacks. While many of the other fighters can deal huge damage with multi hit combo strings, the owl was only able to put together a handful of hits before it was left vulnerable. If it’s unable to keep opponents at bay, the player will have to rely on their wits, baiting, and a well timed counter to create some distance. Otherwise, there’s not a whole lot you’ll be able to do to push the foe away. Basically, it plays exactly how you would expect a ranged fighter to play in a one on one fighter.

I’m looking forward to spending more time with Decidueye and the rest of the cast to learn more about the ins and outs of their playstyles, but from what I’ve seen so far, the game’s newest character is a welcomed addition to the cast. Will it be enough motivation to double dip for Wii U owners? That, I’m not quite sure of yet, but I have a few more months to be convinced.

Let us know what you think of Decidueye being added to Pokken, and let us know who else you’d want to see in the comments!

In our first Adventurer Log, Cheres Highwind was reintroduced to the world of Eorzea after a long time away from the warring world. With a sudden burst of strength and a new land to discover as her fight against The Garlean Empire, we took the time to get the hang of our new abilities, finding some useful new skills in the transition from level 50 to 60. With the kinks out of the way, it was time to fully explore the continent of Othard, starting with the rebel encampment where most of our allies find themselves putting together a plan of attack.

Lyse, or as I knew her, Yda, led us to the hidden locale after catching me up to the trials and tribulations she faced up to this point. Having missed the fight against Ultima Weapon and the battle at the Singularity Reactor in Heavensward’s conclusion, I was surprised to learn that Papalymo, her Lalafell companion, had been killed in the previous conflict, losing a valuable ally in the process. Once we arrived at the village, we were greeted by Conrad, the leader of the rebel encampment. Here, I was given the tour of the facility while I was given new armor in the process. Finally wearing gear suitable for a powerful Dragoon, it was time to take the fight to the Garleans with the rebels at our back.

Stylin’ and Profilin’

Only, it wouldn’t be that simple. Conrad explains that despite being a group of rebels, each section is splintered with their own leadership. Fighting at full power meant we would have to go around and convince the other sects to join our cause, many of which might not be too keen on the idea considering how many losses they took in the previous conflict. That’s not to say that we were lacking when it came to allies, since we were asked to assist a few old friends with some tasks. M’naago and Meffrie both needed our help, but deciding to follow M’naago first, (mostly because of the promise of more armor), we left to track down Raubahn, The Bull of Ala Mhigo.

But not before we ran into a herd of Ixion that jumped uncontrollably at the request of their riders. Clearly some adventurers weren’t taking this threat as seriously as others.

Sometimes you need to just shrug and move on.

After assisting some travelers with an escort FATE by helping fight off some fearsome new monsters, we got into our first clash with the Garleans. Thanks to ambushing them before they realized we were at their throats, we made quick work of their solders and their newest Magitek gear. Once we arrived, Raubahn was happy to join the fight, yet his companion, Pipin, was the first to hesitate in the way Conrad warned us. Due to our heavy losses, the Lalafell argued that we need to focus on rebuilding hope before we could clash with the full might of The Empire. Many of the people didn’t feel like we had a chance, so we needed to prove that they could be beaten before they could realistically rally at our side. How will we accomplish that? That will be a story for another day.

Next time, we’ll tackle this problem, as well as learning the new Samurai job. A new region calls for some new combat skills, so what better way to do that than by learning the ancient Eastern art of combat? We might get some cool new clothes out of it in the process!

So until next time, feel free to share your names with us in the comments and join in on the adventure!

Back in 2013, you couldn’t pull me away from Final Fantasy XIV. When a group of my friends and I decided to give the recently revamped MMORPG a shot, our band of adventurers were quickly absorbed in the seemingly endless amount of quests to complete, jobs to learn and enemies to slay. Late into the year however, life got in the way, leading us each to drop off until our group essentially disbanded, leading us to adventure on our own sporadically whenever a chance to play would pop up.

Cheres Highwind: Last seen cosplaying a legendary summoner.

My story was led by Cheres Highwind, a Lancer and eventual Dragoon who would call the region of Gridania her home. Shortly after her battle with Ifrit, she all but disappeared outside of some occasional sightings during The Great Yo-kai Hunt of 2016.  With the latest expansion, Stormblood, arriving for the denizens of Eorzea to explore, now seemed as good of a time as any for Cheres to make her big return. But with a new land to explore, a sudden surge of power, and no allies to call her own, this second great adventure is already proving to be quite the learning experienced for our once seasoned warrior.

Taking the trip Ala Mhigo presented such a contrast compared to the lands I had been used to traveling, presenting a much more lush, vibrant territory. The beauty of the scenery quickly became the backdrop to a few warm up battles as I explored the new area. After checking in with Lyse before gathering with the rest of the heroes, I was free to do what I wanted. Little did I know that even the enemies at my level were giving me trouble. If I wanted to survive, I knew I’d need to get acquainted with my new abilities.

The warriors gather as I earn the easiest game completion trophy I’ve ever unlocked.

Using a special potion to get me caught up in strength had one disadvantage. Jumping straight from level 50 to 60 meant I had a wealth of new abilities that I was completely unfamiliar with. Yet, I still needed to master them if I wanted to stand up against the Aliance’s latest threat. Using the same old combos from that Ifrit fight weren’t going to cut it this deep into Eorzea, so it was time to play with the strongest abilities a Dragoon can master up to that point. Primarily, the Blood of the Dragon ability not only increased the strength of the trademark Jump attack, but it gave me the ability to expand on existing combos with two new abilities. Both Fang and Claw and Wheeling Thrust managed to deal extra damage while extending t he duration of Blood of the Dragon, allowing me to deal more damage for longer. Finally, Geirskogul, which can only be used with Blood of the Dragon in effect, causes huge damage to enemies in a straight line at the expense of 10 seconds from the BotD meter. If nothing else, I got a cool blue dragon aura and some new armor to show off my growth!

With the rust worn off, it was time to dive into Stormblood. Make sure to check in next time to find what a full fledged Dragoon can do. If anyone is on the Cactuar server, feel free to share your names in the comments and be part of Cheres’ continued adventures!

Last week, Nintendo held their last free play sessions for their upcoming fighting game ARMS. This multiplayer demo was only available the last 2 weekends and only for 1 hour sessions. Seeing as how we’re only one week away from the game’s release, I thought it’d be fun to drum up some hype by talking about my experience with the game during these last 2 weekends. So without further delay, let’s get up in ARMS! (I apologize for nothing.)

The ARMS Global Testpunch features 8 out of the 10 playable characters, 4 stages , and 5 game modes, one of them being a secret mode that rarely pops up.  My most played characters ended up being Mechanica, The D.Va of the game, and Ribbon Girl, the underrated pop singer. For the Testpunch, I played strictly using the motion control setup, and experienced no problems at all. I’ve noticed a lot of people recommend the Pro Controller and the Joycon grip for an easier and viable use, but if you’re a fan of motion controls, you shouldn’t have a problem. My favorite part during play would have to be the replay system, as you get to watch as the final blow is delivered to you or your opponent.

The only accessible mode here is the Online Mode, but as stated earlier, this included 5 different game modes for players to test and get a proper feeling for. The most common mode is obviously versus, where you can take on anyone from a 1v1, 2v2, or an all out 3-4 player battle royale. 1 on 1 battles are usually easy to track, but it can get very hectic once team battles and free for all modes get into the mix, especially since you can actually injure your partner if you’re not careful. It feels very rewarding when you only have but a sliver of health left, and take the game from behind with a well timed grab.

The other modes appear alongside the regular versus mode, and vary. First, there’s V-ball, a mode where you play. . . well, volleyball. The mode itself has potential to be really fun, but a short timer and score cap make this experience a bit too fast, and in the end, it ends up not being as great as it could be. Maybe if you could extend the timer and amount of points in the full version you could get some fun out of it.

The next mode is Skillshot, where you and an opponent duke it out to see who can break the most targets before time runs out. This mode is actually really fun, as not only is it a race to beat your opponent to the targets, but because you’re encouraged to play dirty and grab and flip your opponent for extra points.

Finally, we have Hoops which has you and your rival trying to see who can score the most points in a game of basketball. The catch? YOU’RE the one being dunked! This mode is tons of fun, and feels super satisfying when you get a dunk on someone, especially from a 3 point line. There is one more mode, but sadly I did not encounter it, so I can’t give my thoughts on it.

In the end, I had a great time with the ARMS Global Testpunch, and wish the best for the game. It’s always great when Nintendo can deliver a fresh new take on a genre without having to resort to their go to I.Ps. Can this game become the next Splatoon? I hope so, only time will tell, but with the added additions of free content updates in the form of characters, stages, arms, and even modes, the future of this game seems just as bright. What did you think of the game? Tell us in the comments below! ARMS releases for the Nintendo Switch on June 16th.

 

 

The latest entry in the annual Skylanders toys to life franchise has just released, allowing us to create our own heroes for the first time in series history. As detailed in our E3 preview, using special Creation Crystals, players can customize their characters appearance, personality, stats and fighting style, taking the place of standard figures. But what if you want your Skylander to be able to stand side by side with the favorites you’ve collected over the last five years? Now’s your chance, thanks to the Skylanders Creator app.

The app has all of the same character customization options the game has, allowing you to work on your next character when you’re away from the game. When you’re satisfied with what you’ve made, Activision is giving us the option to have the character 3D printed, complete with the same technology that standard figures have. This means when you place the toy on your Portal of Power, it will summon your fully realized character, moves, stats and all. Pretty cool for the most imaginative players out there.

At $50 each for your custom figure, that might be a little pricey for some, which is why you’ll also have the option to have a trading card printed with the same functionality for $15. For those especially proud of their character, they can have it printed on a T-Shirt for the world to admire at $25.

Check out some samples of what the service delivers below, and let us know if your creations are worthy of being immortalized as a figure. And by the way, I’m totally jealous that I didn’t come up with “Steampunkin” first.

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WARNING: Light spoilers for the beginning of the game. Turn away now if you want to go in blind.

 

With 2016 winding down, it looks like the 3DS s looking to send off the year with a bang in the form of Pokemon Sun and Pokemon Moon, the next set of mainline games that are scheduled to release on November 18th. Across nearly a year of trailers, teases and rampant speculation, we finally got a chance to try the beginning of the full game, all while having some of our most burning questions answered. From what we’ve played, the games are shaping up to be some of the most ambitious titles yet, doing away with many series staples in order to give them their own identity, all while opening up more than a few new questions in the process. With that game time under our belts, here’s what we’ve learned, (and what we didn’t), during its first 30 minutes.

These game will be much more story focused.

A persistent complaint across nearly every Pokemon game was its basic level of storytelling. Somewhat forgiven in the early days since the audience didn’t expect much from a Game Boy or Game Boy Color game, future entries seemed to actually regress in their depth of storytelling, to the point where fighting the newest team or collecting a new set of badges felt more like a chore in between better Pokemon than a fulfilling part of the game. Black and White broke away from this trend, but fell right back into it with its sequels, and to a lesser extent, Pokemon X and Y. From the early portions of Sun, it wastes no time upping the stakes, involving Pokemon and people alike in a much more dangerous situation than previously encountered. As your character protects a mysterious creature, (which we’ll talk about more below), from being assaulted by a flock of Spearow, the bridge they’re on collapses, resulting in what would have been a REALLY short game if it wasn’t for Tapu Koko, the island’s guardian, swooping down and rescuing you at the last second.

This is all before you pick your Starter.

What’s Lillie’s relationship with the Ultra Beasts? And what’s in her bag?

From the moment the Ultra Beasts were revealed, fans quickly linked the first one’s appearance to Lillie, Professor Kukui’s assistant. In case that theory needed any more fuel to add to the fire, the whole bridge incident I mentioned above began when the creature in Lillie’s bag broke out for some fresh air, only to be assaulted by a flock of Spearows. If you’re wondering what’s so weird about a person accompanying a creature in a world full of weird beasts, it’s because Nebby as it was called, was not a Pokemon. It was not in a ball like almost every Pokemon carried by the main cast throughout the main line games, it didn’t fight back when attacked, and it seemed completely helpless. Since it’s being made very clear that Ultra Beasts are separate from traditional Pokemon, what else could Nebby be? My guess is that Lillie’s relationship to Nebby, the Ultra Beasts, and the Aether Foundation’s need to study them will all be major plot points throughout the game’s story.

HMs are dead, but what about the moves themselves?

As reported previously, Pokemon is FINALLY doing away with the dreaded HM, moves that were needed to progress outside of battle while taking up a valuable move slot with an attack that was usually useless in combat. Rather than carrying around one or two useless Pokemon to have these moves in your inventory, your character will now be able to call on Ride Pokemon for these tasks. Using a pager straight out of 1996, players will call on helpers such as Tauros, Charizard and Sharpedo to navigate the field.

Yes, this is a step in the right direction for sure, but among the awful moves were accurate, yet powerful moves like Surf, or the physical Waterfall that remained popular in regular battles. Will those moves be making a return in the form of standard TMs? Unfortunately, this might not be the case. While it was confirmed that those moves will still be attached to any Pokemon you transfer over from Pokemon Bank that knows them, (meaning you should be able to breed them onto new Pokemon), it could not be confirmed if we’ll just be able to teach them the moves if we want to.

Alola has no gyms, but might gyms make an appearance anyway?

Recent news has also revealed that as speculated, the Island Trials, where trainers have to complete unique tasks before fighting powerful Totem Pokemon and the Island Kahuna, will replace the traditional eight gyms that measured your progress. Considering there are only four islands, it makes us wonder what else will change in between, since the game obviously won’t just end when you complete four challenges. With the inclusion of two potential rival teams in Team Skull and The Aether Foundation, the Zygarde side quests and the Ultra Beasts, signs are pointing to the surrounding narrative being even more important than fighting to be the very best this time around.

But then again, that’s not to say that gyms aren’t involved at all. At the start of the game, Professor Kukui makes a comment about just returning from visiting Kanto, only to get beaten pretty badly by the Gym Leaders of old. Sure, this has been hinted at in previous games, resulting in a whole lot of nothing each time, but considering how much of an overhaul the game has received since the last time we visited the region, the fact that your character is originally from Kanto, and the huge focus on the original 151 Pokemon with all the new Alola Forms, it wouldn’t be too crazy to imagine taking a trip to Pallet Town once again.

Original Forms of Alola Pokemon can be found… Kind of. And what happens when they breed!?

The first thing I noticed when the game fired up was an Alolan Meowth in your room. Yet, in the living room, a standard Meowth is hanging out with your mother. Naturally, this led me to ask whether or not the original forms could be found throughout Sun and Moon.

It was confirmed that they CANNOT, and the only reason why a regular Meowth was in your house was because it was brought over from Kanto during the family move. Following the trail further, I asked what would happen if you breed a Kanto version in Alola. Would the egg hatch as an Alolan form? Unfortunately, we have no idea! This question remains one of the mysteries heading into the full release, and likely won’t be discovered until we get the chance to test it ourselves. For now, I would suggest breeding your best classic Pokemon in the old games before transferring them over until we receive final confirmation.

Pokemon truly are your partners this time.

In every other previous game, your starter Pokemon was gifted to you by the game’s professor. Considering new mechanics like Z-Moves and Greninja’s Battle Bond ability are directly tied to the bonds the Pokemon holds with the trainer, it’s no surprise that this connection seems to play a much bigger role in Sun and Moon. With this bond often said but not seen, Alola shows it when you receive your first Pokemon in a much different manner than in previous games.

Rather than being locked in their Poke Balls, Rowlett, Litten and Popplio are each lined up in front of you, waiting for you to make your decision. Yet, you’re not the only one with a say in the matter, because once the Pokemon is chosen, it then has to choose you in return. Standing across from each other like the thrilling, climactic final scene from Air Bud, the Pokemon has to decide whether or not they feel a strong enough bond with you to accept your choice. This type of freedom for the Pokemon themselves would make Team Plasma proud! Oh, and speaking of…

Sun and Moon will likely surpass Black and White as the most polarizing games in the series.

Once I had time to absorb everything that I had played and what we’ve learned so far about the games, one thing seemed abundantly clear to me. Sun and Moon have the real potential to be the most polarizing entries in the series to date. The last time a generation approached the games in such a drastically different way, we ended up with Black and White, which scrapped all previous Pokemon for an original set 0f 150 until after the game was completed, had the biggest focus on story compared to its predecessors, made Gym Leaders mean more than bosses, and bad guys that weren’t one dimensional. As a response to the huge shake up in the roster however, (among other more technical complaints), people seem to either love or hate the fifth generation with very little middle ground.

For every change that will be universally adored, (like the full range of 3D motion and how much more fluid the game looks and plays because of it, some of Sun and Moon‘s bold changes are so drastic, that they’re almost sure to divide the fanbase to an extent. Z-Moves, Alolan Forms rather than new Pokemon, Bottle Caps that instantly raise the IV stats of a Pokemon, making what took hours of work now take what can be a matter of minutes, displaying the weaknesses and resistances on the battle screen to make an easy game much easier, and the removal of series staples like gyms are just some of the ways these games are taking huge risks. From what we’ve played so far though, it seems like they’re paying off.

Steam Siege, the latest Pokemon Trading Card Game expansion, marks the TCG debut of Volcanion, the last Mythical Pokemon from the latest generation of games. While it shouldn’t surprise anyone that the Steam Pokemon would be the face of the new set, Volcanion isn’t the only monster to take center stage this time around. With the debut of the first Sun and Moon Pokemon in card form, new Break and EX monsters to supercharge our decks, and a larger emphasis on the dual type mechanic that debuted many sets ago, here’s what to look out for when you’re tearing open those booster packs.

Serving as the star of the set, Volcanion looks to power up its fire type teammates courtesy of its Steam Up ability. By discarding a Fire Energy, all fire type attacks will do an extra 30 damage. That boosts its own Volcanic Heat attack from an already massive 130 HP of damage to 160. Its dual typing gives it the ability to do double damage to most other fire types thanks to its water typing, meaning it can make using a different fire deck against it a nightmare. Its biggest drawback is that it can’t attack during the turn after it attacks, which leaves it wide open to take more damage. Being that it’s an EX Pokemon, getting it KO’d means the opponent gets two prize cards compared to one, bringing them that much closer to victory. As a high risk, high reward monster, play Volcanion EX with caution.

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Perhaps even more important than Volcanion is Magearna, the first Sun and Moon Pokemon to make its TCG debut. As a pure Steel type, Magearna EX needs a special type of Energy Card to be able to attack. Thankfully, two of the three it needs are colorless, meaning any other energy type will work. Perfect for a steel focused deck, Soul Blaster does 120 damage, with the following turn leading to a 60 HP reduction in power. While its regaining its strength, its Mystic Heart ability prevents all status ailments to any Pokemon on your team with a Steel Energy attached. Made with defense in mind, Magearna finds itself being able to constantly attack, which is a step up from Volcanion.

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The EX cards are great, but the new Break Cards might outshine them, especially when it comes to the new Yveltal Break. Evolving from the standard Yveltal, the Break form deals 120 damage with three Dark Energy cards. If that wasn’t strong enough, this Baleful Night attack does 30 damage to every Pokemon on your opponents bench. Depending on which version of the base card you used for the evolution, it can also gain additional abilities that it doesn’t normally have. This goes for cards like Talonflame Break too, which can deal 150 damage with only two Fire Energy cards. Even if you have to discard the energies attached to it, it’s a great way to pull out a clutch win.

The above monsters are complimented by a host of great cards, including Gardevoir EX, Professor Sycamore, (which lets you draw 7 cards after discarding your hand), Ninja Boy, (a highlight from the recently released Theme Decks, allowing you to replace one basic Pokemon on your field with another in your deck), and Pokemon Ranger, (which removes all attack effects).

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If you want more information on the newest theme decks, check out our review here! Do you have any other cards from Steam Siege that you’re particularly fond of? Let us know in the comments, and keep checking back for more Pokemon news and impressions as they become available!