During Evo 2014, the massive fighting game tournament in Las Vegas, it was announced by Namco Bandai that Tekken 7 is in development, coming to current generation consoles by way of Unreal Engine 4.

Longtime series director and occasional Heihachi cosplayer, Hatsuhiro Harada, is planning on taking advantage of the updated hardware to create the best version of Tekken his team possibly can. After the announcement, he explained what would be possible with the development of the next entry in the long running series.

“With Unreal Engine 4, we could rapidly achieve visual quality expected on next-gen platform and go beyond it… Not only is Unreal Engine 4 powerful and easy to use, but it allows us to immediately bring Tekken 7 to any platform we desire.”

In recent years, the once prominent 3D fighting franchise has taken a bit of a backseat, not having released a core title in seven years. While Tekken Tag Tournament 2 was a hit amongst fans, the fourth and sixth games in particular polarized fighting game enthusiasts. This, in addition to the tepid reaction to Soul Calibur V, Namco’s other popular fighting franchise, makes it looks like the company has been looking to regroup while assisting with development of the upcoming Smash Bros title before it stepped back into the arena. It’s looking like this will be Harada’s aim, assuring fans that the development team will “focus our efforts on making Tekken 7 the best possible game.”

Are you on board with the return of the King of Iron Fists Tournament?

Source: ign.com

Briefly: This is certainly one of the biggest (and best) gaming surprises of this year’s Comic-Con.

To celebrate the 10th anniversary of Namco Bandai’s Soul Calibur II, the company has decided to rerelease the game as a downloadable title. Oh yeah, and they’ve also updated it with full high-definition graphics and online multiplayer.

Awesome, right?

Soul Calibur II HD Online is set to hit PS3 and Xbox 360 later this year. No word has been given on the state of the original release’s console specific characters, but seeing as a Wii U version was not announced, you sadly won’t be fighting as Link any time soon. It’s been years (nearly 10, in fact) since I’ve played Soul Calibur II, but the game was an incredible achievement in fighting games, and I’ll certainly be checking out this updated version.

Take a look at the first trailer for the rerelease below, and let us know what you think! We’ll be sure to keep you updated on the title as we learn more!

http://youtu.be/76NxqWjf7Dc

While crossover games have become pretty common in Japan, these games are usually a localization nightmare on other shores. With so many different companies holding the licenses to each series, some gaming gems, like most of the Super Robot Taisen series, (featuring Gundam and Macross units,) and Namco X Capcom, have eluded gamers throughout most of the world. That is, until now, with the release of Project X Zone. A pseudo-sequel to NXC using a battle system similar to SRT, characters from Sega, Namco Bandai and Capcom have joined forces in this turn based strategy RPG. But fan service aside, this is a game that managed to stay entertaining for hours upon end, but not without some major repetition.

Project X Zone tells the epic tale of Mii, the heiress to an ancient artifact that has been passed down for generations, and her ninja butler Kogoro. Once mysterious enemies appear and steal the artifact, a rift in dimensions brings heroes and villians together from the universes of Street Fighter, Darkstalkers, Resident Evil, Tekken, .dot Hack, Virtua Fighter and Valkyria Chronicles amongst many others, (including Bruce f’ing Willis as John McClain! Sort of!)  These would-be allies are now forced to find their way home and bring order back to the dimensions. Okay, look… that’s about as deep as the story gets. Sure, it’s simple, but it serves as an excuse to have Mega Man fight side by side with Gemini Sunrise from Sakura Wars. What makes up for the bare bones story is the characterization of each unit. I was expecting a somewhat rushed translation since this is getting such a limited run, but I was surprised at how much I laughed out loud at the in jokes, references and nods to fans. It’s great when the translation team spares no expense at getting everyone right, especially when there are so many characters to work with.

Project X Zone Screen 2

Super cops Chun-Li and John McClain… together at last.

Game play combines traditional strategy mechanics with some light fighting game features thrown in. Each unit travels across a grid based map and starts with three attacks, each of which will launch enemies into the air or bounce them against the wall. Chaining attacks without letting foes touch the ground does more damage, builds up more EXP points and charges up the XP meter, (meaning Cross Power… Don’t ask.) What seems like simple button mashing in the beginning becomes more timing based, since boss enemies have huge amounts of HP with regenerating shields that charge when they touch the ground. Did I mention that connecting attacks at the last second before the bad guys land nets critical hits, more than doubling the damage inflicted? An RPG that lets you control critical hits based on skill? Why didn’t anyone think of this before?

As the game progresses, players unlock two member units. These are preset, so Dante will always fight with Dimitri for example. But Solo units, single characters ranging from Ghosts and Goblins to Fighting Vipers can be attached to each pair in any way the player chooses. Solo units act as support, and can be summoned mid battle to extend combos and inch out extra damage. To get the most out of each battle, other pair units can give support too, if the attacking unit is standing near them when the battle starts. Utilizing support from Solo and pair units is essential for victory, but how you will use them is another story.

If the main unit’s attack connects simultaneously with a support attack, a cross hit initiates, keeping the enemy frozen in place. This technique builds extra XP, as well as allowing the XP cap of 100% to increase to a maximum of 150%. The more XP, the more chances to trigger area clearing multi attacks, special skills that range from healing to stat boosting, and single super moves that can close out a combo for huge damage. The drawback? Initiating cross hits in the wrong spot can make your attacks miss, and attacks in this state cannot inflict critical hits. What’s more important, damage or XP? This is where the real strategy comes in, since the battle system makes most fights pretty easy once you get the hang of comboing.

Project X Zone Screen 1

Battles in PXZ are chaotic good fun!

If low on XP, items can be used in a similar ways as skills, but can only be obtained through defeating enemies or breaking shields. So sometimes, it might just be more advantageous to defeat all of the enemies before fighting a boss, (especially since there’s no grinding outside of missions,) or even letting the boss regain their shield for extra loot, (since there are no shops.) Even if you do make a mistake, a quicksave option can be accessed at any time, letting you retrace your steps back to when you made that one bad move. The only problem here is that there are 15 save slots but only one quicksave, so if your friends, family or significant other(s) are playing, chances are your quicksave will be long gone.

But going back to the simplicity of the battle system, the one major flaw I found with Project X Zone is a lack of variety. Most maps are laid out similarly aside from treasure chests scattered throughout the stage, and aside from a handful of maps where certain teammates take priority, a fight is over once your team is wiped out or the enemy’s is. Occasionally, additional objectives will be put in place, like reaching a spot or character on the map in X amount of time, but once the novelty of seeing Tales characters working with Shining Force heroes wears off, if you find the battle system tiring, you’re not going to see the end of the game.

I personally was addicted to landing critical hits and pulling off perfect combos all the way through, but even with the fighting game mechanics in place, I can’t see anyone other than hardcore fans of these characters, or long time SRPG gamers reaching the credits in this 40ish hour adventure. Even then, some popular characters don’t debut until WAY late in the game. I’m talking 20 hours in… so I can see people losing patience before getting to their favorites. Throw in end game maps can go on for around two hours each, and its easy to see how polarizing the final stretch can be. But if you can’t get enough, there’s even a new game plus with powered up bosses that drop rare equipment! You might never stop playing!

Project X Zone Screen 3

Yes, that’s X, Zero, Kos-Mos, T-elos, Ulala and the Space Harrier Girl on screen at once. Wait, does she have a name?

Even for those strategy fans though, this game is significantly easier than most in the genre, (which was perfect for me since I’m usually terrible at these games.) Throw in the fighting game mechanics and a literal army of popular, yet niche characters across three great companies, and you get a highly entertaining experience that a broad range of gamers will get entertainment out of. Well animated sprites and a large collection of music rounds out a package that hits us right in the nostalgia gland, and while I doubt most will see the story through to the end, Project X Zone provides as much fun as one wants to get out of it. If nothing else, at least it finally got Mega Man and Tron Bonne on the 3DS!

Pros:

  • A huge cast of characters!
  • Easily accessible game mechanics that blend genres.
  • Plenty of game to sift through, including a new game plus.
  • Strong animations, music and script.

Cons:

  • Weak story.
  • Repetitive battles that may wear thin before the credits roll.
  • Too easy compared to other games in the genre.
  • Multi hour fights late in the game.

Final Score: 8.5/10

Giant mechs, customization and lots of explosions seem to have a decent amount of crossover with video games, which explains why the Armored Core series has gone on for so long. I remember my days as a new Playstation owner, where I lost hours trudging my way through the difficult missions of the originals, each with a different robot of my design. Admittedly, as the years went on and the series rested on the laurels of its early success, it was harder and harder to stay interested. Armored Core: Verdict Day is looking to change that, with a renewed focus on making the online and single player experiences more unique. With such promises, it was hard not to get that old urge to jump back into the cockpit and see what this old favorite could bring to the table.

Armored Core Verdict Day Screen 1

New and old fans of the series will be instantly familiar with the premise of the game. With over 90 missions spread out across story and hidden objectives, players will have to use funds collected through completing objectives to buy parts to customize their mechs with. Missions promise to be varied enough to the point where a machine that blew through one mission would completely bomb in the next. This level of customization and challenge has been a mainstay of the series, and few were expecting these areas to change. Running around and blowing up enemies felt like it always has, with a relatively fast mech making short work of its foes thanks to its various machine guns and missiles.

But if you wanted to hear about the same old stuff, there are plenty of versions of Armored Core that you could have found these details out from. What’s really exciting about Verdict Day is the new Operator Mode. Rather than being forced to go it alone when friends aren’t around, playing as an operator lets gamers meticulously customize the strategies of their AI squad mates. By mixing up to four AI or human controlled squad mates, commanders will be able to manipulate the AI to react to any situation using the 48 on field commands. The strategies offered are so robust, it was said that one of the developers was able to win multiplayer matches with nothing but his computer controlled partners following his orders. Operator mode is available for both single player and online modes, giving us a brand new way to continue the fight for giant robot supremacy.

Armored Core Verdict Day Screen 2

On the subject of online, Verdict Day will force us to literally go to war. Every week, a new war will start, matching players within various groups. Each group will be constantly fighting until the end of the week, where the one with the most territory rules the world. It’s like risk, but with board pieces that are taller than buildings. Matchmaking is said to have been improved, assuring us that it will be much faster than the most recent games. Once you throw in all of the new features listed above, 150 unique weapons and 60 parts to customize with, it looks like fans of Armored Core will have their hands full once the game is released.

From the small bits I played of Armored Core: Verdict Day, the action sections don’t seem to deviate too far from what the series has come to offer. If you’re a fan of the system, this is great news, but it doesn’t seem like it will pull in many fans. What WILL bring new gamers in however, is the Commander Mode, which seems like it will have enough detail to bring out the OCD in all of us. Giving the orders might be a nice change of pace from carrying them out, so strategy, action and mech fans will have plenty to look forward to.

Verdict Day will release on the PS3 and Xbox 360 on September 24th alongside a collector’s edition, complete with the soundtrack, art book and kick ass mech statue announced for Japan, exclusively at the Club Namco store.

 Armored Core Verdict Day Collectors Edition

Demon’s Souls and Dark Souls, two names that are synonymous with mind crushingly difficult game play. As seen with the popularity of these titles, gamers can’t get enough of the punishment that From Software cooks up every time one of the games in this series is released. Not surprisingly, a follow up in the form of Dark Souls 2 is coming, and I got the chance to take to the dark corridors and dungeons to find out what new tricks the game has in store.

Dark Souls 2 runs on a new game engine, which is immediately apparent from the vast improvement in graphics. While the game is being made to be more accessible with features such as 1-4 player multiplayer, one of the goals of the game is to keep the difficulty and sense of achievement intact. New to this game is the ability to customize your character, carry up to three weapons or shields at a time and using the shoulder buttons for independent left and right arm attacks. Enemy AI is said to be improved, and players will now be able to warp between bonfires, eliminating needless backtracking.

Dark Souls 2 Screen 2

Players will have multiple classes to choose from, and while the full amount wasn’t confirmed, a minimum of 12 was promised. The demo gave me the choice between four of these classes, which were the Dual Swordsman, Sorcerer, Warrior and Temple Knight. Being a fan of all things dual handed, I snatched up a Dual Swordsman and began exploring. Any fears of the game being easier were quickly erased when the standard enemies drained tons of health with one attack. With two swords however, it was easy to inflict quick damage with both weapons, and while this class lacked in defense, it made up for in speed.

Traveling deep into the castle, the demo concluded on one of the notorious boss fights the series is known for. This Mirror Knight was a towering suit of reflective armor, using a giant mirror as a shield. I was handily defeating him until about half way through, where he started using his mirror to create reflections of warriors who had died there before me. So suddenly, I found myself going against a boss AND copies of player characters at the same time. Needless to say, I didn’t last long, but just like the previous games, I was addicted to the idea of getting better, anxiously awaiting March 2014 so I can get my second chance.

Dark Soluls 2 Screen 1

With Dark Souls 2, Namco Bandai and From Software are keeping what works while expanding the options players have to tackle the challenges presented. With promised multiplayer, a plethora of new classes and tons of deadly enemies, new and old fans might want to check this out if they want a game that makes you work for your victories.

Look for Dark Souls 2 on Xbox 360, PS3 and PC early next year.

Namco Bandai wasn’t short on Pac Man news at this year’s E3 convention. In addition to the TV show, toy line and video game that were announced, two retro titles are also coming for old people like me. Pac Man Championship Edition DX + and Pac Man Museum look to bring us back to the glory days of the ghost munching icon in both new and familiar ways.

As most of you could probably figure out from the title, Championship Edition DX + is an expanded version of the wildly popular HD Pac Man game that hit the PSN and Xbox Live arcade a few years back. For those unfamiliar, CE put players in timed Pac Man boards where giant waves of ghosts could be eaten in rapid succession for huge point bonuses. Eating half of the board would unlock a fruit, which would respawn dots after being eaten. In DX, bombs can be used to knock away enemies when you’re cornered, which is easy to do when the game goes into slow motion when in danger. DLC maps include classic Namco skins, including Dig Dug and Rally X, changing Pac Man and the ghosts into characters from those games. Coming this summer to Windows 8, Steam, Xbox 360 and PS3, leaderboard chasers will know which game to add to their queue once its released.

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In Pac-Man Museum, many of the classic games spanning decades of history will be collected into one package. Announced so far are Championship Edition, Classic and Battle Royal, the latter of which was only released in arcades. This game looked the most exciting of all, since it features 4 different Pac Men who had to eat ghosts as well as each other. Each power pellet makes Pac Man grow in size, allowing him to eat anyone and anything else that’s smaller than him. Coming to the PS3, 360, Wii U and 3DS, it looks like our retro fix will be covered in this Pac Man collection.

Between these two titles, that’s a ton of Pac we’ll get to play. Between these games and the TV show, it looks like we’ll all be getting real familiar with the character once again. Look out for both these games in the coming months.

Cross over games are all the rage right now, but Project X Zone is particularly in demand. Releasing early in the 3DS’s lifespan in Japan, fans in the west begged for the title until it was finally confirmed last year. Earlier today, a demo emerged on the eShop in anticipation for its June 25th release, and I jumped on the chance to bring the worlds of Sega, Namco and Capcom together.

Acting as a spiritual successor to the Japan only Namco X Capcom, Project X Zone is a grid based strategy RPG with units consisting of characters from series such as Street Fighter, Dot.Hack and Sakura Wars, each with their own sets of moves. Unlike most games in the genre that will have you simply walk up to enemies and select text to attack, X Zone takes a more action oriented approach. Choosing between a list of moves, maximum damage is achieved through linking attacks, juggling enemies and utilizing support to keep them in the air. Each unit is either a pair of characters, (like Ryu and Ken,) or a group of three, with the odd one out acting as additional support, (including my favorite so far, Space Channel 5‘s Ulala.)

Project X Zone Screen 1

Field position plays a vital role, since allies within a unit’s attack radius can be called in for additional support. Attacks that connect simultaneously between different units and support creates a “cross” effect on the enemy, where the foe is frozen in place, making landing combos easier. Doing so also builds energy called XP, that can be stored to unleash devastating super moves or used for actions such as healing, counter attacking and defending.

It’s not enough to simply bash away however, because much like a fighting game, enemy position is important when it comes to landing combos. I accidentally crossed enemies in the air where they were too high for my main characters to make contact with on my first run for example, and trust me, that really sucks. Other than wanting to actually be able to hit your enemies, continuously juggling awards more damage, items and experience, so you’ll want to plan your attacks accordingly if you want to make the most out of them.

Project X Zone Screen 2

I’ll be honest, I suck at strategy games; but blending action, fighting and RPG elements into the genre might finally be a winning combination. I left the demo very impressed, and I can’t wait for more when June 25th comes around. With the final version featuring characters from Tekken, Soul Calibur, Virtua Fighter, Resident Evil, Devil May Cry and Mega Man, there’s sure to be a character for even the pickiest of gamers. Get to your local game store and pre order fast, because this game screams niche. If the demo is any indication, you really don’t want to miss out.

The long running Tales series has been a big hit with RPG gamers worldwide, but none in the franchise has had as much of a lasting impact as Tales of Symphonia. The Gamecube original and its Wii exclusive sequel, Dawn of the New World, will soon be getting an HD facelift in the form of Tales of Symphonia Chronicles.

Exclusive to the PS3, the collection will include new cover art, costumes for main characters Lloyd and Genis straight from Tales of the Abyss, a remixed soundtrack and other additional content that should be elaborated on in the near future.

Seeing the Symphonia series return is exciting news, but it’s weird that the Wii U isn’t getting a port considering that both games are Nintendo exclusive aside from a Japan only release of the first game on PS2. Either way, more gamers having access to two great RPGs can only be a good thing.

Tales of Symphonia Chronicles is set to release in Japan on October 10th with a North American release in early 2014.

Source: Polygon.com

Star Trek: The Video Game is (finally) just four days away from release! Namco Bandai today released two new behind-the-scenes videos for the title, showcasing plenty of new information including how the game’s sounds were crafted, and just what the story is about.

We’ve been watching progress on the title for some time now, and it’s quite easy to see from these latest videos, just how polished the game has become. Star Trek: The Video Game helps bridge the gap between 2009’s Star Trek, and next month’s Star Trek Into Darkness. The game also features full voice acting from what looks like all of the movie’s stars.

Watch the new videos below, and let us know if you’re planning to pick up the game! Star Trek: The Video Game hits shelves on April 23rd!

I’m up at 5am and there’s no way I’m going to sleep after having just seen this story and PS3 gameplay trailer for Ni No Kuni, the videogame collaboration between Level-5 (The Professor Layton series) and Studio Ghibli (Princess Mononoke, Howl’s Moving Castle, Spirited Away and so many more incredible movies it’ll make you crazy) coming to both the Nintendo DS and PS3. And included at the end of the trailer is a Western release date for the game of January 22nd!

Unless The Last Guardian suddenly gets a release date (and gets finished), this looks like it might be my favorite game of 2013 already. Yes, I’m still a GTA fanatic, and we’ll see what GTA 5 holds in store, but this game looks like a complete and fresh opposite to that experience so I’m going to start it off in my “Most Anticipated Game of 2013” slot (and I’ll only have 22 days of 2013 in which to wait for it!

It was the summer of 1995 when I first went with a friend to the UTexas Anime Club screening of Studio Ghibli’s Laputa: Castle in the Sky and I have been a Studio Ghibli fanatic ever since, still owning all of my fan for fan made VHS tapes of Nausicaa of the Valley of the Wind and My Neighbor Totoro and everything else Studio Ghibli that I could feverishly get. This trailer brought many of those feelings that I was discovering a new form of masterful storytelling right back. And after last weekend, in which Laura spent both plane flights back and forth to Mexico playing one of Level-5’s Professor Layton games, this household is prepped and ready! I’m still excited to see more details on the DS version of the game and hopefully I’ll return from E3 next week with more to share!