Friend Ivan Van Norman is back on the show to talk about his brand new ‘Altered Carbon’ RPG! It’s available right now as a brand new Kickstarter so get in on the ground floor! We talk some Philip K. Dick, cyberpunk and sci-fi, proto-humanity and what goes into making a successful RPG! Along the way, I tease the ‘Soldier’ game I haven’t been designing, catch up with Ivan on all things gaming and discuss the additional advantages of running a Kickstarter campaign to gauge product interest and aggregate a loyal following! Enjoy!

Kickstart the Altered Carbon RPG!

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Geekscapists! ‘Magic: The Gathering’ creator Richard Garfield joins us on this week’s Geekscape episode to talk about his brand new trivia game ‘Half Truth’, made in partnership with Jeopardy world record holder Ken Jennings and Studio 71! Along the way, we discuss the early years of creating games, Richard’s background in mathematics and storytelling, the resurgence of tabletop gaming and answer some of your questions! I had a great time talking to Richard about his approach to designing games, his responses to both successes and failures in his career and his place in the history of gaming! Enjoy!

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San Diego Comic Con is always my yearly barometer for how Geekscape is doing! Am I still having fun? Are we still meeting new people? Do people still get excited about being a part of Geekscape? Well, this year the resounding answer to all of these questions was YES! And I think this SDCC 2019 Special episode is evidence to that! We take you behind the booth to talk to Geekscape guests and contributors alike, including our friend Satine Phoenix, Dwarven Forge creator Stefan Pokorny, the director and star of your new favorite cult film ‘Velocipastor’, Rock and Roll Hall of Famer DMC and more! Along the way, Derek and I freak out over the Marvel Hall H presentation, Stephen Bay guests on the show for the first time and Matt Kelly runs the booth like a boss! It’s all here on this brand new episode… which is kinda like going to SDCC for yourself but without all of the body odor! Enjoy!

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Briefly: Wow.

This is the first E3 2017 trailer that I’ve had the pleasure of seeing thus far, and damn if it doesn’t kick of this year’s expo with a bang (yeah, I understand that the actual expo is still several days away).

DONTNOD won my heart in 2015 with the phenomenal Life is Strange, so you’d better believe that I’m watching Vampyr with a close eye, and along with the just revealed three minute long E3 trailer for the game, the company has also announced that Vampyr will launch for PS4, Xbox One, and PC this November – I thought that it would be much further away than that.

In Vampyr, you are Dr. Jonathan Reid, a famous surgeon home from the Great War and recently turned into a vampire against your will. As a doctor, you have taken an oath to save lives and take care of the sick; as a vampire, you are cursed to hunt those you vowed to heal.

To survive against deadly foes roaming the streets – vampire hunters, undead Skal and other monstrosities – you will need to choose which civilians to feed on, so you can grow stronger and evolve your vampiric abilities. Use your unholy powers to manipulate and delve into the lives of those around you – but be prepared to live with the consequences of your actions. A web of interconnected citizens with unique lives and relationships react to your decisions, and killing just one may cause the downfall of an entire city district. Your actions will save or doom London.

Take a look at the new trailer below, and be sure to let us know what you think!

Loading Crew Crafts previous Kickstarter campaign Jelly Realms may not have succeeded but out of its ashes, the RPG Jelly Plush were born. Based on characters created for the original Kickstarter’s game, these underwater warriors belong to several traditional role-playing game job classes, like rogue and bard.

Each of the plushes was designed with love. They will be made with minky fabric and measure about 14 inches long. I have personally played with two plushes from the previous Kickstarter campaign and I can vouch for the quality of these cuties. They are not only well-made but also very soft and huggable!

Kohath the Paladin, Nomura the Rogue, and Fanta the Mage are the main three that will be available if the campaign hits its goal of $7,500. Want to see these guys in action? Check out the video at the top of the Kickstarter page!

Besides Kohath, Nomura, and Fanta, there are two additional plushes that can be unlocked by reaching stretch goals. Help raise $14,000 and for your efforts, you will be able to purchase Fergus the Narwhal Warlock. You can see him in all his plushy glory in that video I mentioned earlier. Blast through to $20,000 pledged and Pipe the Bard will be unlocked.

Loading Crew Crafts’ RPG Jelly Plush Kickstarter campaign must receive at least $7,500 in pledges by Wednesday, April 26 at 9 PM Pacific to be funded. That means we only have another 19 days to bring this dream to life. So what are you waiting for? Head on over and take a look!

Briefly: While I’ve only put a few hours into The Division at this point (after paying a cool $11 Canadian for it, which is like $0.50 in Freedom Dollars), I’ve been a big fan of what I experienced so far.

Shane’s also a huge fan of the game, and while we unfortunately play it on different consoles, I know that he’s going to be a YUGE fan of the news that Ubisoft has just revealed.

This week marks The Division‘s one year anniversary, and Ubisoft has revealed some interesting facts about the game’s first year, like just how surprised they were “to see how attached people were to The Division, citing an average playtime of multiple hours per day,”  while also detailing some cool bonuses that players are in for this week.

You can get the gist of this week’s bonuses from the image below, but head just below that for the coolest reveal of all.

Creative Director at Massive Entertainment Julian Gerighty, went on to note that “The one-year anniversary is a celebration of everything we’ve done in the first year of the game’s release. But we also want to turn ahead and look at Year 2 and how we’re going to support the game for everyone, for free.”

Yep. New content over a year after the game’s release… for free.

Here are the content details that have been revealed thus far:

That free content for Year 2 is coming in the form of two separate expansions planned for release this year. The first unnamed expansion will be based on an event system that drives players to activities that feature modifiers, leaderboards, and unique vanity items that will only be available through these activities. In addition, Gerighty says the team has plans to include a loadout feature that will let players switch efficiently and quickly between their favorite gear combinations, as well as a system to mark a player’s feats. “[It] will reward players for different activities – long-term activities, short-term activities, and medium-term activities within the game,” Gerighty adds. “Basically, our Division achievements, if you will.”

The second expansion is still far enough away that the team doesn’t want to comment on it, and while Gerighty stresses that it will be “more content-focused”, new story missions won’t necessarily be a part of the package. “Story missions are tricky, but that doesn’t mean we won’t have narrative content,” he says. “We can’t really deliver story missions that will fit into the RPG aspects of the game in a simple way. So we’re not going to be doing the classic main mission type of thing, but narrative content is something that we are definitely looking at.”

I guess I need to get through the game’s vanilla content and year one expansions pretty quickly here. That’s going to be tough with the new Switch currently sitting on my shelf.

You can take a look at Ubisoft’s entire blog post here, but be sure to share your favourite The Division moment below!

Are you still playing the game? Will this bring you back for another run?

Briefly: DONTNOD’s Life is Strange was by and large my favourite video game of 2015.

That said, of course I couldn’t be more excited for their next title, Vampyr: Darkness Within. The first trailer for the game debuted at E3 earlier this year, and showed off a title that looked nothing like Life is Strange, but looked extremely intriguing in its own right.

Today, a new trailer for Vampyr has popped up online, showing off more of that dark, dark London backdrop, and getting us further acquainted with our pro(?)tagonist, Docor Jonathan Reid.

Take a look at the new trailer below, and let us know what you think! Vampyr: Darkness Within is set to launch in 2017.

Vampyr, the new Action-RPG from acclaimed game-development studio Dontnod, explores protagonist Jonathan Reid’s moral plight in the E3 trailer. Set in London, 1918, Vampyr promises to offer a unique and deeply immersive experience with a strong and engaging narrative steeped in vampire mythology. The E3 trailer unveiled today introduces the nightmare your hero must live every day now he has become a real monster.

 

You play as a veteran of World War I, Doctor Jonathan Reid as he tries to come to terms with his transition, and the hunger that drives him to kill. Vampyr includes a unique level-up system that plays on this narrative conundrum, where huge amounts of experience points can be gained by feeding on innocent people, compared to combat. As a doctor, you must decide how many lives must be sacrificed in order for you to find a cure for this “disease”, the ultimate goal of Jonathan.

So you got invited, sat down at the table, you have your character. What now? Depending on your GamesMaster and fellow players every table has a different attitude on roleplaying, and I can’t pretend there is a right way to do things when that is concerned. But what will inevitably happen is the GM will shout “Initiative!” and everybody will scramble to find and roll their dice. Combat has begun.

First we need to look down at our handy dandy character sheet to figure out what our purpose in combat is. If you are playing Dungeons and Dragons or it’s twin brother Pathfinder you have a character class that typically spells out what you do; but for now let’s just assume we don’t know the difference. You’re looking for your weapon and any numbers that have to do with using it, ask your GM. Alternatively you might have magical spells with strange names, ask your GM to help you look them up; but a merciful GM has summarized the spell in parenthesis next to the name on your sheet.

Maps have a grid that represents five foot areas for characters to move in.

The roles I am accustomed with are as follows: The “Tank” is heavily armored, and typically heavily armed. Their job is to run into the breach, sword swinging. “Supports” are combatants that can fight near the front, but also wield healing or beneficial spells/abilities. Your “Squishies” are lightly armored heavy damage dealers that have low survivability but can do intense damage in a few turns. Rogues and War Magicians are what I think of as Squishies. You can go into a lot more detail in defining these roles but recognizing these three will help a great deal in helping you figure out what to do.

Eventually it will be your turn. In most RPG systems you have two actions (A movement and combat action), but there are many different styles. One game called Poison’d does not have a typical combat system at all but a threat escalation system where situations gradually becomes more violent. Assuming we’re in a two action system, you will want to move up along with your allies and attempt to always get your actions worth. Avoid passing your turn or holding your action if possible, because you’re potentially wasting an opportunity to help your team.

 

If you moved up you will get attacked. How this tends to work is they will roll dice, and if they rolled high/low enough then you are dealt damage. Sometimes you get an armor or saving roll but in most systems you just get hurt. Fall back and heal yourself if you have to, but also consider finishing the enemy off and healing afterwards. In dungeon based RPGs you can rest to regain hit points, so don’t waste your healing potions if you don’t have to. And remember: Victory is not so much a success as it is an absence of total and complete failure.

Should you be reduced to zero hit points, you will normally be knocked unconscious so an ally can revive you; granted you will probably be bleeding out and expire soon if they don’t. The exception is in games with guns in them, where the written rules make it easy to get shot in the head and go down in a turn. The other week in Shadowrun I tried participating in a fight wearing light armor and got shot once, nearly killing me.

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A basic fight situation in closed quarters


For most tables it’s as easy as that. You’ll probably get some experience points from the fight and you’ll continue on role playing and exploring. Your first three or so fights will be again fairly trivial things, but you’ll find the more you play the harder it gets; the GM is feeling you all out to see how to behave in fights.

Good luck and happy hunting.

In 2013, Atlus and Nintendo announced a collaboration that we had no idea we wanted so bad up until that point. Promising a crossover between the legendary Shin Megami Tensei series and the comparably popular Fire Emblem turn based strategy games from Intelligent Systems, fans of JRPGs around the world were abuzz over what possibilities such a partnership could deliver. What kind of game would it be? How would the two drastically different tones come together in one game? In what way will the game play be consolidated to make fans of both series’ happy? Those questions came and went… And we had no answer for nearly two years, with the project getting pushed to the wayside.

When Atlus was finally ready to show off the game in action, what we got was something resembling neither property. Replacing the dark, desolate world of SMT and Fire Emblem‘s feudal Japan setting with a bright, bouncy version of modern day Tokyo, with a plot line revolving around Japan’s idol obsession. Similarly to the infamous GameCube reveal of The Legend of Zelda, only to seemingly bait and switch the realistic looking tech demo with the toon shaded Wind Waker, many who were looking forward to the potential crossover felt cheated in a way. On the surface, it’s the opposite of what was expected, so it’s no surprise that the game was met with a certain level of negativity. But after playing the game, I can say with certainty that what we ended up with was something better, because rather than plugging two series’ into each other and being tied down to the conventions of both, Atlus was faced with the challenge of creating something that resembles both while creating something brand new. Something better. The final result is Tokyo Mirage Sessions #FE, a role playing game that masterfully blends old school RPG conventions with some exciting new game mechanics, an unforgettable cast of characters, and some nostalgia fueled call backs that proves that a little creativity can go a long way.

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We may not have asked for an RPG about idols and singing, but I’m sure glad we got one.

Placing us in modern day Tokyo five years after a mass disappearance led an entire concert hall full of people to seemingly vanish, we follow Aoi Itsuki, your run of the mill high school boy. Tokyo is holding a massive open audition to choose the next big idol, and after finding his way inside, he bumps into his childhood friend, Tsubasa Oribe. As the younger sister of the lead singer who performed during the disappearance, she hopes to become part of the music industry so she can find out the truth about what happened during the incident, (even if she is clumsy and dense.) It isn’t long before this audition turns out to be a ruse orchestrated by a group of monsters called Mirages, who feed off of the creative energy of humans. After lucking into running into two friendly Mirages, Chrom and Caeda, they lend the teens their power, giving them the ability to fight off this new threat. Now classified as Mirage Masters, the pair are recruited Maiko Shimazaki, the head of Fortuna Entertainment who was a former model herself. Serving as both a talent agency and a defense force against the Mirages, Itsuki finds himself trying to find a way to fit in with all these wildly different talents with no talent of his own, while trying to save the world from the growing Mirage threat. You know, typical Japanese high school stuff.

On the surface, the game plays very closely to your standard Shin Megami Tensei spin off. Once battle starts and your team takes the stage, (literally, since combat takes place on a concert stage with an arena of monsters cheering you on), the bright and bubbly aesthetic hides some punishing combat. The core mechanics involve your party taking advantage of enemy weaknesses, which will put those taking the damage at a huge disadvantage. In TMS, it takes the typical elements like electricity, fire, force, light and dark, and throws in the weapon triangle from Nintendo’s series, throwing swords, axes, bows and lances into play. Once an enemy is struck with their weakness, unlocking skills through leveling up triggers a Session, where your non-active party members will jump in and create a chain of attacks for huge damage. If done right, your whole team can attack in a single move! As your party grows and your ability list becomes longer, you’ll be rewarded with free money, items and a potential chance to wipe out the enemy party during a single turn at no cost to the extra participants. Keep in mind though, that your party has their own weaknesses too depending on their pre-set class, such as Itsuki’s familiar Lord class, and Tsubasa’s Pegasus Knight for example. If an enemy hits your weakness and a Session starts, chances are you’re getting one hit killed. Thankfully for us, you can swap party members in and out mid battle to adjust for weaknesses with the exception of Itsuki. Even if he is a damage dealing monster late in the game, the early chapters can be frustrating when he keeps getting KO’d and can’t do damage.

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Itsuki constantly finds himself in trouble early on, regardless of how great his Lord form is.

Itsuki aside, that’s the brilliance of the game play, because while playing smart is always going to be the key to victory in an RPG, you’ll really need to prioritize your moves here. Each character and enemy’s turn order can be seen at the top, so planning ahead during tough battles can make or break your run. Leveling up to higher levels will eventually max out the amount of active skills, passive skills and Session skills you can hold. When you create a new weapon with its own set of abilities, it’s often more advantageous to equip a weaker weapon so you can unlock better abilities. The choice can be nerve-wracking when you’re asked if you have to choose between being immune to sleep or raising your attack for example, which is why making your whole team balanced plays such a big role.

Each attack skill has a set amount of EP to use special attacks, with an SP bar that the party shares. By spending SP, each character can unleash a tide turning special attack, with effects such as starting a guaranteed Session, removing enemy resistances and reflections for the turn, or healing your party. Tying back to the musical theme, unlocking songs for your team of performers during the story gives them a chance to randomly use an Ad-Lib Performance if the right attack is used. Here, the standard attack will be replaced with a short cutscene, mirroring their performance outside of battle while delivering a powerful version of your chosen ability. Even dozens of hours in, the unpredictability of combat constantly keeps it exciting. Even when you think you have the mechanics down, each chapter typically introduces a new challenge to take on, and a new mechanic to add that bit of depth as you proceed. Once all the cards are on the table, pulling off those massive Sessions is insanely rewarding, (even if there is no way to skip or fast forward extra long Sessions).

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Sessions, Duo Arts and Ad-Libs are the bread and butter of a great offense.

Unfortunately for my sentimental self, sometimes I would go against my strategic interests in combat, because I would stubbornly stick to certain characters that I was attached to. Thanks to how incredibly well characterized the cast is, I couldn’t help but fall in love with the entirety of the party, with one glaring exception. Much like the Persona series that this game has been so often compared to, the strongest aspects of the narrative are not the main conflict, but the party members that you interact with. As your team becomes stronger and you advance through the game, you’ll be able to take on Side Stories, which give you more background on your Fortuna co-workers. While not nearly as depressing and rife with conflict compared to what you’d find in Atlus’ other friend simulator, completing missions and tasks will help them come to terms with their own insecurities while making them better performers in the process. Plus, you’ll often unlock Duo Arts upon completion, skills that will randomly be offered mid-Session where two party members act out a scene while extending the Session, delivering huge damage, healing the party, or inflicting status ailments in the process.

What makes them stand out so much is that much like the game play, or even the initial reveal of the game itself, it gives you an expectation, then either flips it on its head, or immediately gives you a reason why they’re the way they are. Touma for example, comes off as the typical “bro” character who always has your back. He’s desperate to star in a super hero show after many failed auditions because of his troubled childhood, and is extra loyal because of it. Eleonora on the other hand, seems like a snooty brat who is overcompensating for the fact that her TV show is doing poor ratings by coming off with an air of arrogance and an obsession with Hollywood. Yet, she’s always kind and sincere, never letting her perceived ego make her think that she’s above her colleagues. When we almost immediately learn about the her trouble coming to terms with how she’s viewed as a bi-racial actor in Japan, this light touch on xenophobia and the awkwardness of feeling like an outsider makes her instantly sympathetic. And she’s not the only one… Despite not being playable, Tiki serves the very important function of being able to unlock new abilities with the Performa and items you find for your cast, creating new weapons for your Mirages, or performing late game class changes. As the team’s “vocaloid”, her existence as a non-physical entity gets played up to incredible heights, making her one of the saddest characters in a game this year. Even Itsuki, who serves as the bland player insert, is far from the typical silent protagonist, with his own charm with how oblivious he is to all that is going on around him. Barry, the resident American who is obsessed with Japan on the other hand, is the exception, and gets worse as his story goes on. Going from drill sergeant trainer to creepy and obsessed was unfortunate, and the final result is flat out strange. And unlike the rest of the game, not in a good way.

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Oh, Ellie. You’ve shot me with Cupid’s arrow.

To be frank, the core story is a bit of an afterthought. After the first chapter is completed, the main plot line gets pushed aside until the third act in favor of some often hilarious character development. Each stage in the middle is like those Nephrite episodes of Sailor Moon where someone extra talented is possessed by a monster, lures in unsuspecting citizens who want to work with them, and drains their energy, (or Performa in this case), while building their own to feed their master. But throughout these chapters, we learn that these challenges are the catalysts to fast track Tsubasa’s growth as a performer, taking her from every aspect of what life as an idol is like. Despite Itsuki being the player’s character, this is very much Tsubasa’s story, displaying her evolution from a clumsy, insecure and ditzy kid, to a national superstar. Away from Ms. Oribe however, one of the more compelling mysteries is how characters like Chrom, Tharja, Virion and Tiki came to be in this timeline, and what their purpose is in modern day Tokyo. Once that question is finally answered at the end of the game, I couldn’t help but get chills, and I’m not even the biggest Fire Emblem fan! If you have any attachment to the series and can accept how silly the concept is, these moments really can’t be missed.

If there’s a pattern to any of this, it’s that from concept to completion, Atlus has taken a game and balked at expectations at every turn. The final result is what might be the best game of the year so far, with a 50 hour plus story, and plenty of extra content when the New Game + rolls around. When the curtain fell and my time was Fortuna Entertainment had come to an end, I felt empty, like I didn’t want it to be over. I haven’t felt that way about a game in a very long time. It’s hard to say if it was because of the rewarding combat that blends classic mechanics with a modern flair, the incredible cast of characters, the stylish interpretation of Tokyo and its many locales, (which would suffer some minor slowdown when the population is high), the concerts rendered with the gorgeous Fire Emblem cutscene style, how well the music plays into everything that takes place on screen, or how cleverly the two franchises that inspired this game were brought together to create something so special while being so original, but one thing is for sure. If you love RPGs, if you love J-Pop, if you love Fire Emblem and especially if you love something that turns genre conventions on its head, do yourself a favor. Pick up Tokyo Mirage Sessions. There’s really no better way to say it.

tl;dr

+ A beautiful interpretation of modern day Tokyo, with a unique style that makes everything from dungeons to character designs pop from the screen.

+ An unforgettable cast that baits you with their on the surface tropes, then hits you hard with their depth and motivations.

+ Challenging, yet rewarding combat. Knowing when to make the right moves, (and avoid the wrong ones), will get you through with little to no level grinding.

+ The music! Everything from the remixes to the original songs and the music videos will stick with you long after the game is over.

+ So much to do! From the requests, side stories, and a New Game +, you’ll be playing this for a long time.

– Sessions can’t be fast forwarded, making it repetitive to sit through them every battle.

– Being unable to switch Itsuki out of battle can handcuff your choices in battles where he’s ineffective.

– Barry’s side story gets borderline creepy.

– Minor slowdown during crowded battles and in the streets of Shibuya.

Final Score: 4.75/5

 

The original Disney Magical World was an enjoyable, dare I say, magical game. It had the town (or in this case, café) management of the Animal Crossing series but also added in an RPG storyline, filled with NPCs, missions, and crafting equipment. It was not ground-breaking by any means but I found it to be wonderful, light-hearted fun.

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Nintendo is releasing the sequel, Disney Magical World 2, and has launched a teaser site for the game. From the looks of things, old favorites from the original will be returning, such as The Hundred Acre Wood and Cinderella’s Ball (I actually hated that dancing minigame but I hear I am in the minority). New locations include Frozen‘s Arendelle, Hawaii a la Lilo and Stitch, and The Little Mermaid‘s Atlantica. “Magical Dreams,” which are special events inspired by the parades found at Disney Parks, are another new feature for Disney Magical World 2.

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You can check out the teaser site here (it has a pretty spiffy trailer in it, too). Disney Magical World 2 is scheduled to launch in North America on October 14.

Briefly: The next title in Square-Enix’ celebrated Chaos Rings series is finally here!

Except… the game is called Cosmos Rings, and it’s available exclusively for Apple Watch.

Square-Enix notes that the title “features nostalgia-evoking visuals, simple touch screen controls and intuitive gameplay providing a unique experience to the Apple Watch. The time travel system in the game utilizes the device’s Digital Crown and messaging feature that operates according to the number of daily steps taken. The title also features automatic battles supplemented by the Active Chain Skill (A.C.S.) system, allowing players to unleash powerful skill combinations.”

I know that fans of the mobile-only series have been clamouring for a new Chaos Rings game for some time now, and I don’t think that many would have expected this.

Square-Enix mobile titles are typically priced as premium products, and Cosmos Rings is no different. The game is on sale for $5.99 for the first 30 days of availability, and it’ll then jump up to its regular $8.99 price. This makes it one of the priciest Apple Watch games that I’ve seen thus far.

You can take a look at the game’s trailer below, and be sure to let us know if you’ve been a fan of the series thus far. You can give Cosmos Rings a download right here.

https://www.youtube.com/watch?v=PmxT8aIW2YM

If you’ve been looking for a cyberpunk side-scrolling RPG, then you’ve come to the right place. Dex is trying to blaze its own path on the Xbox One and PS4 by combining RPG fundamentals with side-scrolling action.

Dex tells the story of an AI, Dex, and her quest for the Singularity — a theoretical “event horizon” in which artificial intelligence will surpass human intelligence.

 

Without knowing why, Dex is chased by corporate mercs and gets thrown into a web of intrigue — leading her to question the origins of her own existence. We’re introduced to a trio of hacktivists interested in helping Dex in her quest: the mysterious Raycast, the protective Decker, and the light-minded Tony. Only *you* will get to decide how the story ends.

 

The streets of Harbor Prime offer countless opportunities to fight against dangerous gangs, expose corporate secrets, dive into the depths of Cyberspace, develop Dex’s skills, influence the fate of NPCs, and much more.

 

The outskirts of the city are plagued by crime, poverty and filth. Out there, every day presents a new struggle for survival. The wealthier districts are full of skyscrapers and bustling businesses. Yet beneath the sleek exterior, another war is going on — with powerful corporations constantly at each other’s throats. Woe to those who get caught in the crossfire!

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If you’re interested, you can download Dex now on the Xbox One, and on the PS4 if you’re in Europe. Dex will arrive on the PS4 marketplace in North America on July 12th and is priced at $19.99. A physical copy of Dex is planned to release in the territories and we can expect a Wii U and Playstation Vita version later this year. Until then, have fun!

What happens when Nintendo and Atlus join forces to create an RPG game based on elements from Shin Megami Tensai and Fire Emblem? You get Tokyo Mirage Sessions #FE–a game jam-packed with style, color, music, and so much anime-styled nonsense which makes this writer absolutely giddy with joy. Those expecting a story akin to that found in Fire Emblem: Birthright or Fire Emblem: Conquest should be prepared for something completely different. Emphasis on the word ‘different’.

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Alright, here’s the premise: an inter-dimensional evil has invaded modern-day Tokyo. Because of this threat, the city is overrun with monsters and–wait for it–a ‘barrage of music’. That’s right, folks. Somewhere in the depths of space-time, there’s a dimension where Nickleback reigns supreme and is out to destroy our way of life. The only way to avert certain doom rests on the proverbial shoulders of a gang of fluorescent hair-colored teens who, based on their style and rhythm, can summon the aid and powers of certain Fire Emblem characters.

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If you’ve played any game from Atlus, this kind of plot is absolutely normal. When one has played Disgaea, Persona, Code Princess, or any games from Atlus for that matter, the premise to Tokyo Mirage Sessions #FE sounds pretty on point, and if any developer can create a game around that premise, no one could do it better than the folks at Atlus.

An Atlus/Nintendo RPG filled with music, turn-based combat, weapon crafting, dungeons, and over-the-top cinematics? We know; we can’t wait to play it either. Fans won’t have to wait long at all for Tokyo Mirage Sessions #FE launches on Wii U next week on Friday, June 24!

Will you be picking this up? Are you a fan of Atlus? What is their best game of all time? Lets us know in the comments and we will discuss your responses on the next episode of the Geekscape Games Podcast!

Briefly: DONTNOD’s Life is Strange was by and large my favourite video game of 2015.

That said, of course I couldn’t be more excited for their next title, Vampyr; the very first trailer for Vampyr has finally made its way online, and it looks like a bloody good time… and also not like Life is Strange at all.

Take a look below, and see for yourself.

Yeah, I was pretty much expecting a Life is Strange style choose-your-narrative title, and it’s pretty clear that Vampyr is nothing like that. The choices that you make will certainly have an effect on the game’s world however, as DONTNOD notes that “Taking lives in London is not easy. Killing too many in a district may cause its infrastructure to collapse and turn into disarray. Every single life will also have a butterfly effect on the other NPCs surrounding them; a merchant’s wife could be killed and he could decide to close shop and leave town. Every life you take away will have consequences for the city and the people around them: Cursed be the choice!”

Yep, I’m in. Vampyr hits PS4, Xbox One, and PC in 2017.

Vampyr, the new Action-RPG from acclaimed game-development studio Dontnod, explores protagonist Jonathan Reid’s moral plight in the E3 trailer. Set in London, 1918, Vampyr promises to offer a unique and deeply immersive experience with a strong and engaging narrative steeped in vampire mythology. The E3 trailer unveiled today introduces the nightmare your hero must live every day now he has become a real monster.

 

You play as a veteran of World War I, Doctor Jonathan Reid as he tries to come to terms with his transition, and the hunger that drives him to kill. Vampyr includes a unique level-up system that plays on this narrative conundrum, where huge amounts of experience points can be gained by feeding on innocent people, compared to combat. As a doctor, you must decide how many lives must be sacrificed in order for you to find a cure for this “disease”, the ultimate goal of Jonathan.

Nintendo’s famous mustachioed plumber has headlined so many games, I wouldn’t be able to list them all in one or two breaths. A share of those titles are role-playing games and the latest addition, Mario and Luigi: Paper Jam for the Nintendo 3DS, attempts to build on its predecessors by making use of new in-game mechanics as well as hardware functionality.

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The game’s plot focuses on the aftermath of the citizens from the world of Paper Mario (another fine RPG series, not counting Super Star) being spread higgledy-piggledy throughout the Mushroom Kingdom. This, as you might imagine, causes some issues. Two-dimensional duplicates of baddies like Bowser and Kamek now run amok. Thankfully, they are joined by Paper Mario, Paper Peach, more Paper Toads than you can shake a glue stick at.

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With Paper Mario on your team, you have control of three characters rather than the usual two. This is all well and good for the overworld; Paper Mario’s flat frame can be manipulated to get around many of the obstacles created by the terrain. But in battle, it feels like too much.

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In the Mario and Luigi series, battles are a very hands-on experience. Not only do you need to put in the correct button command when prompted on the screen (which buttons and such vary with each character) but you are expected to dodge/counter your enemies’ oncoming assaults. With just characters to manage, it was fine but with the addition of Paper Mario, keeping track of who is being targeted and when can be tough.

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One new part of battles I did enjoy was the additional of the Battle Cards. You gain access to your first set a few hours into the game. Using the cards during an enemy encounter can cause effects like damage to certain enemies, boosting stats, or even increasing the rewards your reap post-battle.

The Battle Cards are also where the amiibo functionality is. When you use a special card item and then scan a compatible amiibo, you are granted a special Battle Card unique to the character the amiibo is based on. These Battle Cards cannot be obtained any other way. What I thought was nifty was that those special Battle Cards are stored on the amiibo, not the game save, and you can unlock more than one Battle Card per amiibo (24 to be exact). Simply scanning your desired amiibo during a battle will allow you access to the Battle Cards stored on it. The icing on the cake are the illustrations on these special cards. I only saw Yoshi’s and Bowser’s but, judging from those two, I can tell you that the card contain images from the entire range of the character’s history (note the Yarn Yoshi from Yoshi’s Woolly World along with Yoshi’s Island illustrations in the screenshot above).

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Besides the issues with battles, the portions I liked the least were surrounding the giant papercraft. I can’t tell which part I disliked more: catching all those Paper Toads required to upgrade the thing or the actual battles. Actually, I take that back; it was the Toad part. Let’s take them one at a time. Rounding up the Paper Toads are set up as missions in the Lakitu Info Center. These quests are repetitive and just not fun. It would be one thing if they were “side quests” but they are obligatory.

And why do you need to collect a bunch of Paper Toads? To have them make these giant papercraft that your team fights with against Bowser’s own giant papercraft creation. They play like arena tank battles. Your attacks are charged by standing on a base and performing a little rhythm mini-game. Because that makes perfect sense. I don’t think I would have minded it as much as I did if they didn’t take so dang long. It takes several rounds to get to the Boss and even then, physical getting near the enemy takes a chunk of time. Papercraft Kamek’s teleporting especially drove me nuts.
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I give Mario and Luigi: Paper Jam a 3/5. It had with potential but ultimately fell flat. It isn’t a bad game by any means, but it could have been awesome had they left certain features out.

Note: This review is based on a promotional copy of the game provided by Nintendo.

Have you ever played a game so immersive, so rewarding, and so exciting that it simply permeates your every thought; that while you’re travelling, you can’t wait to get home… or even postpone your sleep because you’re so excited to accomplish your next goal?  Xenoblade Chronicles X can easily have this effect on many people, and I’m not immune to its charm either!  I can confidently that this is one of the most ambitious titles I’ve ever played.  From the story, to the individual characters, the plot, battle system and customization, every piece is crafted so intricately and perfectly that it’s very easy to fall in love with it.

The story follows a colony of humans on a spaceship after the Earth is destroyed by aliens.  The aliens eventually find this spaceship, and damage it enough that the humans are forced to crash land on a remote planet named Mira.  Although the game allows you to use any team members that you meet throughout the game, the main two that you will use are Elma and Lin, two protagonists that joins forces with the main character to take on all of the games major missions (“Story Missions”)–the story is largely centered on humanity’s struggle on this new planet, such as feuds with the indigenous creatures, as well as the ongoing search for “The Lifehold’s core”, which is a major part of their spaceship that was lost on the planet.  The Lifehold’s core contains most of the other humans, who are kept in stasis.  They hope to find it, and revive all of their fellow humans to join them on Mira to live a sustainable life, and perhaps “reboot” the human race.  Needless to say, not everything is exactly as it seems, and the game really keeps you on edge from one story mission to the next, revealing certain agendas, and building on the depth of many characters.  It is easy to connect with some of them, as at times it had me wondering “if this kind of situation happened to me, how would I react?”  Also, as you progress through the game and complete specific missions, you can have some of the other intelligent species on Mira join NLA, or “New Los Angeles”, your main base of operations.  Seeing NLA grow and expand with each new species addition can feel like a reward in and of itself.

The main base of operations is held in a city called “NLA”, short for “New Los Angeles”, which is named after its Earthen counterpart (excellent choice, if I may say so myself!).  NLA, in and of itself, is incredibly large!  By my educated guess, if you were to do a direct route, on foot, from one edge of the city to the other, it will probably take you 15-20 full minutes of travelling!  The bulk of your adventure will be held in the “administrative district”, where you can purchase and modify gear, participate in online missions, as well as gather side missions for the main game.  The planet, Mira, consists of five main continents–these continents are so massive that it’s hard to explain, and can only be experienced.  If you use the map below as a guide, please bear in mind that NLA is only the circular area you see at the bottom of the map.  If you use my analogy of NLA being 15-20 minutes of travel in diameter as a guideline, then it’s easy to speculate that each of these individual continents can take HOURS travelling by foot to explore them, and that’s not even counting all of the caves underground or under other areas as well, as there’s still more of the game I need to explore.

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The graphics are very artistic, but lower quality in other ways.  As a videophile of sorts myself, I can definitely see the difference in graphical quality between this game and other Wii U games, such as textures sometimes taking a bit of time to load, and character edges coming off as blurry.  However, you would have to actively be looking for this difference in order to notice it.  The game’s artistic direction is so fantastic that this very easy to forgive.  From the tiniest detail like the many blades of grass that appears on the expansive grasslands of Primordia, to the atmospheric particle lighting in the moonlit wilderness that is the continent of Noctilum, I find myself often stopping in the middle of gameplay simply to take in the atmosphere.  The landmarks, such as grizzled mountains, lofty cliffs, and aged grand trees are so extremely finely detailed and crafted that they serve as the perfect companions to these environments.

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When it comes to exploration, you can go ANYWHERE.  I mean, quite literally.  Anything you can see in the distance you can travel to.  The game is never bound “invisible walls”, and nothing is unreachable.  However… monsters are littered all around Mira, so you always risk running into a higher leveled monster that you can’t handle, if you’re not careful.  As long as you’re traveling by foot, there are little to no load times, so you never lose your sense of immersion when going from one landmark to the next.  Just like Xenoblade Chronicles (for 3DS and Wii), you can reach many checkpoints throughout the planet, and then “Fast Travel” to those locations so you don’t have to worry about footing it from your current location.  This however, does cause load times to appear, but they don’t take very long at all.  Also keep in mind that I was playing through this game by pre-loading all of the special free packs from Nintendo, which speeds up loading times of the game, so this experience can vary if you have not downloaded those packs.

You can fight absolutely anything that moves in this game–from the tinest insect, to the largest dinosaur.  Of course, it isn’t practical to fight everything that moves–you need to study each creature meticulously to decide whether you can take it head on or not.  Some of the largest creatures I’ve met in this game even rival some of the largest creatures I’ve found in other games, such as Monster Hunter.  In similar fashion, if you choose to fight a monster that’s much larger than you, you can always choose to target each of their appendages (arms, legs, etc.) separately to cripple them and make the fight easier.  Those that have played the previous title (Xenoblade Chronicles on 3DS/Wii) will find the combat unchanged.  Choosing to fight any creature triggers combat–Xenoblade uses a combat system that’s very similar to the ATB (Active Time Battle) system of the RPG games of yesteryear.  Both you and the enemy can use any of your assigned abilities, however when you use up an ability, you have to wait for it to fully charge before you’re able to use it again.  Unlike most other RPGs, the game never cuts into a separate combat scene–this means all battles happen right in the open.  However, this also means if there are any other wandering enemies around, they can join the fight too!  The one insect that you’re fighting can easily become one insect, several hounds, and a dinosaur if you’re not careful enough.  Because all battles happen in the open, you never feel disjointed from the world around you, which is another thing that adds to the immersion.

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There is lots of customization in the game, with most of the focus being on the main character.  At the start of the game, you can choose to be male or female, and can adjust a variety of base options for an average human, such as size, skin color, and facial details.  For clothing, the in-game appearance changes based on the armor you’re wearing–however, there is an option to equip “fashion gear”, which masks the primary armor–in other words, you can equip the strongest gear, but maintain the appearance of other gear that looks better to you.  There are lots of wacky options for aesthetic gear, ranging from swimsuits to cat ears and everything in between.  The practical gear gives your character a very “armored” look.  On the technical side of things, you can customize: your class/weapons, ground gear, skell, set augments/slots, purchase upgrades for gear, and assign arts.  The game uses a branching system for classes, starting with one beginner class, branching into three advanced classes, and each of those advanced classes branch into two expert classes each.  Mastering each expert branch allows you to master the weapons, meaning you will be able to use those weapons with other classes.  Each class has a group of arts that can be learned for each weapon, and skills that are specific to that class–most can be unlocked by leveling up the class, but others have to be unlocked by completing main and side quests.  Mixing and matching classes, weapons, arts and skills already make up a near limitless amount of combinations… and you would think that would be enough, but they also go the extra mile with augments and upgrades!  Upgrades are the more basic of the two, where you can use monster parts to create enhancements for your gear.  These can vary from attack damage, elemental properties, defensive properties, and a whole lot more.  Augments do more of the same, but instead they work as equipment for equipment, in a manner of speaking.  For gear that has “slots”, you can attach an augment which will give the gear better properties.  While augments can be equipped and unequipped, upgrades can not.

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Skells are a major part of the game.  After a certain point, you unlock your very first Skell–they are huge mechanical robots that can fight, transform into vehicles, and fly (although that comes later on).  I simply cannot understate how satisfying it is piloting these machines–creatures who were once an impossibility to fight, you are now able to overcome, and other average sized creatures become very easy!

Transforming into a four-wheeled vehicle makes getting around Mira SO MUCH EASIER considering how large it is–and flying so high in the sky that you can admire the expanse of Mira’s mountains and volcanoes is simply breathtaking.  Similarly to characters, Skells can also have changeable weapons and armor, as well as take advantage of upgrades and augments.  A Skell’s arts are dependent on its equipped weapons–skells can have many weapons!  The following parts of a Skell can have weapons–two on their back, two on their shoulders, two in their hands, and two at their sides–that makes a grand total of eight weapons!  Setups may vary because some weapons make take up both slots (such as a two-handed weapon).  The two downsides to skells are that they essentially only have three lives, so you have to be very careful when using them, and using techniques consumes fuel, so excessive use of a skell may render them useless after a long time.

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I personally enjoy the music of the game, but I’ve also heard of others disagreeing with the musical style.  The style is very non-traditional to an RPG–it can range from rock-rap, to ambient, to pure techno/electronica.  A good majority of the music has lyrics too, including the battle music, which is a very unusual, but not necessarily bad choice.  A lot of it is very catchy, so even if you don’t enjoy it, it’s very easy to make fun of.  I can’t confidently tell readers if the music is good or bad, as it’s a matter of preference.

This game has online features, but they’re more passive than active.  When you join a Conquest squad, a list of “tasks” and a time limit appears in the lower-right corner of the screen.  These tasks are groups of monsters that need to be hunted by all of the members of your squad.  When one of the tasks are fulfilled, you get “reward tickets”, as well as rights to start corresponding “squad missions” from your home base.  Fulfilling tasks are cryptic because no information is provided other than general pictures of the monster type–at least, if there is some way to figure it out, I haven’t learned of the method yet.

Reward tickets can be traded for monster parts, which can save a player a lot of time and effort in fighting or grinding the same monsters for a specific materials.  Squad missions create an environment where you can team up with up to three other players online to take on a mission in a limited environment.  Coordinating to work with your friends on these is a hassle, because you have to make sure that your friends are on the same conquest squad as you are, and some of the missions are level dependent.  And even then, you’re working against the timer on the bottom right of the screen because if it runs out, you have to start over with the task targets portion again.  Occasionally, a “global nemesis” will appear, and these are super-powered bosses that keep regenerating their health each time you beat them–the amount of reward tickets and monster parts that you receive is based on how many times you beat them within the time limit.  You are also able to “scout” avatars online which makes a carbon copy of that player for you to play with, for a fee.  This can be helpful in taking on some of the harder parts of the game, if the characters on your current team don’t quite make the cut.

Then, there is the structure of missions.  There are many types of missions–story missions (which I mentioned above), affinity missions, normal missions, and basic missions.  Story missions are pretty much self explanatory–they are missions which are essential to progressing the game, and most of the time you will be forced to have Elma and Lin in your party, since they are the two main characters besides your avatar/main character.  Affinity missions are missions which are specific to other characters you earn throughout the game, and can only be unlocked if you have a good relationship with them.  To build a relationship with an unlocked character, you simply have to use them on missions and also respond to in-game dialogue in their presence.  Unfortunately, you cannot do affinity missions while you have a story mission active, and vice versa.  Normal missions and basic mission can be taken on at the same time as story or affinity missions.  Normal missions are side-plot driven missions, and basic missions are your run of the mill MMO-style fetch quests, slay quests, etc.  Working on basic missions can be difficult because the in-game encyclopedia isn’t always very good at letting you know where certain things are, even if you’ve been there before, or fought those creatures in the past.  And as of this writing, it’s actually very difficult to find this information on the internet as well!  This game is so massive that even the internet is taking a very long time in mapping all of the possible monster drops and locations–just another testament to how massive it is.  Choices in Story/Affinity/Normal missions can affect other parts of the game–I’ve seen it happen a handful of times, but it may have happened in other areas I haven’t noticed.  I haven’t beaten the game yet, so maybe there’s more to be revealed, or perhaps I may have to look up a wiki on the differences that certain choices make.

If I had to nitpick and find one chief flaw with the game, it’s the learning curve.  Mainly in customization and combat, the game does little to no job in explaining how to access these functions and how they work.  These features are detailed in the game’s electronic manual, but since a lot of newer generation games are tutorial based, it can be easy to feel lost or disjointed right at the start, and perhaps a little intimidated.  And even if you are able to learn the intricacies, it takes a while to figure out which creatures you’re able to fight using a sink or swim approach–for example, a level 20 creature that’s the same size as your avatar may be easier to fight that a level 15 creature that’s several stories tall.  Thankfully, when your avatar dies in battle, there’s no real consequence other than being teleported far away from the site you died at… however, as mentioned before, skells have only three lives so you want to be more careful with those.  If you have earned a skell, more than likely you’ve already had enough experience to gauge the strength of monsters, but it can be frustrating when you’re flying around, and all of a sudden some goliath level 60 monster comes from out of nowhere and wrecks you faster than you can say the word “Wow.”

There is more that can be said about this game, but the points above covers most of the major highs and lows of the game.  Overall, I would say that if you have a Wii U, this game is a MUST BUY.  And if you don’t have a Wii U, go out and buy one along with this game!  I truly believe that this game alone makes the Wii U worth it, and I’ve already clocked 100+ hours into it because of all the content… and still haven’t beaten it!  With all of its missions, likable characters and story, breathtaking environments, eccentric soundtrack, adrenaline fueled combat, and much more, I can confidently say–this is my game of the year for 2015!

Review Summary:

Pros
+ Huge boundless open world/sandbox environment ripe for exploring
+ Fantastic artistic direction
+ Near endless customization for characters and mechs (Skells)
+ Load of missions and near endless content
+ Exciting combat that doesn’t interrupt gameplay
+ Rich story with many plot twists

Cons
– Difficult learning curve
– Music enjoyment based on preference
– Online potential falls short of expectation

Final Score: 4.5/5

Warnings adventurer; spoilers ahead!

Wizards of the Coast’s strategy with the D&D Fifth Edition book has been seasonal story arcs that are a series of themed adventures meant to run characters from beginning to end. Out of the Abyss marks the start of the ‘Rage of Demons’ storyline, and is for a group of first level characters and ends with them all at fifteenth level. While the previous storylines were more suited for novice players; this book is far from introductory. While the other storylines also support levels one to fifteen they are more focused on dungeons rather than exploring an entire underground region. 

Out of the Abyss is based in ‘The Underdark’, the underworld beneath the surface consisting of caves and tunnels. The party has been captured and brought to a small slave encampment south of Darklake, hidden amidst the webs of the Dark Elves favorite pets. Failure to escape timely will mean getting carted off to the Drow Capital as slaves. The leading jailers are detailed in personality, but the most amazing thing is the sheer amount of characters you meet in just the cells you’re thrown into. This list includes a monster that proclaims he is an transformed Elf, another is a gamblo-holic Deep Gnome, an Orc bully, and a fish-person monk that proclaims he has found the true way. Despite starting with so many characters you only get more and more throughout the story. 

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Slave Camp sweet Slave camp

As quirky as they seem, these initial allies almost seem barely noted when introduced. This is because Wizards of the Coast uses an organization method that assumes the reader is familiar with the trinity (Players Handbook,  Dungeon Master’s Guide, Monster Manual) as any text in bold is a reference to that exact word in one of them, typically obvious by the context. This results in a lot of cross-referencing book by book, and the difficulty of some encounters isn’t immediately obvious until you look up the creature’s statistics. This works both against and in your favor; especially as the book randomly declares earth elementals are helping you fight; or when you meet Glabbagool the friendly Gelatinous Cube. 

The Underdark is detailed so well in this book it doubles as a general setting book. From the parties escape they can go in any direction, and pretty much anywhere. Well, sort of. There is a town very close by in one direction and a enourmous sentient fungus cave network in the other. From the town the more obvious path is to traverse the Darklake to Gracklestugh. Assuming the grey dwarves don’t enslave you or feed you to their red dragon; there is a more ideal path to the dwarvern city of Gauntlegrym. Much of the book assumes the players want to go to the surface yet the storyline actually picks up in a dwarven city at the middle-ish layer of the Underdark. While this is obviously the ideal route; the Underdark is never a place of straight paths. When the players get lost all sorts of things might appear in their way, such as the long lost crypt of an ancient sorcerer or the Temple of Ooze. 

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The best and only image that explains where anything is in the Underdark

Every single location, no matter how minor it may be, is detailed with a set of general features that are always in effect while the players are there. Usually this builds on the basic “It’s dark down here” description of lighting, adding hazards like slender crevices, pollution, spider webs, and other environmental hazards. Chief among them is the unique type of wild magic field that permeates the Underdark: Faerzress. Not only will spells act a little wonky in areas where this mysterious energy flows but staying in them too is hazardous to your mental health. Sanity, and it’s sudden demise down below is a central theme to the adventure. Every race and monster is experiencing sudden lapses of insanity and strange behavior. Several of the party members may come down with bouts or permanent madness conditions; writing additional flaws and personality traits on the characters sheet. Some of these are harmless, some comedic, others entertainingly dangerous. Gazing upon a demon lord is the surest way to go crazy, each has their own personal madness table that generates the conditions players suffer.

Each location has several things going on. Power struggles, assaults, dangers, and all manner of side-quests for the players. The party is often a deniable asset that the local leaders can fling at whatever issue has come up. While it’s not immediately obvious, the book is written in a way that leaves a lot to the GM’s discretion. The most important story quest of the game: gathering ingredients for the final ritual, is a list that can be added to and taken away from in a way that goads players to go to specific places. Many of the initial NPC’s have general things they try to do listed, rather than any specific dialogue. This aspect of the book severely limits its use to inexperienced players; as it takes a creative mind that knows how to put this all together in a way players can process.

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Prince Derendil: Slave, Ally, Nutjob.

Every aspect of ecology and society is investigated within the book. Many monsters have “Roleplaying as” sidebars that encapsulate how you would roleplay those creatures. The actual monster manual entries lack such information, while this book ties together a lot that is alluded to in other books. The recently released Sword Coast Adventurer’s Guide barely mentions the Underdark, as this pretty much is the Underdark book. Creatures that otherwise are listed as just “monsters” in one book come to life when explained in this one. It’s written in a factual tone unlike the SCAG which is written from the tone of a dwarf adventurer. So while the SCAG is cryptic and alludes to all sorts of weird things, those things are addressed in this book in full. 

The major new content comes in the form of stats for several demon lords (two of which only barely mentioned in the Monster Manual.) pose as the end bosses of the adventure. They have the tendency to just pop up every now and then, each is hiding out somewhere in the Underdark. In Dungeons and Dragons cosmology if you kill a demon on its home plane it’s dead for good, and if you kill it while it’s summoned to another it just reforms on their home plane. The adventures whole point is essentially to clean up a mess the Dark Elves made.

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Each Demon Lord as they appear in Out of the Abyss.

Something that always bothers me about the end of “End of the world” story arcs in video games is the story suddenly gets very rushed at the end as we suddenly go “Alright let’s do this!” and the setup often overshadows the actual deed. The climax reads this way. The final acts of the story are collecting a series of ingredients for calling all of the rampant demon lords together so that you can fight the survivor; as written it’s always Demogorgon (Rightmost above). A variant rule exists letting players control a demon lord in a minigame fight but the end result should still be the same: A boss fight against a weakened demon lord. Still difficult, but with the players all at level 15 and given serious bonus it’s not the hardest fight in the book. 

Don’t get me wrong. Assuming you had to fight Demogorgan he still most certainly will hit you, and his attacks drain your maximum hit point total; being reduced to zero means instant death. While other Demon Lords do significantly less damage and lack any such effect. The book was clearly written to make him seem powerful, despite this book being the triumphant return of Zuggtmoy the Lady of Rot and Decay. She get’s far more potential face time than he does! She can be talked to in her lair, and a whole chapter revolves around going to the World Fungus to stop her from marrying it. Yes. Really.

If you are gathering books to play Fifth Edition then I would highly recommend this book be part of your collection. It’s well written with support from Green Ronin Publishing; one of my favorite companies. If you have some Dungeon Mastering experience and want one book to last you for a few months than you will find Out of the Abyss is a book that just keeps on giving. 

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For me, this book summons Five out of Five Demon Lords

I’ve heard a myriad of people liken Level-5’s latest RPG, Yo-kai Watch, to the ever-popular Pokémon franchise. And looking at superficially, I suppose I could see what they mean. The game begins with a pre-teen hero in a small town (whose gender you can select at the start). And yes, there are over 200 “monsters,” or rather Yo-Kai, available to do battle in your stead during the fighting sequences. But if you look even the slightest bit deeper, you’ll find a journey that stands tall on its own merits.

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The plot of Yo-Kai Watch is far more light-hearted than most that I’ve come across this year (especially as far as RPG’s go). Your hero, we learn, has a love of bug-catching (and a bout of laziness) and after one particular outing near the local mountain shrine, comes across a rusty old gachapon machine (the ones where you insert some currency and out pops a totally Pokeball-looking capsule) begging you to “feed it.” Being the curious young person that you are, the hero inserts a coin and, in return, is rewarded with the self-proclaimed “Yo-Kai butler,” Whisper. The cartoony ghost creature then gifts them with the Yo-Kai Watch, a device that allows the hero to see and befriend wandering Yo-Kai.

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The soundtrack is also charming, if somewhat forgettable. The only melody I can summon from memory is the catchy battle theme. The other issue is the lack of musical variety in the game. I was, however, thoroughly impressed with how many soundbites there were for the Yo-Kai during battle. When using techniques and special moves or even just switching them into the field, I was frequently treated with a phrase from the user.

The locales in the game, for the most part, have a Japanese aesthetic as one would expect given that the game seemingly takes place in Japan. I particularly liked that every house has a genkan next to the front door to leave your shoes. It is little touches like that show how much love was put into this title. I loved how Level-5 chose to make the locations more welcoming; no spooky, blood-stained walls or creepy dolls here.

Like many role-playing games, you have access to a only a small area towards the start of the game and your world expands as the story progresses. And while Yo-Kai Watch‘s map may seem smaller than other titles out there, I didn’t mind. There are so many nooks and crannies to explore in every section of the town that I found myself spending hours in one neighborhood, simply exploring.

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The main mechanics of Yo-Kai Watch center around finding and befriending Yo-Kai. You may encounter Yo-Kai in a story-related event, during a side quest, or simply from looking in hiding places like under cars and vending machines or in rivers and trees. They may even be found out in the open in certain areas. Engaging a Yo-Kai involves holding the cursor, or lens, over the hiding creature until the Yo-Kai Watch’s meter fills up. This may sound easy enough but later in the game, those Yo-Kai move quickly and sporadically and, if the Yo-Kai evades the cursor long enough, the meter will drop and eventually reset. I found that stylus worked best later on but you can get by using the analog nub to control the cursor for at least the first few hours.

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The battle system is a fun mix of smart AI-influenced teammates and special actions, usually involving the stylus. Those actions could initiate your yo-kai’s special “Soultimate” ability by tapping bouncing orbs, tracing shapes, or spinning a circle. Similar activities are involved in “purifying” your Yo-Kai of status ailments. If you want to sit back and let the AI take over, but you don’t want the fight to drag on, a simple press of the “X” button puts the battle in fast forward (this function can be used even if you intended to use the stylus as well).

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Battles also serve as a means to recruit Yo-Kai. Making friends with them post-battle can be influenced by gifting them their favorite foods during the fight. Certain Yo-Kai skills also increase the likelihood of a successful recruitment. This feature added another layer of strategy because figuring out what type of food to give them was at times puzzling. Sure, it stood to reason that kappa prefer vegetables like cucumber, but figuring out many Yo-Kai’s preferences were based solely on trial and error.

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Yo-Kai Watch is one meaty game, chock-full of side quests and NPC requests. Taking on these extra challenges will earn you experience points, money, items, and occasionally a new Yo-Kai companion. The menus for keeping track of tasks is similar to one of Level-5’s other RPGs, Fantasy Life, with tabs for each quest/request which display a quest summary and your progress towards your goal.

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The one aspect that I didn’t particularly like was Terror Time. It’s a random nighttime event that send the hero into an alternate world, filled with a giant Oni and their smaller lackeys. You’re forced into a stressful round of hide and seek as you make your way to the zone’s exit. Good luck getting those treasure chests hidden in the area. I have only managed to collect two and both times, I was later caught by the boss and beaten. Thankfully, this does not lead to a game over but rather starts you back at your bedroom. It is more an annoyance than anything else.

To sum up, I give Yo-Kai Watch for the Nintendo 3DS my seal of approval. Weak music selection and Terror Time aggravation aside, the title is one that I have enjoyed playing more than 90 percent of the other releases this year. I’ve recently switched it to be “My Favorite Game” on my 3DS profile on My Nintendo, so if that doesn’t speak of the quality of content, I don’t know what does!

Yo-Kai Watch scores a cool 4.5/5! Will you be picking it up? Be sure to let us know in the comments below!

Briefly: I literally can’t even.

The Witcher 3 is probably the best RPG that I’ve ever played (or at least, way, way up there). I’ve put more time into it than any other game in recent memory (50+ hours so far), and I’m not anywhere near completing the story, let alone all of the endless amazing side quests or Gwent challenges.

Apparently, I better get on it. Following the endless stream of free DLC and endless notable updates (thanks again to CD Projekt Red for adding in a colorblind mode), the first proper expansion for the title has officially been revealed.

Subtitled Hearts of Stone, the expansion will deliver “10 hours of new adventures that introduces new characters, powerful monsters, unique romance, and a brand new storyline shaped by player choices. The expansion also introduces a brand-new system of Runewords that significantly affects gameplay. Each Runeword will impact different aspects of in-game mechanics, allowing players to experiment with various strategies and tactics.”

The expansion will launch digitally on October 13th for a cool $19.99. Incredibly enough, collector’s will also “be able to purchase a special, limited boxed edition of Hearts of Stone (SRP $19.99) available at selected retailers worldwide. The box contains a digital download code for the expansion, two masterfully crafted physical decks of Gwent, the card game set in the world of The Witcher, as well as a detailed manual explaining the rules. With two unique sets of cards, Monsters and Scoia’tael ready to go, you and your friends can now engage in tactical combat on a grand scale outside of The Witcher 3: Wild Hunt!”

Freaking real Gwent cards. I’m in!

Take a look at the trailer for The Witcher 3: Hearts of Stone below, and let us know just how excited you are!

Shortly after the reveal of an HD remake for the PS2 classic, Odin Sphere, for the East, Atlus has confirmed that the game will be coming stateside as well! In 2016, Odin Sphere Leifthrasir, (pronounced LAYV-thra-sheer), will launch in the West for PS4, PS3 and PS Vita, bringing back the gorgeous hack and slash title that put Vanillaware on the map.

But it’s not enough just to port the game to newer consoles, which is why Atlus is promising a series of new features. Following five characters with unique stories based off of Norse mythology, this action RPG is getting all the bells and whistles to ensure that this classic has a real chance of ending up even better. Including redrawn art and upgraded visuals, Leifthrasir will also come equipped with a host of new upgrades to the combat and RPG elements, giving even veteran players a reason to come back!

Specific details are light at this point, but for anyone who played the original Odin Sphere as the sixth console generation was coming to a close, you’ll know how much of a win this is for those who love a visually stunning, often challenging 2D brawler. If you missed out, check out the trailer below and see what all the hype is about!

Briefly: Somehow, all of this slipped past me, but apparently, for some time now Warner Bros., Hasbro, and Sweetpea Entertainment have been in a legal battle regarding the rights to the Dungeons and Dragons franchise (THR has a great write-up about exactly what happened).

Warner Bros. lawyer’s have apparently passed their ‘persuasion’ skill check, as said battle has just ended, and the studio wasted no time at all in announcing a new Dungeons and Dragons film.

The announced, as yet untitled movie already has a script written by Wrath of the Titans scribe David Leslie Johnson, and will be produced by The Lego Movie and How to Train Your Dragon producer Roy Lee.

“We are so excited about bringing the world of Dungeons & Dragons to life on the big screen,” said Greg Silverman, president of creative development and worldwide production at Warner Bros. Pictures. “This is far and away the most well-known brand in fantasy, which is the genre that drives the most passionate film followings. D&D has endless creative possibilities, giving our filmmakers immense opportunities to delight and thrill both fans and moviegoers new to the property.”

Are you down for a Warner Bros. developed Dungeons and Dragons film? Or were you a bigger fan of the lower-budget SyFy entries? Sound out below!

Briefly: If you’ve listened to the last couple of episodes of Geekscape Games (here and here, it’s good, we promise… maybe), you’ll know just how enamoured I’ve become with The Witcher 3 over the past couple of weeks. The game comes in a noteworthy physical package that surprised the hell out of me, and it’s held my interest more than any other RPG in as long as I can remember (even more than Ni No Kuni did). In the short time that the game has been out, the developer has released numerous patches improving performance, adding content, and even creating a colourblind mode than I am so f

It seems as though a ton of other people have fallen in love with the game as well, as CD Projekt Red has revealed that The Witcher 3 has sold over 4 million copies in just two weeks.

CD Projekt Red co-founder Marcin Iwiński released the following message today on the company’s official blog:

May 19th was a crucial date for all of us here at CD PROJEKT RED — we released The Witcher 3: Wild Hunt, our open world role-playing game that we had been hard at work on for over 3 years. Since day one, you have given us tons of positive feedback and support — the sheer volume of emails we’ve gotten since launch simply congratulating us for our efforts is both epic and heartwarming, and I wish every developer comes to have such a fantastic community. In terms of media reception, we’re really humbled by the scores the game has received all around the world. With an average of 90+ on every platform, Wild Hunt is our dream coming true.

 

I’d also like to take this opportunity to thank the four million gamers worldwide who bought The Witcher 3: Wild Hunt in the first two weeks from launch. Four million RPG fans spending their hard-earned money on our game is a sign that we did something right, and you can be sure that we’ll harness all that positive energy and make the upcoming expansions worthy of the grand adventure that you’re telling us Wild Hunt already is! Until then, keep on enjoying Wild Hunt, do not forget to grab your weekly set of free DLCs, and stay tuned for constant updates and enhancement to the game we are continuously working on.

 

Dandelion once said to Geralt that the world is changing, the sun is setting, and vodka’s running out — go, play, and have fun!

The Witcher 3 is an incredible experience, and I’m extremely glad to see the company finding success. Pick it up if you haven’t yet, and if you have, be sure to let us know how you’re liking it so far!

Briefly: It’s not often that I get to pick up a game at retail. Working (over) full time leaves me little time for gaming, and I’ve all but replaced my habit of buying games that I’ll never play with buying Amiibo that I’ll never use. It’s (arguably) more expensive, but at least they’re holding their value at this point instead of depreciating faster than a new car.

Yep, that's my wall.
Yep, that’s my wall.

Today, I picked up CD Projekt RED’s The Witcher 3. Somehow, the game (series) has slipped under my radar for all these years; It wasn’t until reading the universal praise of the latest game (including Gamespot awarding it the 9th perfect score that the publication has ever given), that I finally started looking into it. The game looks incredible, and though I’m unsure just when I’ll have an opportunity to really delve into it, I simply had to support the company.

When I unwrapped The Witcher 3‘s physical package (the standard edition by the way), I was greeted with a more comprehensive amount of content than most special editions include. It was so noteworthy, in fact, that I had to write about it.

See, most games today come with nothing. Reversible covers are cool but rare, physical manuals are all but nonexistent, and if you’re lucky you’ll get a single piece of paper advertising some inevitable map pack or DLC. The lack of manuals or any additional content has made the switch to digital more and more attractive over the years, but the fact that I often play my games once and then trade them in has been the only thing keeping me buying physical copies. I’m so, so happy that I purchased The Witcher 3 physically however, as this is what it came with:

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That’s a lot of extra content, for a game that takes 100+ hours to complete, for the exact same price as every other new game that releases.

The first thing you’ll notice when you open the package? The heartfelt ‘Thank you’ note that makes you want to give these guys all of your money:

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In case it’s tough to see from the photos above, The Witcher 3 also includes a map of the Northern Realms, a cardboard sleeve, a soundtrack CD, and The Witcher Universe Compendium (containing a ton of useful info on the characters and previous events, AKA a physical manual). Inside the compendium you’ll also find a download code for the first issue of Dark Horse Comics’ The Witcher: House of Glass comic book, and a code for a new hero in The Witcher Battle Arena mobile game.

Again, this was all from the regular edition of the game. I’m still having a hard time believing it.

Have you picked up The Witcher 3 yet? What do you think of the game so far?

For so many years, Final Fantasy had followed the traditional JRPG formula. You take control of a diverse group of characters, fight some monsters, and save the day. Tactics was one of the first games in the series which began to deviate from that norm, expanding the catalogue into turn-based-strategy territory. Then along came the MMOs, then the sequels and remakes, the movies, the music games, etc. With the announcement of the upcoming Dissidia arcade fighting game (which looks amazing by the way), there are seemingly no boundaries for the iconic franchise. With each new installment of a game bearing the Final Fantasy name, you’re never quite sure what you’re going to get, so when I sat down with Type-0, I was prepared for anything.

Final Fantasy Type-0 is one of three main series that make up the collective Fabula Nova Crystallis which includes Final Fantasy XIII and XV, along with their sequels and companion games. Much like the Ivallice Alliance, which consisted of the Tactics series, Final Fantasy XII and Vagrant Story, the games all have ties to the same lore, rewarding the diehards with multiple references. Type-0 introduces its place in the lore through a drawn out opening cutscene and a fairly short Mission battle. Unless watching Chocobos die a slow, painful death for 20 minutes is a pastime of yours, it’s a really odd way to kick off your game. Afterwards, you are free to roam around your main base of operations, a training ground/school called Academia. If this sounds familiar, then rest assured, this is as far away from VIII’s Garden as it can get.

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Your party consists of twelve playable characters from Academia’s Elite Class Zero.  Each member of Class Zero has a unique weapon specialty; anything from swords and guns to a Soul Calibur-esque blade-whip that would make Ivy jealous. Each character also has a set of upgradable skills, some of which are latent. These include providing an increase in maximum dodge-roll limits, and some are equip-able abilities, such as unique weapon attacks and different types of magic. Some time into the game, you will be introduced to the Altocrystarium, which can be accessed in Academia or at any time from the options menu. Here, you can trade collected Phantoma collected through battle for magic and special move upgrades. However, be aware that with each stat you upgrade, it will reduce a different stat’s efficiency so you will need to plan upgrades accordingly. Depending on your taste for action, you will likely realize a combat favorite or two.

During random battles and missions, you will take control of the character that you have assigned as your lead (or the first character in the party list if that one dies) plus the next two characters at the top of your party list. After defeating an enemy, you will need to target them to absorb their Phantoma and items, should they be carrying any. You’ll realize pretty quickly that having a character with area magic such as Blizzard will be essential for mowing down low-level random encounters.  One fantastic feature of Type-0’s battle system is the ability to time your attacks for massive damage, often after your enemy performs a powerful attack or spell. I got a real kick out of tactically defeating level 55 Behemoths with characters less than half their level.  If at any time a character is defeated in battle, you can swap them out for another until all of your twelve are used up. There is no real traditional escape option, so make sure you’re as prepared as you can be before heading off to battle.

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Mission battles in towns will allow you to experience an interesting feature of battle within Type-0. Before Mission Battles, you may enable a feature which allows characters with names based on the game’s developers to join your party at random during a Mission. These characters disappear after a set time, which can be extended by defeating enemies, bosses and advancing through the mission. They will also gather SP, which can be used to trade for items back in Academia making their usefulness last beyond developing the game you’re reading about. If you’re more of a lone wolf, you can choose to disable the option if you’d rather go it alone. Though it sounds pretty cool, I found the feature to be a bit intrusive and restricting, although the characters themselves can be quite useful in a tough battle. However, if you happen to be controlling a character you don’t particularly want to play with for extended periods of time, you’re stuck with them until the time-limit runs out and your original playable party member returns to battle.

You’re given a set amount of time to explore the world until Mission Day, which will advance the main story. Talking to NPCs within Academia with a bright green exclamation point over their head or interacting with marked locations will trigger an Event. Events take up 2 hours of your time until Mission Day and will awards an item for completing them. Most of the time, you will usually get some mundane flavor text regarding a no-name NPC you happen to be chatting with. Sometimes, however, these interactions will trigger a short in-game cut-scene including various members of Class Zero. Some of these events are character-specific, and they usually tell you what character you need to trigger the Event.

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Certain marked NPCs will have various Tasks for you to complete. Tasks are usually very straight forward and they don’t take away any time from your Mission Day countdown, unlike Events. Fetch-quest type Tasks can be completed without too much extra hassle, but Tasks where your party is asked to defeat certain enemies or numbers of enemies out in the field require you to use up the game-standard six hours for exploring the over-world in order to complete.

On that subject, here’s a tip that made managing Missions more enjoyable. Every town on the over-world map usually has at least one NPC with a Task for you to complete. However, if you are working on completing a hunting request, it is advisable to complete it before attempting any from townspeople. Towns can also hide unmarked NPCs with a hidden task for you to complete. Sometimes the task will be spread among multiple NPCs, so it’s I’d suggest talking to as many of them as possible. Certain towns also have salesmen who will buy any extra Phantoma off of your party for a pretty fair price, so be sure to remember where you find them!

If you’re a fan of the lore of Fabula Nova Crystallis, make sure to be on the lookout for L’Cie crystals lying around the game. You can turn them into a specific hidden character in a certain town to hear the last words of the L’Cie they belong to. There are more than 40 to collect and they can be found almost anywhere, offering an interesting nod to those who were engrossed by the universe introduced in FFXIII.

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Aside from the main battle system, occasionally you will need to participate in territory wars in the over-world to capture territories and towns from the enemy. Mog’s tips will be essential for completing these scenarios effectively, in addition to tons of patience. This battle system takes away from the flow of gameplay, feeling completely different compared to the normal battle system. It can get a bit a bit frustrating if you don’t like or are not used to the style of gameplay.

Speaking of side modes, Chocobo breeding also makes a return in Type-0. When you visit the Chocobo Ranch through the central portal in Academia, you will eventually be given a sort of “starter set” of Chocobo. From there you can breed by using various types of greens as per the norm where the series mainstays are concerned. Different greens may yield new outcomes of Chocobo with interesting battle and travel specialties, so it’s best to stock up on greens where you can and try different combinations at the ranch every few in-game hours. Don’t worry too much about running out of birds to breed either. They can be found running wild on the over-world map, just waiting to be caught.

Final Fantasy Type-0 has a LOT of content. Like, a lot. Be prepared to spend many an hour at your console of choice searching caves for Task items or defeating wave after wave of random encounter enemies, harvesting rare Phantoma for upgrades. Personally, I felt pretty detached from the story as a whole, but found the battles, Missions and Tasks to be the most enjoyable part of the game. It seems that this installment tried to be a little bit of something for everybody, and no matter how you choose to spend your time in the world of Type-0, it’s definitely worth your 60 bucks.

Final Score- 4.25/5

It looks like Capcom just wants more of my money. The next in the Monster Hunter series looks fucking adorable, and appears to take the franchise in a new direction.

At a recent Monster Hunter event, the games producer Ryozo Tsujimoto, explained what the heck this is all about.

After having passed the 10th anniversary last year, this is a new challenge for the Monster Hunter series, that we’ve began designing since about five years ago, while staying true to the world of Monster Hunter, and a story that can only be told through an RPG, we’d like to pack it with fun and enjoyment that we can’t even begin to describe with words.

Tsujimoto explained that players will take up the role of “Riders” and not hunters, he did not explain further what the gameplay would be like.

Monster Hunter: Stories is slated to be released in Japan sometime in 2016, and there is no current plans for a North America release.

Translation provided by Siliconera.

Briefly: This, I did not expect.

Celebrated developer Level-5 has revealed the next games in the Professor Layton and Fantasy Life franchises… and they’re headed to smartphones.

The announcement was made during last night’s Level-5 Vision 2015 event, with both games set to launch on Japanese devices this Summer. As noted by SiliconeraFantasy Life 2 “is similar to the previous title, as it features 12 Lifes, and a new “Village” feature, where you’ll collect villagers. The game has more of a Sim vibe going on, where you’ll build the city, and will have a larger room to build this time.”

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Little information was revealed about Layton 7, aside from its Summer release window. The game sounds vastly different from previous Layton titles, and “involves cards and fortunetelling, where players will have to use their wits and skills to figure out who the “Vampire” is.”

A 3DS version was not mentioned for either title.

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Are you interested in these new titles? Or do they sound too different from the franchises that we already know and love? Sound out below!

In 2013, Nintendo revealed that famed RPG developer, Atlus, and Intelligent Systems of Fire Emblem fame were co-developing a crossover title between their two biggest franchises. Appropriately named Shin Megami Tensei X Fire Emblem, not a word has been spoken of it since its initial teaser. Both teams have started and finished other projects, and gamers like myself were worried that this team up would become an unreleased tease of what could have been.

Thankfully, the latest Nintendo Direct has changed all that.

Revealing its first full trailer for the title, Shin Megami Tensei X Fire Emblem looks drastically different from what most of us were expecting. From this initial footage, rather than getting a team up between characters from the two franchises, it seems as if we have a Persona inspired world where a group of high schoolers fight monsters as knights with demons by their side in a separate dimension.

While the cutscenes displayed drew obvious inspiration from the 3DS FE games, and the demons are instantly familiar to SMT veterans, the footage so far looks nothing like either game, but an original game that draws visual and thematic inspiration from the two series. While far from what we think of when the word “crossover” is used, I’m open to the idea of creating something brand new out of their most recognizable parts. Besides, as long as Atlus is involved, I’m sure there will be a fair share of hidden cameos to discover.

What do you think of the updated trailer? Were you surprised, or disappointed by what was shown? Comment below to start the discussion, and keep checking back as more details come forth.

Shin Megami Tensei X Fire Emblem is set for a 2015 release in Japan exclusively for Wii U, with a Western release scheduled for 2016.

Dishonored, the Steam-Punk, first person, stealth-and-cover shooter/RPG (yeah, genre mashing is a thing now) is free to play for the weekend (from, well, now to Sunday at 1 p.m.) as well as being 75% if the urge to purchase takes you.

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Dishonored is available here, free to download and play until Sunday, and only $4.99 for the original and $10.19 for the Game of the Year Edition, which includes the game and four DLCs: Dunwall City Trails, Knife of Dunwall, Void Walker Arsenal and The Brigmore Witches.

Here’s the trailer, in case you need some more encouragement!