Back when I played Resident Evil 2 for the first time, one of my favorite things to do after I finished the game was to run through the entire thing all over again in the alternate costumes that were unlocked for second runs. At a certain point, I’m pretty sure I developed a strange obsession with making Leon dress like a construction worker and find the right camera angles that would make his armpit hair visible, (which probably explains more about me than I’d care to admit.) Nonetheless, they were a simple, yet memorable way of extending the life of the game. After playing around with these new duds, I never thought gamers would get the chance to submit their own designs, but Capcom is giving us the chance to do just that with their Resident Evil 0 T-Shirt contest!

By heading over to the game’s site, would be designers can use the provided tools to create their own shirts for the game’s protagonist, Rebecca Chambers, to wear. Different voting tiers are opening up starting now, and lasting until the end of July for the first round. After all the rounds are done and the votes are tallied, the winning design will be included as a downloadable item when RE0 launches in 2016! Even if you don’t participate, everyone who votes will get the content for free when it launches.

Head over to the site and give it a shot, then head over here and share your spookiest designs with us! Killing zombies is easy, but being creative? That’s the most difficult task of all. Good luck!

What happens when two of the world’s most evil organizations join forces? We get a potentially awesome comic book!

Announced during Capcom’s Street Fighter V panel at Comic Con, IDW Publishing is releasing Street Fighter X GI Joe, a crossover event that brings together the Real American Heroes and the World Warriors. As the kind of stuff our Saturday mornings were made of back in the day, it’ll be interesting to see how well these worlds mesh together when the series is released in 2016.

While details are few, this sounds like an idea that’s crazy enough to work, (or at least give us a good laugh along the way.) Considering how well other comic crossovers have worked in the past though, I feel like this has a chance to surprise people throughout its run as much as the announcement surprised us in itself. Just imagine all of the wacky shenanigans a super powered dictator and an egotistical commander can get into together!

Will this series be on your radar? Let us know what you think!

In one of the least surprising announcements imaginable, Ken was revealed as the next fighter joining the cast of the upcoming Street Fighter V. As the only character aside from Ryu who has appeared in ever main line game, Ken is essentially known as American Karate guy, who gains a flaming uppercut and a few technical changes from his Japanese counterpart. Once the cocky martial artist actually appeared on screen though, dare I say something was actually different about the fighting game veteran!

At the Street Fighter V Comic Con panel, the Capcom-Unity team, (as well as SFIV’s project manager and SFV‘s executive producer, Yoshinori Ono,) promised us that Ken’s drastic change in appearance wasn’t the only aspect of the character that was getting an overhaul. For the first time in series history, the team promised that the fighter we affectionately know as “red Ryu” will be a completely unique character who uses powerful, “showstopping” attacks that helps players fight aggressively, (and look good doing it!) His unique V-Skill would further separate him from the rest of the shotokan fighters by adding flaming properties to all of his moves, allowing him to extend combos while gaining a quicker back step when it’s time to play defensively.

Street Fighter V Ken Screen 1

From the trailer alone, we can see that his Hurricane Kick has been retooled to go in a diagonal arc, and can even be converted into a type of dive kick from the air. While some of his old moves carry over, it’s easy to see that Ken stands out much more now than he has in the past, but does this promise carry over to the main game?

Watch the trailer for yourself and see what changes you can spot? And who is that mystery character at the end of the video? Let the speculation begin in the comments!

<cite class="_Rm">www.youtube.com/watch?<b>v</b>=8lwOe5y8gIk</cite>

By now, hardcore fans everywhere have seen the videos. Warzone promises to be the next step into large-scale multiplayer combat. Before this, Halo‘s biggest multiplayer mode was Big Team Battle, which pit two teams of 8 against each other. Warzone is similar in concept, but it pushes out to be bigger than anything fans have experienced before. Warzone is everything you see; it’s new, it’s big, it’s fast, and it’s fun.

h5 warzone 4

From the time the match started, until the time it ended, I couldn’t help but think how fun this mode is going to be with friends. As you’ve previously seen, each game starts with retaking your base from enemies. In this particular map, the base is overrun by Prometheans. Surprisingly, these enemies aren’t as easy to take down as you’d think and I wholeheartedly prefer it this way. It’ll take your entire team to eliminate enemies in your base effectively and quick. But once your base is free and clear, you and your team are then thrust into the large map against an opposing team.

Halo 5 E3 Warzone 2

Throughout the match, each team is vying to reach 1,000 points before the other. Points are of course given when you kill the opposing team and capture bases placed around the map. Teams that are down by a ton of points should not be discouraged. If your team is able to rally, and if you are able to destroy the enemy’s core in their own base, your team will win the game.

h5 warzone 5

What makes Warzone stand out from previous Halo multiplayer modes is the inclusion of enemy AI, and not just at the start of the match. Throughout Warzone, players will also have to battle against more Promotheans, Covenant, and opposing team Marines. Marines will keep watch over captured bases and will communicate with each other in an attempt to take down enemy spartans. It usually doesn’t go well.

h5 warzone3

During the match, announcements will be made making players aware of the presence of enemy AI bosses. These bosses will sometimes spawn, near bases or even in vehicles. Taking them down will reward the assassin with a large sum of points. Because of this, the AI bosses will sometimes act as a nexus and attract a larger battle between the boss and his friends, red team, and blue team. I also noticed that no two matches are the same. The game will change according to how each player plays, reacts, and decides what they want to do. One player may focus on capturing bases while another may want to hunt down enemy AI to secure some big points. Some players may want to hang back and snipe while others may want to spend points on purchasing large vehicles and comb the map.

h5 warzone

As points are earned, players are also treated to a new requisition system. For those of you familiar with Gears of War‘s Beast Mode, this will be simple. Players accumulate points in which they can spend during the respond screen so that they are able to spawn with a variety of weapons. Essentially, you are spending points to create your own custom loadout in real time. This creates an added layer of strategic thinking. Depending on how the enemy team is playing, you may want to spend your points on certain weapons. However, points spending is not limited to just weapons.

h5 warzone2

Players will also be able to spend points on vehicles. The choice is always yours, and with team communication, one team can dominate another team with poor communication. One thing about Warzone that everyone needs to realize is that the match cannot be one by just a couple of spartans. It’s going to take the team. So far, Warzone looks to be the mode I’ll dive into right after campaign.

Halo 5: Guardians is set to release October 27th, 2015

It’s been a few months since we’ve heard any major news on Pokken Tournament, the upcoming Pokemon fighting game developed by the Tekken team at Namco Bandai. As if to make up for this travesty, the game received three new trailers, two of which reveal new fighters, and the third which serves as the opening to the game.

First is the introduction of Weavile, the Dark/Ice type that evolves from Generation II favorite, Sneasel. Using its sharp claws and powerful ice attacks, this Pokemon is often associated with the bad guys of the game’s universe. In Pokken, it puts its high attack and speed stats to great use, dodging opponents attacks and getting up close with ease.

Next, the Generation I favorite, Charizard, was more of a certainty than most. Still, seeing it in action has us all the more excited for the final game. Its powerful wings, claws and fire breath serve as reliable tools for putting the hurt on the enemy, which have carried this Pokemon through nearly two decades of battle. If that’s not enough, its Mega Evolution changes it into the black clad Mega Charizard X, which aims to finish off opponents in intimidating style.

Finally, the best news of all is that the game is right around the corner. Hitting Japanese arcades on July 16th, it wont’ be long before we’ll be able to see the full game in action. Console releases or localization plans haven’t been revealed yet, but considering that it’s Pokemon, it would be ridiculous for it to be passed up.

Tell us who you would like to see in the upcoming fighter! Which Pokemon would be a perfect fit in the Pokken arena? And why would it be Hawlucha?

Source: the-newshub.com

If you couldn’t tell by reading our site or listening to the Geekscape Games podcast, Idea Factory can really churn out those Hyperdimension Neptunia games. Within the last year, the West has seen six as it is, with a proper sequel AND a zombie slaying spin-off starring Lowee’s CPU, Blanc, on the horizon. And yet, what if I told you that yet another spinoff is on its way?

In Hyperdimension Neptunia Vs. Sega Hard Girls, this upcoming Vita exclusive will put players in the oversized coat of IF, one of the original human, or “maker” characters from the original RPG who has stood by Neptune’s side ever since. This tough, no nonsense guild leader  finally gets a starring role, (and a redesign to go with it,) once the history books of the Grand Library begin to disappear. Altering these stories has the ability to change history itself, so Iffy takes it upon herself to go on an adventure through space and time to get them back.

Not that she’ll be alone on this adventure. As the title mentioned, Sega themed characters will make their appearance to fight alongside IF, namely Sega Hatsumi. This girl with an outfit that vaguely reminds us of a certain hedgehog, seems to be the key to the changes in history between the Sega Hard Girls and the four goddesses of Gamindustri, but how her role will play out is yet to be seen.

Game play wise, details are still murky as to what kind of game this will be, but based on the screenshots released so far, the game seems to be taking a more action based approach, which is perfect for the knife wielding heroine and her tough personality. Whether or not any other familiar faces will appear is yet to be seen as well, but come on, it’s a Neptunia game! It’s practically expected at this point.

Check out the latest screenshots and the official synopsis from Dengeki Online below, and make sure to keep checking back for more information on this and other titles as it breaks.

Source: gematsu.com, Dengeki Online

Story

A grand library that governs all of this world’s history.

If the history books stored there are tampered with, it is said that it is possible to rewrite actual history.

IF, with a certain goal in mind and after a long journey, finally sets foot within the grand library.

However, within that library, an incident occurs and the history books begin to disappear one after the other.

The disappearance of the history books means a loss of real history.

Before her very eyes, history is being lost, and then, the world.

To resolve this incident, IF must journey across space and time on a new adventure.

■ Characters

IF (voiced by Kana Ueda)

Neptunia Sega Hard Girls Sega IF

The game’s protagonist. She’s an adventurer who travels around the world with her trusty motorcycle just trying to find a bit of fun and a brighter future in a modern age where civilization has fallen. She’s diligent, cool, and level-headed, as well as the group peacemaker, but her only flaw is that she suffers a little bit from chuunibyou syndrome.

Sega Hatsumi (voiced by Emi Nitta)

Neptunia Sega Hard Girls Sega Hatsumi

An unidentifiable girl who lost her memory. She goes by Segami, or Segamin. Although she doesn’t remember anything outside her own name, for some reason she shows an uncommon tenacity in changing the history of the conflict between the goddesses and Sega Hard Girls. Although she has the spirit of a leader and is charismatic, she occasionally doesn’t listen to others when they talk, and bewilders her friends with ideas out of left field.

After a brief hiatus The Saint Mort Show is back with an interview with Mega-Ran and K Murdock live at the TooManyGames convention. It was a blast chatting with these two and talking comics, wrestling, video games and hip hop.

If you’re curious where I’ve been I’ve been working on my new podcast Horror Movie Club. Check us out on Facebook, Twitter, Soundcloud, Reddit and Geekscape.net!

Follow Saint Mort on Facebook and Twitter and SoundCloud.

If you really like the show get Matt something nice off his AmazonWishList

Subscribe to Us on iTunes

 

Nintendo of Japan has released a statement with the unfortunate news that Satoru Iwata, president of Nintendo and CEO of Nintendo of America, has passed away due to complications from a bile duct growth. He was 55.

As the person who guided Nintendo through their most recent string of releases, Iwata is best known as the person who led the charge in releasing the Nintendo DS and Wii families of systems, as well as revolutionizing the way company news was delivered through the company’s much praised Nintendo Direct presentations.

We will update the story as it develops.

(better read with a British accent)

One of the brilliant things about San Diego Comic-Con is that it’s making life aces even if you’re not jammy enough to be there getting gobsmacked directly.

Sure, if you’re at the Con you can pick up the exclusive Doctor Who comic (covers’ art by Alice X. Zhang) and you’re likely jolly well delighted to be the first to get the scrummy scoop first-hand on the Whovian chapter of LEGO Dimensions. . . Let us pause to reflect on the trailer:

However, you’re no damp squib if you’re not arse over elbow with the makeuped and costumed in Southern California—you’ll just need a smidge of patience for your fix.

If, like me, you’ve been suffering doldrums waiting yonks for the good Doctor’s return to the telly then it may please you to hear the announcement out of SDCC 2015 that we only have to make it a bit further—September 19, Doctor Who returns! While the news of Game of Thrones star Maisie Williams’s appearance is now officially confirmed, showrunner Steven Moffat isn’t dropping much in the way of more clues. (Judging only by the cracking trailer, I’m going to guess she’s Zorro.)

Fancy a dekko at the series 9 trailer?—it’ll put the colour back in your cheeks.

Blinding! Not enough? Feast your hungry little skull orbs on these highlights from the panel. Pip pip now, off you pop.

Look, if you’ve played any of the One Piece Pirate Warriors games, you don’t need me to tell you what to expect. Even if you haven’t, but played anything from Hyrule Warriors to Dynasty Warriors, this upcoming game based on the insanely popular manga series is going to be more of the same. With that said, this is far from a bad thing, since it’s been proven time and time again that the wackiness of Luffy, his crew, and his enemies lends itself quite well to destroying hundreds of enemies at a time. Promising to be a bigger, more realized version of the entire One Piece experience, our hands-on time showed that it’s on a path to do just that.

One Piece Pirate Warriors 3 E3 Screen 1

As you would expect from any type of Warriors game, this 3D beat em up will have you choosing from one of the many characters introduced across the hundreds of episodes One Piece has aired. Covering everything from when Luffy first set sail from Fushia Village to the latest story arc in Dressrosa, and told through a 3D comic book/cell shaded hybrid visual style, it’s safe to say that you’re going to be playing this for a VERY long time.

Naturally, all of this story content is amplified by the huge amount of people, (and reindeer,) you’ll be able to take down entire armies with. From the main crew consisting of Luffy, Zoro, Chopper, Nami and the like, all the way through Shanks and Ace, and new characters like Sabo, Donquixote, Doflamingo and Fujitora, you’ll never have a time where you feel like the game is too short on characters. If one isn’t enough, you can even take a partner with you into battle, triggering screen clearing special and double team attacks when the right conditions have been met. Did you expect anything different from an anime title?

One Piece Pirate Warriors 3 E3 Screen 2

As you progress, the main goal is to travel across the map and capture bases, which usually involved beating down waves of enemies until a boss shows up. Objectives change as the game progresses, with the hopes of keeping the repetitiveness to a minimum. Even then, if you’re a One Piece fan, (and seriously, what are the chances you’d be reading this if you weren’t,) then it’ll be its own reward to see your favorite characters on screen, using their insane abilities to do what they do best. And based on the episode count, it’s definitely fighting, not actually finding treasure.

If you’re not a fan of these kinds of games, it’s not likely that Pirate Warriors 3 will change your mind. However, if you love the anime, love beat em ups, or love games with a ton of content, then this latest One Piece title is shaping up to be worth setting sail for. Make sure to stay tuned as more details emerge, and be sure to check back for all your gaming coverage!

One Piece: Pirate Warriors 3 is set for a Summer release on the PS3, PS4 and Steam.

When I heard that Hyperdimension Neptunia Victory was getting the remake treatment in the form of a third Re;Birth game, I was curious to see how that would turn out. After all, part of the purpose of creating the remakes in the first place was to improve on the first two games by designing them with the game play mechanics of the third title. So when it came to recreating Neptune’s most recent canonical adventure in Hyperdimension Neptunia Re;Birth 3: V Generation, the game takes chances with tweaks to the game play mechanics, more plans to create, new story scenes, and larger environments. While it’s reassuring that the game is more than a copy paste job, not all of these updates are for the better.

Our return to Gamindustri is met with complete apathy from our CPU heroines. After enjoying years of peace after the events of the previous games, Neptune and the others have spent their time playing video games all day while neglecting their work, (which hits a little too close to home.) As word of restless citizens forming an organization that seeks to create a world without CPU’s spreads, Nep is finally forced to create some goodwill by getting off her butt and working for the people. As we’ve learned many times over however, work sucks, which is proven since Nep’s questing results in her getting transported to an alternate universe based on gaming in the late 80’s. Now stranded without her CPU powers, Planeptune’s goddess must help Plutia, this dimension’s constantly sleepy, (and secretly sadistic,) goddess of Planeptune, and the alternate versions of Noire, Blanc and Vert, while restoring her strength, fighting off the mysterious Seven Sages who look to rid Gamindustri of the goddesses, and building up enough energy to return home.

Hyperdimension Neptunia 3 Screen 5It wouldn’t be Neptunia without endless gaming references.

For those who thought the second game was had toned down the humor too much compared to the constantly lighthearted story of the first game, V Generation takes the narrative back to its roots along with its original protagonist. Rarely serious, the story serves as a parody of the game industry from the NES days, with bits and pieces of modern gaming mixed in. One of the highlights of the dialogue aside from the constant fourth wall breaking and gaming reverences galore, (does anyone else remember Fighting Vipers?), is to see how events such as the rise of Sony, the fall of Nintendo, and Xbox’s oversees struggles play out. These scenes are an interesting love letter to those who have been following the industry for so long, acting as a reward for playing in its own right. With that in mind, the experience would be even more enjoyable if more of it was voiced. It seemed like the dialogue here was only displayed through text more often than its predecessors, which was a bit disappointing.

Exploration is essentially the same as its always been, choosing which country you want to go to by selecting it on an overworld map. In addition to obtaining missions through the guild, shopping for items, or talking to the citizens of Gamindustri like in past games, a news based broadcast called the Nepstation debuts to break up the action at the start of every chapter. Usually delivering a humorous retelling of past events, selling bulk items, or offering in game trivia, I found this to be a small, yet memorable addition to the map. Once in a dungeon, the leader of the party plays an even larger role, with unlockable leader abilities that boost the whole party. Special challenges increase stats or award Plans as they are achieved as well, so actions like running or jumping a certain amount, attacking enemies in the field to initiate battles, or even accomplishments in battle like taking damage or landing a certain amount of hits all lead to these boosts, giving players an extra reason to rotate their party and its leaders.

Hyperdimension Neptunia 3 Screen 4Nearly every action, (or non-action,) will boost your stats.

Game play wise, battles are largely unchanged, but the way special attacks are handled was altered into a different beast,  resembling something more similar to what was featured in the original version of the second game. In this full range turn based battle system, characters move in real time while they position themselves to center as many enemies as they can in their attack range. Each weapon and ability has its own attack area, making positioning vital to achieving victory, (no pun intended.) Broken down into three types of attacks, Rush builds up the EX/SP meter faster with multi hit moves, (we’ll talk more about the meter soon,) Power does more damage, and Break weakens enemy shields, allowing more damage per hit when completely broken. Starting with three attacks for every turn, unlocking EX attacks that trigger based on how full your SP bar is, and using items to synthesize extra attack slots now give each character the opportunity to use five attacks each round.

While this all sounds almost exactly like the previous games, the biggest change comes with the removal of the EX meter and integrating it into the SP meter. In the past, the SP meter was used to pay for special attacks, and was replenished by attacking, using items or leaving the area to recover it in full. The EX meter on the other hand, was a separate bar that was shared by the party. It could only be filled by attacking, and could be used to allow EX attacks, (as mentioned above,) or pay for EXE Drives, ultimate abilities that served as the quickest way to defeat bosses. While this system was admittedly easy to exploit and abused to breeze through tough fights, the new system makes it much harder to do so.

Hyperdimension Neptunia 3 Screen 3The flashiest attacks now come with a huge price.

While trying to strike a better balance is all well and good, I found that aspect to be the only advantage of the new, (old?), system. With the two meters combined, the SP meter is divided into four segments, which also act as the levels of the EX meter. Using EX attacks drains the meter, while each character gets their own instead of sharing it. Draining the bar at the wrong time will leave your characters stranded with their standard attacks while they rebuild their SP, so wasting it is a surefire way to crash and burn. The reason why this comes off as much more tedious is that leaving dungeons no longer replenishes the bar, forcing you to either use a ton of items, or grind out hits against weaker enemies until it fills. Considering how even transforming now costs a fifth of the bar on top of the EXE Drives and SP attack costs, you’ll find yourself spending more time than you want to fighting for the sake of having fully functional teammates again. But the absolute biggest flaw is that unlike past games, most of the single character EXE Drive attacks have to be unlocked, while the ones unlocked throughout the story are mostly double team moves. While powerful, these attacks use up 50% to 75% of the meter for BOTH characters, making half of your four person party essentially useless against bosses unless that attack was the finishing blow. Even if it is, guess what? More SP grinding!

Once you reach the late game chapters, you’ll be begging for the exploitable EX meter to return too, if for no other reason than to keep yourself from shattering your Vita in a blind rage. While Re;Birth 1 had its share of difficulty spikes, and Re;Birth 2 was a bit too easy for my tastes, this third game literally goes from one end of the spectrum to the other, sometimes in the same dungeon. There’s nothing more frustrating than blowing through all of the standard enemies in a dungeon with one turn KO’s, worried that you’re over-leveled, to getting one or two hit KO’d by bosses in those very same dungeons. I’m all for a challenge when it comes to my games, but I would also want it to build up over time. Re;Birth 3 doesn’t do this, making grinding, item hoarding, or blind luck a must to advance through the late game, a factor I didn’t encounter with its predecessors.

Hyperdimension Neptunia 3 Screen 1You’ll need those extra attack slots to survive the late game battles.

That’s not to say that Re;Birth 3 doesn’t have its fair share of improvements. Most prominently, the frame rate in battles and dungeon exploration has been improved to display a smooth, steady pace. Big attacks don’t chug along as noticably, and running through the maps are free of the slowdown that served as an annoyance in the prequels. Ironically, it’s with fixing another past complaint that the slowdown rears its ugly head again. Another long running issue is the amount of reused maps. While this game doesn’t do away with them, new dungeon designs constantly pop up while old ones are expanded with new or bigger rooms, with the ability to expand them further with the Remake system. In fact, while some are reskins, Re;Birth 3 contains more dungeons than any other games in the series by a large margin. However, when the bigger maps show up, so does the slowdown, biting off a bit more than the system can chew processing wise. The same is true with battles, since some feature many more enemies on screen at once. As you can probably guess, more enemies means more slowdown. That’s not to say we don’t appreciate the effort to expand the scope of Gamindustri, it’s just funny that these expansions undue the improvement to the more stable framerate.

Outside of these areas, Re;Birth 3 has also revamped some of its side content, including treasure hunting, creating plans, and the dreaded Stella’s Dungeon scout mini game. Instead of scanning the area for hidden items, each map hides at least one invisible Nep block. Mirroring the exploits of a certain plumber, hitting these blocks uncovers coins to buy items with, while weapons, armor or plans appear in rare instances.

Hyperdimension Neptunia 3 E3 Screen 1Iris Heart tends to terrify friends and foes alike.

Speaking of plans, there are so many more this time around, bringing the best out of the Remake System. Basically a form of synthesizing from other RPG’s, the Remake System creates everything from new weapons, items, armor, outfits and dungeons, to changing the menu voice, battle music, adding attacks, changing the difficulty, and unlocking solo EXE Drives amongst many other features. On top of the discs that can be burned to create custom perks for your character, and its clear how customizable this game can be, more so now than ever.

Lastly, the Stella mini game from Re;Birth 2 returns, but manages to actually be enjoyable rather than terrifying and tedious. By equipping her with her own armor, weapons and partners to boost her abilities, Stella now climbs the Neptral Tower as she collects items for the party and herself. If you send her farther than her abilities can sustain, she’ll be KO’d by monsters, losing her armor and partner along the way. What helps me maintain my sanity this time around is that good equipment is easily obtainable if you do lose, and partners are recovered in a snap as long as you can reach the floor they fainted on. But most importantly, each map only takes about an hour or two of real time to passively progress depending on how far you are, even in sleep mode. Unlike the dungeons that could take literally over a day at their worst, only to fail right at the end, I would eagerly turn on my Vita JUST to check on Stella’s progress. Considering how much the original was universally reviled, to the point where separate DLC was released to make it manageable, to say this change is for the better would be an understatement.

Hyperdimension Neptunia 3 Screen 2You’ll actually want to play Stella’s Dungeon this time around.

When my time with Re;Birth 3 drew to a close, I found myself with an enjoyable, more ambitious effort than the previous games, with some fundamental flaws that keep it from being as great as its predecessors. Victory players will appreciate the expanded story, new translation, improved plan system, new maps and bigger environments. Re;Birth newbies will still find the laugh out loud humor and addicting battle system intact with the third game, with further improvements to Stella’s Dungeon and treasure hunting. Unfortunately, difficulty spikes, a tedious change to the SP Meter, and a story that’s a bit drawn out hold it back. Still, this retro trip through an alternate Gamindustri is one worth taking, and continues Neptunia’s trend of being one of the best RPG series found on the Vita. Want a lighthearted, self aware romp through a video game about video games? You can’t go wrong with Nep! Now, bring on Victory II!

 

tl;dr:

+ Neptune is back with the same laugh out loud humor we’ve come to expect from the series.

+ The game runs smoother than before, with a more stable frame rate in most cases.

+ While some of the dungeons are still repeats, plenty of new maps compliment the old ones, which nearly received universal expansions.

+ Stella’s Dungeon is actually playable!

+ Both the Remake and battle systems feature many more options, and are expanded in ways to keep them as addicting as ever. With that said…

– The new SP/EX Meter mechanic renders EXE Drives nearly useless, forcing unnecessary item or battle grinding to replenish.

– The later portion of the game suddenly spikes in difficulty and suffers from poor pacing.

– While bigger dungeons and more enemies on screen is appreciated, these areas are when slowdown rears its ugly head once again.

– The story drags, with no clear goal or progression from about the half way point through right before the end of the game. Not to mention the villains aren’t all that threatening.

Final Score: 4/5

Action anime are a dime a dozen these days, especially with the international rise of popular series’ like Dragon Ball Z. Even then, outside of your DBZ’s and Sailor Moon‘s, there were so many popular anime to come out of the late 80’s and early 90’s that still remain firmly in niche status, despite their huge following in Japan. One of the biggest examples of this is Saint Seiya, dubbed Knights of the Zodiac in the West. With such insane levels of action, a huge cast of characters to explore and loads of power ups, it’s following here is smaller, but passionate all the same. With a new anime series debuting, it sounds like the perfect set up for a game, right? We sat down with a hands on build of the upcoming fighting game to see if Seiya’s big return is one to get excited for.

Saint Seiya Soilders Soul E3 Screen 1

Developed by anime fighting game veteran, Dimps, Soldiers’ Soul looks to cover a ton of ground, so even those unfamiliar with the source material should be able to get caught up quick. Following the Twelve Zodiac Temples arc through the battle with Hades, the game promises to deliver these, and other storylines across the series’ many chapters, its biggest moments will be retold through some fancy 3D cutscenes. Brought to life even further by the original Japanese voice overs, as well as English, Spanish, Brazilian and Portuguese subtitles, now the whole planet can enjoy the narrative! Or at least most of it…

While playing, it’s clear that the cutscenes aren’t the only part of the game getting gorgeous visuals. Watching the game in action looks close to what you would expect from 3D CGI scenes in an anime film. Taking a 3/4ths diagonal perspective that swings to a traditional side view as the fighters draw closer, this fully 3D fighter feels reminiscent to the perspective of the  DBZ Budokai Tenkaichi series combined with the special move mechanics of the recently released Jojo’s Bizarre Adventure brawler, and the core mechanics of the Naruto: Ultimate Ninja Storm series.

Saint Seiya Soilders Soul E3 Screen 3

Fast paced combos are performed using three of the face buttons, each with varying strength. A tap of the shoulder button will teleport you behind an enemy when you’re stuck in a combo, but this can only be triggered a certain amount of times before you’re stuck with playing defensively. If the course of the fight launches you into the air, new aerial combos and range variation attacks keep the battles flowing smoothly, mirroring the absurd levels of awesome the anime can reach. By building your Cosmo through either fighting or charging up, Seiya or one of the many other fighters will be able to unleash powerful special attacks, which are perfect for finishing off opponents who are on the ropes. Basically, everything you could want from a solid anime fighting game is found in Soldiers’ Soul.

With a varied cast, (complete with their Gold Saint and God Cloth forms,) fast paced fighting, beautiful graphics and a smooth, 60 FPS frame rate on PS4, and it’s looking like we’ll need to be ready to add a potentially great fighting game to our radars.

Any Saint Seiya fans out there? Tell us about your favorite moments in the comments, and look for Soldiers’ Soul when it launches on PS3, PS4 and Steam this Fall.

 

Back in August, when Sword Art Online: Hollow Fragment released for the PS Vita, it was generally agreed that the game was serviceable for fans of the popular anime and manga series, but its slow battle speed, grind heavy game play, and poor translation ultimately kept it from being as great as it could have been. With that in mind, Namco Bandai has gone back to the drawing board with Sword Art Online: Re Hollow Fragment, taking fan feedback to make an improved version of the game. Joining many other popular Vita exclusives and jumping ship to the PS4, our hands on time showed that in this case, the move to consoles is like night and day.

 

Sword Art Online HF PS4 E3 Screen 1

If you missed our review of the original game, Hollow Fragment picks up at the end of the first half of the anime, branching off into its own “what if” scenario as Kirito and his friends continue to climb the 100 floors of Aincrad. Still stuck within an MMORPG where players who die in the game die in real life, the group must fight to survive long enough to complete the game, which will set all of the survivors free.

With the ability to team up with characters from the show, (some of which haven’t appeared yet at this point in the story,) level up abilities and weapon skills and build relationships with those around you, each floor has its own set of challenges and bosses before you can proceed to the top. The second part of the game is the game exclusive Hollow Area, where the meat of the game lies. Here, players can explore its huge environments with a friend through co-op play, or pair up with another CPU teammate to tackle its challenges. Featuring over 100 hours of game play if you were to complete everything this massive game offers, that time is likely going to be cut down thanks to the sped up battles.

While playing, it was instantly noticeable how much faster the game moved. In what felt like it was close to twice the speed, each one of Kirito’s attacks took much less time to cast and execute. Considering the game plays similar to what you’d expect from KOTOR or the original Dragon Age, the real time turn based combat never felt plodding like it did before. Naturally, this change applied to your teammate as well, forcing you to stay on your toes with a larger sense of urgency, especially when taking the praise mechanic into account. Trying to send the appropriate message to your partner to boost their morale mid fight was as important as ever, while managing your aggro, skills and health to take down tough enemies.

Sword Art Online HF PS4 E3 Screen 2

Thankfully for us, the game play wasn’t the only feature to get a boost from the new hardware. After being reformatted for big screen HD gaming, the world of Sword Art looks much more vibrant with its brighter colors and smoother frame rate. While cycling through the battle banter, the new translation was immediately noticeable, replacing the awkward wording and sentence structure with something that resembles functional English! It’s obvious that the localization team and developers learned from our complaints of the original, which will hopefully leave us with a more enjoyable SAO experience.

From what we’ve seen so far, Sword Art Online: Re Hollow Fragment seems to improve on the Vita version in nearly every way. If you missed out on the original or want an excuse to run through the game again, this is looking like your best chance to experience the definitive version of the game. With a second game, Lost Song, also launching this year, it’s clear to see why this is a good time to be a Sword Art fan.

Look for both games for PS4, with Lost Song returning to the Vita this fall.

Typically, when you think of crossover fighting games, you think of some of the biggest games the genre has seen. From Marvel vs. Capcom to Street Fighter X Tekken and even Mortal Kombat vs. DC Universe, (okay, maybe not that last one,) pitting characters from different universes is always a huge selling point for fans of multiple franchises. Someone at Examu, the developers behind the Arcana Heart series of fighters, must have felt the same way, and are now teaming with the visual novel developer, Nitroplus, to create a fighting game spanning their multiple universes. The only problem is… I honestly have no idea who these characters are! Still, all that matters is whether or not it plays well, and so far, Nitroplus Blasterz is shaping up to be another great fighting game in Examu’s growing catalog.

Nitroplus Blasterz E3 Screen 3

Boasting an easy to pick up and play combo system, each character that I played with in Nitroplus Blasterz had their own unique gimmicks to help them stand out. Some use guns, many use swords, and one even grew flesh and destroyed everyone in her path Tetsuo style, each of which draw their move set from their source material. Some may be more recognizable than others to Western audiences, but characters like Saber from the popular Fate/Zero are sure to help bridge the gap between those who are new to these series’. With the promise of more characters that have a bigger presence in the West, including the popular Super Sonico, (who was regulated to a support character role in the arcade version,) we’ll look forward to seeing how the roster increases as we get closer to release.

Naturally, their individual traits mean nothing if the game itself isn’t fun to play. Thankfully, this isn’t the case with Nitroplus. Using the face buttons to link together attacks is easy to do, so if you know how to push buttons in succession, you’ll like like a pro in little time. That’s not to imply that the game is too easy, because your standard mechanics like special moves, air dashing, guard breaks, and other intermediate to advanced techniques are all here, topped off by some gorgeous looking over the top super moves. At its most chaotic, summoning combo extending support characters allows up to six characters on screen at once! Fights can get crowded and hectic, but we wouldn’t have it any other way.

Nitroplus Blasterz E3 Screen 2

Basically featuring everything you’d expect from a 2D anime style fighter, Nitroplus Blasterz is looking like a game to watch for fighting game aficionados. Releasing on both PS4 and PS3 this fall and featuring online cross play support between the two versions, there’s no reason not to log on and throw down with friends as your favorite heroines.

It’s well documented that back when Destiny launched in September, the ambitious first person shooter looked to create a universe that grew as time went on, while connecting players in ways that hadn’t been seen on a console before. Yet, many reviewers and gamers alike felt like the game in its base state had under delivered on its promises, with repetitive missions and limited multiplayer functionality. As we approach the first year of the game’s life, its subsequent updates and add-ons have improved the game substantially, but Activision is hoping that The Taken King, Destiny‘s first full fledged expansion, will serve as the bridge between bringing back old players while recruiting new ones. Based on what we’ve seen so far, it might have enough content to do just that.

Destiny TTK E3 Screen 1

Hoping to feature a much stronger narrative compared to the main game, The Taken King revolves around Oryx, a god like being who looks to destroy the guardians with his army of Taken, reanimated and corrupted versions of the dead. On top of Taken versions of returning enemies, you’ll also have to square off with other Guardians who were killed in action, forcing you to go against enemies with your abilities.

Luckily for us Guardians who didn’t suck enough to get killed, the expansion will give us an extra advantage thanks to the new weapons and sub classes that are being added. With gear that now goes up to level 30, we’ll need to be armed to the teeth if we hope to take down Oryx. In addition, Titans, Hunters and Warloks each get new classes to expand their abilities. First, Sunbreakers will give Titans a flaming hammer that lets them take out surrounding enemies with ease. Nightstalkers allow Hunters to live up to their namesake, granting them an energy bow for long range kills. Lastly, the Stormcaller class brings rains down lightning on the Taken, courtesy of the Warlocks and their newfound ability to manipulate electricity. Then again, if all you want to do is shoot stuff, there will be two new weapon types for you to go to town with!

Destiny TTK E3 Screen 2

From the brief footage we saw of The Taken King in action, it’s not hard to see why this might be what converts doubters into faithful Guardians in no time. With a deeper story, more raids, stronger weapons and armor, sub classes that expand on the standard abilities, and new enemies to test your mettle, it’ll be interesting to see how the expansion changes the game when its released in September.

What are your thoughts on The Taken King so far? Sound off below, and check back in with us for more E3 coverage as its released!

At Xseed’s booth on the E3 show floor, it was clear how hard they’re looking to push the Earth Defense Force series. As a title with a strong cult following in Japan, its handful of Western releases on the PS3, Xbox 360 and PS Vita filled a need for giant insect blasting, but with Earth Defense Force 2: Invaders From Planet Space on Vita, and Earth Defense Force 4.1: The Shadow of New Despair for PS4, it’s clear that the publisher is looking to push these games into the forefront of their line up. After spending some quality time with each game, it’s easy to see what all the excitement is about.

Starting with Earth Defense Force 2, this handheld title serves as a remake of what’s considered the game that established the series’ current game play mechanics. As a third person shooter with a wide variety of military grade, or sci-fi inspired weapons, players can choose their fully customizable soldiers, establishing their look and class before they go into battle. Ranging from the standard soldier, to explosive experts, and the thrilling Palewing, which adds a jet pack for flying over the battlefield, each set up forces you to approach missions differently.

Earth Defense Force 2 E3 Screen 1 Vita

But once you’re on the battlefield, the over-sized bugs that fill the cities can overwhelm you easily. Navigating the large, yet contained city was one of the highlights of my play through, being able to run through or fly over these buildings as you destroy dozens of alien insects. As the fights become more intense and buildings start to crumble, scrambling for health packs and power ups become just as vital as avoiding damage, since you’ll quickly get overwhelmed, even on normal difficulty. It’s hard to believe that higher difficulties exist, because surviving on the default settings was hard enough. If nothing else, we know we can expect a challenging and exciting shoot em up, using arcade inspired game play that’s perfect for on the go gaming.

When moving over to Earth Defense Force 4.1, most of what was great about the handheld version held true for this PS4 remake of the PS3 and Xbox 360 versions of the fourth game. With more weapons, improved graphics and a bigger city supported by even more enemies, the boost in the presentation was instantly apparent. After trying out a variety of weapons, my PS4 play through had me settle with a beam based sniper rifle combined with the Palewing class, raining down satisfying punishment on my mutated enemies. In fact, it wasn’t until my overzealous style led me to shooting into a building at point blank range, killing myself with my own blast!

地球防衛軍4.1_20140904012010
地球防衛軍4.1_20140904012010

As one of the biggest surprises for me on the floor, these Earth Defense Force games were some of the most fun I had with a game at E3. Their simple to pick up and play, no nonsense mechanics made it easy to just jump in and start going to town on giant monsters, while managing to be punishing if you aren’t careful. It’s easy to see why the series has the following it does!

With each game launching in the fall, we’re eager to see how both titles progress. Check back with us for more on Earth Defense Force, and the rest of the games of E3 as news becomes available.

The original Project X Zone took us by surprise, becoming one of our favorite games of 2013. While Strategy RPG’s are usually the bane of my existence, PXZ‘s unique fighting game inspired battle system and its huge cast of characters from different Capcom, Sega and Namco Bandai worlds helped it leave a huge impression on me. After its sequel was announced and confirmed for a Western release a few months back, Project X Zone 2 promises a bigger cast from more of our favorite games, but after experiencing it at E3, we were relieved to find out that everything we loved about the game play of the first is still here.

Project X Zone 2 E3 Screen 2

Each party member in PXZ consists of a team of two, such as Ryu and Ken from Street Fighter, newcomers like Kazuma and Goro from Yakuza: Dead Souls, and even X and Zero from Mega Man X make their return, still serving as the closest we’ve got to a 3DS Mega  Man game. Seeing as the demo was in the early portions of the game, each team was restricted to three attacks per turn. Either a neutral attack, side attack or up attack triggered a different combo, acted out with some stylish, 2D sprite based animations. If you can link attacks against your opponents right before they touch the ground, your party delivers extra damage, rewarding you for your perfect timing. As you can probably tell, unlike most games in the genre, the battles are hardly passive.

With each attack delivered to and received by some of the biggest foes of each universe, (including Juri and Dural making their comebacks, with newcomers like Sigma on the front lines,) each unit builds their XP meter. This allows them to guard, become invulnerable for the turn, or counter attack, with the hopes of defeating the enemy during their own turn. By pulling off long string of combos and not overspending the meter, playing well will allow the meter to fill up passed 100%, which comes in handy when pulling off their ultimate attacks. As visually impressive as ever, it’s amazing watching so many iconic moves pulled off to do huge damage, especially when the old characters were given new moves to keep things fresh.

Project X Zone 2 E3 Screen 1

Overall, PXZ 2 is almost identical to the original, (which you can find out more about in our review,) but more of a good thing is never bad. Combining these updated teams and attacks with new support characters, (like Leon Kennedy from Resident Evil,) and it looks like we’ll have another addicting love letter to long time gaming fans.

Project X Zone 2 is set to launch this fall exclusively for the Nintendo 3DS.

So as you may or may not know, the main Naruto series wrapped up late last year. With the story coming to fruition, that leaves the video games wide open, with the ability to feature a full roster, expanded abilities, and some of the craziest jutsu’s you’ll likely ever see. Considering the Ultimate Ninja Storm series always manages to take things to an even higher level than its source material, and I knew that Storm 4, the upcoming title that looks to explore the finale of the Fourth Great Ninja War, would not disappoint. As expected, the E3 demo had more of everything when it came to its five playable characters. More moves, more awakenings, more flashbacks, more angst… It’s what we’ve all come to know and love about the Naruto franchise!

Naruto UNS 4 E3 Screen 1 - Copy

Having the option of fighting with up to two partners for support, Storm 4 doesn’t veer far from the game play of the previous games. Starting battles in a more dynamic way, with each team clashing at the center of the stage before the fight starts, each ninja will be able to mix up normal attacks, special attacks, substitution counters, and Ultimate Techniques to take out their opposition. Using techniques from the final chapters of the manga, characters like Obito debuts in his Six Paths form, while Edo Madara and Sasuke can each fight as or unleash their Susano ability, which results in some wildly over the top scenes. Even Sakura got a significant update, mirroring her crowning achievement in the final chapters. What adds an even more authentic touch, is like in previous games, defeating enemies with an ultimate jutsu results in a flashback, with the winning character delivering some inspirational, sometimes angsty internal dialogue. Just wait until they start crying blood!

Now that I mentioned it, fighting AS Susano is pretty great. As veterans might have figured, this is Madara and Sasuke’s Awakening ability, which is a powerful transformation that’s triggered when low on health and after the super meter is charged beyond capacity. Not allowing the Uchiha clan to have all the fun, Naruto can go full Nine Tails mode, firing off Bijuu Bombs like nobody’s business. Sakura’s chakra release reveals her full strength, with each landing blow resulting in an earth shaking pause. I have to say, watching Awakened Sakura in action was the highlight of my time, since the game finally captured how much of a badass she can be. Then again, it took almost 700 chapters for the manga to realize it, so the game gets a pass.

Naruto UNS 4 E3 Screen 2 - Copy

If you’ve played a Storm game before, you know what to expect, only now, with a bigger, better roster and move set. If you’ve never played them before, these games just might be the mindless, button mashing fun you’ve been looking for. Considering I’m still having so much fun with the game after I’ve played every one in the series since it debuted, it shows how much fun summoning a giant fox on top of ninjas can be.

Naruto: Ultimate Ninja Storm 4 wraps up the series this fall, for PS4 and Xbox One.

With most of the major survival horror franchises either veering more towards action adventure, or completely dropping off the map, it’s good to see smaller franchises filling the void. Case in point: Corpse Party: Blood Drive, a Vita exclusive title that takes the concept to the extreme. Games like Clock Tower 3, Haunting Ground and Silent Hill: Shattered Memories were always some of my favorites, because in true horror movie fashion, you have nothing but your wits and the occasional tool to hold temporarily hold off enemies to ensure your survival.

First off, we should mention that Blood Drive is the final game in a trilogy, so if you never played the PSP games before this, you might want to do so to avoid being spoiled. With that said, as with most Japanese horror titles, Corpse Party puts you in the role of a Japanese school girl, fresh off the heels of the previous game. After being able to defeat their latest supernatural threat, it appears that peace has finally been achieved. It’s not long however, before this group of friends finds themselves trapped in a building while being pursued by a relentless monster, where even the environment is out to kill them. All with a cute, chibi inspired graphics style!

Corpse Party Blood Drive E3 Screen 2

Not to be misled by its cute character models, Corpse Party is absolutely brutal. With a pitch black environment, your character has to rely on her flashlight to navigate the halls, which is vital considering stepping on glass, barbed wire, pulsating flesh, and holes in the floor will all cause damage when stepped on. Now with an unlimited battery that was not in the original Japanese version based on fan feedback, just because you’ll always have your light doesn’t mean you should use it. Being too overzealous can alert the monster that’s pursuing you, which is where the real fun begins.

When being chased, the only thing you can do to avoid being killed is to run for your life. Creating distance between the two of you is the only way to truly avoid the monster, but with so many traps along the way, it’s really easy to accidentally kill yourself in the process. If your pursuer does lose track of you, your character can hide in a cabinet until it gives up its search, but unlike most horror games, there are no holes in the door to peak through. The only way to know if the enemy is gone is to check your heartbeat, which increases as the monster draws closer. Once safe, retreating to, or finding a new save point will replenish the health you surely lost, making it safe to continue your progress… For now.

Corpse Party Blood Drive E3 Screen 1

Considering I was at a crowded, loud E3 hall while playing, Corpse Party still managed to be incredibly tense, which is a testament to how creepy the game can be. Creating such a feeling of helplessness is something I’ve missed in more recent games, but I’m thrilled to see that Blood Drive is keeping it alive and well. Want to catch up with the series? Check the Playstation Store and get caught up with its prequels, then prepare for the final chapter in the Corpse Party story when it releases just in time for Halloween, on October 13th.

Due to how licensing works, it’s rare that we get the crazy anime crossovers that Japan plays fairly often. When J Stars Victory Vs. was released for the PS3 and Vita last year, it was one of those times that we were thankful that those systems are region free, since there was no way this game was coming to the West.

Right?

J Stars Victory Vs Screen 3

By some small miracle, the stars aligned to make J Stars Victory Vs. + a reality for us Western and European fans. Pitting the likes of Goku from Dragon Ball, Yu Yu Hakusho‘s Yusuke, and Naruto from, well… Naruto, some of Shonen Jump’s biggest heroes and villains clash in this 3D fighting game. As I’m not one to pass up witnessing a miracle in person, I got to check out a demo of the localized build at Namco Bandai’s E3 booth and find out how it’s coming along.

Taking place in a variety of iconic locations from each series, battles consisted of two on two matches with a third character acting as support. Having a full 3D space to fight in, players will have to take cover behind structures, keep an eye on their opponent and attack fast, since each character will have a variety of ways to take down their opponents. Being able to lock on and dash towards your target closes what can be a considerable distance between you and your enemies down quickly, and making sure to charge your energy to unleash weak, strong and area attacks were the biggest keys to victory, especially when this power can ultimately unveil each character’s transformed state. Including Goku’s Super Saiyan, Naruto’s Sage Mode, and Kenshin drawing his sword, new, more powerful abilities become unleashed, destroying your enemies, (and the environment,) in the process.

J Stars Victory Vs Screen 2

On the subject of victory, winning is achieved in a slightly different way in Jump compared to most fighters. Rather than simply KO both teammates, your pair of fighters fills their win gauge every time they defeat an enemy. Three victories result in a win, so one partner can lose all three times and blow it for their team. It’s a good thing single player hands you a CPU teammate to blame when things don’t go well, but you might want to apologize in advance to your friend if you lose during a co-op match.

With the final version featuring over 50 characters from over a dozen series’, any anime fan, and ESPECIALLY Shonen Jump enthusiasts will want to mark June 30th on their calendar. J Stars Victory Vs. + will be available for PS3, PS4, and PS Vita with online and offline play, an adventure mode that ties these worlds together, and an arcade mode that’s exclusive to this “plus” version! Check back for more details on the rest of the roster, and our more in depth impressions once we’re able to play the full game!

Zombies are such a hot commodity these days, that it seems like just about every city is having an outbreak. We’ve seen plenty of takes on the undead in the last few years, especially in gaming. Yet, with so many versions of the zombie apocalypse out there, I can’t say that I’ve played any others with bikini clad samurai chopping hordes into pieces, but that’s exactly what we get with Onechanbara Z2: Chaos. We stopped by Xseed’s booth at E3 to find out how stylish the end of the world can be.

Onechanbara Z2 E3 Screen 2

The last time I played an Onechanbara game, it was Bikini Samurai Squad on the Xbox 360. With a slow, plodding combat style and tedious exploration, it’s safe to say that I wasn’t a fan. With Z2 however, the developers at Tamsoft seem to have taken a page from their popular Senran Kagura series, cutting out the filler and getting straight to the zombie killing action. Playing much like your Dynasty Warriors’ of the world, your team of girls uses stylish combos to wipe out hundreds of enemies at one time. Attack strings are as easy as alternating between the weak and strong attack buttons, yet still looks cool enough to feel satisfying despite their simple execution. As the blood flies and the limbs scatter, your weapon becomes weaker when your blade becomes stained. Serving as a way to force players to take a break and find a safe spot between button mashing, a quick shoulder button tap will shake off the blood, looking like a badass in the process.

Speaking of badass, the demo contained four different heroines, all of which could be swapped out on the fly to extend combos. From twin katanas, to their fists, to a chainsaw that would make Ash Williams proud, each girl has their own strengths, weaknesses and speed to consider. Depending on the situation, a more powerful character might be more suited when bigger enemies show up. When you need to cut through giant waves in a hurry, one of the faster characters might be what you need. Being able to swap them out whenever you want makes adjusting easy, whether you’re doing so for tactical reasons, or if you just want to play as your best girl.

Onechanbara Z2 E3 Screen 1

As expected from Tamsoft, Onechanbara Z2 is looking like an enjoyable hack and slash for someone who wants a less depressing take on the zombie infestation we’re all so afraid of. Launching exclusively for the PS4 on June 30th, it won’t be long before you can bring these monsters to your knees, and look good doing it!

The Street Fighter franchise holds a special place in my heart, as the first arcade game I played. As the series progresses and evolves, it’s a must for me to learn the ins and outs of how it grows, which is why playing Street Fighter V on the E3 show floor was a must. After playing IV and its multiple versions for so long, I thought jumping into Capcom’s newest fighter would be easy. As I would soon learn though, everything unique to the last game is thrown out the window.

Street Fighter V E3 Screen 3

Featuring every character announced so far, including Ryu, Chun Li, Cammy, M. Bison, and Street Fighter Alpha veterans, Charlie and Birdie, the first change that I noticed was the pacing of the game. Using my familiar attacks with Chun Li were just a step off, or would miss by a fraction of a second, which can make all the difference in a match. It was soon clear that despite IV being considered a slow paced fighter, V is slightly slower, which forces different timing on attacks. Aside from this, most of the returning characters played similarly to how they have in the past, with some moves being changed, (Chun’s Lightning Kick is a quarter circle motion with a set amount of kicks as opposed to rapidly tapping,) removed, (her Hazanshuu split-legged overhead,) or added, like most of Charlie’s move set.

Street Fighter V E3 Screen 1

But while the foundation may be the same, V adds some features that make it stand out from its predecessors. Removing the Ultra Meter and Focus Attack that became vital parts of the last game, this new version replaces them with the V-Gauge. The V-Gauge builds as each character lands hits or gets damaged, with three different functions. For instance, the V-Skill gives each character a unique move, like parrying for Ryu or teleporting for Charlie, the V-Reversal, which activates a counter attack when being hit by an opponent, or the V-Trigger, which costs both segments of the two tiered meter. Similar to an Ultra, V-Triggers are meant to turn the tides of battle, with each fighter having unique boosts. For example, Ryu hits harder while Chun-Li gets an extra hit added to each attack. These attacks change the dynamic quite a bit, but I would imagine that it would be even harder to balance the game with such drastic differences between the cast. The people at Capcom have been the leaders when it comes to fighting games for so long however, that if anyone can pull it off, it’s them.

On the subject of changes however, if you’re expecting to jump in as Charlie or Birdie, both have gone through huge changes since their last appearances, with Charlie especially playing completely differently. For Birdie fans, (all five of you,) you’ll be happy to know that his massive weight gain has come with more long range options. Finally putting that chain to good use, he’ll be able to command throw with it as both an anti air and a long range option. Charlie on the other hand, has discarded all of his charge attacks with the good old quarter circle. Using variations of the Sonic Boom and Flash Kick that he taught to Guile, the new Charlie plays much more aggressively, being able to control space with his projectile, while teleporting in close and overwhelming them with his scythe kicks. Assuming Guile will be in the game, it makes sense that Charlie gets an overhaul, and while we joke about how fighting game stories don’t matter, I’m excited to see where his new attitude takes him.

Street Fighter V E3 Screen 2

Want to play Street Fighter V for yourself? Make sure to pre-order in time to experience the open beta, which will launch for PS4 on July 23rd! Until then, keep an eye out for our future impressions, and share your PSN ID’s below so we can get some games in! Just don’t beat me up too bad.

Street Fighter V will launch exclusively for PS4 and PC in early 2016.

Is it safe to say we can add one thing to the things that are guaranteed in life?  Along with death and taxes, an annual Call Of Duty is essentially a given at this point. When approaching an annual franchise such as this, the question that surely comes up is how to make it different from its predecessors while keeping the foundation of the wildly popular title intact. In Call Of Duty: Black Ops III, Treyarch seems up to the challenge, integrating some futuristic tech and insane, new abilities to the battlefield. At E3, we checked out the combat in the campaign to find out how much war has changed this year.

While the Black Ops sub series has typically focused on past wars like Vietnam while the main series shifted from WWII to more futuristic settings, this third game decided to play catch up. Taking place in a ruined future, your squad consists of a cybernetic team of enhanced soldiers with some powerful abilities to combat the army you’re up against. Featuring both split screen and online co-op play, each character can be fully customizable, including character creation options in campaign. Once the appearance is set, the load outs and abilities determine their offensive capabilities, which obviously affect how you approach battles.

Call Of Duty BLOPS 3 E3 Screen 1

On that subject, battle felt so much different compared to past games, Most COD games revolve around shooting, taking cover for about five seconds until your bullet wounds self heal, then pop out of cover to do it all again, with the occasional gadget or heavy weapon to mix things up. In Black Ops III, the team is looking to change that mentality, thanks to what’s being called the Cyber Core. This function allows players to change their abilities, tools and attacks on the fly, some of which are so crazy, you’ll wonder if you’re still playing Call Of Duty! From what we saw, soldiers will be able to remotely hack turrets and drones, point at enemies and make them explode Frieza style, ride mechs, destroy mechs, summon insects to tear enemies apart, sprint across the map to punch people out at high speed, and even drop a spiked disc on foes to rip them to shreds! What game is this again?

With friends being able to join your story combined with all of these new powers, the game had to evolve to compensate as well. One of the most noticeable changes was how big the campaign map on display was. Enemies were pouring out from all sides, making it easy to become overwhelmed. Abusing your new tools is a must, since the fights just seemed to flow so much better when the entire team was pulling their weight. Much more preferable over the typically useless AI, Black Ops III has a real chance of being the game to play with all your friends.

Call Of Duty BLOPS 3 E3 Screen 2

While this is one of the last things I expected coming in, I left feeling like this year’s Call Of Duty has a chance to be one of the biggest surprises of the year. It’s not every day that a long standing franchise changes its features up to such an extent, but I’m hoping that the risk pays off for the folks at Treyarch. Combining the campaign with the return of Zombie Mode and the online multiplayer that we’ve come to expect, and it looks like even the most seasoned soldiers will have to stay on their toes when Black Ops III releases this holiday.

Any game that allows four player couch co-op is always welcome. Say what you will about online gaming, but there’s nothing like being able to settle in with your bros, (and bro-ettes?), grab a bunch of controllers, and go crazy. With local team ups becoming more and more rare, it’s always exciting to see a game get the full, team up treatment. In Super Dungeon Bros., both online and local “bro-op” are supported, allowing four players to rock out in this rock-and-roll inspired hack and slash. We sat down with the game at E3 to check in on how the game is coming along so far.

Super Dungeon Bros E3 Screen 1

Tasked as choosing between Axl, Lars, Ozzie or Freddie, four knights with distinct personalities to match with their bright colored armor, game play relies less on who you choose, and more on what you choose! Each bro can choose a variety of weapons, including swords, bows and hammers. Aside from the typical differences between attacks, such as speed, damage and range, each one also has their own, unique abilities that help the team clear enemies from each room. For example, the sword unlocks what’s called the “Bronado,” where its user activates a prolonged spin attack, while stacking the partners he makes contact with on top of him, resulting in a spinning tower of pain for their enemies.

On that subject, stacking is important when progressing through the dungeons. A co-op game in every sense of the word, progression often requires partners to team up. Whether that means stacking and throwing bros over gaps, activating multi person switches, or opening distant doors for the rest of the team to go through, working together is key to advancing. With that in mind, the team has to make sure to be on the same page, since taking too long results in larger waves of enemies respawning. Taking too long to enjoy the scenery can result in a tougher dungeon, so you’ll always want to be moving. Then again, don’t move TOO much, since dodge rolling consecutively leads to your bro getting dizzy. It’s all a balance, you see.

Super Dungeon Bros E3 Screen 2

Like a Call Of Duty E3 presentation, Super Dungeon Bros is bro from head to toe. Including plenty of co-op abilities, four player local and online modes, awesome music, unique abilities and characters with their own sets of wisecracks, and a fast paced play style, and you get what’s shaping up to be a very enjoyable multiplayer experience. With cross play between the Xbox One and Windows 10, or PS4 to PC, you’ll have plenty of ways to team up with your friends and rock out when the game is released late this year.

In late 2014, rumors swirled around the idea that Nintendo and Disney were in negotiations for some type of collaboration, one that many of us thought would be cross compatibility between the hard to find Amiibo figures and the house of mouse’s own Toys To Life franchise, Disney Infinity.  As it was  revealed at E3, they were definitely in talks with someone, but Activision’s Skylanders: Superchargers ended up as the home for Nintendo’s guest stars. Featuring Skylanders themed versions of Donkey Kong, Bowser, and their own vehicles, we were able to see them in action on the show floor, with some surprising new abilities for hardcore fans of all things Ninty.

Starting with Turbo Charge Donkey Kong, the iconic ape heads into Skylands with a snazzy, new jumpsuit to go with his trademark tie. Featured as a Life Element Skylander, not only using his brute strength to defeat Kaos’ evil forces, but DK also digs deep into his old bag of tricks when fighting off enemies. This includes throwing oversized barrels at enemies, attacking them with girders ripped straight out of the 80’s, and a Donkey Kong Country inspired barrel that launches him into the sky, (and on top of his helpless foes.) His vehicle, the Barrel Blaster, gives the Skylanders their own over-sized motorcycle to cruise along with. When DK uses it himself however, he Supercharches it and provides some powerful upgrades, which includes an appearance from Diddy Kong, who pops up out of the side car! Needless to say, it’s clear that Donkey’s portrayal goes above and beyond the levels of fanservice we would have expected, so much more appealing to own!

Skylanders Superchargers Amiibo E3 Screen 3

Not to be outdone, Hammer Slam Bowser arrives with his own special abilities, both new and old. As the name implies, the king of the Koopas comes equipped with his own golden hammer, which he uses to smash enemies with his standard attacks. As you would probably expect, Bowser serves as a fire element Skylander, with his fire breath in tow. When he wants to leave the action to his minions, he can call upon his Koopa Troopas to walk in a straight line. If this works as well as it does against Mario, Bowser can mimic his rival by jumping on his own minions and knocking their shells into enemies. If you want to get morbid with it, burning them with his fire breath turns them into Dry Bones. That’s not to say that the villain can’t take care of himself, especially when his new form comes into play. As Magma Bowser, the already imposing figure grows larger, spews lava, and somehow manages to become even more imposing than he already is. Throw in his Clown Cluster plane that’s designed around his trademark Koopa Clown Car, and you have a fearsome ally on both the land and in the skies. When Supercharged, the clown design gets replaced with something closer to his likeness, taking the form of the king’s flying fortress.

Skylanders Superchargers Amiibo E3 Screen 1

Sounds awesome, right? The only catch is that these two WILL NOT be sold individually to help avoid confusion with the other versions, since they’ll only work on Nintendo platforms. If you want Donkey Kong, you’ll have to pick up the Wii U starter pack. For Bowser, the 3DS version will be the version for you. While understandable, this is still disappointing for those who don’t typically buy the Wii U version. Traditionally, portable Skylanders games have been drastically different from their console counterparts, so picking that copy up isn’t so bad. For someone like me who owns the home versions on other consoles however, it makes things a lot more complicated to say the least. It’s safe to say that boosting sales of the Nintendo versions is the goal though, so mission accomplished? Oh, and why do they both come with Stealth Elf? I foresee a ton of trade ins in her future.

Skylanders Superchargers Amiibo E3 Screen 4

Either way, both characters are worth doing what you have to to get them. Aside from their new designs and amazing in game abilities, twisting their base switches between Skylander and Amiibo modes, allowing them to function as both. But most importantly, is this enough to sway you? Give us your thoughts on this new collaboration, and look out for a full preview of Skylanders: Superchargers in the coming days.

One of the most exciting aspects of the upcoming Devil May Cry 4: Special Edition when it was announced was the expanded list of playable characters. Joining Dante and Nero are Trish, Dante’s original partner and unlockable protagonist in the first and second games, Virgil, Dante’s brother and antagonist of Devil May Cry 3, who made his playable debut in that game’s special edition as well as returning in DmC: Devil May Cry, and Lady, the explosive bayonet wielding demon hunter who Dante befriended in the third game. Yet, despite appearing in two games, Lady has never appeared in a playable role. You would think being a demon killing human with a giant gun in a world filled with monsters would be the perfect character to play with. Apparently, the people at Capcom agreed, since she is finally making her playable debut, which is why we couldn’t help but try her out at E3 to see if the wait is worth it.

Devil May Cry 4 SE E3 Screen 1

Usable in both the main campaign and the Bloody Palace survival mode, it’s immediately clear that Lady requires players to be much more methodical in their approach to building combos. With her main weapon, she is able to fire off explosives at long range, while using the bayonet blade to cut up opponents up close. With three different firearms as sub weapons, switching to each one at key points is vital to keep the combos flowing, especially since her main attacks are relatively slow.

Lacking any kind of dash makes it harder for her to close in on faraway enemies, Lady makes up for it with her grappling hook. With a quick tap, she can latch onto enemies and pull herself towards them, pull them to her, or launch into the air by using her foes as a target. Being able to master this grappling technique in combination with her firearms, melee attacks and special moves make getting high stylish scores much different compared to the rest of the cast, but when you start seeing those S ranks pop up in battle, the effort is definitely worth it.

Devil May Cry 4 SE E3 Screen 2

While completely unique compared to the rest of the cast, Lady’s learning curve might put off some at first. With that said, her unique approach to battles separates her from the existing cast, adding more variety to an already deep action game. Want to play with Lady, Dante, Nero, and the rest of the cast? PS4, Xbox One and PC owners will get to try them for themselves when Devil May Cry 4: Special Edition releases digitally on June 23rd.

As a huge fan of rhythm games, even I was exhausted from the constant Guitar Hero releases in the mid to late 2000’s. Between GH and rival series, Rock Band, the over saturation of a suddenly hot genre led to both series’ fading away as quickly as they rose to prominence. While the good folks at Harmonix seem to be playing it safe with their next effort, complete with backwards compatible instruments on Xbox and nearly their entire back catalog available as DLC, the team at FreeStyleGames, (primarily known for their DJ Hero games and Sing Party for Wii U,) is going back to basics. With a brand new, six button guitar, an original interface that uses real, first person stage footage for certain shows, and a total revamp of the traditional playlist, Live surprised me with the drastic shift its taken compared to its previously successful formula.

Starting with the guitar, if you’re expecting five colored buttons, you’re going to be in for a shock. The only frets this time around are six buttons at the top of the neck, three that go sideways and three more right under them. To say it’s an adjustment to play is an understatement, since even a Guitar Hero veteran like myself was having trouble with even the most basic songs. Thankfully, Star Power, (now called Hero Powers,) was still there to bail me out after hitting a series of particular notes in succession. In terms of the core game play though, it’s about what you would expect. Adding a fret-less strum, as well as single and double frets for a total of 10 possible inputs, difficult songs can get very complicated. My only complaint with the new set up is would be that hitting double frets, (holding the top and bottom buttons on the same column,) took special effort, not feeling intuitive at all. Then again, it will probably take more than 10 minutes to get used to the guitar, so maybe I just suck. We’ll reserve final judgement for now.

Guitar Hero Live E3 Screen 3

Consisting of two main modes of play, the equivalent to a career section would be the Live Mode. Taking place in first person, you’re tasked with touring with a band, performing whatever songs are on your crew’s set list. The crowd responds to your performance in real time, so what might start as cheering  can quickly turn into a sea of insulting signs, trash thrown on stage, and a verbal lashing from your band mates. As you’d expect, progressing leads to new songs and venues, but this time, with the intention of creating an authentic on-stage experience.

TV Mode on the other hand, can’t really be compared to any other modes of play. Consisting of three sub modes, (or channels in this case,) which consist of a themed channel that cycles different genres, a new music channel that rotates the game’s newest releases, and premium channels, sections where you’ll play special sets. The first two modes constantly change, going through a one hour rotation before the set lists change, keeping new music flowing at a constant basis. Premium on the other hand, isn’t just a title, since some will use never before on stage footage from the actual band that the challenge is based around. As in, footage which was recorded during their performances in first person just for this game!

Guitar Hero Live E3 Screen 1

In these modes, the game is always running, even when you’re not around. Songs continue to play on each channel, and selecting them through TV will throw you into the song at whatever point it’s at when you start. As you perform, you’ll be automatically thrown into matchmaking and compared to other players who play at a similar level. Scoring high, reaching certain combo goals, (which is much easier to see thanks to the glowing notes that signify each multiple of 50,) and completing other challenges unlocks more EXP and bonuses, with even more content being offered at the Premium section.

Speaking of, knowing how much potential Premium holds, the game is also going to make you work for the right to play it. Premium challenges can only be played by spending in game currency that’s earned through other modes. All of the game’s newest content will be debuted on this channel, so any new DLC will likely be centered around a specific band or theme, forcing players to go head to head at songs no one has played before. Serving as the mode that yields the most unlockable content, highest EXP bonuses and exclusive, timed items, the devs want you to constantly check in to see what new challenges await. After all, once some of these in game items are gone, they’re gone for good, and WILL NOT be sold as future DLC, so you might want to make sure your guitar skills are up to snuff when the time comes around.

Guitar Hero Live E3 Screen 2

As EXP is earned, it can be used to customize your equipment, unlock new note highway designs, and even obtain other Hero Powers. With it’s current system, you’ll be able to adjust the game to cater to your play style, so if you want your guitar to earn more points per note, carry more Hero Power, raise its maximum multiplier or reach higher multipliers with fewer notes, it’s all yours to upgrade! How this will affect online matches is unknown, but we trust that there will be a level of balancing included when the final game releases. Outside of game play, special channels will open up that features music and genres that you tend to play most often, so you’ll rarely be stuck playing songs you don’t like! It’s clear that this could be the most customizable rhythm game to date, which we’re very excited about!

Now, to the most controversial part of what makes Guitar Hero Live stand out. The good news is that you will never have to pay a dime for DLC. After it debuts in the Premium Channel, the newest songs will eventually be cycled through the normal channels, depending on genre and band like the normal songs. But what if you don’t want to play randomized channels and want to play whatever songs you want on demand? This is where the pay wall comes in. During normal progression, you’ll unlock a separate currency called Plays. Each Play can be exchanged for the right to play any song, DLC or otherwise, at your choosing, including customizing a playlist in exchange for multiple Plays. If you run out however, you’ll have to pay out of pocket for more. And what about those times where you have a group over who wants to try everything? In these cases, unlimited passes can be purchased, which give you access to the full library to play as much as you want for a limited time. New challenges cycle through on a regular basis, so there will never be a time where Plays can’t be unlocked  for free, but this might not bode well for those who want to play what they want when they want.

What I took away from my time with Guitar Hero Live is that it’s looking to be more ambitious than I ever expected it to be. With a new guitar, new note chart, fully customizable game play, some impressive on stage technology and a completely different approach on the standard DLC model, we’re excited to see what the future holds for the former franchise’s comeback tour!

Retailing at $99.99, look for Guitar Hero Live this October.

Despite its current reputation, people still take notice when they hear that the creator of Sonic The Hedgehog, Yuji Naka, is developing a new property. After floating around in development hell for a few years and shifting over to a new platformer, it won’t be long until we’ll be able to play Rodea The Sky Soldier for ourselves. At E3, we were able to check out the first few missions of the upcoming Wii U and 3DS game and see if it lives up to its creator’s pedigree.

Rodea E3 2015 Screen 1

As Rodea, a reactivated android who must protect the land from the evil that defeated him in the past, has a huge world in the sky to explore.Considering how low key this release has been, I was impressed to see how large of a scope this game has. If you can see it on screen, you’ll be able to go there, but you’ll have to strategically plan your jumps. While Rodea can fly for a short period of time, he needs to make contact with land or destroy an enemy in order to replenish the amount of time he can stay airborne. If you underestimate the distance, it’s going to be a long way down!

Holding one button to activate his reticule sets his flight path, while the attack button sends him towards enemies at full speed, barreling at them with a vicious spin attack, (sound familiar?). Flying through rings will set him on a short, on rails path to new areas, while collecting stars along the way counts both for points, and the ability to unleash a screen clearing super attack once you have 50 in hand. Feeling like a combination of sequences from Sonic Adventure 2 and Nights, it’s clear to see that Naka has his hands all over this project, which is a welcome realization.

Rodea E3 2015 Screen 2

Originally designed as a Wii game, there was also some good news for those purchasing the title on the Wii U version. What might be the final Wii release, all copies of the Wii U version will come bundled with a Wii copy, which will exclusively feature motion controls, and an online mode that lets players experience this huge world with friends from around the world. Combining this information with the jam packed collectors edition that was previously announced, and this package is looking sweeter by the day!

Rodea Collectors Edition

With all the praise out of the way, Rodea wasn’t without its problems. The controls take some getting used to, with jumping and targeting not being as intuitive as I would have liked. When on land, the camera mirrored the Dreamcast Sonic games in the worst way, often getting stuck or zooming in at the wrong times. Worst of all, while falling out of the sky with no land under you should result in an instant death, we’re forced to watch Rodea fall… and fall… and fall, until the game registers the lost life and sends us back to the checkpoint. Having said that, some of the other hiccups the game suffered, namely short jump times and weak attack distance will be improved as the player upgrades, so hopefully the rest of the problems will be addressed before the game releases in October.

Considering all of this new information, will you find Rodea: The Sky Soldier on your list of must buy games this October? Let us know in the comments if you’re planning on experiencing Yuji Naka’s next great adventure!

In between all of the news surrounding announcements for The Last Guardian, Shenmue III and of course, Final Fantasy VII, there was some exciting news coming out of Sony’s E3 press conference for Disney Infinity and Star Wars fans alike, but not so much if you’re not a Playstation gamer.

Much like last year’s exclusive collector’s edition which included The Hulk before he was released in stores, PS3 and PS4 owners will get early access to Boba Fett, as well as the Rise Against The Empire Play Set in a special Disney Infinity 3.0 starter pack. Dubbed the “Star Wars Saga Starter Pack, this set will include everyone’s favorite bounty hunter who doesn’t really do much in canon material, bundled with the Rise Against the Empire pack a few months in advance, (which comes bundled with Luke Skywalker and Leia Organa,) as well as the standard Twilight of the Empire pack, (which includes Clone Wars favorites, Anakin Skywalker and Ashoka Tano.) Retailing at $114.99, which is essentially the price of each item individually, do you really need to ask which version to get if you own a Sony console?

Mosey on down to the reveal trailer for the Rise Against the Empire Play Set below, and tell us if the inclusion of Boba Fett will sway your decision to pick up Disney’s next Toys To Life title, and make sure to check back for our full hands on impressions from the show floor!

One of the reasons why the Nintendo Digital Event felt so underwhelming was the surprisingly late release dates that some of the expected 2015 releases received. First, Yoshi’s Wooly World was given a release date of October 16, which is very odd considering the game launches in Europe in about a week. Last I checked, our regions spoke the same language, so the release was likely delayed to fill gaps in the vital holiday season. More understandably, (but just as disappointing,) it was also revealed that Xenoblade Chronicles X, the RPG epic that follows in the footsteps of the critically acclaimed Xenoblade Chronicles for the Wii and New 3DS, won’t launch until the end of the year, on December 4th.

Using a similar turn based battle engine as its predecessor, but focusing on a new universe and cast, the previews we’ve seen in the past show off an incredibly vast world that can be explored on foot or by mech. Primarily taking place in the colony of New Los Angeles, the few remaining humans are tasked with establishing their new home after Earth was caught in the crossfire of warring alien races, all while fighting to survive as other races seek their destruction.

With so much dialogue to translate, dub and convert over to our region, it’s no surprise that the game would take so long to release, Still, that doesn’t mean the news isn’t disappointing. Based on the first game and what we’ve seen of this one though, and I’m willing to bet it will be worth the wait.

What do you think of Xenoblade Chronicles X, or any other title Nintendo revealed for E3? Let us know below, and keep checking back for all your E3 goodness!