Last year’s Fate Extella: The Umbral Star brought the Fate universe to current gen gaming with a Musou style hack and slash. With the release of the Nintendo Switch, Sabre and her allies will get a second chance in the spotlight with a portable version of the crowd pleasing brawler. As usual when it comes to third party Nintendo games, we come in with skepticism, wondering if any concessions were made in the transition. After playing a build of the game, it’s clear that those concerns can be put to rest.

Outside of the cast of characters, Fate Extella is similar to most Dynasty Warriors inspired games on the market. By choosing from one of many characters from the Fate series, you travel from map to map effortlessly slaying hundreds of enemies at a time while you vie for control of the map. As you progress, more powerful foes will confront you, leading to some more challenging battles. Using unique combos, special attacks, and transformations that unleash your character’s full potential, seeing these moves in action are just as exciting to watch as they were last year. This is coupled with the fact that this game moves much faster than your typical Musou game, with the map being divided into smaller regions that you can transport to in what seems like an instant. I can see this cutting down on the monotony that games of this genre can face since removing the padding of travel can only work in its favor.

When it comes to the Switch version specifically, Fate Extella didn’t make any noticeable concessions when making the transition. The hundred plus characters on screen at once didn’t affect the game’s performance during my play session, and combat felt as fluid as it did when I originally tried the game on PS4. While the initial release was far from technically taxing, Nintendo third party titles have still earned a reputation of being inferior in some way, shape or form, so it was easy to see why some would be concerned. Thankfully, everything seems to be in order, offering fans of the original something that feels like a faithful port of the original so far. Only this time, the game doesn’t have to end when you’re away from the TV.

I’m optimistic about how Fate Extella: The Umbral Star will turn out on the Switch. With no noticeable shortcomings compared to its first go around, complete with the large amount of enemies on screen at once, let’s hope that this will be a sign of things to come when dealing with third parties in Nintendo’s new system. Any reason to get reacquainted with the cast is good enough for me, so I can’t wait to see if the full version holds up.

Fate Extella: The Umbral Star is scheduled for a July 25 release.

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.

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!

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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.

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!

XSEED announced today that the prequel to the popular Ys series, Ys Origin will be coming to Steam on May 31st. At the price point of $19.99, this is a perfect time to get acquainted with what everyone in Japan got to play back in 2006.

Besides having the game translated in English for the first time, being on Steam will have the usual achievements and cloud support. For those who prefer to use a controller instead of mouse and keyboard, you heathens, you will have that option as well.

If you are not familiar with anything Ys, check out http://www.worldofys.com/yso/ to get caught up.

 

When Okami came out for the Nintendo Wii, I immediately went out to find a copy to play. Between the art style and the story, I couldn’t put the game disc in the Wii fast enough. 30 minutes later, I was cursing how bad the motion controls were. Now, Sumioni: Demon Arts for the PS Vita gives me that same feeling with its implementation of the controls. What you think is going to be a side-scrolling action platformer ends up being a “how fast can you use the touch screens on the Vita while dodging every second” experience.

The story of Sumioni: Demon Arts is best explained as this:

The world of Sumioni: Demon Arts is one of melancholy and anguish. Years prior to the game’s opening, two evil men named Seimei and Fukujou successfully conspired to overthrow the Chancellor of Japan, Michisada, and his loyal aide, Tengan. But after this successful coup, Fukujou betrayed Seimei, attempting to steal all the glory for himself. Furious, Seimei invoked a forbidden incantation to unleash an ancient demonic energy, which he then used to do away with the traitor Fukujou and rule the land through intimidation, violence and fear. He kidnapped Michisada and his daughter to use in his twisted rituals, and threw the aide Tengan in prison on false charges. It seemed as if no one could stand in his way.

As time went on the land was driven further into despair by Seimei’s relentless oppression. Tengan, now old and frail, decided something needed to be done. Having heard rumors of an ancient Inkdemon named Agura sealed away within the borders of his prison long ago, Tengan began to toy with the idea of releasing this creature into the world and sending it off to put an end to Seimei’s tyranny. Despite the objections of his Inkgod companion, Shidou, Tengan gave his life to do this very thing, awakening a very confused and irritated Agura.

After a bit of coaxing, Agura finally agreed to help their cause and, along with another phoenix-like Inkgod named Yomihi, these unlikely heroes took off towards the capital to stop Seimei and the growing evil presence he had summoned years before.

In Sumioni: Demon Arts, players are given control of Agura on his quest to destroy Seimei and save Japan.

The reason I cut/pasted this excerpt from a press release instead of using my own words  is how the story is conveyed to the player. Telling the story with a lot of scrolling text over static images proved too much for me to handle. I tend to read fast so not being able to control the speed of the text left me frustrated while staring at the screen waiting for the next line to appear. Eventually, I got too frustrated with the amount of text that I would just skip it. I’m sure some voice over telling the story bits or making them a little shorter would have eased the pain I suffered just trying to read the wall of text Sumioni: Demon Arts presented to me. And this is before any game play!

With the first two levels of the game, Sumioni: Demon Arts gets the player familiar with all the controls and the powers you have at your disposal. The main powers are your ability to paint lines using the touch screen on the Vita to create platforms that while standing on, you receive a power boost to your attack power. Getting hit or falling off the platform (they will dissipate over a short period of time) resets that boost. You can also switch to water ink and erase lines you have drawn on the screen or if you tap near a projectile, erase them as well. I found this to be very useful in the later stages when it becomes a bullet hell.

Other powers include calling in a thunderbolt by holding down on the spot you want it to go and drawing lines of fire. I never found the thunderbolt helpful since it seemed that drawing lines of fire was just way more useful. The power to summon Inkgods is also at your fingertips. Yomihi (Phoenix Inkgod) and Shidou (Foo Dog Inkgod) are at your disposal and will recharge after each use. Think of them as extra helpers for a short period of time. The Inkgods don’t really attack more than two times before unleashing a power burst of energy at enemies. I found that their usefulness was always at the end of the stages or boss fights. Using all of these abilities will use up your ink meter pretty fast. Either finding ink bottles when destroying enemies or rubbing the rear touch screen is how you refill that bar, the later meaning you have to stay still and thus very vulnerable.

I love having options when it comes to abilities that I can use but when you have all of these abilities, your controls for them need to be fluid enough to make it easy for a player to seamlessly go from one to the next. Later stages start throwing so much at you that trying to use all of your abilities is just ostensibly clumsy. The issue becomes having to use the touch screen too much when so much is happening on screen that you lose control of the game and frustration sets in.

Stages are also setup in a way that if you don’t score a perfect 3 out of 3 stars on a certain stage, you will not advance to the lower stages on the map. This is not laid out clearly enough and as ashamed as I am about it, I had to look this information up. The game has several endings and the endings correspond to how far down the line on the map you get to. If you wanted to, you could be done with the very easy ending in under 30 minutes. While I don’t mind replaying a game over and over to get the other endings or more stages to play, not having variety in what you are doing will just turn players off from doing that.

The way the variety is handled is by throwing three different scenarios at you with a varying number of enemies. Make it to the end of the stage before a giant instantly kills you by touching you, survive waves of enemies until time is up, or get to the end of the stage and destroy a castle. Boss fights come at the end of the current line you are on. These fights end up being longer than they should since the bosses have insane amounts of health and how quickly you run out of ink. Good luck rubbing the back of the screen when bullet hell activates.

So in the end, what could have been a gorgeous action platformer just ends up being a case of “using all the tech the Vita has” like Uncharted: Golden Abyss did. Like Okami having a PS2 version for people not wanting to deal with the motion controls of the Wii, I wish Sumioni: Demon Arts was on the 3DS. My reasoning is that maybe Acquire would have had to make due with just one touch screen and the controls might have been a little less chaotic.

From what I played on my PSP, XSEED Games were some of the most played by far. The Legend of Heroes: Trails in the Sky, Lunar: Silver Star Harmony and Ys: The Oath in Felghana were always either on my PSP or ready to go in my PSP’s case.

Now, XSEED Games has released info that the games you loved to play on your handheld or console will be coming to Steam. It all starts on March 19th with Ys: The Oath in Felghana for $14.99. This edition includes Steamworks features such as Steam Achievements and Steam Cloud support. Later on down the road, we’ll get something special for Ys fans: Ys Origin was never released outside of Japan so to have this game finally released in English in North America is a pretty big deal. I’m excited about that particular announcement.

What games from XSEED would you like to see released next on Steam? I’m thinking Little King’s Story myself!