Friday, June 27, 2014

1001 Spikes is COMPLETE!  

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 Movies: Breaking news! Guillermo Del Toro has just announced that Pacific Rim is officially getting a sequel. (And more comics. And an animated series!) I am soooooooooooo stoked!  Bring on the Jaegers!!

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Triumphs: So I just finished 1001 Spikes (Vita) a few minutes ago…


Wow, what a crushingly-hard, patience testing, self-esteem erasing game. In most levels, death comes in less than a fraction of a second, and pixel-perfect performance is required to progress through tough spots over and over again. I’m trying to think of a game I’ve played that was harder, but I’m not sure anything was. The Extreme levels in Trials or some of the rough patches in Super Meat Boy come to mind, but it’s possible 1001 Spikes tops them. Either way, this was some hard shit.


It’s a fantastic game, though. It’s made with the precision of a Swiss watch, and the challenges are always fair if you know what you’re doing. Fair definitely does not equate to being easy, but I can only think of one spot in this 15-to-20 hour experience where I felt like maybe the developer was pulling a fast one. Quick reflexes and quick thinking are required for success, but it’s all according to formula -- there aren’t any secrets or tricks here.


If you’re the sort of gamer who doesn’t shy away from a brutal challenge, 1001 Spikes gets my highest recommendations, for sure. For those who are curious, here are my stats:

Total playtime – 18 hours, 28 minutes.

Total deaths – 1177.

Average deaths per level – About 19.

Most deaths in a level – 149 deaths in 4-3. Runner up – 132 in 10-4.

Lives remaining at game’s end – 798

Also, major, major props go to @MikeSuskie and @Boiteabebelles for letting me lean on them when times were hard. They had good advice when I needed it, and sometimes it was just enough to know that someone else out there felt my pain. And joy.




Games: In other games news, it seems like a whole pile of things popped up out of nowhere, and I went from having not enough to play to having too much. It's a good problem to have, to be sure, but it's tough to find enough time to cover everything that deserves it.

Here are some quick mentions…




Ultra Street Fighter IV. (PS3/360) It's an add-on to the core game that brings four new characters and a bunch of other stuff. It's been a long time since I played Street Fighter with any proficiency so it's hard for me to pick up on all of the nuances, but Poison and Elena have been added to the roster, and in my book that's a big plus.





Z-Run. (Vita) This is a small game made by a small team that’s an auto-runner similar to Temple Run or One Epic Knight on iOS, except that it feels a little richer thanks to having actual controls. Basically, you play as a survivor trying to hoof his way out of the apocalypse, so you're dodging obstacles and whacking the undead. Or jump-kicking. Jump taking the undead works too. This one is a great idea, but it seems like it needs a little more time in the oven. Still, enjoying it in short bursts.






Blue Estate. (PS4) This is an on-rails shooter based on a comic book I'm never heard of, but it's a pretty interesting -- not only does it work well with the PS4 controller’s motion functions,  it also looks great and it's got a lot more of a story than you might expect. Also, whoo boy, is this one for the grown-ups. It’s got loads of salty language and one of the main characters is a stripper named Cherry Popz, so I'll let you fill in the rest.

Besides those, there've been a few other things that I would’ve liked to get to -- Shovel Knight, Battle Princess of Arcadias, the State of Decay: Lifeline expansion and the X-Blaze: Code Embryo visual novel among others, but there are only so many hours in the day and I don't have enough time for what I’ve already got. Still, some of these might be worth looking into if you have availability on your own personal gaming agenda…




********************PR/NEWS/INFO********************




NIS America is happy to announce that Fairy Fencer F will be available for digital and physical release for the PlayStation®3 in North America on September 23 and in Europe on September 26!

Developed by COMPILE HEART, Fairy Fencer F is a turn-based RPG that features character art by Tsunako (Hyperdimension Neptunia series), as well as concept art by Yoshitaka Amano and music by Nobuo Uematsu who are both renowned for their work on the classic Final Fantasy series.

Key Features:

Robust Combat System – Witness the next evolution of Hyperdimension Neptunia's battle engine! Move your characters in a fully 3-D environment as you link combos in thrilling turn-based combat! Exploit enemy weaknesses to trigger Avalanche Attacks and watch your party gang up on opponents! Send your enemies sky high with Launch Attacks, then follow up with an Air Attack to send them crashing back to Earth! And if fights get really tense, simply transform into your upgraded Fury Form and really bring the pain!

Untold Levels of Customization – Use the Furies you collect to give your characters powerful abilities, or use them to customize dungeons to your exact specifications! Need a little more "oomph!" in your swing? We've got a Shaping Effect for that! Want some extra experience points after battle? We've got a Shaping Effect for that too! But what if you're a masochist who wants everyone—allies and enemy alike—to deal DOUBLE damage? Oh, you best believe we've got a Shaping Effect for that!

Artistic Pedigree – Enjoy the dulcet tones of renowned composer Nobuo Uematsu, the composer for many of the Final Fantasy titles. With character designs by Tsunako (Hyperdimension Neptunia) and Yoshitaka Amano (Final Fantasy I-VI), the line between cute and menacing has never been more blurred!

Saturday, June 21, 2014

Murdered: Soul Suspect, Entwined, 1001 Spikes, Luftrausers, and My Favorite Podcasts  

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Games: So, it took me forever (and really, it's not a long game) but I finally rolled credits on Murdered: Soul Suspect, and you know what? I really liked it a lot.

We really don't have enough detective stories and murder mysteries in gaming, so it's nice to get one that kept me guessing until the end. I genuinely did not know how it was going to turn out, and it was a nice surprise when I got there. Of course, I freely admit to not being the best at guessing who the guilty parties are when I watch or read mysteries, but hey.


Other high points? The voice acting was top-notch and I give major points for the game being mostly free of combat. The player will encounter a group of demons to be destroyed or avoided approximately once in every big "scene", but there are long, long stretches when all that’s happening is the player walking around to look for clues, and it was pretty cool.

Of course, it's got downsides like anything else does. The biggest thing is that Squeenix was crazy to release this at full price. Everything about the game screams "mid-tier experimental”, and it should've never hit retail for more than $30. At that price, I think people would be more willing to take a chance on something so unconventional, but when asking for the big bucks, it's hard to make the case. I’m not saying it's a bad game at all (because it's not!) but when 60 bones are on the line, it just doesn't stack up.

Apart from that, the biggest problem I had is that the autosaves kick in far too infrequently, and there's no manual save. As such, I found it tough to find time when I knew I would not be interrupted because I never wanted to lose progress in case I got called away, and it's impossible to predict when the game registers something significant enough to save.

Besides those things, the usual caveats apply. It's not totally polished, there are some weird hiccups here and there, and so on… The usual stuff you'd expect from a mid-tier title, but nothing major. If you’re a person like me who puts a lot of importance on the narrative and characterizations in games, Soul Suspect is worth checking out. There are plenty of places where it could improve, but these developers are totally on the right track. I hope they get the chance to make another one.




Earlier this evening I started (and finished!) and Entwined on the PS4. I hadn't heard much about it, but the YouTube trailer looked like Brad-bait, so I took the plunge.

The gist of it is that the player controls a fish and a bird at the same time (one on each stick) and they fly down a cylinder in space. The player must maneuver each of them independently through hoops that match the color of the animal, and at the end they merge into a dragon to fly around. Aaaaaand that’s it.


I really dig the aesthetics and it seems like there are the beginnings of some cool things here, but my biggest takeaway is that it just doesn't feel finished or even very well-thought out. For instance, it seems like it's trying to tell some sort of a story, but there's nothing there apart from some extremely vague impressions. Likewise, the gameplay is incredibly simple and I got tired of it about halfway through -- and the game is only about 90 minutes long, if that!

I kept waiting for the play to get deeper, the story to get richer, or for something interesting to happen, but what you see in the first level is what you get for the whole game, and it really doesn't develop any further.  It looks great in a trailer, but does not seem like something ready for prime time at all.




I've had a lot of time with the Vita lately, and I am quite proud to say that I finished 1001 Spikes a couple of days ago. This little hardcore platformer is difficult as fuck, and it was an exercise in hand-eye coordination and frustration management to make my way through, but I did it. 


I honestly think it's a great game, but the difficulty does get out of hand in certain spots, especially at the end… I don't really want to spoil the surprise for anyone, but let's just say that once you get to the end, everything that came before it seems like easy mode. Still, totally recommended if you want to have your ass kicked for a while.



I can't remember if I mentioned it here at the blog before, but I've been dipping into Luftrausers, also on Vita. I had heard about this title about 14 billion times from other people, but it wasn't until I saw it on sale for $5 that I jumped in. It was definitely worth that price, and I had a great time with it…


The concept of 2D combat flying (plus physics!) is simple and the mechanics are solid, and in general, it's a great play-for-15-minutes game, but I do have to say that it doesn't feel as balanced or polished as it should. Some of the in-game "missions" are incredibly tough, and rely on randomly-generated conditions before they can be completed. 

Apart from that, there's a mode called "SFMT" that unlocks after you beat one of the sky-filling blimps, and that mode is so incredibly hard that I rarely last more than ten seconds. I don't understand what kind of superhuman is able to play SFMT, but it's disappointing to know that I probably won't ever be able to complete the game because of it. Still, I enjoyed it for a good long while, and would certainly recommend it to action lovers on the Vita.




Podcasts: A couple of quick shout-outs to some podcasts that I really dig --

First up is GaymeBar. I think I've been following this one for about a year or so, and I have to say, the discussions between the three hosts are incredibly intelligent and insightful. I may not always agree with their final verdict on certain games, but I feel like I always learn something when I listen to them, whether it's their perspective on social issues, or in-depth examination of a title I hadn't considered before. There's also quite a bit of humor and general commentary, although it never reaches obnoxious levels the way that it does on some other podcasts. There's usually a fair bit of chatter at the beginning, so if you're a person (like me!) who doesn't go in for a lot of non-game talk, just hang tight. Once the guys get into the games, it's some of the best game chat I’ve heard.





Next up, readers of Coffeecola will know I have much love for Josh and Jay’sExcellent Videogame Show (featuring Rowan Kaiser) and that remains true to this day. These guys have a great chemistry between the three of them, and having listened to them for quite some time, it's nice to hear the way they work in callbacks and references. It’s almost like they're doing a comedy routine, and I mean that in the best possible sense. However, much like Gaymebar, when these guys start talking about titles in detail, they get into it quite honestly and call it like they see it. The lack of bullshit is pretty refreshing, and they make me laugh.






Finally, a mention for Chic Pixel Plus, from my friend @ApricotSushi. I think she does an absolutely fantastic job as host, and while I can't claim as much knowledge or as deep an appreciation for Japanese stuff as she can, she manages to make it all quite interesting, and the guests she chooses are thoughtful and well spoken. This pod is pretty much a must-listen for any Japanophile, and even if you're not much into that side of things, just hearing the way she runs her show is worthwhile.

Of course, there are plenty of other shows that I listen to, but I can’t get into all of them in detail now. Apologies to those I didn't get into, but I still love Cane & Rinse, Gameburst, The Dark Souls Two, Snap Judgment, Experience Points, and The Lonely Tardis!)


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Friday, June 13, 2014

45 Minutes with the Destiny Alpha on PS4  

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Games: Spent about 45 minutes with the new Destiny alpha on PS4 tonight, and streamed it as well.




Although I’m not a Halo fan, I've been pretty interested in this one ever since I went to Bungie headquarters last year for a quick peek. Although there weren't many hard details at the time, I got a general sense of what they were shooting for, and now that I've had hands-on, I'm happy to see that it basically ended up as exactly what I was expecting, in a good way.

Here’s a quick rundown.

I started things by making a Warlock-class character, and there were two other classes available. There were a decent amount of customization options (male/female, human/alien/robot) although I expected that more details would be able to be changed. Maybe later. Still, I was able to create someone who looked reasonably like my beloved FemShep, and that was what I was aiming for.



Once my character was made, I was put into a mission in Russia, and the area was quite open and easy to navigate. The game controls just like you’d think a Sci-Fi FPS should, with everything being standard except for the "special ability" mapped to the L1 button. In my case, it was a sort of purple magic grenade. Also, my melee was an energy burst/push-back sort of thing, mapped to R1. After leveling up once, I also unlocked a super move triggered by L1+R1 -- sort of a super fireball, and it was neat to see the camera pull back to show me throwing it in third-person.



After messing around some more, I found that the controller’s touchpad brings up a little robotic buddy that comes with you (looks like the little Bits from Tron) and while it’s active,  you can leave the level and return to homebase, or you can summon a vehicle at any time. My ride looked a bit like a speederbike from Return of the Jedi, but there are slots in the menu for plenty of other types, it seems. Again, I was happy to see the camera go into third-person for the vehicle section. Also, the homebase sections are in third as well. I'm not the biggest fan of first-person viewpoints, so I appreciated multiple opportunities to see my character, and not just her hand holding a gun.


The first mission was to cross the area and enter a large structure to find out what the aliens were hiding in there. This felt like a story-oriented sort of thing. The second mission was more freeform, with assignment markers scattered in the level, able to be started at-will. One had me collecting resources from downed aliens, one had me scouting the scene, and two were just ‘kill X number of dudes’, but the action was tense and enjoyable.



Towards the tail end of my playtime, I came across a few other real players who were in the same area that I was, and that was a neat occurrence. I’ve said this before and it still holds true now-- Destiny strikes me as a higher-octane version of Defiance, and that's a good thing. It's got the same open-world sort of philosophy, the same drop in/drop out co-op, similar use of vehicles, and other ideas that seem to be in the same ballpark. Of course, Destiny looks and feels about 42,000,000 times more polished than Defiance, but their cores are similar, and since I had a blast with Defiance, I’m expecting that’ll hold true here as well.

You had a good run, Defiance, but I'm pretty sure it's over now...

After the clearing the mission, I went back to base and chilled out for a bit… It's a standard sort of city-like hub, small in size with some merchants to get things from and a few people to talk to, but it seems like this place is still under construction. More to come here, I’m certain.

Overall, this was a super-positive first impression, essentially delivering exactly what I expected with a few extra surprises. I'm definitely looking forward to some co-op with friends and to get a taste for what the other missions are like. So far though, Destiny seems like a big thumbs up.

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Wednesday, June 11, 2014

Book Signing, Murdered: Soul Suspect, 1001 Spikes and No E3 Talk.  

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Books: I'm going to be appearing at the Indie Book Fair in Seattle this weekend in support of my latest, Speaking in Forked Tongues. 


If you’re in the area and you’d like to pick up a physical copy and have it signed, come on down!

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Games: E3! E3! E3!

No, I'm not there but there's been an absolute avalanche of news and previews coming out over the last couple of days. I'm not going to attempt to cover it in any way, shape or form at the moment -- there are a thousand sites out there that are doing a great job, so it's going to be business as usual tonight. I may have some things to say about it once the dust has settled, but for right now it's Coffeecola, for better or worse. 

Anyway, I've been ridicu-busy with real-life stuff lately so I haven't been able to keep up my usual speedy turnaround, but I have been plugging away at a few things.




First up is Murdered: Soul Suspect.  This one seems to be a real hot-or-cold one with reviewers in general, but me? I'm liking it.

The gist is that the player takes control of a detective who is murdered, but immediately comes back as a ghost before setting out to solve the case and catch the bad guy. The premise is a strong one and the voice acting is great, but what's really selling me on the title is just how weird it is in relation to modern design sensibility.



I believe it was my friend @DavidRobots who said that it struck him as something from the PS2 era, back when we were treated to all manner of strange things that took a lot of chances and rarely conformed to any one genre. That’s a smart observation, and one I agree with.

Since the player is a ghost, there's extremely little combat so far (you get chased by the occasional demon here and there, but it hardly comes up) so most of the time is spent walking around and looking for clues. Once you find a few, you have to string together semi-logical statements that progress the story, basically solving each step of the case as you go.

It's far from perfect and there’s all sorts of weird things happening in both the design and tech side, but it's really clicking with me. I like the main character, I like the idea of walking around as a ghost and just taking things in, and the developers do a pretty good job of crafting an interesting world. I'm not very far in (only the third or fourth major scene) but it's definitely keeping my interest and I like what I've seen so far.

Square-Enix was bonkers for launching this as a standard $60 game, though – I’d have a much easier time recommending it a $20-$30.




Also, though I'm still playing it, I just turned in my review for Monster Monpiece on the Vita. 


I won't get into it too much now since you'll be able to read it soon, but in a nutshell, it's a really great CCG-like wrapped in a lot of T&A and saddled with some of the most insipid, immature touch controls I've ever seen. I genuinely enjoy the game and think it's very well-made in most aspects, but those touch controls are just too much. Someone, somewhere really needs to grow the fuck up in a serious way.




Speaking of the Vita, mine’s getting a lot of play these days, as I'm also working on 1001 Spikes, a 2-D platformer that’s as hard as hateful nails.

To be fair, it's excellently made and there's a ton of content for people who want to dig into it, though it needs to be unlocked via a few different ways. For those who have the patience and the skill, it is a title worthy of respect.

On the other hand…IT IS SO HARD. Although I don't want to say that it's cheap or unfair, it's definitely a big believer in the "try and die" mentality, and demands a super-high level of attention and total focus from the player in order to progress.

I definitely like it it and I'm still working on the campaign, but there have been moments when I wonder how much the dev hated humanity for creating some of these levels. I've ragequit a few times, but then I inevitably come back to it after I cool off. The fact that I keep coming back to it says something about its quality, really.




Movies: I'm pretty late to the party on this one, but I saw X-Men: Days of Future Past a week or so ago, and I have to say I thought it was pretty damn boring.


Full disclosure, I was out of the X-Men (comics-wise) before DoFP came out, so I have no nostalgia for it from the books. I knew the gist, but it's not like I went into the film waiting to see specific beats or knowing it as someone who was more of a fan might.

Long story short (and no spoilers) I thought the characters made some extremely poor decisions that weren't really backed up in the movie, the action wasn't very exciting, and the film didn't do a great job of drawing me in. 

I had a much better time with Captain America: Winter Soldier, and in general, I like the way that Marvel is doing the movies on that side of the divide better than the way the X-Men and Spider-Man have been going. Hopefully all of the licensing rights will get worked out at some point, and the whole Marvel universe will get the same cohesive treatment.


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Thursday, May 29, 2014

Super TIME Force, Drakengard 3, Mind Zero, Of Orcs And Men, Destiny Of Spirits & Captain America  

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It's been a while since I updated and there's a lot to cover, so just gonna jump right into things here…

NEWS FLASH FOR THE SOULS FANS - NEW VIDEO OF PROJECT BEAST LEAKED via NeoGAF - HYPE LEVELS OFF THE CHARTS!!! Click this thing now!! 

...Holy shit, right? Thanks to @RichStanton and @EddieInzauto for the tipoff!


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Okay, on with the show.

Super TIME Force (XBO, 360, PC): About halfway through this one from one of my favorite developers, Capy Games. I've been a fan of these guys ever since Critter Crunch (rainbow puke for LYFE, yo) and they have yet to disappoint me. If there's a more consistent, reliable developer out there, I'd love to know who it is.

Anywho, TIME Force is a little hard to describe, but I think Capy’s own phrase "single player co-op" kind of explains things a bit. Basically, the player goes back-and-forth to different time periods Mega Man style, and has the ability to rewind time whenever their character dies. After rewinding, they can switch to a different character (several wacky ones to choose from) and the trick is that not only does the new character stay, the old, dead one does as well. With just a few dies and restarts, the screen is full of friendly "ghosts" who are all opening fire on the same boss, or laying waste to the same area.

The writing is hilarious, there's a lot of really clever, interesting design going on, and the graphics are stylized pixel art, which I think looks great. It takes a little bit of time to wrap your head around the rewind mechanic, but once you click into it, it's a much deeper, more sophisticated game than it first appears.




Drakengard 3 (PSN): There are no words in human language that can fully encapsulate how disappointing and terrible this game is. I was not a fan of the previous two in the Drakengard series, but I am absolutely in love with Nier, and knowing that D3 was from the same developers was all that was needed to pique my curiosity. Unfortunately, while there are a few moments where hints of a Nier-like flavor comes through, this game is generally terrible in all aspects.


The story has chaotic mood swings between being totally serious, being absurd, breaking the fourth wall, and everything in between. It's a real mish-mash that doesn't hit any correct notes, and it doesn't help that all of the characters are intensely unlikable thanks to their general a-hole personalities and an overall obsession with sex in ways that are neither appropriate, funny, clever, or appealing.

Technically, it's a steaming pile with muddy PS2-era graphics, a framerate that chugs harder than a desperate frat boy eager to impress, super-basic camera problems,… Hell, you name it, and it’s bad.

The actual gameplay is miserable as well, coming off like a poor-man's Dynasty Warriors that soon turns repetitive and intolerable. I have no idea why Square bothered to bring this to America other than the fact that they knew Nier fans like myself would jump at the chance to get another piece of work from that same team, but these two projects couldn't be further apart. Avoid it all costs.




Of Orcs And Men (XBL,PSN,PC): Finished it last week. Ironically, although it has technical problems the way that Drakengard does (although nowhere near as severe) the writing is light-years better and the super-appealing character work holds together. Fans of story in games, take note.


It was a great adventure on a small-scale, and my review’s coming soon. Big thumbs UP.




Mind Zero (Vita): I heard nothing but bad things about this one from people who had played the Japanese version, or people who "just knew" somehow, but after watching videos on YouTube, I was convinced that I needed to give it a try, and I'm glad that I did.


I'm about eight hours in, and so far it's best described as Persona-lite, but I don't say that as a bad thing. I mean, if you’re going to steal, then still from the best. That said, it's in no way a complete carbon copy, because it varies in quite a few ways.

The biggest, most interesting thing about it is the combat system. It's a little more complicated than I want to get into right now, but basically people can have their "MIND" (basically a persona-like spirit) turn on or off at will, and there are positives and negatives to being in either mode. The game also has a few interesting spins during combat, mostly in the way it manages three different resources that fuel abilities. It doesn't feel at all like the combat in Persona although it may appear similar on the surface, and I definitely appreciate what it’s got going on.

At the moment, my characters are trying to figure out what's going on with their world, having recently discovered a spirit realm that is somehow connected, in addition to a vaguely Team Rocket-ish squad of MIND users who are gonna end up being The Bad Guys . The story isn’t mind blowing but it's definitely good enough to keep the action going so far, and the art style is solid.

I've enjoyed my time with it so far and I’m still pushing onwards despite the dungeons being a little too long and the encounter rate being a little too high. Hopefully this won’t turn into a big problem.




Destiny Of Spirits (Vita): I haven't talked much about this free-to-play from Sony but I've been chipping away at it for about a half an hour every day before bed, and although it's really low-rent and kind of boring, there is a certain charm to it.


In this game, the player must collect spirits found using the Vita’s GPS functions, as well as more commonly summoned with currency earned in the game. There are the usual elemental attributes to deal with (fire beats water, etc.) and there are a wide variety of supporting skills that characters have.

It's not really that this game is that good in any one aspect, but the elements come together to create an experience that's satisfying for a few minutes at a time, although I can see many places where the developers can improve. Specifically, I'm getting to a point in the game where the enemies are of a much higher level than I am, and I can't level up the characters that I have. Without access to better characters through random summons or buying them, it seems as though I'm going to hit a wall of difficulty that I won't be able to get past, but we’ll see.

If nothing else, I hope the developers take this template and make a more polished sequel that addresses some of my issues.




Movies: The wife and I went to go see Captain America: The Winter Soldier the other day, and I have to say that all of the hype surrounding it was definitely justified.


The performances were strong, the story was actually much deeper and more interesting than I expected, and action sequences were fantastic. Also: The Falcon is cool as hell in that film. We enjoyed it from start to finish, and it comes totally recommend it if you haven't seen it already. After so many years of crappy comic book movies, it's amazing to get so many that are of such a quality lately.




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WASTELAND 2 TO SHIP END OF AUGUST 2014

Early Access Beta Receives Major Update That Includes All of Arizona - Available Exclusively on Steam http://store.steampowered.com/app/240760/

inXile Entertainment announced an end of August launch window for Wasteland 2, one of the most successfully crowd funded projects/video games of all-time and sequel to the critically acclaimed smash hit Wasteland and the post-apocalyptic predecessor to the Fallout® series. In addition to the end of August launch window announcement, inXile Entertainment has released the entire Arizona portion of the game via the Wasteland 2early access beta, which is only available at http://store.steampowered.com/app/240760/. 

The highly anticipated, post-apocalyptic turn-based Wasteland 2 offers an alternative history. America lays lifeless in the hot ashes and radioactive embers of a deadly nuclear holocaust and players must take command of an elite squad of desert Rangers, formed in the time-honoured tradition of the Texas and Arizona Rangers.  Setting out across post-apocalyptic and treacherous landscapes players try to help the last remaining remnants of humanity in their struggle for survival against hordes of desperate bandits, insane criminals, decaying mutants and much worse.
 Developed by an amazing team of RPG pioneers that include Brian Fargo and Chris Avellone and with a musical score composed by the legendary Mark Morgan, Wasteland 2 is a return to form for RPGs because it actually provides options and choices. Options allow players to make fundamental choices in customization and character creation throughout the game’s role-playing progression with decisions that carry consequences and impact a living world.
Wasteland 2’s early access beta mode, which GameSpot called “one of the best post-apocalyptic role-playing games to emerge in a long time,” is available on the Steam store http://store.steampowered.com/app/240760/. End of August marks the launch window for the full game, available for PC, Mac and Linux gamers.  

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1001 Spikes

Publisher: Nicalis
Developer: Nicalis, Inc. / 8Bits Fanatics
Platform: Xbox One®, PlayStation 4, PlayStation®Vita, Wii U, Nintendo 3DS and PC (Windows, OSX, and Linux)
Genre: 2D action-platformer
Price: TBD
Players: Single player campaign, 2-4 player local co-op and versus modes
Release: Summer 2014
Rating: T for Teen - Blood, Violence, Mild Language
Synopsis
Discover the lost treasures of Ukampa in South America as Aban Hawkins searches for his estranged father, world-famous archaeologist Jim Hawkins. Before the elder Hawkins mysteriously disappeared, he entrusted his daughter Tina with a map to the location of the ruins with a grave warning that death awaits around every corner.

Aban Hawkins races into the frozen tundra of the antarctic, undiscovered temple ruins, and the vast caverns of South America in search of his father and the legendary treasure rumored to lie behind the Golden Door of Poko-Mum.
Game Features
Tough-as-nails difficulty
Pixel-perfect, razor-sharp controls
Clever-yet-insidious game design
Single and simultaneous 2-4 player co-op and vs. multiplayer!
8-bit inspired visuals with current gen flare
Soundtrack by Misoka and Rushjet1
Over a dozen unlockable characters with different abilities, some as featured friends from other games
Over 100 stages to clear
Three save files
Multiple endings
More information can be found on the official website at http://nicalis.com

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4A Games and Deep Silver are bringing the iconic and award-winning Metro series to the next generation: Metro Redux features fully re-mastered and improved versions of both Metro 2033 and Metro: Last Light, creating the most compelling Metro experience ever. Upon release, Metro 2033 Redux and Metro: Last Light Redux will each be available separately as a digital download for Xbox One, the all-in-one games and entertainment system from Microsoft, PlayStation®4 computer entertainment system and PC for $24.99. Alongside the digital release, a boxed compilation containing both games, Metro Redux will be available at retail for a suggested $49.99.

With new, never-seen-before content and new gameplay features, as well as outstanding updated graphical fidelity and silky smooth 60FPS gameplay, Metro Redux is much more than a simple HD upgrade. 

For the Redux edition, Metro 2033 has been completely overhauled:

The original game has been rebuilt in the latest and greatest iteration of the 4A Engine, bringing all the graphical and gameplay improvements from Metro: Last Light to Metro 2033 Redux 

Experience radically improved gameplay: advanced enemy AI, improved combat and stealth mechanics, superior weapon handling and more responsive, intuitive controls plus signature features from Last Light such as the atmospheric ‘mask wipe’ mechanic, weapon customization, and silent kills and takedowns

Enjoy completely re-mastered visuals: advanced lighting, dynamic weather, more detailed characters with improved animation, more dynamic destruction and improved smoke, fire and particle effects
Metro: Last Light Redux has also received a graphical facelift and gameplay improvements that carry across both titles, including new melee animations, and the fan-requested ‘Check Watch’ and ‘Check Inventory’ features. It also includes all previously released Season Pass add-on content – a further 10 hours of single-player gameplay. 

With Metro Redux, players now have the choice to experience both Metro games the way they want with the introduction of two unique ‘Play Styles.’Those who favored the more survival horror oriented gameplay of Metro 2033 can play both campaigns in the ‘Survival’ Play Style, a fraught slow-burn fight for survival with limited resources, deadlier enemy AI, and slower reload speeds. Those who enjoyed the more action oriented gameplay of Metro: Last Light can try the ‘Spartan’ Play Style, providing Artyom with a powerful set of combat skills and more plentiful resources. In addition, the legendary Ranger Mode returns to both games, providing the most immersive and challenging experience as the HUD is stripped away and hardcore rules apply.

Dedicated Linux and SteamOS versions will also release later this year.

Metro Redux is based on the internationally bestselling novel Metro 2033 by Dmitry Glukhovsky.

For the latest news and information on Metro Redux: Official website at www.enterthemetro.com 
Follow us via Facebook: www.facebook.com/metrovideogame 

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Hyrule Warriors, the imaginative upcoming game for the Wii U console, combines the action-packed game play of Tecmo Koei’s Dynasty Warriors series with the iconic characters and worlds from The Legend of Zelda series. In addition to the focused action game play of leading one soldier against a massive horde of enemies, theDynasty Warriors series is also known for its epic storyline. In this game, players control Link as he faces a powerful new enemy – the evil sorceress Cia – and her army to rescue the captive Princess Zelda. For the first time ever, Princess Zelda’s loyal Hyrulean Captain Impa makes her debut as a playable character. Impa equips a huge sword and can perform powerful combos to defeat enemies. Many other surprising playable characters make appearances in Hyrule Warriors, and each playable character will have signature weapons and action animations.

Hyrule Warriors, the imaginative upcoming game for the Wii U console, combines the action-packed game play of Tecmo Koei's Dynasty Warriors series with the iconic characters and worlds from The Legend of Zelda series.

The first stage of the game takes place in Hyrule Field, a location that will be very familiar to fans of The Legend of Zelda series. The game-play structure of most of the stages bears a close resemblance to the Dynasty Warriorgames, so Hyrule Warriors is a game that can truly be enjoyed by fans of both The Legend of Zelda and theDynasty Warrior series. Players must defend or reclaim areas by fighting against hordes of enemies and using different types of flashy and powerful moves. Players will encounter new enemies such as Sorceress Cia, but some familiar enemies like Bokoblins and Lizalfos from The Legend of Zeldaseries will also appear in the game.

For more information about Hyrule Warriors, visithttp://www.zelda.com/hyrule-warriors.

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XSEED Games, the independent-minded console publishing brand of Marvelous USA, Inc., today confirmed STORY OF SEASONS will be released exclusively for the Nintendo 3DS in North America this winter. Developed by the veteran team behind the fan-favorite Bokujo Monogatari series and headed by longtime lead producer, Yoshifumi Hashimoto, STORY OF SEASONS represents a new beginning for the beloved series which has seen dozens of entries and sold close to ten million copies worldwide.

Released under the title Bokujo Monogatari: Tsunagaru Shintenchi in Japan earlier this year, which literally translates as Farm Story: Connect to a New World, STORY OF SEASONS carries on the iconic life simulation and farming RPG gameplay made famous through the Bokujo Monogatari series’ 18-year history while infusing new and exciting features into the experience, marking a key milestone for the franchise. Fans will appreciate the evolution seen inSTORY OF SEASONS as the game retains its signature style while adapting and strengthening its offerings through the formation of this new IP. 

Players will create a fully customizable character, selecting gender, hair style and facial features as desired. They will then take on their role as the newest resident of Oak Tree Town, a small settlement filled with promises of new beginnings, hard work and significant relationships. In the process of tending to crops, animals and the many other aspects of everyday farming life, players will amass the resources necessary to customize and expand their farms – from livestock and seeds to décor and layout – granting total freedom to shape their homestead as they wish and fit virtually any play style.

In STORY OF SEASONS, traditional farm-building mechanics are combined with all-new multiplayer and StreetPass connectivity, granting players the ability to tour one another’s farms, cultivate crops together and even exchange gifts. Further adding to the roster of new elements, STORY OF SEASONS has decorative items available from the Super Mario Bros. franchise, including Super Mushroom, Fire Flower and Super Star.

Developed in Japan by MarvelousAQL, STORY OF SEASONS will be published in North America by XSEED Games, and will be released in winter exclusively for Nintendo 3DS. STORY OF SEASONS will make its US debut at the E3 2014 expo in XSEED Games’ West Hall booth #5436.

For more information on XSEED Games products, please visit www.xseedgames.com. Fans can also follow XSEED Games on Facebook at www.facebook.com/XSEEDGames and on Twitter at www.twitter.com/XSEEDGames. 

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Wednesday, May 21, 2014

Deadrock Divide from Bootsnake Games - Kickstarter Edition!  

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Earlier today I had the opportunity to stop by @BootsnakeGames to take a look at their new title, Deadrock Divide. These plucky guys just launched a kickstarter today, in fact! 


Full disclosure: I've been a fan of the studio for some time, although some of you may not have heard of them. Their first game was Containment: The Zombie Puzzler, one of my honorable mentions when picking a top ten for 2012. If you haven't played it, it's fantastic. Also, as far as I know, it’s available on pretty much every platform.

About the studio themselves, the core is made up of two brothers, Mat and Dru Staltman. These guys knew they wanted to make games together since their teens, and their two-pronged ‘we are brothers’ approach comes out in the way Dru handles code and Mat handles art. https://mail.google.com/mail/u/0/images/cleardot.gifEach one is an industry vet, and between the pair they’ve worked on titles like Pirates of the Burning Sea, Bakugan, Supreme Commander and Demigod. When their grandfather passed away, he left them a small sum of money -- the seed of Bootsnake itself. 


Their new project, Deadrock Divide, is a bit tough to nutshell, but it's probably easiest to say that it's inspired by XCOM with cues from FTL. It’s also worth noting that while Skyrim doesn't immediately come to mind, that same sense of "go anywhere and find something" was a theme that came up in the discussion. 


It’s still quite early but I laid hands on a pre-alpha build, and I was liking what I was seeing. Essentially, the player takes control of a miner entering a region of space that is currently being fought over by different factions. The player will have their own customizable ship and every member of the crew will have a customizable loadout of weapons and armor. Combat plays out in a turn-based, grid-based fashion reminiscent of other turn-based strategy games. 


I'm happy to report that the game will have a campaign mode, companion characters, recruitable grunts, and a full storyline. After a certain point, the player will be asked to align themselves with one of the three factions in the area: the Miners, the Corporation, and "The Lost". Not only do these factions have their own unique plot branches, but their own unique win conditions as well.

The Miners are the people who were in the area first, and they’re fighting to get their territory back. The Corporation is after alien tech from a previous civilization, so they win the game when they find enough of these artifacts. The Lost are exiled aliens out to collect the precious "deadrock" mineral for their people, so their goal is to amass a pile of the stuff by any means necessary.


Although everything I saw and everything I'm discussing here is in a very, very early stage, I thought they did a fantastic job with Containment, and if that level of quality is any indication, then Deadrock Divide will be one to keep an eye out for.

For you fans of turn-based strategy who might like to throw sunshine on a small studio filled with hard-working people, click on over to their kickstarter, toss them a few bucks, and tell them that I sent you.


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Sunday, May 18, 2014

The Dark Souls Two, Of Orcs And Men, Super TIME Force, and Deception IV  

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Podcast: I was recently turned onto a new podcast thanks to @Toupsi, and I've been loving it. It's called The Dark Souls Two, and it’s put on by a pair of guys who go into excruciating detail on each area of the game, while also infusing it with humor and personality. I've been eating these episodes up, and if you like the Souls games as much as I do, I'm guessing you'll find these examinations to be both informative and entertaining.




Games: It's been a pretty brutal work week so I haven't had a ton of time to play games, but I did put a few minutes into a couple of things. Mostly, I was trying to get further with Of Orcs and Men.


Although the combat needs work and the level design is pretty focused and linear, the characterization and story are great, and I'm absolutely in love with the dark tone and serious story. It’s rare you see humans portrayed as an evil force committing genocide, so taking on the role of a pair of “greenskins" fighting back is fresh perspective. For fans of very dark fantasy and unusual, well-written material, this is it.

Side note, I'm quite happy to say that one of the main characters, Styx the goblin, will be the star of his own upcoming game. After getting to know the characters in OOaM, I definitely want to spend more time with them, and I'm tickled to find out that I'll get the chance. Cheers to @Vod_Crack for the tip-off!




I've also played a bit with Super T.I.M.E. Force from Capy Games. Although I haven't had a chance to play much, I really like what I've seen so far.


Basically, the player has a small team of agents tackling various bad guys, but they also have a power that lets them rewind time and create clones of themselves. It's a little hard to describe and turns out to be more complicated than you might first expect, but once you understand how it works and everything clicks, it's great.

Once again, Capy proves that they’re one of the most reliable devs out there-- their games have all been fantastic, and they manage to find the fun in just about everything they do.




Portable-wise, I'm about halfway through Deception IV: Blood Ties on the Vita. 


I'm a Deception fan from way back and I've played all the games, but I was surprised to hear that it was getting a sequel. It's never been more than super-niche, so the fact that it hasn't been completely forgotten was amazing. That said, my enthusiasm dimmed a bit since it's basically unchanged except for a few minor tweaks here and there.  It looks better and controls better, but it hasn't taken any big steps forward. 

In one sense that’s fine because the core gameplay of trapping people to death in the service of Satan is pretty entertaining, but on the other hand, it seems like it's long past due to be revamped in terms of complexity and usability -- things like no mid-level saves and the inability to change your gear during a mission are real head-scratchers. It's an easy recommend for series fans (are there fans of this series?) but it seems like it’s missing huge opportunities for growth in a positive direction.




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Ready to… FIGHT? Capcom today announced that the digital upgrade versions of Ultra Street Fighter IV will release across North America on June 3rd for PSN (PlayStation 3) and on June 4th from the Xbox Live Games Store (Xbox 360 games and entertainment system from Microsoft). On August 5th, the PlayStation 3 and Xbox 360 retail versions will be in stores, with the full digital bundle on PS3 available for download then too. Both the digital upgrade and full digital bundle for PC (Steam) will be out on August 8th.

Players who pre-order any version of Ultra Street Fighter IV at select retailers will receive the 2014 Challengers Costume Pack, consisting of alternate costumes for each of the five new characters for free. The five new costumes include: Jungle Elena, Medieval Hugo, Pirate Poison, Wizard Rolento and Gladiator Decapre. The pre-order program officially kicks off today, so be sure to check out the alternate costume character art and new trailer here! More information on the pre-order promotions will be available on the official Street Fighter website and on Capcom-Unity in the coming weeks.

In Ultra Street Fighter IV, Poison, Hugo, Elena, Rolento and Decapre join the fight, complete with new animations and their own unique play styles, bringing the final roster count to a massive 44 characters. Six new battle environments (including Pitstop 109, Cosmic Elevator, Half Pipe and more) provide a thrilling and colorful backdrop to the action. Direct fan feedback was gathered on all of Super Street Fighter IV: Arcade Edition’s original 39 characters and core system mechanics in order to achieve the most balanced Street Fighter ever. In addition to the action-packed new content and the finely-tuned rebalanced gameplay, the new version features a host of new features and modes that are sure to test even the most well traveled world warrior.

PlayStation 3, Xbox 360 and PC owners of Super Street Fighter IV or Super Street Fighter IV: Arcade Edition will be able to download Ultra Street Fighter IV as a $14.99 digital upgrade. The full digital bundle for PC is priced at $29.99 and PS3 users can download the full version of the game for $39.99. PS3 and Xbox 360 users can purchase the retail versions of the game for $39.99. Players who purchase the retail versions (PS3, Xbox 360) or full digital bundles (PS3, PC) will receive all previously released costumes for the series, making this the definitive version of Street Fighter IV!

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NIS America is proud to announce that a new trailer and the updated English logo are now available for NAtURAL DOCtRINE. The game will receive both a digital and physical release in the North American and European markets for the PS4, PS3, and PS Vita systems in 2014! Developed as Kadokawa Game Studio's inaugural title, NAtURAL DOCtRINE is a challenging strategy RPG that features cross-play, cross-save, and stunning visuals. Strategy role-playing gamers be ready, as this title will truly test your ability to conquer the evils that lurk in the sprawling networks of mines and ruins in the areas surrounding the fortress city of Feste.

About the game:
Seasoned explorers and novices alike venture underground into dangerous caves to collect the coveted material known as Pluton. During your first trip down into the depths of one of these mines, you and your new explorer friends quickly realize that things may be more dire than you had imagined as you encounter a brand-new type of evil lurking below the surface. You and your newfound friends must strategically defeat these new difficult foes and warn the kingdom of their presence before it's too late.


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