Looking Back at id Software’s Shooters and Their Uniqueness

Originally Published on the Official Blast Away the Game Review Facebook Page
Written by Dustin Murphy

id Software

 As a kid growing up, many of us from the mid to late 80’s, will remember the FPS genre the way it was. Games were pixelated, very few of them, such as Hexen, DOOM, and even Wolfenstein are the staples of the genre. They are games that pushed the boundaries of what we know, as the classic, first person titles. All of this started thanks to the creativity of id Software, back in 1992, which created what we knew as the first 3D shooter title. The games back then were not considered big hits, instead they were considered unique, hard, and adventurous. For many that grew up in that era, they were some of the hardest, creepiest, and even scariest games to hit the market, as they were rolled out, one by one, in the following years. Instead of just recapping the history, lets take a look at why they are unique, and what makes them unique to the franchises, we know today. Lets also take a look at what makes them classics to this day.

Starting In 1992, we know that the FPS genre was born thanks, in part, to the developers and artists at id Software; which we know today; John Carmack, John Romero, American McGee, Tom Hall, Kevin Cloud, Adrian Carmack, Shawn Greene, and Sandy Peterson, to name a few. All of these names, to many of you reading this, may not have seemed familiar at the time, but now do. This is because, as of today, the titles they worked on such as DOOM, Quake, and Wolfenstein, have become the go to games, that set the bar for how we gamers expect games to be today. These games didn’t just influence the fast-paced, in your face, bone breaking, neck bending, puzzle filled games that we know and love, they influenced a generation that would grow to make the first person shooters we play today, and inspired genres of their own within the FPS type.

DoomII

 Lets take a look though at what made them unique by taking a look at what made these games unique, not just their art style, weapons, or even engines, but their levels of difficulty to say the least. I remember when I was about nine years old, my father had handed me a box with a few floppies in it called “Wolfenstein 3D”, at the time, this was a big install for a game. Not many games were out on floppies that would make me want to use them, or even play them as much as these games did. The reason? They were massive in install size and took a while to do it, but what unfolded on my screen was what got me hooked to gaming as a child. After having first booted into DOOM, I remember having this form of fear tear into me thanks to flashing lights, and the sound of the imps in the opposite room. All my character wielded? A single pistol. It was that very moment did I realize, I was no longer playing a third person side scroller where I had all the freedom in the world to do as I pleased, but instead, I was limited at what I was capable of.

As the years of my childhood passed, so did the curiosity we all get as gamers: “What can I do to make this game even better”? That question was answered one day when I was walking through the Best Buy in Oklahoma City. I happened to stumble upon the wonderment of a book called “ Tricks of the Doom Programming Gurus/Book and Cd”, which taught me how to thoroughly edit DOOM wad files and enter in my own stages, programming how I want it to function, but also how to change out texture files. Doing this allowed for a whole new world to open up, goofy instances to occur, and let me enjoy everything I could possibly enjoy with my own self-created experience. This didn’t change in future releases of id Software titles, and led to many years of exploration and fun. As these titles remained like they were, so did their experience, and the wonderment. It wasn’t till around 1998 when I got my first taste of restrictions based on consoles. Our household managed to obtain a Nintendo 64 and shortly after DOOM 64, Quake (N64), Quake II (N64), and Hexen (N64). The experience that made these games unique was the fact they were on a console aside from PlayStation and left me with a sense of wonderment till I attempted to mod them, only to learn at a later date consoles required mod-chips at the time. This was a dumbfounding experience, but later, left the impression of the fact those games at the time were so unique to what they stood for.

Hexen1

 When taking a step looking back at it, the games were classic because of their difficulty, but also the gameplay mechanics they held. Unlike many games to this date where one gun is always going to be better than the other or eventually sidestepped to do so, but in these games they were unlocked based on progression and or finding secret rooms. One example would be the hidden in E1M3 within the title DOOM. It allowed players to quickly blast their way through a throng of enemies and evict them from their living state into a bloody pile of bone and flesh. This wasn’t the only thing that made these titles unique. What also did was the fact they constantly referenced each other, for example, DOOM II’s hidden stage MAP31, which took us to the first stage of Wolfenstein 3D. In it, players still play as the main protagonist of DOOM, whom I like to call ‘Marine’. Luckily for Marine, he gets to keep all his weapons in-tact and luckily blow his way through Hitlers men as well as make their walls a mess (if only it were modernized). Unfortunately for most, this was not experienced and left some players experiencing the DOOM 3 BFG Edition of the games, which removed all swastika’s and Adolf Hitler images from the game. A bummer, I know, but it was removed for circumstances unknown. However, it didn’t change the experience these games gave since they remained much the same in future releases pre-DOOM 3 BFG Edition. This being a good thing for many of those who have yet to experience the classic DOOM titles and their WAD files. If you haven’t? Go watch the YouTube video’s or a way to play the classic games that haven’t been modified as these will bring back plenty of memories.

After a few years of this having happened, many of us could come down and proclaim that we experienced the Golden Age of First Person Shooters. This mostly being because many of the games back then were unique and drove what we know as the mod community, but also developers to bring out very unique experiences. For example, Heretic. Many people wouldn’t be able to recall the anti-cheats in it where players would enter the all weapons cheat from DOOM and lose everything and or enter the God Mode cheat from DOOM and get killed with special messages from the game itself. These games were unique in their creativity, but also their art style that fueled many people within the art industry as well as gaming. Back then these games were projected to many fans as horror. Why? Because they did just that. Enemies such as the Mancubus, Spider Demon, Lost Souls, and even the Hellknights were the very definition of scary since they were just that – scary. In Quake, many of us were shocked when we first saw the hideous Shub-Niggurath. Over time players would fight these horrendously deformed creatures which had no sight due to the environment they were from. Later in Quake II players met the now famed enemies known as the Strogg. This is where Quake took its biggest turn and followed in the footsteps of DOOM 3 where players finally got a story-arch that made the game truly unique. With it though the genres had begun to change. Horror was no longer was present as it had been at one time due to how enemies did not have their fast paced speeds that were neck breaking.

What changed though? First we’d have to look at the FPS genre as a total. Many of us remember the pars that games such as Unreal, Duke Nukem, and even Heretic set because of their strafe and aim mechanics that loud for us to aim up and down like real life. With those added effects to the games, military shooters began to come forth and begin to go for realism. The problem? Many games that had once taken over the horror genre began to follow suit and aim for the realism. That being fine was a good thing, it allowed for more depth, more precision required to take out enemies, but it also meant story would eventually have to be added. The first time we did see that was with DOOM 3, which actually was not a bad game, but it didn’t have the rush forth feeling that we were familiar with. Instead we got a game that had plenty of horror to it, especially with paranoia, jumps, scares, and realistic detail for the time frame that it came out in. For many fans, this was a change DOOM needed, and stepped in the right direction. Flash lights didn’t last long, corridors were dark, enemies were unforgiving, and the game itself was just as painfully hard as the originals. At its core though, the series had heavily changed, and for some of us: too much was lost. DOOM had officially taken a step into the horror survival genre, which was not bad, but didn’t quite cut it for some. Though was it really all that bad? I’d almost have to argue that it wasn’t, that it was unique, terrifying, and painstakingly believable that something like that could happen.

Quake 4 though, unfortunately fell victim to something much different, and the change to some was unwelcome. For the first time ever we began to see a series that needed one, get one. Quake 4 put us in the role as Kane, a marine that was hellbent on helping destroy the Strogg, and instead he got turned into one. Luckily the story went on a slightly better note than we would have expected, which wasn’t bad. Using a much more polished detail of the DOOM engine, players got to see a story that they had wanted unfold before them, and allow them to get the immersion that we experienced back in the mid to late 90’s. Much like DOOM, Quake 4 hit a spot where the essence of Quake had began to fall off, and find itself plummeting much into a form of despair none of us would have suspected. Even with a great story, the game had hit a few spots that needed work, and the biggest one was – what genre is this supposed to fit in? At times the game itself, unlike the predecessors, felt more like a sci-fi action that clashed somehow into horror. With the oil having begun to collide with water, the uniqueness was slowly fading away and the creative balance finding itself lost within in the mix somewhere. Where do I feel this happened? The moment Kane became a Strogg who was not indoctrinated through the chipping process. Instead we got a protagonist who saw the horrors of the Strogg. He himself had seen men cut to shreds, parts recycled and some converted into the Strogg war machine. This was not something expected, but game that slight element of fear, grotesque disturbance, and a bit of wonderment of how they would play upon this. Unfortunately, the confusion never cleared up due to the incomplete story that the ending left behind.

But why do I relate this to DOOM 3? With DOOM 3 as I’ve stated before, they changed an entire franchise from a fast paced shooter to a series that was defined by fast paced combat and the sense of urgency to keep moving to a slowed down horror survival scenario. Players were greeted with flickering lights, blood splatters and smears on the walls, lingering voices, and rather disturbing enemies, which fit in just fine. That was until the one thing most of us complained about happened. The lack of ammo, health, and the sense of need to back away from fights in order to win. That was something I never had recalled in the classic DOOM titles. Instead I was prone to running up to enemies, unloading on them, if I had to, then backing off for ammo, but this approach was much different this time around. it was something we also experienced quite a bit in Quake 4, but not nearly as bad. As the play-through on DOOM 3 began to come to a close, the game finally got its sense of urgency, however the underlying problem of survival was still present. Players had already obtained massive amounts of ammo, bigger guns, meaner ones at that, and a lot of health and armor.

Hexen

 Enemies weren’t nearly as hard before, instead they would just drive players to fight as hard as they could in order to take down the armies of Hell in order to prove themselves worthy of killing the main boss at hand. That was another problem many may remember. Bosses flooded the DOOM levels as well as Hexen, Heretic, and Quake. There was always something bigger. meaner, and harder to kill than before. Sure DOOM 3 had the Hellknights, Mancubus, and Lost Souls for this, but not anything near the power of Pinkies or even Spiderdemons. The Cacodemons were surely a formidable foe, but nothing near a swarm of Revenants or Spiderdemons. As DOOM 3 came to a close, there was something lost, and something that the child in me yearned for. More enemies, bigger enemies, and even tougher situations that would keep the fighting fast paced and not evasive. This didn’t happen, not even in the re-release of DOOM 3 with the BFG edition, which featured bug fixes and some very needed changes. It also gave fans on PlayStation a chance to experience DOOM and DOOM II once more.

With much of the industry having changed, we constantly see games losing path from great stories, innovative touches, and the creativeness we used to see almost twenty years ago. Now we are used to seeing user created games, content, rule-sets, graphic enhancements, and so forth. The problem is now we are in a world where Call of Duty and Battlefield clones run a muck and there is nothing to give a variation away from such titles. With the future we can only hope such teams as id Software and Machine Games can fix the underlying touches that remain out there for the world to see. Till then, with what we saw with DOOM leaves a glimmer of hope for the horror as well as the first person shooter genre, but it also the need for non-military like shooters that require some brain, thought, and imagination. Unless you are one of those with a wild hair, I can always suggest one thing – Steam. They have plenty of the titles I mentioned before and will surely still have them laying around within their shop still. With that, we can now say, id Software has been one of the most influential companies in the gaming industry.

The PlayStation Vita – A Big Bang in a Small Package

Originally Published on the Official Blast Away the Game Review Facebook Page
Written by Dustin Murphy

PS Vita 1

You may remember earlier this year that Shuhei Yoshida considered the PlayStation 4, by statistics, a companion tool for the PlayStation 4. Unlike the PlayStation Portable, which was a handheld device in its own, the PlayStation Vita is much more diverse. With capabilities such as remote play, PlayStation Now, and soon PlayStation TV, the PlayStation Vita is a dominant device in what we can considered a symbiotic ecosystem thanks to this as well as PlayStation 3, PlayStation 4, and even PlayStation Mobile. Which brings me to my topic; what Sony did to make this thing the ultimate device on the market.

When we become gamers on the move, the most important thing we have is accessibility and portability. This is something the PlayStation Vita offers even as many say that it is a object that has been dying due to pricing. What pricing? Well first of all the memory cards can run you between 32.99 USD all the way into 127.99 for the top end 64gb memory card, which is something I’ve personally experienced buying. Luckily though, memory cards are interchangeable, which makes them nice to have around. Now the biggest thing I’d like to start off this entire topic is what the PlayStation Vita is doing right, which is where we will begin now.

-Part 1: The Library of Games isn’t Small-

The number one thing many gamers that are not owners of the PlayStation Vita will say is that it lacks in games. This is something that is both true and false in the same go. With the PlayStation Vita I’ve come to learn that the library is actually quite large, which is stunning. Even though I am a fan of Nintendo’s 3DS handheld; it doesn’t hold a candle to the Vita. Thanks to Studio Japan, XSeed Games, Atlus U.S.A., Koei Tecmo, and even Aksys Games, the Vita is not hurting for a library. Yesterday was the easiest example I could think of as I opened up my storage bag I keep all my PlayStation Vita games in and of course the fact my memory card has quite a few digital games, 31 out of 64gb’s of games for that matter. In that 31gb’s I counted almost 34 digital games alone along with the 53 physical games.

With the PlayStation Vita I have been hard pressed not to find a reason to support it or even not have one thanks to it also having PSP and PS1 game support. The only issue? Sometimes the PSP games do look a bit blurred as they seem to not come up to the 720p resolution the PS Vita supports all that well, but it’s a sacrifice worth making to re-experience many of these titles. The problem with this library? It’s lacking very heavily on the triple a titles it once had. We’ve yet to see another Killzone, Gravity Rush and or even Uncharted title on it. This doesn’t mean it hasn’t had any for the niche game crowd. The PlayStation Vita has had titles such as Soul Sacrifice Delta (digital only), Atelier titles (digital only), and even Persona come to it; all of these being huge hits and successes in the community. The problem though is; lack of physical games. This is not something that Sony has seemed to acknowledge as the PlayStation Vita has been almost blatantly ignored in the means of these titles having been launched as digital only. With memory cards being as expensive as they are, it can only make one wonder: is Sony doing this on purpose?

As one might think, there is a lot of indie support, and this is quite true. Thankfully that is something that the PlayStation Vita is becoming popular because of. With all these titles it gives users a lot of breathing room, that’s also not including the free titles users get with PlayStation Plus, which is highly encouraged for people who have PlayStation 3, PlayStation 4, and or PlayStation Vita. With these “free games” (requires active membership to keep using them) players can build a decent library in a few months, but the inevitable comes up in the next section: Cost.

-Part 2 : The Inevitable Money Sink That’s Well Worth It-

When it comes to new consoles and handhelds there is always a spending feature that comes along. We aren’t talking expenditure related to games, but we are talking spending related to accessories and or memory units if needed. The PlayStation Vita’s biggest sink is the memory cards. For people who are new to the PlayStation Vita, they usually come or are bundled with a 4GB memory card, which unfortunately is not enough memory for those who expect to play a more than three or four games or even downloading one to two games due to memory constraints. The biggest example of this is Borderlands 2 for the PS Vita.

Borderlands 2’s data with all DLC uses up roughly 5GB’s of memory, which unfortunately, means the 8GB memory card that comes with it’s bundle is barely enough to support this game and one more. This scenario would leave most of you a chance to upgrade your memory card to either the 32GB’s (recommended) or the highly recommended 64GB (59GB with system data). These memory cards would allow the heavier downloaders to obtain as many games as you can before feeling the heat once more to expand your memory unit once more. The downside? The fact users will be spending between 79.99 to over 127.99 USD in order to expand memory to a rather usable and enjoyable size. The other solution? Sony actually lowering the costs or allowing third party SD card creators make their own memory units to support the PS Vita so that it can be more affordable for everyone. This is something we can only hope for, but find it well worth the thought none-the-less. For now? Bite the bullet, grab the 64GB memory card, but know that there will always be the need for more upgrades in the future.

-Part 3: Console Companion and Cross-play/Save Capability-

Earlier this year we saw that Shuehei Yoshida (sourced article below) stated that many users are using their PlayStation Vita’s as an expansion of the PlayStation 4 rather than a handheld console. Doing this caused many of us to wonder if they have lost hope in the PlayStation Vita, especially after Sony dropped most of their first party support on the PlayStation Vita itself. Thankfully the PlayStation Vita has proved itself as an amazing companion to the PlayStation 3 and PlayStation 4 thanks to the system link capability; Remote Play. The remote play for those unfamiliar, is a function that allows the PlayStation Vita to take over the console (PS3 or PS4) and allow the user to play games or access console based apps. This means users can access games such as Warframe, the Last of Us: Remastered, Watch_Dogs and many more games. For those who are more into shopping while they are out, they have the option to access their console while connected to WiFi. Doing this will allow them to prepare downloads while they are running errands and or away from the house. Prime example of this was when I was out of state; I accessed my Warframe in order to get my daily login bonus, play a match for bonus XP, and even put my PS4 back into hibernate while away. Another good example is when downloading content from the PlayStation Store and then leaving home. Luckily this is something that remains fully functional and quite awesome, but do note, this does require the PlayStation 4 and PlayStation Vita both to have strong and stable connections since you are streaming a decent amount of data.

The one nice thing though aside from the remote play is the cross-play and cross-save capability the Vita has; let alone the cross-bought DLC and games for certain titles. This is something that Sony has done that makes this console much more unique than it’s competitors. Though it’s not unheard of thanks to the techniques both Apple and Android have deployed well before consoles did, let alone PC. Though doing what they are is proving to be quite successful and encourages folks like you and myself to purchase titles with cross-buy capability. Most of these titles are indie titles or “arcade” titles, which is not a bad thing at all! Plenty of these titles actually have quite a high replay value and would truly offer an HD version of the title that was presented before hand. That goes not without saying that the PlayStation Vita, PS3, or PS4 versions may be more superior to one or the other depending on the way the game is meant to be experienced. One of these is the titles Titan Attacks! (review can be found linked below), which played best on the PlayStation 4 thanks to the larger screen, quicker reacting d-pad and the limited frame rate slowdowns that occurred when playing on the PlayStation Vita (granted they weren’t bad slowdowns, but they were present).

With the cross-save capability I’ve experienced this on more than one title, which allowed me to go from the PlayStation Vita version or PS3/PS4 versions to the Vita or the consoles. Such experience was made when playing Dynasty Warriors Xtreme Legends Complete Edition (review link can be found below) as well as One Piece Unlimited World Red (Review can be found below as well). Both of these titles allowed me to take my saves from the PS3 or PS4 versions and move them from my console, copy them to my PlayStation Vita, and continue where I left while on the go. This is a feature that has been creatively used by several studios and is one that I would hope remains to be experienced for games that do get PlayStation Vita versions of the title. Especially with how useful it is!

-Part 4: Not All that Shines is Gold-

PS Vita 2

As much as I’ve been boasting how good the PlayStation Vita is, there’s always a bit of ugly behind it, and the PlayStation Vita does have that. Especially the 199.99 USD price tag and that ugly hidden cost of the memory cards that stands in place. This is something I experience firsthand, but was able to overcome in time. Let alone the fact that I am capable of downloading music, pictures, making Skype calls, downloading classic games, and even watching YouTube as well as surfing the web or checking email; there is still a lot the Vita needs done for it. The unfortunate part is, the future of the Vita seems unclear when it comes to how it will stand to social media thanks to places like Facebook, Twitter, Instagram, and other sources taking off. Unfortunately, it only supports Facebook and Twitter, which to some alone is a drawback issue for the PlayStation Vita and those who want to immediately upload a screenshot or two since Facebook can tend to be a bit picky on how many pictures can be uploaded at one time. Granted it does have a lot of capability thanks to features such as Party Chat, Messaging, and even Friends Lists (all require PlayStation Network and an active online connection). These are just some of the social aspects of what the handheld itself can do outside of online gaming.

Even with these limitations, the PlayStation Vita has a wide array of apps, games, and even downloads that are available via the PlayStation Store. With these capabilities it is far from short on features and is actually quite diverse what it is and is not capable of doing. Overall, it’s powerful, has a lot of media, and can act as a social media device, gaming device, music device, movie device, and even a remote playing handheld console that is quite powerful for what it can do. However, like I said, it does have its drawbacks. Some of these can be spotted when playing some games that will disable online features, in-game requirements to login or even the inability to function without new updates to fix game crashes and other bugs. It’ll only be time before they also (hopefully) fix the weird app bubbles that seem rather annoying and even obnoxious. It’d be nice to have a more streamlined way to organize apps and functions.

-Part 5: Why the PlayStation Vita is a Force to be Reckoned With-

Even with complete list of costs that come with it, but even competitor devices, there’s one thing for sure: the PS Vita is a force to be reckoned with. Thanks to Nvidia Shield and Android Tablets, the PlayStation Vita sits in a very healthy for handheld competition and this is a field that it very well deserves to find itself in thanks to all the features it is capable of having. The only thing missing is a library of PlayStation 2 games to begin downloading since there seems to be a lot of them coming down the vine as of late to the PlayStation store! Even with all these I stated, the PlayStation Vita is a very capable device that definitely has earned itself the price tag, but also the title as a companion for both the PlayStation 3 and the PlayStation 4. This device is something that Sony should be giving more attention to, but also be willing to put more titles on. Whether the titles are imports or not, the PlayStation Vita is very much alive and definitely has the third party support to keep it around much longer than it seems it will be around for.

The MMO Corner – TERA: Rising Parodies Kickstarter

Originally Published on the Official Blast Away the Game Review Facebook Page
Written by Dustin Murphy

BAM Info

Every company tends to have fun in one way or another. En Masse Entertainment has done this by making a parody page that puns heavily on Kickstarter. With this pun, players are not being asked to donate money; instead they are being asked to donate to the ‘BAM Killer Project’, which stands for “Big Ass Monsters”. In doing this, players get to go through as a community and work on killing the BAM threat and obtaining in-game rewards while doing so. Want to have more fun? Check out the link below for the official event that will be running as a 21-day event. Enjoy and we would love to see your screenshots or hear your feedback regarding this event!

The Official En Masse Entertainment BAM Killer Project Page: http://tera.enmasse.com/bam-killer

Review: Hyperdimension Neptunia Producing Perfection – A Spotlight That’s too Dim

Hyperdimension Neptunia Producing Perfection – A Spotlight That’s too Dim
Originally Published on the Official Blast Away the Game Review Facebook Page
Review by Dustin Murphy
 
 
 

Pros:

  • Story can be seen as easy to understand, half-intelligent, which is nice for younger crowds
  • The voice acting luckily fills the entire campaign and puts it on par with the other entries
  • Controls are extremely easy to use and does not require a tutorial to navigate with
  • Multiple friendships allow for changes in dialogue and campaign as well as a new spin on personalities.
  • The song choices are quite entertaining, but do not allow for much variation in the long run
  • Performances can be edited via character outfits, song choices, stage placement, and even stage effects.


Cons:

  • A single play through runs about 3-4 hours at most and has very little gameplay uses outside of the directional pad and making choices.
  • Creativity behind the game is lackluster and does not allow for a true Hypderdimension Neptunia experience.
  • HDD Forms are lacking throughout the entire campaign and do not seem to trigger as much as one would hope.
  • The four song choices and very few stage selections do not allow for a long-ending enjoyment

Final Score: 6 out of 10

 

  The Hyperdimension Neptunia series is one that has been a well appreciated fan-favorite on the PlayStation 3 and now the PlayStation Vita. Having become popular enough to earn itself a manga series as well as an anime adaption. Though there is one thing in the series that does not have the charm and satirical mind that the other entries have come to be known for. Hyperdimension Neptunia Producing Perfection is the one entry within the franchise that has dimmed the spotlight and left a bad taste in the mouth of a few people that have played it. The misfortune with this entry is that it targets fans of the idols games. This is not something that should have been done unfortunately. 

 Hyperdimension Neptunia PP takes place in the gaming world of Gameindustry, just like all the other titles. In this one a group called MOB48 (a literal nudge at the pop group AKB48) has taken over Gameindustri through becoming singing idols. This group has begun to hurt the ratings that the CPUs have earned through their fame and protection of Gameindustri. This is where our game takes place, our character is summoned from the ‘real world’ to Gameindustri in order to help Vert, Neptune, Noire, and Blanc get their ratings back. Thanks to this occurrence, you are put in the spot of being their producer, which means you take on the responsibility that is required in order to get their ratings back. This includes planning events, their days off so they can relieve stress, and even their costume designs for performances. 

 With these tasks at hand, the game is very straightforward in having players navigate a set of menus almost the entire way through. Why is this? The game is pretty much introduced as a graphic novel, which means lots of menu navigating and conversations. This leaves itself for very little gameplay in the means of actual outside of menus gameplay. What is this portion of the game? The converts where players will be pushing square, triangle, and even buttons on the d-pa in order to “produce” the concert. The problem? It’s boring, very boring, and will not entertain those looking for a high paced game. The most problematic portion of this game is that interactions are based on menu choices, so are the in-game friendships, which luckily, carry over into new game plus. Unfortunately the biggest drawbacks of this title was the simple fact that the interactions seem so far and few that they make little to no sense. Some of them will raise stress (bad news there), guts, voice, rhythm, and even knowledge. These stats are not thoroughly explained on what they will benefit and how, but one thing is certain, like any RPG-esque game? Those stats are worth getting up and maintaining. With that aside though, the game has its moments where a few good laughs are provided, the game can only play on those, and hopefully gives a shining example of what needs to change in the future. For those expecting a Hastune Miku like title will be very disappointed when the time comes around. Hopefully if they make a part two, that’s what we will see. Till then, players will need to survive Producing Perfection and hopefully find some enjoyment in it. Why? Even with the HDD forms happening in song, which changes voice and appearance, there is not much to be celebrated. This is one of the few times I will say that players should avoid the game unless they are fans of interactive novels. Till then, stick it out with Hyperdimension Neptunia, Mk. 2, Victory and Re;birth 1 (review coming soon).

 With all that being said, Hyperdimension Neptunia Producing Perfection is a lackluster game that does not hit its mark. Instead this game has fallen flat on its face in a tailspin that it can not recover from no matter how hard it tries. Even with a few laughs, notable characters from the franchise, Producing Perfection is a miserable misadventure that players should forget about sooner than later. However, die hard fans of the franchise might just enjoy the game and find some noteworthy moments in it.

Gear up, Racing fans for the Racing Simulation The Crew!

Gear up, Racing fans for the Racing Simulation The Crew! 
Originally Published on the Official Blast Away the Game Review Facebook Page

By: Devon Day



Who’s ready for some adrenaline? Any takers? Well, for those of you that are, you are in luck. Ubisoft, creators of the famed Assasians Creed series, Rayman series, and other synonymous series have a new trailer for The Crew, a shared world racing game that is coming out on November 11. What is the motto of the game? Never Drive Alone. Be it cooperative or competitive, be sure to check out this trailer if you are craving for another racing game.

Again, that will do it for me? What are your thoughts on shared world games and The Crew? Do you think they fit with all genre’s? Do you think The Crew will do well? Are you looking forward to other racing games like Project Cars or DriveClub? Please leave your thoughts below. Thank you for reading, and as always, hope to see you again. Until next time, this is Devon Day; Checking out.

Bayonetta 2 Gets New Information In Preparation of Launch

Bayonetta 2 Gets New Information In Preparation of Launch
 Originally Published on the Official Blast Away the Game Review Facebook Page

Written by Dustin Murphy



 Bayonetta 2 has been a force to reckon with, as the title gets closer to its October 24th launch date, which is set exclusively for the Nintendo Wii U console. With this title, the vocal brontide has been nothing short of excitement. This game has caused fans to clamor, every time they heard the game mentioned. For some, this announcement was a bit of an issue due to the lack of the first entry, Bayonetta, having not made it to Nintendo consoles before. Luckily, now it will, and players will be getting more than just the first and second titles, in the series. As of this past week, Nintendo and Platinum games announced that Bayonetta will be taking on several appearances. Lets take a look at the names we know so far; Princess Peach, Daisy, Link, and Samus and they aren’t done, not yet, it has also been announced that she will be getting a Fox McCloud, most of you know him from Star Fox, type outfit. One that will definitely be interstellar enough for those of you Science Fiction fans that want to mix their fantasy with it!

 If that information wasn’t enough for you, Nintendo and Platinum games has also revealed, that Rodin will be playable in the upcoming titles Tag Climax mode, which was shown off in the most recent Nintendo Direct. As stated previously, Bayonetta will be released with Bayonetta 2, and will be priced at 59.99 USD at retailers, while Nintendo also detailed the fact that a special discount will be given when buying the titles digitally through the eShop. The special discount will bring both games, when purchased together, to 59.98 USD. A few dollars savings when said and done.

 The Nintendo Direct had also detailed more about Bayonetta 2’s storyline, mechanics, weapon, magic, and the infamous Torture Attacks. After such was explained, they went on to detail the new Umbran Climax. After that was explained they continued to outline the new Muspelheim challenges rooms, and how the games ranking system room will work as well as how to spend the Halos earned to buy weapons and last, but not least, modify weapons. We can only wait to see how our well dressed lady will take the night off and fight in style against the enemy.

To view the Nintendo Direct in its entirety, visithttp://www.nintendo.com/nintendo-direct

For more information about Bayonetta 2, visithttp://bayonetta2.nintendo.com/

Infamous: First Light Review

Infamous: First Light Review
 Originally Published on the Official Blast Away the Game Review Facebook Page
By: Justin DeMaio – PSN ID: CorePuncher
 
 

 


Pros: 
• Stand Alone Game
• New Game Modes
• More Next-Gen Infamous Game play

Cons:
• No New Powers
• Lackluster Story
• Simplified Missions

Rating: 7 out of 10 – Decent

 


As I finished playing Infamous: First Light I was convinced that it was a good DLC and worth buying, but after the dust settled, I realized that I will likely never play it again, coupled with having to find parts of the game that I don’t like for this review, my rating for the game has gone down. Granted my initial rating was fairly high.

I really enjoyed playing Infamous: Second Son and Infamous: First Light is definitely more of the same. While that’s a good thing in certain respects because Second Son was a good game and it’s a blast to run around Seattle with super powers, it also leaves me wanting more. The Infamous story continues to lack scale and purpose and while it may be Sucker Punch’s intention to keep it local and personal to the main character, it leaves me not caring at all about what happens in the story. For somebody with super powers, you want to use those powers not just for yourself, but for the city, nation, or world. Whether you’re a good guy or bad guy, wouldn’t you use those powers for more than just to find out where your brother is? I understand relatives are important but let’s think big! Personally, I could care less about Fetch’s brother. Granted, I did care more for Fetch’s story than I did for Delsin’s, but it still was lacking something major in my eyes, scope, and a meaningful outcome. I would prefer my missions to be a bit more diverse than just keeping cops off of a drug dealer’s back by easily shooting them as they walk down an alley. Some of the missions are just way too simple and require hardly any thought or skill whatsoever. Trust me; this game is not all bad though. If you don’t own Infamous: Second Son, then you can drop a measly $15 on First Light and get a lot of what Second Son has to offer and It may help you decide if you’d want to purchase Second Son. In other words, you do not need to own Second Son in order to play First Light. This makes it a less risky investment on purchasing the game to see if you like it. This also means First Light comes with its own set of PSN trophies, including a new Platinum trophy. Trophy hunters rejoice!

Another aspect of First Light that I really enjoyed was the new game modes which are essentially different challenge arenas. In these arenas you’ll face off against a seemingly infinite number of enemies, allowing you to blast away and flex your muscles for as long as you can survive. These challenge arenas essentially make up for the lack of immersive and large-scale battles lacking in the main stories plot because they do take a bit of skill and thought to be successful.

In all, I’m happy with my purchase of Infamous: First Light and while I would still recommend buying it, don’t be disappointed when you get more of the same from Second Son.

Sword Art Online: Hollow Fragment Review

Originally Published on the Official Blast Away the Game Review Facebook Page  
Written by Josh Turner
 
 

Pros: 
• Fun and addicting MMO styled Combat
• Rewarding crafting system
• Large open environments

Cons: 
• An unimaginable amount of typos, and grammar errors
• Lack of control over allies combat patterns, and equipment
• Ally AI is stupid at best

(Overview) 

This has been a title I’ve been counting the days down to within my head; awaiting it North American release like a good fan boy. Sword Art Online is, in case you missed my previous write up, a Japanese Anime about a VMMORPG where the users have been trapped within the game, unable to log-out and forced to continue playing against they’re own will. There happens to be another stipulation built around all this as well; if they die, or get forcibly removed from the game, they will die in real life.

So, seeing that the show/manga is growing ever more popular, obviously, a video game was right around the corner. The question remained though; how would a game, about being stuck in a VR game, translate over into a handheld adventure.

(Story)
 
 

So, clarifying something upfront with this game; this is non-canon to the events of SAO, and will not follow the same story of the show after floor 75. So to you faithful fans, you know what that means and I will leave it at that for everyone who doesn’t. This game is also two stories in one; Infinity Moment, and Hallow Fragment. Each has their own story arches, as well as unique characters. For Infinity Moment, the story is as follows. After clearing floor 75, Kirito and gang emerges successfully onto the other side, and enters into the unknown land of floor 76. Upon entering, the group quickly finds that for some reason all of their stats (Attack, defense, etc) had been reset to starting level, while they’re actual level had been left in tack. They quickly redouble they’re efforts to clear Floor 100 and in the process forging a new alliance with a strange woman called Strea.

As for Hallow Fragment; while exploring one day, Kirito is randomly teleported into a zone he has never seen before, let alone the fact it isn’t on any of his maps. He quickly encounters a strange girl running through the forest by the name of Philla, behind her is a Skull Reaper. Which is usually the boss of Floor 75, but for some reason is a random foe in this area. Upon exploring, he finds that this new land is ridden with powerful weapons, and rich treasures. However he also finds that this place also is chalk full with powerful new foes, as well as the infamous Laughing Coffin guild.

While searching the new floor they encounter new players who have no knowledge of SAO; Leafa, who is Kirito’s sister who has been playing ALO while he has been trapped in his coma, and strange girl who seems to be suffering from amnesia, after falling from the sky. So yes, as I said, this is completely non-canon, and should not be taken into context with the show or anime. Now granted, even though this is completely non-canon, you may end up like me, and have a bit of an issue wrapping your head around the situation. I understand about making your own unique storyline, but when you discount so many events that have occurred to create your universe, while sampling characters and events that happen in the series it starts to become confusing on exactly where the story is heading.

Now the major, unrelenting draw back for both parts of the game that breaks immersion, as well is just plain annoying is the mind numbing amount of typos throughout the game. Barely a cut scene goes by without at least three words being miss-spelled, as well as grammatical errors, and nonsensical sentences. This is probably one of the sloppiest translations I’ve ever seen in any format, and it just shows the pure laziness on the developers half. This is why there is something called “quality testing”, and that whole team deserves to be fired.

For the actual core story though, this will take you sometime to finish. Clocking in around 80 hours’ worth of game play, SAO for the Vita will keep you busy for quite some time. That is, unless the game begins to annoy you too much.

(Gameplay)

Since SAO is an MMO throughout the show and manga, I have to admit when I first learned that the game was a single player experience, let alone a portable one, it caused me to raise an eyebrow out of concern. Granted, there have been games that mimic the unique world of a MMO and successfully pull it off like FFXII for instance. How they accomplish this is by mimicking an MMO environment, and filling it with NPC’s that are pre-programed to act as humanly as possibly. Think Skyrim. This idea works well on paper; however, collision detection issues make the NPC constantly not only walk into you, and then proceed to bug out, but also walk/run into walls which tends to draw you out of the immersion.
The primary focus of the game, as you might have figured by the name, is sword based combat. This combat is fast, fluid, and very aggressive and is the one major redeeming quality this game has at the end of the day. The combat has two layers of depth to it. You’re simpler, “keep-pounding-square-until-it-dies!” technique or you can take the other approach of leveling each of your weapon skills, as well as crafting the most powerful blades possible.

Either of these approaches can get you to the same end result, but seeing as there is an added level of depth for your true RPG gamer was a welcome change. What isn’t welcome though is the immense amount of grinding that is required for you to become powerful, it also doesn’t help when the exp system in the game is a running joke. Kill an enemy 10-15 levels lower then you, which takes 10 seconds, and gain 250-500 exp. Kill an enemy 30 levels higher than you, which can take 10+ minutes, gain 750-900 exp. As I said… this system is a joke. If you are expecting people to grind their way through your game, you need to include a higher bounty on your higher leveled creatures to reward the player for taking down such a formidable foe.

Besides that, environments are large, but with pre-set paths to explore. Some feel, and looked reused from other Bandi Namco RPG’s. For the most part they are your trope environments like, creepy castle, dark forest, and large valley. There are some unique ones sprinkled in, like some really cool levels where you’re on floated islands in the sky, but they are so few and far in-between that they are barely noticeable. There is also a town you can explore within floor 76, where you can check out Lizbeth’s armor shop, and Agil’s pub. However, I do admit I was disappointed that you can’t check out any other Floors towns, though they show them briefly once you clear the boss.


You do have quite a few options when it comes to weapons. Anything from bows, to great swords will be at your disposal, each with their own skill sets, and growth tree. Each of these weapons will also have their own unique traits in speed, power, etc. These powerful skills can be used in the heat of combat by not only you, but by your ever present AI helper. Only thing is the AI isn’t exactly the smartest in the world, and you have an overall lack of control over their actions. You have your basic commands like “Heal” or “Use Skill” but no real control over if they will act defensively or over aggressively during combat. Which can lead to many headaches in a game where you, or your partner parish, and it’s over.

Gratefully, one might say that this difficultly can be offset by the fact that even the enemy AI is horribly programmed! They are extremely predictable; usually within the first five seconds of combat they will use a special attack, which can be parried. If you are fighting a large group, sometimes one of them will forget that they are attacking you, and just straight up walk away from the battle, or turn their backs on you while you are fighting them. There is the inclusion of Ad-Hoc Multiplayer for up to four players at the same time, but seeing that its Ad-Hoc based, instead of online multiplayer I was unable to test it out, and I doubt it will get much usage because, if you really think about it, do you have four friends who own Vita’s, and are into SAO?

(Graphics & Sound)
 
 


As noted earlier, sword out does have a tendency of reusing the trope designs of your standard RPG game. What add to the level of mediocre that this game excels at is its sub-standard graphics. Where it could be understandable for Infinity Moments half of the game, seeing that these PSP quality graphics are throughout the full game, it was a tad bit of a disappointment. Environments are well detailed, yet washed out. Characters armor and clothing have a lot of interesting designs on them, which are destroyed by the low res graphics that are used in here. What is even more surprising is that seeing a decent amount of screen tearing and frame rate issues in a game that isn’t even technically challenging to the hardware it’s being run on. Gratefully, the cut scenes are hand drawn for the most part, and give it the shows true art style. In these segments the game does become fairly pretty, but knowing that it’s pre-rendered does not help the fact. 


As for sound, this is where the game does have some saving grace. The whole cast of SAO did lend their voices to the game providing a very authentic experience for the fans. However, one thing that was a little bit disappointing is that Kirito is only voiced for the first hour or so of the game, after that he is just text on the screen. It takes a bit away from the experience in the end, but nothing to terrible.
As for the rest of the game sound design, it’s just another thing to add to the list of disappointments. The soundtrack is lazily thrown together, alternating between the better parts of 5 songs depending on what you are doing within the game. Besides that all the random noises you hear in the game sounds like they are cut from a stock soundboard, and lack any real originality.

(Final Verdict)

This was a painful one for me to review. I had my hopes set real high that this could be a killer app for the Vita, let alone a worthwhile Anime game. What it is in all reality is a shameless cash-in that keeps enjoyment on a rudimentary level, yet provides annoyance on so many more. The thing that disappoints me the most is how most of these problems could have been caught with proper quality testing. Which leaves me asking; did the developers really not care, or were the publishers pushing them on a release date that fell within the launch window of season two in America?

Hallow Fragments does have its high points during battle that makes you forget about the faults within the title, but either during the fight, or right afterwards with awkward bugs where your character can become frozen in place. Another place a fan can derive enjoyment from is the story and the characters; however, it is also quickly taken away due to the insane amount of grammatical errors that draws you away from the immersion of the game.

Overall, and I say this being a fan of SAO, I regret paying $40 for this game. Heck, even $30 would be overcharging for it in my opinion. My recommendation would be to wait until it goes down/or on sale for $20. Also, as noted earlier, not only will this game really only be enjoyable by your SAO fan base, it’s also a grind fest. So unless you have the time, and enjoy killing the same enemy for hours on end to become powerful, I would recommend steering clear.

With a heavy heart, I give Sword Art Online: Hollow Fragments for the PS Vita a…

5 out of 10.

THEATRHYTHM: Final Fantasy Gets a Type-0 Treatment

THEATRHYTHM: Final Fantasy Gets a Type-0 Treatment!
  Originally Published on the Official Blast Away the Game Review Facebook Page
 Written by Dustin Murphy




 If you are a fan of THEATRHYTHM: FINAL FANTASY like me, you won’t be disappointed with the latest installment. With the latest information released, players can now to expect to see a glimpse of FINAL FANTASY TYPE-0 before it hits next-gen consoles in the future. These pieces of TYPE-0 will include music, characters, and even scenarios that take place from events within FINAL FANTASY TYPE-0.

 With this information received, fans who are attending PAX Prime 2014 can visit the Square-Enix booth (#3630) and receive a set of rare Collecta-Cards (Machina, Rem, and Ace from FF TYPE-0) that will be available physically and there’s even more to this! Attendees can also unlock the in-game versions with an in-game password for THEATRHYTHM: FINAL FANTASY CURTAIN CALL!

Official Release Information:

 THEATRHYTHM: FINAL FANTASY CURTAIN CALL will be available on Tuesday, September 16 for $39.99 exclusively for the Nintendo 3DS™ system. Pre-orders for the game are now available throughAmazon.com and other participating retailers, and will include the ‘THEATRHYTHM: FINAL FANTASY CURTAIN CALL – REMIX SELECTIONS’ Music CD (five-tracks).

Official Homepage: www.theatrhythm.com
Official Facebook® Page: https://www.facebook.com/theatrhythm
Official Twitter®: @FinalFantasy

Poptropica: Forgotten Islands Offers Kids a Safe Online Game

Poptropica: Forgotten Islands Offers Kids a Safe Online Game
  Originally Published on the Official Blast Away the Game Review Facebook Page
 Written by Dustin Murphy



On October 14th, children of all ages will be able to take on a safe, fun, and amazing title that is available for them to experience an online community with players from all around the world! In this fully open 3D world, players will get to experience fully customizable characters and explore the world while taking on the mission of preventing a shadowy force that seeks to destroy the Forgotten Islands’! 


In this adventure, players will be focused on challenges that help with their reading capabilities as well as their problem-solving skills through game play challenges and mini-games. These challenges should be on-par for most age groups and will help kids learn while they unlock new areas within the islands! Players will also get to unlock clothes, accessories to create their own Poptropica character!

For more information, head over to the www.poptropica3ds.com and stay tuned for our review when it becomes available! For the latest on all of Ubisoft’s games, go check them out over at www.ubiblog.com.