QuakeCon 2015 Online Pre-Registration Opens up for BYOC

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Written by Dustin Murphy

2015 - QC - Package - UAC Command Center - Final

We’re pleased to announce that QuakeCon 2015 online pre-registration for the BYOC Select-a-Seat + Swag Pack’ package is set to open for attendees today, March 18th at 7pm CT/8pm ET at: registration.quakecon.org. The ‘BYOC Select-a-Seat + Swag Pack’ package includes:

Round 3 | Wednesday, March 18th at 7pm CT/8pm ET

BYOC Select-a-Seat + Swag Pack

Full of Limited Edition Items and Guaranteed Reserved Seating

$170 (Limit of 500 packages available)

  •         Select and Reserve a guaranteed seat of your choice in the BYOC area
  •         Official QuakeCon 2015 T-Shirt
  •         Official QuakeCon 2015 BYOC T-Shirt
  •         Official QuakeCon 2015 Lanyard
  •         TWO Special Limited Edition T-Shirts
  •         QuakeCon Exclusive Hoodie
  •         QuakeCon 2015 branded 4400 mAh Power Bank

Round 4 | Wednesday, March 25th at 7pm CT/8pm ET

BYOC Select-a-Seat

Includes Guaranteed Reserved Seating

$55 (Limit of 1,600 packages available)

  •         Select and Reserve a guaranteed seat of your choice in the BYOC area
  •         Official QuakeCon 2015 BYOC T-Shirt
  •         Official QuakeCon 2015 Lanyard

Round 5 | Wednesday, April 1st at 7pm CT/8pm ET

Swag Pack

Full of Limited Edition Items

$125 (Limit of 500 packages available)

  •         Official QuakeCon 2015 T-Shirt
  •         TWO Special Limited Edition T-Shirts
  •         QuakeCon Exclusive Hoodie
  •         QuakeCon 2015 branded 4400 mAh Power Bank

Just like in past events, Bethesda has made it so that general attendance will remain free, but those who wish to take part in the QuakeCon 2015 BYOC must pre-purchase one of the Select-a-Seat packages through their online registration process. These seats are limited and will be accounted for prior to the show, which means that seats won’t be available on-site or on a first-come-first serve basis. Once these packages are out? They are out. Bethesda will also be giving you a chance to win them if you go through their social media outlets for giveaways, contests, and well through their event partners as they prepare for the show. So how can you win? Keep an eye on their QuakeCon Twitter account and QuakeCon Facebook page for all the details on how to win as well as how to participate. If you are at the show? Let us know and our team here at Blast Away the Game Review will take time out of the schedule to visit with you and just chat! Below you will find more information about QuakeCon 2015 and how to register!!

About QuakeCon:
QuakeCon, the ultimate video game festival, will take place on-site at the Hilton Anatole Hotel in Dallas, TX on Thursday, July 23rd– Sunday, July 26th. Doors to QuakeCon will open on Thursday, July 23rd at 10:00am CT and will remain open through July 26th.For more information visit: www.quakecon.org.


About the Writer:

DustinBATGRPhoto1Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, MMO’s, Handheld Gaming, and Pizza is insatiable and can’t be softened by even the biggest names in the gaming industry. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. To follow Dustin, hit him up on Twitter over at @GamingAnomaly, find him on his Google+. Wanna game with him? You can find him on PSN with RaivynLyken.

Review: Bladestorm: Nightmare – A Hundred Year Nightmare (PS4)

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Review by Dustin Murphy

BladeStorm_Nightmare_Box_Art


Editors Note: Please note that this is a review that is in progress since we have not had a chance to test the multiplayer yet. We will update this accordingly soon.


Pros:
+Character creation is in-depth and allows for heavy customizations
+Weapon selections vary between fantasy and non-fantasy campaigns
+Level-up system is unique, in-depth, and allows for complete control
+Difficulty is easy to overcome once weapon types and their weaknesses are learned
+Absolutely insanely large battlefields (58+ minutes to fully clear a map)

Cons:
-Intermittent framerate drops
-White specks appearing on terrain texture collision points at times
-Combat can sometimes be lucrative and time consuming
-Disappointing A.I. that is absolutely useless in combat
-Aiming abilities for ranged characters such as the archers and casters are annoying
-Little Variation in combat theaters


BladeStorm_Nightmare_SC02

What do you do when you re-release a game that was originally released on PC, Xbox 360, and PS3 as “Bladestorm: The Hundred Years War” back in 2007? Well port it eventually of course, which is just what Omega Force and publisher Koei Tecmo have done by adding a bunch of new customizations, a new scenario, online mode, a free mode, and even an online portion that can be activated at any given time. With that being said, what exactly is the big draw to this game if there is one?

Taking place during the well known Hundred Years War, which takes course during the conflicts between both England and France for 120 years between the 14th and the 15th centuries, which documented historical figures that participated within this conflict. During these conflicts, players will get to see Joan d’Arc, Edward of Woodstock (The Black Prince), John Talbot, and even John Fastolf, and even Phillipe le Bon all the while traversing some of history’s most famous battlegrounds such as Crécy, Poitiers, and Orléans. For those of you who always wanted a history refresher, this game will offer quite a bit of that through its extensive campaign that can spread out to 100+ hours just to play “The Hundred Years’ War” and not even include the “Nightmare” campaign, which features fantasy twists to what happened after “The Hundred Years’ War”.

BladeStorm_Nightmare_SC04

So what exactly is Bladestorm: Nightmare? At its heart, Omega Force designed an intricate a large scale RTS that plays off in real time. In this title players will make their officer, help lead armies, and take on large scale battles that will take place through The Hundred Years War and help bring the war to find a resolution. Unlike the original campaign, however, “Nightmare” is a campaign that is scripted to be a ‘linear’ twist of the original one, which takes place after the first campaign where the forces of England and france have been met with a rather fierce group of enemies that come as creatures that can easily be called demon’s, skeletons, and random fantasy creatures – their leader? The once famed Joan d’Arc has fallen and become their leader. Even though it was intended to be played at the end of “The Hundred Years’ War”, “Nightmare,” is a much more entertaining campaign that will let fans who prefer an altered and fantasy filled history to enjoy. Within this game mode, fans will once more take the role as their mercenary who works their way once more through Europe in order to track down Joan d’Arc. Upon joining this campaign, however, players get to carry over several rather important things – weapons, gear, levels, and distributed skill points without any form of restrictions or altered stats. Instead the game stays true to its intention in letting players join an expanded campaign. With that information shared, it is something to keep in mind when tempted to jump straight into “Nightmare,” versus “The Hundred Years’ War”.

So the question after that is going to surely be the technical one – how does the game perform on new-gen? Unfortunately it did seem the game itself ran into a few general hiccups that could easily be patched out given the time. The game itself ran into infrequent framerate drops compared the constantly plaguing the last-gen version. However, that doesn’t mean they are entirely gone, nor is the infrequent white dots that will appear where the terrain collides, but these are negligible and infrequent. However, when it comes to graphics, Bladestorm itself has been highly upgraded and has even with the newly added particle effects and lighting effects. Something that is seemingly common in games such as Dynasty Warriors and now their franchise Bladestorm, but this simply could be due to all the the enemies and actions the game is tracking in real time.

BladeStorm_Nightmare_SC01

This can be mostly noticed when combining multiple groups of troops and their commanders into one large army and storming the battlefield. Players will find them using R1, R2, L1, and L2 in order to control those groups and attempt to take out their enemies. In this game, many will take note that it is a huge departure from the typical Omega Force combat setup. This time around, Omega Force has removed the capability of controlling just one character to allowing users to controlling a rather large battalion of soldiers. Within this ocean of soldiers players will find themselves having to direct and control them all as one giant and cohesive unit. Each of these units will have their own controls and can even participate in this games equivalent of the Musou attack. All this can be set up in the games central hub, which is a tavern where mercenaries gather in order to equip new armour, weapons, and even setting up their squads.

Thanks to the use of both L1, L2, R1, R2 on the PS3, PS4, and LB, Left Trigger, RB, and Right Trigger in order to access the controls for each of your coordinated groups. Thanks to these innovations, players can also change between the leaders they want to control using the controller’s d-pad, which will help in doing so. This also allows players to enjoy new weapon types, abilities, and even character leveling as players progress through both of the games main campaigns. For players looking to fight against both strengths and weaknesses to their weapon types, players will need to utilize multiple classes through the battles on the go. So how does this work? Want to wipe out a cavalry? Easy, grab a group of Viking Swordsmen or Pikemen and you will absolutely level the playing field. Are you the cavalry? Well prepare to be weak to both Pikemen and archers as they will seek to pick you off quite easily while you are talking out halberdiers and even archers, but that’s also while players could quite easily be taking out enemy sword and shield wielders. This is something that players will become quite well versed in by using enemy class warning symbols showing if players can take them out or not. The only issue here? Combat will become repetitive, quiet, and even a bit boring, but this is something that will wear off a bit over time and will bring players back to enjoy it, but that’s not the only charming thing of the game thanks to composer Jamie Christopherson.

BladeStorm_Nightmare_SC03

With music composed by Jamie Christopherson (well known for his soundtrack he composed for Metal Gear Rising Revengeance) it’s not hard to find someone being drawn into the combat scenarios while leading forth a cavalry or group of undead mages to take on an enemy ogre during their time of war in order to take over enemy bases and run the battlefield. Thanks to his usage of both instrumental music that both cascades on the ears yet remains subtle; the game itself remains fulfilling and yet intriguing thanks to the atmosphere he helps create. Something that terrains, enemies, and even conversations in battle should have been able to manage on their own.

Overall, even with this as a review in progress, Bladestorm: Nightmare is a game that challenges players to the fullest and will push them to truly extend their battle prowess on the battlefield and show their inner tactician.

Bladestorm: Nightmare is now available for PlayStation 3, PlayStation 4, and Xbox One. The game is priced 59.99 USD on PlayStation 4 and Xbox One and 39.99 USD on PlayStation 3. The title released on March 17th for North America and will launch on March 20th for Europe.


Final Score: 7 out of 10


Editor’s Note: This version of the game is based upon a pre-release retail version of the game. Our copy was provided to us by the games publisher. For information about our ethics policy please click here.


About the Writer:

DustinBATGRPhoto1Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, MMO’s, Handheld Gaming, and Pizza is insatiable and can’t be softened by even the biggest names in the gaming industry. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. To follow Dustin, hit him up on Twitter over at @GamingAnomaly, find him on his Google+. Wanna game with him? You can find him on PSN with RaivynLyken.

About the Writer: Getting to know Dustin Murphy

Join the Blast Away the Game Review Community on Facebook or Google+
Questions answered and Edited by Dustin Murphy

Dustin_Quake_Con_2014_Headphones

To start out, I decided to have a few friends I game with and ones I know in real life ask a few questions to help get this started and break down the traditional “about the writer”. To do so it took some time and effort to get this organized and make sure all the questions that were asked fit the topics a bit better. I want to thank my friends and family for helping get this questionnaire written out.

Friend(s): Dustin, what got you into gaming? Was it what influenced you as a gamer today?

Dustin: Y’know, I got to say it was my dad. He came home one day, I think I was one or two, and he put down this Mario bundle. I’m not sure why, but I still recall it as if it were yesterday. He had the bundle that came with Duck Hunt and Super Marios Bros. It wasn’t till I think my 3rd or 4th birthday that he and my mom scrounged every penny they had to take me to Tulsa so I could get my very first copy of The Legend of Zelda for NES. It was there that I really decided I loved video games and continue to love them today. So I’d say it is a lot of what influenced me to become the gamer I have today.

Friend(s): So you said The Legend of Zelda is where you really got started, huh? What is your best memory with it?

Dustin: Yea it was. I remember on my fourth birthday my dad had ordered Pizza for this guy I grew up with in our trailer park named Erich. He and I were inseparable, but my dad joined in with us by ordering us a pizza from Pizza Hut I think. We sat down and played The Legend of Zelda for a good six hours or so. I remember it because Erichs mom came over asking him to come home. It was good stuff.

Friend(s): Seems like gaming has been almost a big part of your life. What would you say made you become the writer you are today?

Dustin: Man; that’s a tough one. I’d have to say I really got started into what I do now because of my parents. They always sat down and told me to chase a dream, but do something I’d be happy with. I’ve never been happier being a writer and playing games the way I do now. I’ve met some amazing people and even got some advice from some of the big names in the industry.

Friend(s): Has anything changed for your love or passion of gaming since you’ve started writing? Has anything changed about how you see games when you aren’t playing them to critique?

Dustin: Y’know, that’s also another good question. I hate saying that a lot has changed about my passion for gaming. Sometimes I find it harder to play games than other times since I find myself time constrained a good six or seven months out of the year. I spend a lot of time playing games for companies on major time constraints and trying to still spend time with my friends I game with over PlayStation Network or even in person. I’ve recently had to take a hiatus from WoW where I could obligate some money into the team to ensure our website stays active and we can get some of the bigger name titles under our belt. As for when I’m not criticizing games? Yea I do see a lot of things different. I’ve become more noticeable about small UI glitches, game bugs, hiccups or small things that should have been spotted way before they were. It’s just small stuff like that.

Friend(s): I bet you’ve played a lot of games over the years. What’s one of your favorites that you had to review for the team you work with and what is your favorite you played just to play?

Dustin: Man, you guys are spot on. My favorite review title, huh? That’s a bit of a tough one. I’d have to say the one I’ve had the most fun reviewing was Wrack by Final Boss Entertainment. I had the pleasure of meeting the dev team such as Remco, Brad Carney, and even spoke a few times in email with their PR lady Shan. I had a great time meeting them and really enjoyed what they had to offer as well as their game that really focuses on community efforts. As for personally purchased? I’d have to say I really enjoyed my most recent endeavor with Nihilumbra. It’s a great indie title that’s about to hit the Nintendo eShop. I played it on my PlayStation Vita and loved it. You should check it out.

Friends: Wrack, that was a game you were introduced to briefly before QuakeCon 2014, right? What was that experience with the game and team like?

Dustin: I can’t say it was bad at all. I had a lot of fun speaking with Brad and the team he works with. I took a lot of positive things away, but also learned I made some mistakes when interviewing. I called their game “Wracked” or “Wreck” a few times. I guess it was excitement, but I really enjoyed it. I really enjoyed even playing their game as much as I did. Unfortunately, I’m not a huge PC gamer so I’ve really not had a chance to try out a huge chunk of the mods made available for it, but they look great. I keep my eye on it every now and then. Even shot Brad a few emails, but never heard back. It looked like the games been doing great last I checked.

Friend(s): Do you spend quite a bit on games to review for B.A.T.G.R. or try to review? Rather how much do you spend on average just to try and get reviews out if you have the time?

Dustin: Man… I think at least a thousand or so a year. I know I trade in a lot of games where I can get at least somewhat of what I paid back just to move on. Since we are self funded and as a team have no income as a company, it’s all out of pocket or supplied by the games publishers. So it’s expensive. When the New Nintendo 3DS released? I broke down and spent quite a bit on it just to ensure there is one on the team. It’s being used right now for two reviews that will be coming up by the end of March.

Friend(s): So we know your team had a huge falling out. How did B.A.T.G.R. get started and can we discuss the falling out?

Dustin: I knew this one was going to pop up somewhere.. Man.. (*takes a drink of wine before leaning back to answer noticeably not feeling up for this one*) Y’know, when I got into journalism, it was simply because I got bored, but knew I had a knack for writing. It wasn’t even a few, maybe that same day, when I approached former-colleague of mine and even founding member Jesse Olvera and asked him if he wanted to get into game reviewing with me. Just simply game reviewing. We started out as real amateur’s. We didn’t know what the Hell we were really doing. Rather I didn’t, let me rephrase that, but Jesse had this composure with him that made it seem easier than anything. I guess some of it was due to him really seeming calm as well as collected. So we created B.A.T.G.R., I spent an average of 4-5 hours a day writing up reviews on past games we played. I had to do a lot of research to re-learn some names I should’ve known of supporting characters, settings I should have remembered, and even a few basic things such as the developing studios. I was a true rookie at this while Jesse. Man, if anyone knows their stuff better than anyone, it’s that guy.

Over time though we picked up some members. Josh Turner was our third member to jump on, then Angie, Shannon, Devon, Sarah, Jonny, Kennard, Casey, Aaron, and just kind of hovered where it stayed. Over time we had a few good clashes between members, had a few people leave, and even found a steady team for about six to eight months. Remember, we aren’t even two years old yet. This is our second year, we formed in July of 2013.

Friend(s): So you hit a rather early rough spot. That’s no fun, but you seem to keep going through it with the support of Devon and Sarah behind the scenes. So what happened next?

Dustin: Yea, we do keep going. I can’t say just I. Sarah and Devon are a huge part of my drive to keep going. They may not put as much time in as I do, seemingly, but trust me. They are a huge moral support that helps Blast Away the Game Review keep going. Anyways. That’s a different discussion, but know I appreciate them more than anything else, just like I do the readers.

So we met up as a team in July of 2013 at QuakeCon 2014, where we officially got to meet Aaron. Casey, Johnny, myself, and Jesse that is. I knew Casey and Jon outside of conventions, we -Jonny and I – live(d) within an hour apart from Casey; convenience you know? We had this topic of getting an office, moving to Dallas, and starting up the idea of living closer together so we could get work done even faster. Looking back at it now? They were on the right path, it was a good idea, and one that had I known could have really helped us out, would have worked even better. Though I fought it tooth and nail, got pissy, threw a fit and well – pulled our team apart, long story short. Granted there is more personal stuff than that – lets just say I should have known better to be a better example as a leader, a friend, and person. I’ve had to come to terms with what I did.

Friend(s): Dallas, you have family there, no? So what made this idea a bit harder to do so that your team could relocate and make it a bit easier to work together?

Dustin: I do. I have a couple of cousins and aunts as well as an uncle. To be honest, back then I don’t know. Even though it was not even six months ago it happened – the fallout that is. I think it was me hitting a panic button, not wanting to sacrifice leaving everything I knew, and moving away from my friends, family, job, school, and well – my life to start a new one to build up a business. I really used my fighting with Casey as an inner-team issue. It got bigger than it should have, which was wrong. In turn this is where it goes. I lost friends I’d have taken a bullet for out of the ordeal.

Not letting the topic rest, I fought with Johnny, Casey, and even Aaron tooth and nail regarding this idea. I let it get bad enough it went to the point that I removed him from the team to put Blast Away the Game Review back to where I originally imagined it. A bit selfish, I know, but I’m at-times that controlling. I have a very set vision for Blast Away the Game Review and pulled the trigger, which ended a lot of friendships in team members, and even pushed potential writers out.

Friend(s): Sounds rough. How did you overcome it? Do you still think about the idea of Dallas?

Dustin: To be honest, I don’t think I ever fully overcame what happen. I still bring up memories from time to time and keep the topic at bay. I have a few friends I game with on PlayStation Network that ask me about what happened and why I no longer am part of a clan on titles such as Warframe and why I left WoW. I think I did a lot of it because I let what happened get to me that badly. I never even really had a chance to apologize to folks for what happened until a few months ago. I posted it on my Facebook wall, not that you would get to see it unless you went digging through my wall, but I made it happen.

It triggered a lot of thoughts about Dallas when I drafted up my apology that may never be fully accepted, but y’know – what can I do about that? Long story short. Yea I do still think I have a lot of overcoming to do. I constantly find myself asking the questions like, “What would those guys do if they were in my spot?”

It makes it rough at times.

Friend(s): It can be hard to lose friends and colleagues like that, but hey, you are still here, you are still pushing forward, and you seem like you’ve been busier than before. It was hard to even get you online to a video chat or even in person lately. Your phone is hard to get you to answer. What keeps you so busy? We noticed the posts on your website have slowed down a bit.

Dustin: Haha, yea. I have slowed down a bit in the writing department. I get hammered with 3-4 reviews a month, sometimes overlapping, which means I’m manhandling 3-4 games at a time, while also trying to maintain a somewhat normal social life. We all see how that goes. I keep my Vita, 3DS, and even a soda near by to function when it’s been an allnighter to make sure I get reviews done. That’s where having multiple team members that were available came real handy – they were able to help delegate the work to other member and meet the deadlines, but hey, I’m getting it done!

Friend(s): You seem to be doing so. You’ve been extremely busy lately it seems like. What game(s) are you working on right now that you can discuss the topic of?

Dustin: I wish I could discuss several of them. They are just that awesome, but because they aren’t out yet, I can’t. Though the ones that haven’t been given to me with an embargo I can. Currently there are two in works outside of codes given, which are Tokyo Twilight Ghost Hunters and Code Name: S.T.E.A.M. They’ve been a blast so far, but because I do have titles with deadlines, I’ve been focusing more-so on those and trying to ensure that their reviews are done in a timely manner. We got a few more days before you can see those, just keep your eye on the website.

Friend(s): Sounds good. So a bit about you since we got a bit off topic there. We know we said your dad was a huge influence into your passion for gaming. Is there anything him and your mom don’t know that you think of constantly?

Dustin: Yea there is. My parents are my biggest inspiration in chasing your dreams and making them happen. I grew up poor. By poor, I mean my dad sacrificed days so that he could work overnight at a chemical plant to ensure my brother, mom, myself, and him had a place to stay as well as food and clothes on our backs. He sacrifices a lot of stuff to ensure those around him have what they need and have a happy life. He’s always kind of been a huge anchor in a lot of the things I do, but so has my mom.

My mom’s kind of my rock really. She’s the person I go to when I need an ear to talk to, someone that may not understand my passion for gaming, literature, or even my excitement about the digital media I enjoy, but she and my dad actually – listens and tries to understand – it means a lot to me. They are what drives me to chase my dream of becoming a professional writer that works solely for B.A.T.G.R., which is awesome.

But I also have friends that drive me harder because they constantly want to know what they should be looking out for and even ask if I’ll try to get coverage on it. So yea, there’s a lot there.

Friend(s): You said Devon and Sarah really help you out – how so?

Dustin: Good question, I gotta say. They’ve been there almost since the beginning. Devon’s this awesome dude that’s always coming up with innovative ways to help draw in a bigger audience and maybe get us paid sponsorships, which we would love to have. The guy is an audiophile and hardware junkie. He loves it, which is great. His enthusiasm is intense, which resonates with Sarah and I quite well. He’s just a pure go-go-go guy and even really laid back. I really get a lot of positive vibes and feedback from him. He’s always got something constructive to say, which helps a lot.

Sarah is much the same. She’s never written much, but she’s always been there to help steer me back in the right direction, even when the other team members we had were still on board. In a lot of ways, she’s kind of the ‘counselor’ of the team who always listens and offers ways to fix problems. She’s also a Hell of a writer when she does write and offers up new and interesting ways to approach topics. So it’s all really behind the scenes with her, which helps a lot.

Friend(s): Sounds like you all are a strong team. Have you ever rammed heads with either of them?

Dustin: (Laughing mildly) Actually yea. Devon and I. We don’t see eye to eye on downloadable content, 2K Softwares business practices, or really even certain game titles. He knows I’m a bit of a Sony fanboy after the initial Xbox One reveal. They really hurt my trust there, but that’s a different topic, but yea, we’ve collided on opinions a few times. It happens though, and if it wasn’t for his approach – I doubt I’d be inspired to write some of the op-ed’s I’ve done. He’s a huge inspiration on stuff like that.

He also makes sure we strive to succeed with his constant input and feedback. Trust me though. I’ve rammed heads with others before, but in business you do get passionate about things like this, and at times – it’ll show.

Friend(s): That’s no doubt. You’ve always seemed to enjoy a good debate. Speaking of debate – we know you did a small series about sexism, gamer identity, and even the GamerGate movement. What sparked that? Was it Anita Sarkeesian?

Dustin: Man oh man. Talk about walking on some thin ice here. Yea I did actually do those topics. To me it was rather important to discuss, even ethics in journalism since I’ve found myself confronting the idea of journalism business practices from some big name publishers because of scores for big titles like Call of Duty, Battlefield, and even Grand Theft Auto that always get these insane scores, but are heavily flawed or broken titles. So to me it was important to bring that up a bit, but the GamerGate movement, Gamer Identity, and even sexism was a much bigger deal since it’s a huge topic right now.

GamerGate especially since I have a few people I know as gamers and journalists that are feminists as well as pro-GamerGate people. I really felt honoured when we got a follow from Jenny Bharaj who is a huge advocate for ethics in journalism as well as even showing some really serious issues in the gaming industry to this day. I have a lot of respect for people who are very big speakers of the underlying issues of today’s world in gaming. Even Anita Sarkeesian has made some very valid points about flaws in todays gaming industry.

Friend(s): Can you expand upon what you mean by flaws?

Dustin: Honestly, I can’t. I could write you a novel about that, but lets just say there are a lot of them. Especially in ethics, scoring, and even reporting.

Friend(s): So lets change the topic. We can tell you are passionate about that one and will have to suggest people to see the editorial part of the teams website. Lets go back to video games and what got you started. Who really helped get you going in the means of practicing and becoming a better writer going forward?

Dustin: I’d have to say two big names were Adam Sessler (TheoryHead, Inc) and Mike Futter (Game Informer). I exchanged a few emails with Mike on how to become a journalist and a better critic about a year ago from my old email account. He gave me some really inspiring tips on how to get better, what to do, and even how to report. I’d have to say when it comes to Adam it’s because of his pure passion for gaming, but also his knowledge and appreciation for such an artistic platform. One that is still growing and becoming what it is today. These two guys are huge influences and really drive me to strive to get where they are now. I may already be there and just don’t know it yet.

Friend(s): That’s very true. Both are very well established and renowned. Is that something you want for the writers you work with and yourself?

Dustin: I think it would be an honour to get to that stature, but if we get there we get there. Hard work in the end sometimes pays off for some people and others it doesn’t. We’ll see. I’d love to see them get all the recognition to be honest. They have worked hard whether they have written an article or helped me out with research.

Friend(s): This Q&A has gotten rather long. Eight pages typed. Did you ever think someone would set you down and put you on the opposite end even with your own computer?

Dustin: To be honest, no. I’ve fielded some answers I’ve been asked before and I never really thought it would happen, but it’s a nice change in pace. It’s interesting to see how others think and approach questioning. I appreciate it.

Friend(s): Since things are starting to wrap up here – what really pushes you to keep going and remain the way you do as a writer, but also as a founder?

Dustin: I’d have to honestly say gaming itself. I’ve met some awesome people in my 28 years of gaming. I’ve experienced stories that knock a lot of the T.V. shows, comics, and books I’ve read completely out of the water, but I can’t say that’s fully why. I think a lot of w hat keeps me as dedicated as I am is the push to really offer gamers a place where they feel they can be accepted, honest, and enjoy a publication that’s not going to water down or give some game a good review just because it’s branded by a certain company.

I keep going and striving the page as a team effort. I really don’t think I’d have continued on without the support from Devon, Sarah, my mom, dad, and a few of our readers. I owe them the biggest thank you that you could imagine. They’ve really been a lot of inspiration to me and I can never thank them enough for putting up with me the way they have. It’s just a bare and honest truth.

Friend(s): Thank you Dustin for answering these questions and we can’t wait to see how the fans of Blast Away the Game Review respond to this.

Dustin: Thanks for taking the time to get some honest questions out.

To join the community for Blast Away the Game Review, we now have an official Community Group that anyone can join by going through our Facebook Community Page and simply joining. There you can discuss games, reviews, news, and even information or thoughts about anything.


About the Writer:

DustinBATGRPhoto1Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, MMO’s, Handheld Gaming, and Pizza is insatiable and can’t be softened by even the biggest names in the gaming industry. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. To follow Dustin, hit him up on Twitter over at @GamingAnomaly, find him on his Google+. Wanna game with him? You can find him on PSN with RaivynLyken.

Inside Gaming Culture: Should Booth Babes and Cosplay Leave Gaming Events? (Op-Ed)

Join the Blast Away the Game Review Community on Facebook or Google+
Written by Dustin Murphy

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G4TV Booth Babes. This photo is property of G4TV and is copyrighted by them.

You may have heard that not to long ago PAX has decided to limit the use of what we know as “Booth Babes”, but why does this really matter? First off, lets take a bit of a look as I’ll be breaking this one entry discussion into a rather lengthy and broken up article for some of you. So lets start there before we get underway.


/-/ What the Hell is a Booth Babe? /-/

So what exactly is a booth babe? Ever been to a convention where you will see women who wear next to nothing or are rather appealing eye candy, but seem to know nothing about a product, which still happens just to lure you in? What about those men that look like a walking ‘hunk’ that just poses all day, but says nothing or very little? Well there’s your booth babe. These ladies are used to dress up as scantily clad (sometimes not-so-much) to represent a product such as game, gaming peripheral, clothing product, or simply just to sponsor the company by dressing up as a character from their game, movie, anime/manga, or simply something that has to due with their product.

These women are what draws many young men in, helps the product they are selling – sale, and even brings in more customers for that company.


/-/ So What Started This? /-/

Jessica_Nigri_Lollipop_ChainsawCosplay

Jessica Nigri’s original costume on Friday (Left) and the one she was asked to change out of (Right). Photo was originally posted on her Twitter account.

The answer to this question isn’t all that clear. With many things coming around to the common denominator being that booth babes were trying to draw attention to a product they didn’t know, were wearing too little in the means of clothing, and just seemed to be bothersome; it was clear what was going to happen – they would be banned altogether unless the following was done: Wear appropriate attire (meaning it must properly represent their character), know the product (at least something about it) and sponsor the product in a way that seemed reasonable. So what truly started this? Complaints at PAX and a poll that PAX did on their website. Yes you read that right, attendees caused the want for more control regarding booth babes.

I know you are properly asking why this even needs to happen, why it has happened, and if someone has actually been kicked out or asked to leave unless a change was made. Well, unfortunately it has, and many of you actually know one of the big-time cosplayers that it happened to. Originally reported by Kotaku back in 2012 (you can read the article here), Jessica Nigri, who is well known for her designs, cosplay, and approach to what she does, was asked to leave the floor, dress in a more appropriate attire, or she couldn’t return. This was actually confirmed by Robert Khoo who is  the president of business development for Penny Arcade. So why was she asked to remove? Below we have used the pictures in which were posted to Nigri’s twitter to show what she had been wearing, but was her asking to fix/alter or change really a big deal?

From the evidence that has actually been shown by Kotaku and even Destructoid, it’s a bit dumbfounding as to why Jessica Nigri would have been asked to leave, but we know one thing is certain – there is more to it than just that. After having dug around Jessica had changed back into her costume she had worn the night before (a Friday), but was soon asked once more to alter the costume or stay on the bus, which then resulted into her once more changing her outfit into a costume that seemed.. Well to not match the character she represented all that much.

After digging around it comes out that Jessica, the folks at WB, and even PAX are cool with each other and understand that PAX, now alongside E3 has a strict “not booth babe” policy, which requires the people at the booth to understand and have knowledge about the product they are trying to help sale. After this event, PAX once more decided to reaffirm the policy (2010) to see how the fans felt about this. The surprise? 66% out of over six thousand people stated that they wanted models that weren’t just in skimpy clothes trying to hawk products like they do at other events. Instead they wanted models that were family friendly, ones that represented a product to its core, and even offered knowledge of what they are promoting. Something that is completely understandable and even can be approached with a heavy understanding for what they are doing.

So what exactly does the PAX policy state? Lets take a look real quick at the official statement on their policies page.

“PAX has a strict ‘no booth babe’ policy with the purpose of creating an environment where everyone can feel comfortable and welcome, and the focus is on games, not hired booth staff.

Booth babes are defined as staff of ANY gender used by exhibitors to promote their products at PAX by using overtly sexual or suggestive methods. Partial nudity, the aggressive display of cleave and the navel, and shorts/skirts higher than 4’’ above the knee are not allowed. If for any reason any exhibit and/or its contents are deemed objectionable to PAX management, the exhibitor will be asked to alter the attire of its staff.

Cosplayed characters that are playable in-game are an exception to this rule (within reason), and exhibitors must obtain permission from show management prior to the show.

If for any reason an exhibit and/or its contents are deemed objectionable to PAX management, the exhibitor will be asked to alter the attire of its staff or remove those staff from the show.”

So why does PAX enforce these rules as they do? To understand it, it comes down to a common sensus that con-goers want people who represent a product, know about it, and can help them understand WHY they should want it, which is something that is completely understandable. Even having after been to a couple of conventions before becoming a writer, I often found myself confused, wondering where to go, and how to go about it due to the fact booth babes seemed to be everywhere, and knew little to nothing about what I was looking at. Granted they were eye candy for who passed by, but it still lead to a common issue; they were literally just eye candy.


/-/ So Why the Restrictions /-/

Jessica_Merizan_Holly_Conrad_Cosplay1

Jessica Merizan (left) and Holy Conrad (right) displaying their Mass Effect Cosplay as seen on Heroes of Cosplay.

When attending a convention, attendees are going for a few things; games, pictures, and well the swag – that’s undeniable. Most of this leads to several things that can be stockpiled into a summary; they want to know about what they are seeing. When attending a convention whether I’m reporting on it or simply wanting to learn about the product from mild curiosity, it isn’t uncommon to ask questions regarding the item I was looking at. My first experience with a convention as a reporter where I attended QuakeCon 2014. Thanks to this experience I got a feel of what a small convention (the crowds were not small at all) would feel like were it to get even bigger (trust me, QuakeCon is going to keep getting bigger). What I noticed there was pure knowledge by the people I approached in the video games area or even the table top area. There I was able to ask questions about games such as The Elder Scrolls Online, Dying Light, Wrack, Super Fun Time,The Evil Within, Battlecry, Defense Grid 2, Warframe (even though I knew about it), and the ever-growing fan favorite PayDay 2. There I was able to try each of these games out while getting hands-on with things such as Gunnar’s (if you need some gaming glasses, definitely check out Gunnar Optics), Bawls Gurana (never tried it? Grab the cherry flavor if you find it), Nvidia’s Shield Controller (android powered and played Borderlands 2 and Titanfall like a champ), and even sit down and enjoy a little bit of Magic the Gathering in the down time.

What made these booths work, however, is the fact their help was not hired hands. Instead the men and women working at the event knew their product and even were trained to understand it. This meant that booth babes and or some form of eye catching medium were not needed. It was the simple appeal of their stand that got showgoers to walk up, enjoy the booth, and learn about the product. It’s because of restrictions such as this, that shows like PAX have become more noticeable, and allow fans to have a better interaction with the games that they are anticipating or have already experienced and simply just want to enjoy them. Because of this, it was easy for show-goers to take their time in order to participate and enjoy what they were looking at. This is why many of the restrictions that PAX has put into place has become effective and allows attendee’s of all ages to make an appearance in order to enjoy the things they were looking at and even interact a bit more with direct sponsors from those companies.

With an even thinner ice to walk on, Cosplay as well as Booth Babes go hand-in-hand. Booth babes, as stated earlier, are used as a tool to lure people over to booths; whether the booth personnel is male or female, the idea is there that they are a “booth babe”. With these cosplayers, it’s not hard to find what game they are sponsoring and why their role is important to the set piece a company has put into place. Just look at Borderlands 2’s diehard fan Chloe Dykstra who managed to pull off a rather well done Gaige Cosplay. Thanks to her knowledge about the game, her fandom of it, and even her capability to appear as her favored character, it’s not hard to see why knowledgable booth babes and cosplay could go hand-in-hand and even offer a bit of a helping and even bring forth consumer awareness about the products. It’s tactics like this that E3 should embrace, but also events in order to make cons a family friendly event, and even embrace the ideology that booth babes as well as cosplay can work in a rather helpful as well as informative manner.


/-/ Should Cosplay be Banned Altogether? /-/

Jessica_Nigri_Lollipop_ChainsawCosplay02

Jessica Nigri after she changed from her PAX costumes posted above. Credit is to Kotaku and Jessica’s Twitter.

This is a sticky situation and one that has been appearing on a lot of cosplay communities since the Cosplayers that go do feel that their craft is being threatened. In many ways, it is, and this is because of several things that have collided. While it’s not necessarily PAX’s fault or any game convention for that matter, it’s the scrutiny the public eye has turned to look upon the conventions, and even them stating that they are ongoers and that they prefer to have a family friendly environment where they can feel safe, happy, and not exposed to what they may see and that they may or may not agree with. But the question remains – what could this lead to if it impacts the cosplay community for Comic Con and other conventions? 

At this point, it is hard to say exactly how it will land if it does on the Comic Con community as well as the anime-con communities. At this time? It seems safe to say that those will go unchanged and will remain untouched. The answer to this is quite simple – no, cosplay should not be banned altogether. Instead it should come down between the event staff who can decide and not decide what is acceptable and what is not acceptable. It comes down to it, cosplay itself is an art, one that takes time, integrity, dedication, and a steady hand.

Just remember; even if you cosplay there are others that will see it, there are rules, there are guidelines that dictate what is and what is not acceptable, but don’t let it get to a point where it is purely censored, instead enjoy what is there, take it in, but keep it friendly enough for everyone else that is around so that they can enjoy what is going on around them.


/-/ Closing Thoughts /-/

As a person who appreciates arts such as cosplay, fan art, written formats, and even music – it’s hard to not enjoy such things. As well all know though, every format of art whether its in person or not comes with time and dedication to make it happen. In this case cosplay is the target that is being monitored closely by conventions such as PAX and E3, which could possibly set a trend through the entire gaming community as a whole, but could easily also find itself hitting the anime conventions based upon the communities responses.

 Like the PAX ordeal, they had openly asked fans as well as attendees what their take on the whole convention was, and they even had a poll where people could answer and got a rather large as well as overwhelming response from the community as a whole.

With my closing thoughts, I want to turn the attention over to you. What is your thoughts on cosplay regulation, restrictions, as well as requirement for simple knowledge of the product a cosplayer or booth babe is representing? Does it seem like something that needs done or has PAX as well as other gaming conventions overstepped their boundaries?


About the Writer:

DustinBATGRPhoto1Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, MMO’s, Handheld Gaming, and Pizza is insatiable and can’t be softened by even the biggest names in the gaming industry. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. To follow Dustin, hit him up on Twitter over at @GamingAnomaly, find him on his Google+. Wanna game with him? You can find him on PSN with RaivynLyken.

Paperbound Announced for PlayStation 4 and Steam

Join the Blast Away the Game Review Community on Facebook or Google+
Written by Dustin Murphy

PaperboundLogo

Are you one that likes to have a ‘smash off’ against your friends on the same console like the old days of gaming? You are? Well good! As of today, the team at Mrtiredmedia has announced that the Paperbound team will be releasing Paperbound for both the PlayStation 4 via the PlayStation Store and PC via Steam on March 31, 2015. The games will, at launch, both include bots! These bots are highly skilled and will allow solo players to enjoy what will feel as a multiplayer experience for them to enjoy.

The best example we’ve been given? Each AI will have its own style, personality, and set of skills that they will use. In this example we learned that one named Juan Aguacate is highly aggressive, prefers melee, and while vary rather heavily from the AI Ninjeddy who is caution and makes adept use of his skills. This will also offer players a chance to learn how to become more adept with their characters as the AI adapts to their playstyle across multiple levels and even game modes.

So what exactly is Paperbound? A classic smash-up brawler that combines platforming, high paced twitchy combat, and gravity redirection, and well a nice touch of couch competition. The game will allow for one to four players to game together all the while offering a high-intensity time while fighting against each other and allowing for friends to challenge one another. So how much is it and when is it coming out you ask again? For those in North America, the game will release on March 31st, 2016 in North America on Steam and PlayStation 4, and in April of 2015 for both platforms as well. The cost? 9.99 USD. The game has been rated E10+ by the ESRB for North America and is Pending for PEGI/USK/OFLC.


About the Writer:

DustinBATGRPhoto1Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, MMO’s, Handheld Gaming, and Pizza is insatiable and can’t be softened by even the biggest names in the gaming industry. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. To follow Dustin, hit him up on Twitter over at @GamingAnomaly, find him on his Google+. Wanna game with him? You can find him on PSN with RaivynLyken.

Review: The Awakened Fate Ultimatum – Where Choices Decide Gods Fate

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


The Awakened Fate Ultimatum


Pros:
+Moral choices that actually weave a story of their own
+Deaths punish a player by removing items providing a challenge
+Emphasizes the use of anime character designs and vibrant visuals
+Traditional rogue-like dungeon crawling mechanics
+Angel and Demon forms offer an edge in combat

Cons:
Time taken between graphic novel and combat can bore some players
English dubbing leaves room for improvement
Character choices, at times, can leave players dumbfounded by what they are picking


The_Fate_Ultimatum_SC07 The_Fate_Ultimatum_SC06

What would you do when your decisions choose your fate as God? That is something that Shin Kamikaze has learned to take on earlier than before. As a follow up to the 2013 title Guided Fate Paradox, the developer (Nippon Ichi Software). In this sequel, however, it is time to take on the original build and emphasis on that in order to to help the series evolve into a bit more of a strategy like title. So what does this mean? A much more enjoyable title than before.

As stated, your story takes on the role as God from the get go. Shin Kamikaze is the perfect host to become such a figure. With a bright attitude, a rather pessimistic attitude, and a huge issue for trust, our hero finds himself rather quickly killed only to be revived so that he can become our stereotyped JRPG lead character. The question that will come to mind is easy to answer; yes he fits the role perfectly and will definitely entertain fans and newcomers for hours. Some of this is due to the fact the game emphasizes itself around the well used anime-like visuals that include character designs, terrains, and even settings. Following the tradition that worked in the past title, Guided Fate Paradox, The Awakened Fate Ultimatum feeds itself in a graphic novel type style, which should find itself as a draw for those who find huge interest in Manga’s.

The_Fate_Ultimatum_SC05

When playing The Awakened Fate Ultimatum, it’s hard not to see that the game feeds off the successfulness of many games out there that come from Japan, and in this game it actually works quite well thanks to how the story unfolds. But where do you look to a game that is driven by a powerful narrative with tropes based upon the anime genre as a whole? To a dungeon crawling experience where players will take on enemies across a grid-like map. The combat is very straight-forward for players wishing to engage enemies. Players can navigate each of the maps that they are trying to go through by using the controller’s’ D-Pad, analog stick, L2 (Angel Form), (L1 + Right Stick to Select an ability), R3 (release ultimate power), R2 (Demon Form), triangle (character menu), and ‘X’ to attack. Outside of this, navigating dungeons are easy to do and so the game is rather easily explained for those wanting to explore through the dungeons.

But what else goes into this games combat system? As before, it was mentioned that L2 and R2 changed players between Angel and Devil form, which causes a new form to take shape and abilities to be used. Doing this players will alternate between using SP and just energy. When using SP, players will note that every attack, step, and even ability uses up SP, which can leave the player running around in their ‘human’ form. When out of SP, players will also be able to note that it regenerates while using up their stamina by moving around the map. In order to regenerate SP or their stamina, players will need to use their food, use their medicines, and even use those items against their enemies for the opposite effect of what would happen to them. This tactic is something that players will become familiar with in their 10-20 hour adventure through this title. Do note though; you run out of stamina? You will start losing health, once out of both? Shin dies, your dungeon ends, and you must restart where you left off.

The_Fate_Ultimatum_SC02

With that mentioned, maps are explored in a birds-eye-view. Players will get to see a rather nicely detailed character models that show off with each character movement. As the game progresses so does the change in elements as players gain new weapons, trip and evade new traps, but also find themselves being randomly activated in order to halt the players progress. Outside of these combat scenarios, the game is one that is very straightforward and will attempt to keep players interested as they level up both their angel and demon (devil) forms in order to progress through the games campaign. Even with these bare essentials as part of the mechanics, the game boasts something else even more detailed that players may not realize. Outside of these well planned out dungeons with rather well placed enemies, the game boasts a system where players choices actually matter, and these choices will influence a grid like system that will determine what stats they have between both forms. So why does this matter more than the games rather straight forward combat system and dungeon exploration tactics, the game boasts something unique.

When playing through The Awakened Fate Ultimatum, players will be able to take on the tasks, as mentioned before, of taking time to make decisions that will alternate between both Angel and Devil. These decisions will give players points to spend in each of the trees in order to make that form (when used) more powerful in combat when sneaking through dungeons. Overall – what does this leave for a game of this caliber?

The Awakened Fate Ultimatum is a charming game that will leave players with quite a bit of duration that will offer fun gameplay mechanics, an entertaining story, and even decisions that seem to actually matter through the duration of the game.

The_Fate_Ultimatum_SC04


/-/ Closing Thoughts /-/

Normally I’m not one to do closing thoughts when it comes to games that are rather simple when it comes to controls and story. This is one of the few games I can honestly state that actually let me go through around ten hours of enjoyment before finding myself departing from a rather amusing campaign. With that being said, the game is entertaining, which leads me to say – this game is unique, fun, and equally challenging, which got me coming back for more and enjoying what I was playing.


Final Score: 8 out of 10


Editor’s Note: This version of the game is based upon a pre-release retail version of the game. Our copy was provided to us by the games publisher. For information about our ethics policy please click here.


About the Writer:

Dustin_BATGRDustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, MMO’s, Handheld Gaming, and Pizza is insatiable and can’t be softened by even the biggest names in the gaming industry. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. To follow Dustin, hit him up on Twitter over at @GamingAnomaly, find him on his Google+. Wanna game with him? You can find him on PSN with RaivynLyken.

Review: Dynasty Warriors 8: Empires – Attempting to Forge an Empire (PS4)

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


DynastyWarriors8 Package Art JPN


Pros:
+Tons of customizations that leaves a lot of possibilities available
+Building an empire forges new alliances and allows for leadership skills to be explored
+Smooth frame rates and beautiful graphics
+Ability to switch between offline and online between missions

Cons:
Bland colour’s allowing for very little vividness in scenery
New strategems don’t seem to offer much in the means if visible changes in a battlefield
Framerate remains still a decent problem when bouncing between
Remains limited in changes made from past installments


DynastyWarriors8 Empires JUNKU

Dynasty Warriors as a franchise is one that stands tall among strategy hack-and-slash titles that allow players to take on battles during the period of The Three Kingdoms, which is also known as one of the most war filled eras in Chinese history due to the infighting between the warlords of that era. With Dynasty Warriors being around, players have been able to take on roles that allow them to explore the world during the height of the Wu, Shu, and Wei dynasties. However, for fans of a series, this title announces the end of one numbered ‘series’ and prepares to usher in the next, which is just what Koei seems to be doing as they prepare for the inevitable Dynasty Warriors 9. However, this title entails our exploration into the world of the empire where players will get a chance to customize their own officers, soldiers, horses, banners, colour’s, and even their very own kingdom. Did we mention custom scenarios? Yea those exist too. Though the key elements have not returned as players will not find themselves exploring the storyline that can be found in the main series itself.

Instead, players are given a take that lets them create their own kingdom to rule, which means creating alliances, devising schemes to bring down enemies, crushing enemies, and even taxing your very own peasants. When coming to the series (if this is your first time), you will get to choose from a handful of campaigns to enjoy. This means enjoying the Yellow Turban Rebellion, The Battle of Guan Du, and or your very own scenario that can be created via the in-game editor. The best option? Create your own scenario, enjoy it, and even take on the role as a leaderless ruler who is setting out to create their own kingdom at the demise of others. Don’t forget that this also means that players will take on a role that means gaining your income, resource supplies, and even the number of troops you’ve managed to recruit. Doing this allows for several things to occur that many players may or may not be familiar with. As your kingdoms value, forces, and supplies grow, so does the chances of recruiting with other kingdoms, negotiating, or even intimidating them into joining your very own faction.

Dynasty_Warriors_8_Empires_CustomSC03

For those unfamiliar with the series, this all is done through a very easy to use menu that is where players will find themselves primarily enjoying the title and using these menus in order to raid, invade, build resources, build a military, or simple build up your characters own levels as well as your character and officers ranks. Even with these menus being rather large, it’s not hard to navigate them once players grow used to the system that has been placed within the game itself.
So what is the allure to this game that would possibly bring back old players so that they can return the title? For those returning the main draw to the title will not be the new options or customizations, but rather the idea of leading your own personal journey with any character at your disposal. However, do you want to do this? If so you can build allies, bring warlords at your call, and even spark rivalry between other warlords. As you tailor the world of Dynasty Warriors 8 Empires around you, do remember that even as your own general, there are things to take concern of such as resources, money, military power, and even your own allegiances.

When digging through the menu’s is a done deal for you, Dynasty Warriors 8 Empires offers a rather familiar experience: beating down a thousand troops opposed to your only one. This is a mechanic that should seem all to familiar. Players will take on their mixture of regular attack combos mixed in with heavy attacks and special moves. This means players are once more cleaving through a rather large wave of enemies while causing a brontide of screams to rupture from each fallen soldier. With the new added extras, players will once more experience the EX attacks, rage attacks, and the newly implemented Strategems. New mechanics to a Dynasty Warriors game you say? Why yes I did! In Dynasty Warriors 8 Empires, publisher Koei Tecmo and Developer Omega Force have implemented a new set of tools called “Strategems”, which are represented with a small green energy bar just above the health bar. Each strategy used can require between 1-3 of these, some costing even more, which will allow players to do things such as gas clouds on the combat field, fire attacks, build giant guard towers, and even summon a fellow officer to your side to help dispatch a boss.

Dynasty_Warriors_8_Empires_ChenSC02

Even though these options had been added into the game, it is unfortunate that they seem to mean little to nothing in combat, and do not impact the battlefield in a way that can seem noticeable. Delegating troops to attack even seems more influential than these strategems outside of healing yourself and or calling fellow officers to you. For Dynasty Warriors fans they do attempt to break up the monotony of fights that seem as if they will never end by adding quests and objectives into each mission. By doing this players can take on up to four of these (max amount) that includes taking over ‘x’ amount of enemy bases in ‘x’ amount of time, attacking a certain amount of enemy officers, and even taking out an enemy without being spotted. Fortunately, this isn’t something that sounds as easy as it comes out to be, this is something that can prove a bit troublesome for those whom are unfamiliar with the game franchise and will require a bit of practice to figure out what goals can be completed easy enough for them.

Even with these subtle changes being added in, there is one thing you can’t deny when scaling through the large battlefields and customizing soldiers; Dynasty Warriors looks beautiful on both the new consoles. While boasting a large roster, the game also does benefit from both fantasy and real life designs from character that can be created or even already exists within the title. Though at great cost to graphics, there is one thing besides the terrains that suffers a tad; frame rate. Even while the game boasts a beautiful 1080p, the game finds itself constantly staggering in frame rate during high combat scenarios. This is something that is unfortunate as the game itself is beautiful despite the fact that the games environments don’t seem to live up to the highly detailed environments that we’ve seen since Dynasty Warriors 3 Xtreme Legends. Granted the battlefields are more dynamic, it would be interesting to see the team over at Omega Force evolve the content with English Dubs, a choice between modern or classic Chinese music, and even evolving environments that could truly push the games capabilities. Even without these few things, Dynasty Warriors 8 Empires is a beautiful, enjoyable, and amazing time-burner that will offer fans plenty of to do whether they are online or off.

Dynasty_Warriors_8_Empires_CustomSC02 Dynasty_Warriors_8_Empires_StrategemsSC01

So what does this mean? Our review here has ended and we are left with a game that remains rather similar to Dynasty Warriors 8 Xtreme Legends Complete minus a few new gimmick like the strategems and forging your own story. With that aside Dynasty Warriors 8 Empires leaves a lot of room for improvements that need to be made and can hopefully see some form of evolution if titles such as Warriors Orochi 3 and Samurai Warriors 4 get updated versions. Till then Dynasty Warriors 8 Empires will be leaving a bit of a sour taste in some gamers mouths as they seek something a bit more innovative.


Final Score: 5 out of 10


Final Score: 6 out of 10


Editor’s Note: This version of the game is based upon a pre-release retail version of the game. Our copy was provided to us by the games publisher. For information about our ethics policy please click here.


About the Writer:

Dustin_BATGRDustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, MMO’s, Handheld Gaming, and Pizza is insatiable and can’t be softened by even the biggest names in the gaming industry. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. To follow Dustin, hit him up on Twitter over at @GamingAnomaly, find him on his Google+. Wanna game with him? You can find him on PSN with RaivynLyken.

QuakeCon 2015 Online Pre-Registration Opens up for BYOC

Join the Blast Away the Game Review Community on Facebook or Google+
Written by Dustin Murphy

2015 - QC - Package - UAC Command Center - Final

Are you one that wants to go to the awesome event our team went to last year and met up with developers at? This year’s reservations have opened up for fans who want to attend! With the pre-registrations for the

‘BYOC Select-a-Seat with UAC Command Center Seating’ package is set to open for attendees yesterday, March 4th at 7pm CT/8pm ET at: registration.quakecon.org. So what does this special UAC Command Center Seating package have? Well it  includes VIP seating in the Network Operations Center (NOC), contains:

BYOC Select-a-Seat with UAC Command Center Seating

Includes Fast Passes for the Duration of the Event

$500 (Limit of 32 packages available)

  •         Select and Reserve a VIP seat at the NOC in the BYOC
  •         Express lane fast-pass registration for the BYOC
  •         Express lane fast-pass to every panel, presentation, and public event at QuakeCon
  •         Limited reserved access seating for all panels, presentations, and events
  •         Direct access to plug your PC into the NOC’s core
  •         Official QuakeCon 2015 T-Shirt
  •         Official QuakeCon 2015 BYOC T-Shirt
  •         Official QuakeCon 2015 UAC Lanyard
  •         QuakeCon 2015 branded 4400 mAh Power Bank

Bethesda has also announced additional packages will become available for purchase in the coming weeks via the QuakeCon pre-registration site. Below we have been provided a full list of these packages, when they will be available, and how you can get enrolled into them.

Press Registration

Please note: Press registration will open today at 7pm CT/8pm ET. If you’d like to register for media credentials for QuakeCon 2015, please visit: registration.quakecon.org/media.

PREMIUM PACKAGES | DESCRIPTIONS & AVAILABILITY

Round 2 | Wednesday, March 11th at 7pm CT/8pm ET

BYOC Select-a-Seat with QuakeCon done Quick

Includes Fast Passes for the Duration of the Event

$175 (Limit of 300 packages available)

  •         Select and Reserve a guaranteed seat of your choice in the BYOC area
  •         Express lane fast-pass registration for the BYOC
  •         Express lane fast-pass to every panel, presentation, and public event at QuakeCon
  •         Limited reserved access seating for all panels, presentations, and events
  •         Official QuakeCon 2015 T-Shirt
  •         Official QuakeCon 2015 BYOC T-Shirt
  •         Official QuakeCon 2015 QdQ Lanyard
  •         QuakeCon 2015 branded 4400 mAh Power Bank

Round 3 | Wednesday, March 18th at 7pm CT/8pm ET

BYOC Select-a-Seat + Swag Pack

Full of Limited Edition Items and Guaranteed Reserved Seating

$170 (Limit of 500 packages available)

  •         Select and Reserve a guaranteed seat of your choice in the BYOC area
  •         Official QuakeCon 2015 T-Shirt
  •         Official QuakeCon 2015 BYOC T-Shirt
  •         Official QuakeCon 2015 Lanyard
  •         TWO Special Limited Edition T-Shirts
  •         QuakeCon Exclusive Hoodie
  •         QuakeCon 2015 branded 4400 mAh Power Bank

Round 4 | Wednesday, March 25th at 7pm CT/8pm ET

BYOC Select-a-Seat

Includes Guaranteed Reserved Seating

$55 (Limit of 1,600 packages available)

  •         Select and Reserve a guaranteed seat of your choice in the BYOC area
  •         Official QuakeCon 2015 BYOC T-Shirt
  •         Official QuakeCon 2015 Lanyard

Round 5 | Wednesday, April 1st at 7pm CT/8pm ET

Swag Pack

Full of Limited Edition Items

$125 (Limit of 500 packages available)

  •         Official QuakeCon 2015 T-Shirt
  •         TWO Special Limited Edition T-Shirts
  •         QuakeCon Exclusive Hoodie
  •         QuakeCon 2015 branded 4400 mAh Power Bank

Just like in past events, Bethesda has made it so that general attendance will remain free, but those who wish to take part in the QuakeCon 2015 BYOC must pre-purchase one of the Select-a-Seat packages through their online registration process. These seats are limited and will be accounted for prior to the show, which means that seats won’t be available on-site or on a first-come-first serve basis. Once these packages are out? They are out. Bethesda will also be giving you a chance to win them if you go through their social media outlets for giveaways, contests, and well through their event partners as they prepare for the show. So how can you win? Keep an eye on their QuakeCon Twitter account and QuakeCon Facebook page for all the details on how to win as well as how to participate. If you are at the show? Let us know and our team here at Blast Away the Game Review will take time out of the schedule to visit with you and just chat! Below you will find more information about QuakeCon 2015 and how to register!!

About QuakeCon:
QuakeCon, the ultimate video game festival, will take place on-site at the Hilton Anatole Hotel in Dallas, TX on Thursday, July 23rd– Sunday, July 26th. Doors to QuakeCon will open on Thursday, July 23rd at 10:00am CT and will remain open through July 26th.For more information visit: www.quakecon.org.


About the Writer:

Dustin_BATGRDustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, MMO’s, Handheld Gaming, and Pizza is insatiable and can’t be softened by even the biggest names in the gaming industry. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. To follow Dustin, hit him up on Twitter over at @GamingAnomaly, find him on his Google+. Wanna game with him? You can find him on PSN with RaivynLyken.

Wolfenstein: The Old Blood Announced by Bethesda

Join the Blast Away the Game Review Community on Facebook or Google+
Written by Dustin Murphy

WOLF_KeyArt_US

The war has ended, the world has lost, and the Nazi Regime has taken over the world. What is left to do after the events of 2014’s superhit, Wolfenstein: The New Order? Go backwards and show what happened in a standalone prequel to the critically-acclaimed first-person shooter action-adventure title. Starting on May 5th, 2015 for 19.99 USD, players can enjoy this new story set when it release on PlayStation 4, Xbox One, and PC.

This time players will get to enter the year of 1946 where the Nazi’s are making their final strides to win World War II and take on global domination. With this two-part mission set, players will take on the role of BJ Blazkowicz once more as he tries to fight against a rather Hellish Nazi prison where he must try and take on the maniacal prison warden that runs it in Part 1 – Rudi Jäger and the Den of Wolves – which will tell the story of this as he works on stealing the coordinates to General Deathshead’s compound. In part two, players will once more learn about Helga Von Schabb’s in the second story called “The Dark Secrets of Helga Von Schabbs”, which will take BJ to the city of Wulfburg, a location that the coordinates he had stolen will lead him. Learning about the recent findings of an obsessed Nazi archaeologist has found, BJ will attempt to stop him from exhuming mysterious artifacts that threaten the world with unleashing their dark and ancient power. Will BJ have what it takes to prevent this from happening? We’ll just have to wait and find out!

Diving back into the world of Wolfenstein has really been fun for us,” said Jerk Gustafsson, executive producer at MachineGames. “We’ve enjoyed exploring the events leading up to The New Order. We think fans will really enjoy the story, all the action and, of course, jumping back into the combat with new weapons.”

Wolfenstein: The New Order, released in May 2014, enjoyed worldwide critical and commercial success with over 75 Game of the Year awards, and was hailed by The New York Times as “one of the very best releases of the year. The title has been rated M for Mature by the ESRB. For more information on Wolfenstein: The Old Blood visit the official website over at: www.wolfenstein.com. Make sure to give our friends over at MachineGames a bookmark and their Facebook Page a like!


About the Writer:

Dustin_BATGRDustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, MMO’s, Handheld Gaming, and Pizza is insatiable and can’t be softened by even the biggest names in the gaming industry. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. To follow Dustin, hit him up on Twitter over at @GamingAnomaly, find him on his Google+. Wanna game with him? You can find him on PSN with RaivynLyken.

Review: Hyperdevotion Noire: Godess Blackheart – Turning Blackhearts Red

Join the Blast Away the Game Review Community on Facebook or Google+
Review by Dustin Murphy


Noire_Coversheet_US


Pros:
+Well done transition from JRPG to Strategy RPG
+Carries on the series as a sidestory of the Hyperdimension franchise
+No annoyances in the ‘shares’ system for the Gameindustri market
+Semi-linear gameplay direction adds to a quick on-the-go experience
+Creative chibi like character models that make the game one of the best looking on Vita

Cons:
-Boss difficulties, just as in other games, can be challenging and at times too hard
-A massive amount of tutorials that slow down the games pacing
-Characters do not heal up when leveling up in combat scenes, which improves the games difficulty


Noire_ENG_Battle(127)

Where do you go with a franchise that has become so well known for its take on the gaming industry by having four CPU’s from different ‘realms’ and constantly fighting each other go to? A side-story adventure that puts one of the most anti-social of all the characters at the focus; her name? Goddess Blackheart or Noire for short.

Our story takes us into the world of Lastation where Noire (the CPU goddess Blackheart) has gotten tired of existing in the shadows of her allies; Vert, Blanc, and Neptune to name those allies. This time around we are finally getting to see Noire in action where her heart is full of hope, her mind is filled with determination, and her innermost embarrassments are for us to see as her secretary. That’s after she condemns the world into a ‘shares blackout’ and strips the CPU’s of their power. This is where you the player becomes important. For the first-time ever players get to see the world unfold in front of Noire’s eyes where she gets to put the spotlight on her, but also shares the advantage of being in her very own strategy role-playing title, which does itself a lot of justice.

The game takes us into the alternate universe known as Gamarket, which is a huge change from the traditional world of ‘Gameindustri’ where Noire, Vert, and Blanc are always going to war with each other and well Purpleheart or rather Neptune herself. In this newly unveiled world, we get to see Noire as the commander and chief who runs her world with an iron fist and lets the other CPUs know exactly where she stands. Unfortunately for her, there are a bit of issues where she’s tricked into wishing at the sharacite crystal, this being after she is tricked into wishing upon it, and loses all control of her power, the other CPUs power, and well each of the countries generals are out for blood, and hers is to be exact. After almost being attacked by a monster that would normally have been a simple task for her, you – her secretary in all reasons and purposes for this story – are her saving grace that allows her to have her CPU form back. This is, however, where the plot becomes paper thin and focuses on character development versus a solid story that would normally send fans into a craze.

Hyperdevotion_SimNoire07

With all of this aside, the games story is, as stated, very thin and leaves little to no room as to a heavy concern on what happened, but instead allows players to see the behind the scenes look at Noire as well as her personal inner-workings. With the game having done this, players will at times feel as if they aren’t playing the game for the story, but instead to experience the fresh-new-look at a series that hasn’t changed all that much since its days on the PlayStation 3. In this game, the new combat system is the most unique twist to the whole thing, which improves upon the old system with the newly implemented “Lily System”, which allows for characters to team up by standing beside each other, getting a peck on the cheek, and performing their skills. Doing this will cause abilities to require less skill points to perform, and will even allow for a buff to be given depending on who, how many, and when the ability is used. The best time for this usage? Making sure your entire team is around you and popping the ability to vanquish enemies that could be annoying to fight.

In this new system, players will also get a ‘kissing currency’, which can be used in order for characters to turn to their CPU appearance and allow for their HDD form as well as abilities to be used. In these forms players can take on using special attacks (just like in the previous titles) and even deploy more units on the field when they start digitally phasing out one by one like some bad sprite from an old game. However, do not think this is something you’ll want to focus on since it does mean that your arsenal of characters to choose from can be used up and leave you defenseless when you really will need those characters on the battlefield. However, who doesn’t want to see every character they can put on the field out in combat in all their animated chibi glory?

Hyperdevotion_SimNoire02

Even with the subtle changes to the old combat system, one thing does main majorly intact, and that is the individuality that each character portrays in previous titles while in combat. This means that abilities, their range, and even attack animations remain much the same, but it also means that abilities very rarely become overlapping, if at all. Something that was done quite well in the Re;birth 1 and Re;birth 2 titles (reviews coming soon). Thanks to how Idea Factory approached this, it’s not odd to Vert send a spear piercing through enemies and nuking their health bar to nothingness or see Neptune go into a flashy spiral and knocking a rather large chunk of their health bar off. Though this isn’t something that should always be celebrated. While moving across the battlefield may seem easy, the developers became crafty and allowed enemies to use traps (terrain, etc) against you, they’ve also managed to allow enemies to enjoy a bit of their own quickly dispatching attacks. Enemies can use a range of viruses, poisons, and even status ailments in order to prevent players from proceeding through battlefields as quickly as they would like. Players will also find themselves taking on CPU like characters (no HDD form, but very devastating are accompanied by them).

For those of you who like to move between one point to the next, it never hurts to opt out of attacking and instead moving an extra turn so that players may get to a goal that may need quickly maneuvered to. Luckily those of you who are constantly in trouble due to status ailments, it’s not hard to pick a character on your team setup (assuming you’ve failed the mission and returned to Lastation) can revisit the mission, build your team best suited for the mission, and retry it. Note, anything you’ve obtained or found will be lost upon the mission fail and will require a chance at re-obtaining it by once more taking out enemies and finding that hidden loot.

Hyperdevotion_SimNoire05

When not on the battlefield, players are given a chance to visit vendors that will seem rather familiar from the past titles, which is the item developer, disc developer and even a chance to visit the Basilicom. Here players can use special plans obtained from bosses, missions, or simply finding them from chests, this is something rather useful when wanting to create more powerful weapons and armour but this also means that players will be dealing with hard to kill bosses that can be an almost guaranteed one shot when trying to take them on for the materials and item plans. This is where the Lastation Hub becomes an important place when not in the middle of missions.

Visiting the Basilicom is something players can do in order to visit Noire and chat with her or even undergo a small conversation and spend some Sim Points in order to better situate her living area, which is just short of being a shack due to how trashy it looks to begin with. Here is where players can also undertake requests from the people of Lastation and chat with Noire regarding these requests. These requests give an insight into what the possible every day life of Noire must be like. Some of them causing a small chuckle as it tends to be a bit of comedy relief depending on the options chosen.

Hyperdevotion_SimNoire03

Outside of this, the game is rather straight forward as a Hyperdimension franchise installment in the fact that players will find themselves doing what they need at the Lastation hub when not trying to complete objectives, missions, and working with the CPUs as suggested, the game is creative and allows for a unique spin on the JRPG series it originates from. With even a paper-thin plot, the story, character development, and even graphics are eye popping and will leave players entertained longer than they would have thought, which is what makes this game well worthwhile.


Closing Thoughts: Reflecting on the Sim

When thinking about where the Hyperdimension series originated from, it’s hard not to see that the game itself has become a bit of a unique spin on the world of Gamarket and the look at what Noire would do if the world was hers. Luckily the game is amusing in every means of amusing and does not cut any corners to fill in the classic puns the series is known for. With requests for missions now being side missions, the game provides quite a bit of fun and even allows for a few of the games rib nudges that can get a small chuckle or laugh out of a person. The game itself is enjoyable and allows for a strategy take on the familiar RPG series. This is definitely one that fills a spot that has been void on the PlayStation Vita and allows for fans to enjoy the series, but for fans who want a very story driven game should look elsewhere for their entertainment.


Final Score: 6 out of 10


Editor’s Note: This version of the game is based upon a pre-release retail version of the game. Our copy was provided to us by the games publisher. For information about our ethics policy please click here.


About the Writer:

Dustin_BATGRDustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, MMO’s, Handheld Gaming, and Pizza is insatiable and can’t be softened by even the biggest names in the gaming industry. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. To follow Dustin, hit him up on Twitter over at @GamingAnomaly, find him on his Google+. Wanna game with him? You can find him on PSN with RaivynLyken.