Behind the Scenes: A Q&A With Colin Day of Spellbind Studios

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Questions by Dustin Murphy and Answers Provided by Colin Day

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Today will be the first day of the new series we’ve decided to do, which is called “Behind the Scene” where we will sit down or even go through emails, Skype chats, Google Hangouts, or even messaging services with developers. This new line of articles will allow us to get a better feel for the developers, their games, practices, and even let you get to know the men and women behind the scenes. In recent news we have covered Rogue Wizards being developed by Colin Day and those at Spellbind Studios, which has given us a rather amazing title that has managed to succeed their Kickstarter goals in order to help the game move onto further progression and development.

With this, I recently reached out to Colin Day and asked if he would mind sitting down and taking some time out of his development time, personal life, and or even just to burn some time in order to answer a few questions for this new article segment. For this portion, Colin’s responses will be listed as CD to better provide an easier understanding of statements and questions!

DM: Colin, I remember when I first got in touch with you because of the PR team you worked with called OnePR studio, which was an amazing thing to see. When your Kickstarter hit the scene, I quickly took note on how much passion that was demonstrated during the Kickstarter campaign. Because of that I noticed you truly took a lot of enjoyment in what you are doing. To give the readers that will be reading our interview, what inspired you to become a game developer or even a gamer? What game(s) got you started in the industry?

CD: Video games have been in my life for just about as long as I can remember.  The first game I played when I was around 6 years old was Pong, which my Dad brought home and hooked up to our television in the living room… to me it was pure magic in a tiny plastic blue box.  I of course kept playing games through the years on all sorts of systems, but it wasn’t until high school that I seriously started thinking about creating games.  Back in those days my good friend Mallory and I would come home from school, rip through our homework, and then start digging through a book on the C++ programming language.  The goal back then was to learn enough programming to build an RPG we had in our heads; that game never saw the light of day, but it served as inspiration to keep learning.  Fast forward a couple of years into college I was studying computer science at Colorado State University, but was spending most of my free time coding up a role playing game demo I called “Insurrection”.  When I finished school it was that game demo that landed me my first job in my college town of Fort Collins, Colorado working with Mike Booth (who later went on to create Left 4 Dead) on a game on a game called Nox.  The team was moved out to California and I’ve been working professionally on video games ever since.

DM: With the games or reasons behind becoming a developer, I know the journey to join the gaming industry is a huge leap, and a scary one at first. What is something that you really feel was the key to your success into becoming a game developer? Was there a game that has really inspired you to do what you have done with your current or past projects?

CD: Like I said, writing that game on my own and being able to show that to people is what got me into the industry.  When I was writing it I wasn’t thinking that I can use this to get a job in the game industry; I was just some dude who was writing a role playing game because it was fun and maybe one day somebody will play it.  In the years that followed I went on to do programming on triple-a games including Nox, Command & Conquer: Generals, Diablo III, Hellgate: London, and Marvel Heroes, but these days I’m working on my own independent project called Rogue Wizards.  It’s funny, these days I feel most like I did when I was back in college writing that little role playing game; just some dude at home making a game because it’s fun and I want people to one day play it.  The difference today is that I have 20 years of experience creating professionally them so I can tackle a little bit bigger of a project on my own.

DM: I know I just popped a few game questions about you and that’s something that was bound to happen. What do you enjoy doing outside of gaming or what are some of your hobbies?

CD: I’m big into electronic music and love to get out and dance to it as well as produce tracks at home using Ableton Live under the alias Sol Voyager (http://soundcloud.com/solvoyager).  I live in the heart of San Francisco, so there are tons of clubs in the city and lots of parties all over Northern California; but I will also travel all over the world to week long outdoor psy-trance festivals, some of which occur at a one time location to coincide with a total solar eclipse such as on Easter Island or deep in the Australian outback.

DM: If gaming is part of your hobbies to pass time; what are some of your favorite games? Are you one to collect retro games or gaming novelties?

CD: I’m always casually playing something on my iPad, console, or desktop; I say it’s casually playing because I rarely finish them.  A lot of indie games are holding my attention the most these days like Darkest Dungeon, Chasm, Rogue Legacy, Star Command.  Most recently I’ve been obsessed with Geometry Wars: Dimensions on the PS4 which I did actually finish the other day, they better be creating some new levels I can download for that one!

DM: Are you one to hunt down hard to find games? If so, what are some of your favorite games or greatest finds that you’ve accomplished finding?

CD: I don’t collect physical games (or any media) anymore and have been in a download only mindset for games, music, and movies for several years now so rarity doesn’t come into play much in the digital world.  The only physical game stuff I decided to keep before are the cloth maps from all of the Ultima computer games, of which I have every one (2 though 9).  The Ultima series played a huge role in my interest in role playing games growing up and is one of the major reasons I’ve become a game developer today.  Speaking of which, when I was running the Rogue Wizards Kickstarter I was ecstatic to find out one day that Richard Garriott, the creator of the Ultima series, had backed the project and tweeted about it 🙂

DM: Personally, when I game, write, sketch, and or read a book I listen to a lot of music. What’s some tunes that you like to jam to or just chill with? Any of them that you suggest for us or the readers to check out? Personally, I find listening to Japanese rock or musical groups such as Audiomachine are rather calming to tune into.

CD: I spend most of my days coding, and I nearly always have music playing when I code.  I’m always either streaming Digitally Imported (http://di.fm) which has more electronica than you can shake a stick at or listening to a playlist I un-inspiringly call “Colin Radio”; which is just a playlist of the best of the best of any music I’ve encountered in my entire life across any genre from EDM to pop to death metal.

DM: As our readers know, you’re a games developer, is there music that you listen to just for when you are working? If so, who’s the band, group, or composure that inspires you?

CD:I do amateur music production as well and I have a lot of musical influences, but these days I’m having the most fun producing chill or downtempo stuff.  The two tracks I’ve created which I’m most proud of are a remix of “You Got To Go” (https://soundcloud.com/solvoyager/you-got-to-go-sol-voyager-remix) which I did for a Beatport remix contest and an original track called “Trust” (https://soundcloud.com/solvoyager/trust).

If you’re looking for some cool chill grooves, I highly recommend you check out Ott and Sphongle.

DM: What about the music helps inspire you do what you do? I know jamming to Audiomachine’s song Red Sorrow, it helps keep me focused and even is a bit of an inspiration. Definitely check them out if you get the chance.

CD: I think I find that there is a lot of commonality between music and programming.  They’re booth rooted in mathematics and contain a lot of patterns and layers of organization while at the same time also bringing emotion and a sort of elegance to their design and art.

DM: On the note of Rogue Wizards, which I want to say congratulations again on passing your Kickstarter goals, how has progress with it gone since the last video update that was sent out? Has it begun to really feel like a game that fans will definitely become hooked on?

CD: Rogue Wizards is still in alpha so we’ve still got a long time until it’s ready for release.  Since the Kickstarter I’ve been pushing on game systems like attributes, sockets, enemy varieties and I’ve been having Alex draw new art for the Spellbook and lots of tower structures like the material generators, altars, and vault.  The community is not yet playing the game because I expect the alpha will be ready around the fall of 2015, but we are interacting already on the forums which has been really awesome.

DM: I personally know from covering it, the game has definitely shown its unique spin on dungeon crawlers, and top down scrollers, what so far has been your biggest inspiration to make this game as unique as it is? I know the character models were amazing when I saw them. Great job on that to everyone involved.

CD: Rogue Wizards is obviously inspired by many of the rogue-like games that have come before it, but when I started the project I was particularly inspired by Dungeons of Dredmore (Mac) and Sword of Fargoal Legends (iOS).  I really wanted to create a fun, light-hearted, but deep role playing game that was designed to be played on either a desktop and on a tablet.

DM: I know the last update we saw was about the Battlemage class. Has there since been any new classes added or any new elements we can look forwards to seeing added in with a video update in the near future? If not, what gaming events can our readers go to in order to experience Rogue Wizards if they haven’t had a chance with the pre-alpha.

CD: The last couple of months have have been mostly improving subtle gameplay systems as well as adding in art content for the tower mode.  As I get further into this year I’ll be thinking about classes and if there is a way to split up the hero into other viable classes or if keeping them all as one is the way to to.  The next big visual things that fans will be able to see is the addition of NPCs and about 10 new monsters.  Alex has just begun sketching out the NPCs this week and after that he’ll start into the monster concepts … they’ll be a lot of fun after they’re animated in a couple of months.

DM: Colin, I know I’ve asked you some rather random questions, which is something almost typical of me, but I do want to ask this last one for our readers: Is there a way that our readers can go online and experience Rogue Wizards? If so, what can they expect out of it so far? Before you go; I want to thank you for taking your time for answering our questions, but also the chance we’ve had in covering your game as far as we’ve had to this date. We look forward to hearing more about it in the future and we want to wish you luck with it and your future works!

CD: Rogue Wizards doesn’t have a public demo that you can play just yet, but if you sign up for the mailing list you’ll be the first to know when they alpha and beta programs go online.  Just visit www.RogueWizards.com to pre-order the game, sign up for the mailing list, and chat with me and the other fans in the community forums.

There you have it folks! A behind the scenes look with indie developer Colin Day of Spellbind Studios who has the working project mentioned above called Rogue Wizards, which has remained astonishingly fun to look at, and highly anticipated to play! Stay tuned for future updates regarding the title! We also want to congratulate Rogue Wizards for being one of this years winners for GDC’s Best in Play of 2015. If you just happen to be at GDC this year, you can find them on the expo floor at Both PL400. Their times are as follows below:

  • Wednesday March 4th: 10:00am – 6:00pm
  • Thursday March 5th: 10:00am – 6:00pm
  • Friday March 6th: 10:00am – 3:00pm

So go by the booth, say hi, and try out Rogue Wizards!


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.

Dragon Ball Xenoverse Out Now

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Written by Dustin Murphy

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Ever wanted to create your own character in the Dragon Ball universe and see what it would look like to fight side by side with Goku, Gohan, Piccolo, and even Trunks? Starting today on the PlayStation 4, Xbox One, PlayStation 3, and Xbox 360, fans can take the fight straight to the enemy and see the Dragon Ball universe unfold before them. With these launches also comes the news of the PC (Steam) based version, which will release digitally on the 27th, while the physical versions of the game will launch in Mexico on February 27th, 2015.

Developed by the famed videogame developer Dimps, the game seeks to pull players into the universe as it is tilted on its head and time-traveling hooligans, villains rather known as Towa and Mira seek to create temporal distortions into the past as part of their evil scheme. This time around players will jump through time in order to stop these enemies by creating their own characters and assisting the Z fighters in stopping these terrible troublemakers from destroying all time as they know it in the Dragon Ball universe history.

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Dragon Ball is one of the most beloved anime franchises in the world, and the overwhelming fan support and devotion has driven us to constantly evolve and improve Dragon Ball video game content as technology advances.” said Chris Gilbert, Senior Vice President of Sales and Marketing at BANDAI NAMCO Games America Inc. “The Dimps team has truly delivered a new perspective in storytelling and  Dragon Ball gameplay and we are extremely pleased that the fans can experience their favorite manga on the PlayStation®4, Xbox One and STEAM for the first time ever.

Stay tuned for our possible upcoming review or hands-on impression.

Official Release Notice Information from Bandai Namco:

Dragon Ball XENOVERSE is rated “T” for “Teen” by the ESRB and is available in the Americas (USA, Canada, Brazil, and rest of Latin America) for the PlayStation®4 system and Xbox One at a MSRP of $59.99 and the PlayStation®3 system and Xbox 360 at a MSRP of $49.99. The limited “Day 1” Edition includes an exclusive playable character in the form of Super Saiyan 4 Vegeta and two special Frieza Soldier’s Battle Suits, offering players the chance to equip both Gold and Crystal outfits. The STEAM for PC version as well as the physical versions of Dragon Ball XENOVERSE in Mexico will be available on February 27th.


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: htoL#NiQ The Firefly Diary – A Place Where Firefly’s Fly

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Review by Dustin Murphy

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Pros:
+Beautifully Artistic
+Intriguing use of the front and rear Vita touchpads
+Challenging stages that offer plenty of puzzle variations
+An intriguing story told through scenery and actions

Cons:
-At times unresponsive reactions when using shadow world firefly
-Can, at times, be boring and cumbersome to play
-Lack of analog controls makes the game hard to play for those on the go


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htoL#NiQ, also known by Hotaru no Nikki, is by all the means is a beautiful game. It is one that I’ve been closely tracking since it’s Japanese launch and was almost tempted on more than one occasion to download it. Before I begin, I want to applaud Nippon Icchi Software America for picking up this title, it is gorgeous, and at times gives players a truly troubling story that is told through the scenery and the actions of the characters. So where do we begin? First of all, we’ll begin with introducing the game. htoL#NiQ tells the story of an amnesiac child by the name of Mion whom has awoken in December 31, 9999, and has come to witness the dark and desolate world that has been left in ruins. Unfortunately, Mion has to escape the rubble she is stuck in so that she may see the outside world and hope for the best. In this story, Mion is lead by her companion firefly Hotaru whom is leading her through her journey upwards through the ruins Mion is stuck in. Unfortunately, not all that looks good – is good. With distorted and ruthless shadows, machines, and the bodies of dead children hanging around in random areas, Mion is put into a world that looks like it may not all be that great when she gets out.

In our exploration the game instantly opens up with some of the most beautiful art that one could expect to see for a game such as this, but afterwards our eyes will be drawn from enjoying this portion to a tutorial that teaches players how to control both Hotaru and Mion. Hotaru, being our playable character that guides Mion. Once players have become accustomed to using both the front and rear touch pads to control both Mion and Hotaru, it is time to try and get to safety. Within the game the atmosphere fits the setting with rather industrial areas that seem drab and dark, htoL#NiQ seems to try and boast a lot about its atmosphere, which it deserves to do, which is where I will leave it at that. This game is gorgeous is all that can be said to keep from going on a spew regarding it.

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But in many ways, I felt that is where the games controls began to go downhill since the levels will eventually require players to have quick reactions to maneuver Hotaru and Mion from dying due to shadows, machines, and even the terrain that can be rather brutal. At times, it will become frustrating at how fast or slow the game seems to be. Though, that is where the charm comes in regarding the games puzzles that have a rather decent pacing until late in the game, which is where the game seems to have gone downhill and slowed down to a point I felt like I had chain and ball hanging on my thumbs. This is unfortunate since many of the games level designs (some of them overly challenging and left me rage quitting – admittedly) are almost too hard to do without a analog stick since they are almost impossible at times. With Hotaru at the lead, it’s not surprising to see that the developer has brought a few challenges that players will not expect, these challenges include Mion becoming confused and walking in the opposite direction of what Hotaru is in. This will lead players to needing to adapt and overcome in levels where they must use devices to protect Mion from floating up into saw blades, shadows, or simply just a terrain that will kill her. With this happening seemingly quite often, players will find themselves muttering, grunting, or even yelling in pure frustration since Mion seems to walk slowly above a world of death that awaits to claim her.

When not worrying about death, players will be growing frustrating with the slowly adapting touch screen controls, which will leave them frustrated when trying to move Mion up ladders, over boxes, and even to release items for some boss fights that will require her to run away. With Mion being as slow as she is, it’s hard not to get a cringe going when trying to re-position your firefly (Hotaru) where you need it. If you don’t when climbing up a ladder or box for example? You may end up dismounting it back to where you came from, this can be annoying and lead some players who want a faster pace to walk away and move onto another game; something I admittedly found myself doing multiple times before coming back to htoL#NiQ. This admittedly is a good thing though since it has actually shown that htoL#NiQ (Hotaru no Nikki) has some lure to it and will keep frustrated players coming back for more in order to find more saplings and even help Mion regain her memories.

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With this exploration for such items, the question in mind that comes is the wondering of something else – where is the sprint? Does Mion just not know how to run or have the designers decided to omit this from the game on purpose? With moments of urgency that pop up, it would have been nice to see Mion run depending on how fast Hotaru is from her, which would make moving back and forth across the larger puzzle rooms rather nice while trying to also avoid falling death that tends to happen quite often throughout the game. On the bright side, the slow scenes due seem to end rather quickly thanks to events that help relieve this bit of annoyance throughout the game. We can only hope this is something that is added in if the game ever gets analog stick support.

When stepping away from the minor annoyances of the game, htoL#NiQ is a charming game that finds itself as a touch screen puzzle title that could easily find itself launching on tablets, phones, and other devices including the PlayStation 3 and PlayStation 4. The Nintendo 3DS? It would have been a rather charming addition to the game thanks to the New Nintendo 3DS implemented C-Stick and Adaptive 3D. However, that is not a portion for me to discuss, which leaves me trying to revisit Hotaru no Nikki again so that I may snag up all this difficult (at times) to obtain Saplings so that Mion can regain her memories.


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.

Project CARS Gets Moved to an April 2015 Release Date

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Written by Dustin Murphy

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If you are one that has been awaiting one of the most beautiful, authentic, intense, and most advanced racing game in all technicalities made available on this planet. Project CARS has become one of the most anticipated games to release on PC via Steam, PlayStation 4, and Xbox One, players can now expect to see the title burn rubber on their chosen platform starting on April 7th, 2015. The slight adjustment in release dates is due to the final tunings that the team wanted to do to the game in order to provide fans with the best racing experience they can have coming from Slightly Mad Studios and publisher BANDAI NAMCO Games America Inc.

“Moving the release date was not an easy decision to make, as we know our fans are eager to get their hands-on on Project CARS”, said Ian Bell, Head of Studio at Slightly Mad Studios. “But we know that these extra days will allow us to provide the best game experience that our fans deserve. We assure you the wait will be worth it when the game does arrive early April”.

With this news comes the chance that players will get to experience the crowd-funded title that has been packed by a very vocal and passionate community. Project CARS will be including one of the largest track rosters of any recent racing game to date. Let alone will it boast a rather large variety of motorsports to enjoy, a freeform and authentic career option, the game will also feature world-class graphics, handling, day and time experience, but also a dynamic weather system that can chance on the go while players also take on a suite of community features that helps back the games idea of community connectivity.


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.

Gex, Fear Effect and Anachronox Head to Square Enix Collective

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Written by Dustin Murphy

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Were you one that grew up in the 90’s and always wanted to go back and experience or see some of the greatest franchises remade? As of this week, Square Enix has announced that they are offering the chance for the first three of the Eidos IPs for independent developers to pitch on in order to shape a new installment or even a fresh reboot of the franchise. On top of this news, Square Enix has also announced that the haunting point-and-click adventure Goetia has become the third successful project from the Collective to hit its Kickstarter goal with the support from their talent-finding platform that allows indie developers to have a chance to make it big.

With this news, they have also announced that they are open for new project pitch submissions for the first time since the closing after a few days of entering 2015. Due to the high demand from fans and developers alike, the Collective will be allowed to submit game ideas for projects set in the worlds of Gex, Fear Effect or Anachronox. This means those talented teams waiting for their chance to bring back some of Eidos’ most loved IPs will have their chance to reboot a franchise that has been long absent since the days of the PlayStation One (Fear Effect/Anachronox) and Nintendo 64 (Gex).

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“I’m excited to see what talented teams might do with any one of Gex, Fear Effect or Anachronox IPs. We’ll monitor the response carefully before deciding which IPs to release next,” said Phil Elliott, project lead on Collective. “And it goes without saying that we’re delighted for the whole Goetia team, as they become the latest member of the Collective family alongside Moon Hunters and Black the Fall in hitting their funding targets.

“We first announced we’d be opening up Eidos IPs for developers to pitch on, with our initial announcement of Collective in November 2013. Since then we’ve worked hard to establish the Collective platform as a viable place for small teams to build awareness for their ideas, and then for the community to feedback – and vote on those projects they’d potentially back through crowdfunding.”

With the news that the successful Kickstarter by French developer Sushee had succeeded, Goetia has hit its $30,000 target as of this week. That’s with 48 hours having been left in the games crowdfunding campaign having been remaining. So what caused the Eidos IP candidacy to open up? The Goetia campaign itself, which allowed for up for 36 original game ideas from teams in more than 17 different countries to have been published on the Collective Feedback platform.

A detailed explanation of how the process of pitching on the Eidos IPs is available in a blog post on the Collective website: http://collective.square-enix.com/news/32/first-eidos-ips-made-available-via-square-enix-collective

The Goetia Kickstarter campaign: https://www.kickstarter.com/projects/438269196/goetia

They have also started showing off their upcoming campaign, which they will be hoping that you are supporting through its Kickstarter campaign, due to launch in early March: Halcyon 6: Starbase Commander.


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.

Hyperdimension Neptunia Re;Birth3: V Generation Announced for PS Vita

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Written by Dustin Murphy

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Got enough of Gameindustri? No? Well you’re in luck! Recently announced by Idea Factory, Int. they are excited to announce that the Four CPU’s will once more be returning to the front of the story and will allow players to once more assist the four CPU’s in trying to save Gameindustri this summer for both North America in Europe. The game will be launching on both PlayStation Vita and PlayStation TV in both retail and digital formats.

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For those who decide to obtain Hyperdimension Neptunia Re;birth3: V Generation will get to experience an all new version of Hyperdimension Neptunia: Victory, which launched originally on PlayStation 3. The game will boast a newly imagined story, scenario, and even extra ‘helpings’ of fourth-wall-breaking comedy that has been witnessed in past titles. The game will also include something special when it comes to free DLC. What’s so special about it? Dual audio allowing for players to play in both English and Japanese dub while also experiecing the game with the subtitles – oh, and it’s free!

So what exactly does this game boast? In the words of Histoire, it’s time to Nep-Nep like it’s 1989! With this new game, players can prepare to see an alternate dimension of Gameindustri, which has stuck her in the world of the late ‘80’s, and will cause Neptune to once more collect enough shares in order to open up a path to her home dimension. Even though it sounds easy, players will have to take on the troublesome and nefarious enemy alliance known as the Seven Sages who want to annihilate the CPU’s so that they can take over.

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Much like past games, the game will boast the idea of friendship, this time across two dimensions, and will allow these friendships to take on the Seven Sages who will look at any way possible to make Neptune stay within the 80’s dimension of Gameindustri. While fighting through the game, players will get to take on the capability of creating their own attack combinations with up to five moves, and opening up an entire new way of taking out their enemies. Want to go back to dungeons and explore them? Well Stella’s dungeon is back, and this time she can bring her friends to help her fight through the dungeon while utilizing their special skills, while supporting the items quest.


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.

Bladestorm: Nightmare Pre-Order Bonuses and Demo Announced

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Written by Dustin Murphy

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Interested in storming the battlefield in the newest Bladestorm entry? We knew you would be. As of this past week, Koei Tecmo has announced the upcoming pre-order DLC that will available through GameStop (exclusively) will get a Dragon Mask & Staff Item set along with a special costume set for the Black Prince and Joan of Arc that will be available for PlayStation 3, PlayStation 4, and Xbox one when the game launches in early March of this year.

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In addition to these announcements, players who play the demo will get to see the games battle tutorial in action through the games demo. This will allow players to lead a character along with their troops into battle, while commanding troops to take on attack actions, use different employable weapons as well as the tactic known as ‘zapping’ between units. It was also announced by Keoi Tecmo that those who download the demo will be able to save data transfer from Bladestorm: the Hundred Year War PlayStation 3 version to Bladestorm: Nightmare PlayStation 4 and PlayStation 3 versions. We advise visiting the official Bladestorm website for more information regarding this transfer, but also future features of the title.

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Would you like to see us review this title? Let us know in the comments.


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: The Order: 1886 – Ordering an Interactive Cinema Experience

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

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Pros:
+The best graphics engine to date compared to other releases this generation
+Characters that are easily relatable to and sit almost true to their timeframes
+Werewolves, Vampires, Corrupt Knights in an Arthurian like tale
+Gunplay mechanics are pristine and well rounded
+Voice-acting is on par with a high-end Hollywood production
+Creative and intuitive ways to use quick-time-events

Cons:
Cutscenes, even if in-game, tend to sometimes take away from player immersion
Linear pathways leave little room for players to explore
No backtracking through previously visited areas
Characters at times seem out of place whether in combat or in cutscenes
Quick-time-events can sometimes seem out of place are repetitive, could use work


Editor’s Note: Before reading this, please note the review is an expanded version of our hands-on-impression and includes a final take on The Order: 1886. We apologize if this is an inconvenience, but it was decided this was the best way to approach this review due to how lengthy it would be if we included both looks at the game.


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The Order: 1886, as stated in the hands-on-impression, is a interactive cinema experience. It is a game that pushes the blend between movie, game, and storytelling to a level you may have only seen in games such as Beyond Two Souls, Heavy Rain, Binary Domain, Gears of War, and even God of War. Unlike a few of the titles, however, The Order: 1886 at times almost seems to have an identity crisis with what it wants to be. Starting out in the game, players are introduced within the first few minutes of starting up the game, to a quicktime-event that introduces our character ‘Grey’ or rather more-renowned as Sir Galahad. Upon this introduction it was more than clear this game was not going to disclude them from the overall experience. Allowing players to partake in this type of setup would have actually been a better choice than going between interactive movie and playable game.

After being introduced to the first chapter or two, players will get to meet their full blown entourage and begin their exploration into an alt-history London where Werewolves, Vampires, and a zealous Order have taken rule. The Order’s job? To keep London safe and act as London’s ‘special operations division’. Doing this, they work closely with Nikola Tesla (can we just call him father of modern electricity?). Tesla acts as their weapons engineer, inventor and even the guy who helps out with scientific findings when needed. However, players will not be seeing much of him outside of his lab, instead they will get to know Marquise de Lafayette, Lady Igraine, and Sir Perceval. These characters are ones that the game tends to focus on in order to build the story that flows around them in regards to a rebel incursion that has a rather frightening background, but with this game, all is not what it seems, which leaves quite a few plot holes for players to dig through in order to understand what the real story is. Something that can be quite interesting to keep track of in a 68% or higher completion rate (yes, we’re talking trophies here, and it’s not going to be easy in just one playthrough).

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With much of the games story hidden through background conversations, cut scenes, and even hidden documentation (phonograph recordings, newspaper clippings, photo’s, and even found artwork), players can find themselves a bit confused at what the entire plot is. Even for those who are sharp as a well sharpened knife, it’ll still be hard to piece together at times since the game doesn’t offer just a whole lot in the area of background stories. All that is known up to this game? Is all that Ready at Dawn and SCE Santa Monica wanted you to know. Unfortunately, this is where the outcry from fans can be understandable as the story itself is minimal, gameplay short (our review playthrough clocked in at 14 ½ hours with a 68% trophy completion and no breaks). Much like the out of place QTE’s even combat seems to be out of place at times since players will, at times, hop between cutscenes that are rendered using the games in-game graphic engine and a rather large scale shootout where players will take on enemies who are not scared to fall back and hide. Unlike enemies in Gears of War or other shooters, enemies do not seem to be programmed to come out from hiding after a certain duration, instead there were times when the most opportune weapon to use was a grenade in order to wipe out any stragglers that decided to hide behind a crate or wall.

However, that’s not the most troubling part when it does come to this games combat system, instead it is Galahad’s ability to slow-down time in-combat and diminish any remaining enemies that seem to be within range. Granted he switches to his pistol to do so – players will still find a bit of an eyeroll towards this, which does seem to reflect on the idea that these knights are the badasses that Ready at Dawn wanted them to be. Even with this being so, it is unsurprising that players will find themselves getting downed once in combat, which leads to, guess what? Another quick time event where players will find themselves pressing triangle only to return to smashing on their X button, but if they are not quick enough to do so those pesky enemies will come around and quickly dispatch any chances of returning to combat. If players die it won’t be uncommon to hear a bit of outcry in annoyance due to the awkwardly drawn out checkpoints that will set players back to the original checkpoint before combat started. This is even more-so troubling when combating the games rare-to-see werewolves. Fighting these ugly four legged beasts are more than a hassle. Players will become best friends with their X button when not hosing down one of these rather ugly creatures. Pressing X will allow players to quickly dodge out of the way and find some relief in doing so when not shooting the living heck out of a werewolf. Though some of these guys are not fought by just a shooting scenario, instead the combat for some of them is broken down into a QTE based scenario where players will find themselves dodging using the right analog stick while also hitting R2 for heavy attacks and L2 for light, but quick attacks. This set of combat is lucrative, out of place, and unfortunately does draw away from the games overall immersion since players will possibly be reluctant to even partake in these events. For those wanting a more-immersive cinematic experience, this may be right up your ally, for others it is going to be a bit of a hassle and a frustrating one at that. At least stealth kills and melee don’t seem that out of place when it comes to basic combat situations.

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Outside of picking apart a rather awkward combat system that seems to try and take from a seemingly familiar Uncharted when it first launched on PS3, The Order: 1886 also offers up a wide array of weapons. These weapons include an arc gun that shoots electricity, The Order’s assault rifle that offers a nice little enemy stun, a massive array of pistols, shotguns, and even single shot rifles for those who want accuracy over firerate. Unfortunately it is not up to the players what weapons they use from the start of each chapter since the game has a preset weapon selection that sets players up with a choice of armoury that Galahad seems to be at peace with. This means that sniper rifle you found in Chapter IX? It’s not going to reappear in Chapter XI or Chapter XII. This is something that seems to more-so be within the developers array of weapon loadout and is unfortunate since there are weapons that players would undoubtedly want to tote around. However, to solve this issue, the development team did allow for enemies to carry an immense amount of weapon loadouts. This means those of you who want to change up your weapons can gladly do so while some might find themselves a bit more satisfied with the standardized setup that Galahad will come into combat with.

When stepping away from the negatives of the combat system, loadout and diluted immersion due to QTE’s and combat scenarios, The Order: 1886 is something profoundly solid, which is something to be said as one of the first exclusive launches in the second year of the PlayStation 4’s lifespan. The game boasts one of the best graphics engines to date, which works well for a game that shoots to be an interactive movie, which is something even the Game Director Dana Jan had to come at the defense of with original claims putting the game at five hours in length. So were the claims right? As part of the review playthrough it was time to press the games duration when moving through each of the games difficulties, which meant that would be hit at multiple difficulties, which we had to select ONCE the game started through the options menu. Timing the gameplay it was time to grab a stopwatch in order to track the gameplay length without hunting down trophies. So how did we manage to play out? With the game on easy the first playthrough clocked in at roughly six hours, second play through at almost six and a half and hard at a massive eight hours, which meant that the game took up quite a bit of time to hammer out regardless of how fast we hammered out. Do note that in those playthroughs I was not allowed to hunt down collectibles and was forced to play through the game as if I were someone just wanting to explore the story. With that being said, it isn’t surprising there have been reports of the game being no longer than five hours, which was pushed for in the speed playthroughs that left with few deaths, and a whole lot of annoyances when fighting against the werewolves whom were determined at slowing down the pace that was being aimed for. With that being said? The game does deliver itself as a movie based game, but does that justify the cost for those who aren’t collectible hunters? In the experience that was played through, the answer was a yes, but it was taken by note that the shortcomings began to outweigh the positives of the title with each passing minute in the speed playthroughs.

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Even while boasting some solid, but at time weak mechanics, and minor irritations – The Order: 1886 does one thing most games haven’t, which is to try and set a pacing for a medium as an interactive movie. This interactive movie experience is something that Ready at Dawn and SCE Santa Monica has seemingly almost mastered if it hadn’t been for the QTE’s that popped up out of nowhere and seemed quite a bit out of place at times. With a little bit of polishing, focus on the combat scenarios, and even fixing the out-of-place combat locations that do tend to pop up for dramatic effect the game could easily place itself with a masterful series in the ftuure. With all this being said, The Order: 1886 is a designed masterpiece that could’ve used a bit more polishing, but like all masterpieces it was not meant to be perfect and has room to improve with future installments to a could-be franchise if Sony is to pick it up for a sequel. The next time around we just hope that combat is a bit more polished, QTE’s are a bit more well placed, and we do see more of those frightful enemies we’ve been introduced to.


Final Score: 8 out of 10


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.

Hands-On Impressions: The Order: 1886 – A Year That Never Looked This Good

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

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When going into “The Order: 1886” there was a massive amount of concern due to the rumoured roughly six hour campaign. To many gamers this day-in-age that would be a very short game. To many, it is also pushing us for 10 USD an hour based upon the purchase itself. With that being said, it wouldn’t be strange to some however, for a movie that pushes the graphics and QTE (quick time event) moments like some other games before it, but where the controversy arises isn’t just over this, but how much of the movie is cinematic versus gameplay.

/-/ Cinematic vs Gameplay: Is it really that bad? /-/

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It’s no surprise that Sony has wanted a game to press the limits of the PlayStation 4, but also to present itself in a magnificent way with graphics, gameplay, and mechanics. However, this is in a way where the game gets a little muddied and convoluted. Like many times before, it is no stranger to see games that are very story driven, very cinematic, and feature a well balanced resume of gameplay portions compared to its cinematic portions. Care for a few references? God of War, Beyond Two Souls, Heavy Rain, and even Remember Me. These games all tributed themselves upon their manner of storytelling via the cinematic scenes, but also through the gameplay mechanics as well as the simple approach to how balanced both systems are. For example, with God of War we saw multiple instances where players had to press Square, Triangle, X, Circle, R1, R2, L1, and even L2 in order to coordinate the proper responses from Kratos. With Beyond Two Souls/Heavy Rain (both developed by Quantic Dream), there is no surprise that the two games are cinematic masterpieces that look absolutely marvelous when put side by side with a PlayStation 4 game such as The Order: 1886. Each of the games mentioned by Quantic Dream were very thorough on their balancing of cinematic and QTE queues, but also the balance of how long the player had to play the character(s) before their time to enter another cinematic was given. This is something that SCE Santa Monica and Ready at Dawn have done with their game.

The Order: 1886 almost instantly opens up in video clips that explain the events (to an extent), but more-so giving us a Sir Galahad who has been imprisoned and is being all, but tortured. In these opening moments of the game, players are queued to respond to the events by pressing triangle in order to make Galahad fight his restraints and push back against his captors. This leads up to the events of the player learning how to control Galahad, move through the terrains, and even interact with it, but also against enemies that may present themselves. The tutorial given will teach a player how to hold down some buttons before having to smash on others (most commonly Triangle and X in this place). These little moments are something that will come time and time again throughout this title, which is meant to be a rather interactive cinema experience versus what we could consider a traditional shooter such as Gears of War, Binary Domain, and even that once forgot title Quantum Theory had used in their game approaches, which was story told through dialogue while controlling the character. There are times where players will aim as well as shoot in QTE’s, but also take full control of the character while exploring areas, fighting enemies, and even going through what feels like a cut scene.

So is this really bad? After reading numerous reviews, it intrigued me to see what all the disgruntled critics, gamers, and even other audiences saw. Their disgruntledness? At the heart of The Order: 1886 I got a very cinematic experience that was driven by rather minimalistic gaming mechanics, which actually drove quite a bit of the games uniqueness from the modern age of games where we have been plagued with games that focus upon shooting, blowing things up, and well – multiplayer. Instead, The Order: 1886 takes players on a wild ride through a steampunk-esque London where players will take on a rebel enemy, werewolf incursion, and well even mysteries that will befall them as the gameplay goes on. With the game focusing on both cinematic and audio-based queues, it’s not surprising that the game has one of the best scores I’ve heard in a long time, but also some of the most beautiful graphics that are on the next-gen consoles. Thankfully, the balance of cinematics and player controlled gameplay is well done, balanced, and deserves a decent applaud to both SCE Santa Monica and Ready at Dawn for their accomplishment in how well balanced the QTE’s, in-game clips, as well as combat mechanics work.

/-/ Gameplay: So… It’s linear? /-/

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The one thing that anyone that purchases the title will notice is that this game is very linear. This means that areas are very set in stone, your hand is being held, and exploration is limited to the areas that are available for you. However, make a mistake, and you’ll be restarting the game once you complete it in order to experience the places you’ve managed to forsake in your first endeavor through London. Even with how linear the game is, I found myself taking the road less taken in order to find secrets that can be considered to be ‘cameos’ such as a Sackboy that looks rather drab and sad while finding a photo that had “Zelda” signed across the back of it, which attributed it to possibly Princess Zelda. I also managed to find hints at a few movies that were hidden within it. Outside of what little side exploration players can do, they will be restricted to preset areas, cutscenes, and even pushed forth to a place they may or may not have wanted to go in the long run. However, this kind of handholding actually made the games pacing felt rather well done, plotted, and helped drive the games story so that I felt immersed and poised to keep exploring.

While playing, however, I was entered into moments where fights were mandatory and unfortunately took away from how the games mechanics felt. Want to go stealth? Well, unless you are very good at it, and the game doesn’t force you into combat – SHANK AWAY! Just remember, even melee combat is tough as it is and will cause some to bash their heads relentlessly against a wall in order to cope with such a mechanic. However, it’s something that actually worked and had helped decide that there would be a future foray into the areas that had yet to be seen. Though one question arose – if this game was meant to be a cinematic experience, where is the exploring of Nikola Tesla’s lab since the rooms inside the closed doors are highly detailed and look as if Galahad should be able to go into them? That was something that plagued me through my almost (not yet completed) 9-hour adventure through The Order: 1886. This means that I did spend a good chunk of my time going through the games few moments of combat, exploring, and enjoying the sights that the game has for us to take in. This is one thing that games such as Remember Me, Dragon Age 2, and even Mass Effect 2 (can’t say it didn’t folks) tended to suffer from, but it helped drive the games pace when said and done.

/-/ Interactive Cinema: Does it really drive this ‘movie’? /-/

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There is definitely something that is to be said about the graphics and animations in The Order: 1886. These are by far some of the best graphics to this date, which makes The Order: 1886 one of the most solid looking games to date on PlayStation 4 and even triumphs that of the remastered Halo 2 by quite a bit. So what does this mean? When looking at The Order: 1886, it’s by far the most gorgeous game to date. The thing that many will find surprising is that there is not a moment of layer clipping on clothing articles, character faces, weapons, item collisions, or even particle effects. There were at times I wondered if I was watching a movie, playing a game, and or both at the same time. The answer to my own wandering? Yes I was doing both at the same time. The game itself can be considered just short of photorealism and possibly the best looking game in video game history. When needing to find a game to compare it to, it’s not hard to take a look at Hideo Kojima’s masterpiece “Metal Gear Solid V: Ground Zeroes”. When Ground Zeroes launched last year, it was by far one of the best looking games on the PlayStation 4 and Xbox One, which puts it in a place of high regard. With the game following a path of semi-realism, there is a place where the game seems to show itself as a cinematic adventure that players were seemingly never supposed to take part of, which is where the graphics, the 30fps, and even the 1080p portion of the game play a rather large role for that matter.

When taking a peek at the game, I decided to revisit some of the games busiest moments where chaos ensued, enemies plagued the screen, and well – pressed the game to its max with particle effects. When the game did this, it was hard to not see that the game would begin to hold a players hand, guide them from scene to scene, and use quite a bit of small moments where players would take control of Galahad in order to fight rebels and werewolves, but where is the gameplay that should at least seem more tangible than the rest? That is something I found myself asking a few times when I leaned back while going through each of the games ‘cutscenes’, which use the in-game graphic rendering in order to keep everything looking rather well polished. Being as well rendered as it is, it has provided some of the best lighting, particle, shadowing, and even blending I’ve ever scene, which worked well in the 30fps area, which the game is hard locked at. After sitting down and having a lengthy discussion with another person who has played the game, it was unsurprising to come to the agreement that the game itself would lose that cinematic feel had it been set to 60fps with the letterbox look to it, which is what gives the game that movie like experience. This game has provided some details that many games could take notes from when it comes to character models, animations, particle effects, shadow effects, and even cinematography.

/-/ Story /-/

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As another part of the game that is under fire is the story. The story places you, as stated, as Sir Galahad, known as one of the Knights of the Round from King Arthurs Court. You will also get to see several others known as Sir Perceval, Lady Igraine. The court also puts new recruit who is also an apprentice to Sir Perceval, frenchmen Marquis de Lafayette (for those of you that are history buffs, this game directly twists history to an alternate history) on this specially assigned team. The story involves a very different history than one we know. It is one where even Nikola Tesla has joined the battle that The Order has pushed against while fighting against a rebel incursion, a hauntingly menace enemy we can call “Werewolves” and a rather troublesome coup’de’tat that seems to be going underway the moment the game starts out. With the gaming starting with what is seemingly the beginning, it is not surprising that a few gamers may be just a bit disgruntled or dissatisfied by the events that will unwind before them.

With much of the story being lost, at times, in dialogue as well as hidden memo’s such as newspapers, letters, and photo’s, the game does seem to struggle at some point to keep some form of relativity into what is playing out before the viewer. Think of it as a narrative that gets lost within its own narrative, something that can cause players to lose pace with what the story is trying to tell, this can be even more confusing when players find the phonographs, which will give them a bit of a twist of the backstory that has unraveled behind them. The most perplexing part, one that they only have slightly explained, is the usage of Arthurian names such as Lady Igraine, Sir Perceval, and even Sir Galahad. Sure the names are to strike a bit of interest for those who value and cherish the tale of King Arthur and the Knights of the Round Table, but it leaves a bit of confusion for those who are wanting to know a bit more history behind the reasoning. While the names will be rather familiar, these are not the names of the true Knights that they characters are, instead they have adopted the names and carried them onwards with The Order.

As one plays through the story there will not be an uncommon questioning of who the real enemy is, why they aren’t focused upon, and why the story leading up to the current war that The Order is facing hasn’t gone into an in-depth story from the get-go so that players may understand the events that are going on at this time. What does work however is the formulaic path that the team has taken that will let characters and players become relatable in many forms and even have a wide array of personalities between one another. While it is understandable that they have taken this approach, it will leave some negative feedback to those who were wishing for a bit more story that leaves no current plot holes and fulfills the expectations that should occur.

/-/ Final Examination Before Review /-/

As I’ve began to prepare for the review there are a few things that I’ve been picking apart more-so than ever. After having spent more than ten hours in my single campaign playthrough, the game has a rather in depth story that can be misunderstood by those whom do not search around, but one thing is certain. It’s hard not to understand that this game, at heart, is a very cinematic experience that does have a few plot holes and places that it could have used some work. Till it comes time for my review, I’ve been keeping a rather open mind about this games approach to story and even the gameplay itself. Stay tuned for our upcoming review in the very near future so that we can cover all bases including an in depth analysis of the games campaign, story, hidden secrets, and even changes in difficulty.


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.

Opinion: DLC – Evolution Done Too Quick? – Pt. 1

Join the Blast Away the Game Review Community on Facebook or Google+
Written by Devon Day

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Hello fellow readers of Blast Away The Game Review! Today, I bring to you a topic that has been bothering me for quite a while now; especially in recent years. With this I also bring to you my personal opinion of what I define to be Downloadable Content or DLC for short. After I finish my personal feelings and thoughts, I would like to hear your own; keep in mind that this is just my personal opinion of what I define to be DLC. With that being said, let us get started!

1996 would be a year that Nintendo would help the GameBoy Color catapult and ultimately cement handheld gaming as a major component with their smash hit series; Pokemon. Be it loved or hated, the series became a major contribution of the success of the GameBoy Color and paved the way for multiple games using similar gameplay mechanics, as well as its own sequels. One thing did catch on to me however, was a Pokemon by the name of Mew. After grinding away and finally giving K. Krush Kool a walloping in Donkey Kong 64, my friends had introduced me to Pokemon. Initially, I was enthralled by its simplistic charm and eloquence, but one Pokemon I didn’t quite understand was Mew. “How did you obtain it?” I asked. My friend replied he got this creature through something known as an “event”; a specialized time frame in which GameFreak distributes rare and powerful Pokemon; some with unique abilities or attacks not available through the game itself. As I wanted to obtain one myself, I could not. My mother didn’t have the funds, and it wasn’t until “Giratina and The Sky Warrior” I would finally have one. Back to New however, one thing I didn’t realize is both Nintendo and GameFreak both pioneered a concept that would pave the way for the future. Whether or not Mr. Yamauchi knew is up for question, but once again, a concept unknown began to surface and would rapidly evolve throughout time.

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That being said, this leads me to believe that Mew, was in fact, the progenitor of DLC. Since New was unobtainable by other means, the only way to obtain this legend was from a code sent by GameFreak. Using this information, game companies today use the same principles; be it a code through payment or not. However, much like the advancement of science, video gaming is no different. That being said, let us see how game companies began a “expansion” towards the idea.

Companies that saw the Mew event knew that there was untapped potential. One of those companies was Core Design; founders of the Tomb Raider series. One of the first expansions in video game history was “Unfinished Business”, released the same year as Pokemon Red and Blue. While said expansion was a great start, “The Golden Mask” was even better; some even considering it the best expansion in the series. Said expansions introduced new dynamic elements of gameplay and aspects that not only changed the experience, it expanded on the core values of the games mechanics. WoW would also utilize a similar strategy later on; as would other games, such as Fable: The Lost Chapters.

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By understanding this method of a new method of delivering content in the form of “Expansion”, we understand how this concept was derived from DLC. “How did ‘Expansion’ trickle down from ‘DLC’?”, I hear you asking. Remember Mew? Remember how New could utilize any move he wanted? While Mew didn’t alter any form of experience the game, as it was still a core function within the game, he did alter the aspects of the gameplay mechanics, as using any move introduced a level of unpredictability within the game. Yes, CPU wouldn’t change its strategy, but your friends most likely had to. However, one major factor we have not touched on yet would be online gaming. Don’t fret, as we shall! That being said, let us continue!

Many people remember an great start towards online gaming with the Xbox. However, the Dreamcast pioneered the concept, and Microsoft rapidly evolved the concept of online gaming. Much like online gaming, DLC was bound to go with, and one company already had a planet buster series to utilize; Bungie. Halo Combat Evolved started a revolution of multiplayer gaming; GoldenEye being its forerunner. Halo 2 would add “DLC” of its own; giving rise to “Map Packs”. This form of DLC expanded the usage of how DLC is implemented; introducing new maps containing newer strategic areas; as well as new dynamic elements towards the game. DLC “Map Packs” would further pave its way onto the next generation, but applied a different outlook. Before we get into that, let us discuss the “Map Pack”. Map Packs might have revolutionized the concept, but didn’t quite revolutionize the concept much like Nintendo did. However, Bungie would help another sleeping giant, as well as its greatest adversaries to come, in both Treyarch and Infinity Ward use the idea of DLC and use it towards their advantage. However, how they used the concept will be discussed… starting now.

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Call of Duty changed the FPS landscape due towards its fast, fanatic pacing within multiplayer online gaming. However, they would also be the pioneers of altering the original form of DLC as well. Modern Warfare 3 introduced something called the “Season Pass”; bypassing DLC altogether in exchange for a set fee of $49.99. Seeing this opportunity but not wanting to just “add” content much like Call of Duty did, Take Two’s franchise of Borderlands hit full stride in “Borderlands 2”, adding further elements of the first. The biggest difference however, was Take Two’s variation of the Season Pass; buy your way to obtain a higher level cap. While the other elements, such as revamped levels and missions that introduced new ways to explore the game, if you were a completionist, buying the Season Pass was a necessity. Call of Duty drives this further down. Suppose you want to play with friends via an in game join progress session, but your friends have the latest map pack, or even the Season Pass. Playing with your friends just got a bit more expensive. Another example of how DLC has been heavily altered is the Street Fighter 4 saga. Fans were displeased with Capcom to find out that characters were in the game, but had to pay a fee in order to obtain them. This isn’t to say some companies don’t know how DLC works, but others like Capcom have successfully altered the original purpose of DLC, which again, was to introduce a new refreshing experience and introduce dynamic elements and aspects to further utilize the core mechanics of the game. However, the 7th gen. was just the start. Let us skip into the 8th gen. Onwards, fellow readers! You are reaching the light at the end of the tunnel!

After the Season Pass introduction by Modern Warfare 3, League of Legends introduced Micro-Transactions. While not the first game to do so, how Riot Games utilizes this does raise some concern. For example, say if you love a champion, but said champion is part of something known as the “Weekly Rotation”, you have spend money to obtain said champion for good. While the costume variations are done right in the case of introducing a new cosmetic towards a character; how they are priced still remains the issue. Thankfully, these are not forced upon a player, but having said option should be more accessible towards everyone since it is a “Free To Play”. Planet side 2 goes a step further; using micro transactions for faster level ups and better weapons. Such systems become “Pay To Win” and incite people with better income to play said game to real the benefits. In hindsight, this is turning the original purpose of DLC into something toxic. Gamers now are under the generalization that many companies use the term only to obtain higher profitability. The most recent example of this is Evolve, where Take Two predicated the top priority of the game to obtain profit through minor tweaks and changes for a substantial amount of money; totaling well over $100. For me, I think that many game publishers need to re-evaluate the original purpose of DLC, how to properly price the content, and radically change the tactics being used. If not, gamers will be hesitant on a purchase; unknowing that there are additional fees of the game they may have to obtain, which in turn, could not only damage gaming franchises, but trust as well; something that cannot be broken in an industry that continually increases each passing year. Ultimately however, my definition of what I believe to be a DLC is this: A form of content that introduces and drastically changes elements and aspects of a form of entertainment refreshing while still utilizing the core mechanics.

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That being said, this now concludes my interpretation of what I define to be a DLC. Now that I have completed my definition, I would like to hear yours. Before you start however, keep in mind that person is entitled towards their opinion. All I ask is that if you don’t like another persons viewpoint, please be constructive in your criticism.


About the Writer:

Devon_Day_BATGRA man growing up between the gaming boundaries on the 5th generation Nintendo 64, but admiring the 3rd gen. Nintendo Entertainment System and 4th generation Sega Genesis for their contributions, Devon Day always has something on his mind regarding video games and the accessories they contain. His first was a microphone for the Nintendo 64 for the “Hey You, Pikachu!” video game, but expanded towards the next line up of gaming peripherals including the Astro A40, MadCatz MLG Pro Circiut Controller, MadCatz STRIKE 7, and many other gaming gadgets. Now loving gaming tech more than ever, he sees this generation crucial to bring the full circle of social connectivity that the 7th. generation of video game consoles started.