Review: Senran Kagura 2: Deep Crimson – Where Tattered Crimson Cloth Flows

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Pros:
+Hilarious dialog that truly brings the game to life
+A rather decently enjoyable soundtrack
+Higher frame rate than its predecessors
+Better quality character models
+Smoother combat and gameplay

Cons:
Short game without DLC to expand on the title
Character side stories removed
Lack of actual clothing variety to keep things unique and changed up
-Predictable plot, pointless camera controls
Cooperative play is unlocked through the progressing in the main campaign


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Breasts, bazongas, hooters, jugs, tits, etc: When it comes to Senran Kagura, this pretty much sums up its reputation among the gaming community. However, for those willing to give the series a shot, they’ll discover a competent brawler with decent visuals and delightful characters. The latest entry in the series, Senran Kagura 2: Deep Crimson, looks to expand upon the success of its predecessors but some shortcomings may prevent this title from truly standing out on its own.

Following the lead of the previous two entries, Deep Crimson is a story about Good, Evil, and Friendship. Taking place during the ending events of Burst, we join Hanzo Academy’s shinobi group led by Asuka as they storm Hebijo Academy’s castle to prevent one of Hebijo’s sponsors, Dogen, from summoning Orochi. Waiting for them is Hebijo’s own elite squad led by Homura. Both groups clash, eventually earning mutual respect and in the end, it’s up to Asuka and Homura to finish off Dogen. This is where Deep Crimson’s own story starts, and begins to fill in the events between Burst and Shinovi Versus.

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Plot wise, the story breaks down into Homura’s group coming to terms with becoming Renegades and Asuka’s group struggling with orders that leave them questioning what it means to be Good Shinobi. The first two chapters act as a recap and tutorial, allowing the player to become acclimated to the combat system. It isn’t until the third act that the plot begins to pick up, with an invasion of Yoma in Japan and the introduction of two new characters, Kagura, a reincarnated god-like being and her bodyguard, Naraku. In order to restore Kagura’s dormant powers, the duo harvests Red Orbs from the slain corpses of the Yoma Generals. Once Kagura has absorbed enough of these orbs, she’ll have enough power to wipe out the Yoma, which will result in massive devastation to the surrounding area and the loss of her life until she is reincarnated after another 100 years. If Kyoto is to be saved, Asuka and Homura must team up to stop Kagura.

Obviously, this isn’t the strongest plot out there and much of the story becomes predictable, with battles dragging on as they’re used to string along the plot in between bouts of dialog. I went into Deep Crimson knowing the story would be barebones but I was still disappointed with just how lackluster it was. Unlike previous entries, Deep Crimson lacks the extra side stories for each girl, which was useful for expanding backstory and explaining their motivations. Even with missions and the Yoma’s Den, the game can be completed in about fifth teen to twenty hours, barring how challenging you find replaying the game on higher difficulty levels.

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The saving grace of Deep Crimson is the writing and character interactions. Many times throughout my play through, I found myself audibly laughing at the various hijinks and shenanigans. My favorite sequence takes place at the beginning of chapter three, where Homura misplaces the bullet train tickets and her group has to stowaway on the train’s roof. Homura, being the leader she is, insists that they continue training which results in Yomi and Mirai’s clothing being blown away, causing them to go temporarily insane. Sadly, not all the writing is up to par. As I mentioned in the first impression, some of Mirai’s dialog is rather salty.
It only occurs a few times but when she does drop an F-bomb, it is a little bit jarring. It still feels out of place even if this is an M rated game.

Visually speaking, Deep Crimson is a step up from its predecessor. In-game models seem to be split between player controlled, low polygon count models and higher quality models used for special attacks and in-engine cut scenes. The transition between the two during combat segments is fairly smooth, with beautifully choreographed partner animations. Special attacks are colorful and vibrant making them stand out from the usually bland backgrounds. Speaking of character animations, the rumors are indeed true as breast physics are now approaching Dead or Alive levels of absurdity. Clothing destruction also received an upgrade as far as shredding fabric, but the ability to fully strip your target did not transition over from Shinovi Versus.

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Of course, you can’t discuss a Senran Kagura title without mentioning the Dressing Room. As with Burst and Shinovi Versus, the Dressing Room allows players to customize their favorite characters with various clothing and accessories. I was disappointed that the costume selection is only marginally better than Burst. Much of the selection is simply a palette swap of the same design, with each girl having four colors available for their attire. The worst offender is the selection of “swimsuits” available. Every pair of the 390+ (not including streetpass) available swimsuits consist of the same bottom and occasionally different top. This is minor in the grand scheme of things but is still a letdown when compared to everything offered in Shinovi Versus. Whether this is due to censorship on a Nintendo platform, hardware limitations, or simply a design choice is up for debate but the hope is additional DLC will correct this.

Another new feature to the dressing room are AR photos. Using the Question Block AR card included with the purchase of your 3DS, you can project your favorite characters into the real world. The use of AR is always intriguing but as neither the 3DS nor Vita have a high resolution camera, the blend of game assets and real world backgrounds is usually underwhelming.

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One thing Deep Crimson has in its favor is the music. The sound track really runs the gambit, with fast paced battle anthems, bubbly and cheerful mood music only to follow up with some of its more somber tracks for the occasional serious moment. For the most part, the collection is average but there are several tracks I found myself humming later on. Of note, “Pride of a Good Shinobi,” and “A Sharp, Quiet Mind,” by Mutsumi Ishimura are worth a listen. The voice acting is top notch as usual, with the Japanese cast nailing their roles. You can really hear each characters own personality come through, even if you can’t understand the language.

When looking at Senran Kagura 2: Deep Crimson, combat is the name of the game and this game does an admirable job in delivering that aspect. The core gameplay is still that of a button masher, utilizing Light and Heavy attacks in various combinations. If you’re not opposed to mindlessly power leveling, you can mash your way through the majority of the fights, however, later battles will become much more challenging, requiring the use of Ninja Arts. These powerful attacks are broken into three categories that target different sections of your enemy: top, bottom, and both. By pressing the Left shoulder plus X, Y, or B, your character jumps into a flashy animation, usually dealing high levels of damage to single or multiple enemies.

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Deep Crimson also introduces the new partner mechanic. In a nutshell, you’ll have two characters to manage on screen but control only one at a time. By tapping A, your other character teleports next to your current position and you gain control over them. The more you use the characters, the higher their affection level grows. Mastery of this tag system is key towards the end of the game, where you’ll need to balance the damage you’re dealing with the damage you’re receiving. As with solo missions, your two characters can perform new Secret Stacked Ninja Arts, where both attack in tandem. The higher the aforementioned affection level is, the more devastating these attacks become. Depending on the character level and their partner’s affection level, it wasn’t uncommon that I would take out nearly a third or sometimes half of a bosses health bar.

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Senran Kagura 2: Deep Crimson – Nintendo 3DS [Reviewed]
Developer: MARVELOUS
Publisher: XSEED Games
Price: 39.99 USD
Released: Available now exclusively on Nintendo 3DS

Over the last two weeks, I’ve had time to reflect on Deep Crimson. The game was fun, being at its best when played in short bursts, but in the end, Senran Kagura 2 is a flawed title. While the presentation and gameplay received improvements, the lack of costume variety, loss of character side stories, and short single player campaign, makes the game feel more like an expansion rather than a sequel. The series in general has a decent foundation thanks to Burst and Shinovi Versus, but without the additional narrative, the game simply falls apart. And in an age where anything could be found online, focusing on fanservice will only work for so long. Hopefully Estival Versus will return the series to a proper balance of Plot and “Plot”.


Our review is based upon a pre-release of the final version that was given to us by the games publisher.  For information about our ethics policy please click here.


 Final Score: 6 out of 10


About the Writer:

Greg_F_Heisenberg

Greg F. is an RPG enthusiast whom absolutely enjoys the niche titles that come across from the East. When it comes to beat-’em-up brawlers such as Senran Kagura, Greg knows the titles just about as good as anyone else, but his passion not-so-secretly sits with his love for retro games from the NES and Sega period. In his free time Greg contributes to B.A.T.G.R. with his knowledge of such feedback.

Review: Disgaea 5: Alliance of Vengeance – Revenge Never Looked So Fun

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Pros:
+Insanely large amounts of content to digest, which leads to hundreds of hours of gameplay
+Recruitable characters allowing for an insurmountable set of party variations
+Character class “hiring” allows for unique builds among recruited team members
+Exploding Prinny’s

Cons:
Series newcomers like myself will be confused due to the sheer amount of content
Itemization is not very well explained for newcomers to the franchise


Editors Note: This review is a work in progress and could be updated at a later date if any noticeable mechanics or additions were missed during our review.



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Lets just say you’re new to the series like myself, but thanks to friends you have some knowledge of it, and your love for the Prinny hasn’t been lost. Welcome to where I started out when first entering in the review code and assembling my team to take out the Netherworld Boss who just happens to be an asshole. To be blunt, he’s a large one, and one we were glad to see would be our nemesis throughout the game. The question is, what makes Disgaea a series that has gotten such a large fanbase? The truth is – for me it’s the Prinny’s. Who doesn’t love those adorable and explosive Penguins who get tired of being cannon fodder? I know I sure as heck loves them.

Disgaea 5: Alliance of Vengeance is ludicrous. It’s a over-the-top (eagle-eye view) JRPG that has filled itself with tactical combat, and insane amounts of customization to make your characters fit the situation. While this is something that many newcomers to an RPG series would find dumbfounding, but to those who have a sense of humour and a understanding for Japanese comedy? This is right up your alley. As I stated, reviewing this game I came in as a newcomer, someone who had little to no idea of what was going on, what I was getting myself into, or what the Hell to expect, and the game gave me an idea of that fairly quickly with semi-decent tutorials that guided me on how to use vendors, worlds, battle capabilities, Revenge mechanics, and even level advancement before really picking up the pace with the game’s story. Through these first few hours, I did find myself momentarily face-palming to the extent that my face I’m sure was indented, but this was merely because the game is punishing even as you learn the mechanics. It is not odd to see your Prinny’s die or your recruits get thumped to death. Why? It happens if you aren’t prepared to foresee just what your enemies might be doing.

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After a few turns around the bend of dying cast members, it was finally easy to get a hang on the game’s combat system, which to say the least came with some difficulty, but thanks to a few lengthy cutscenes I was on my way to min/maxing my characters equipment and assuring myself that survival would be possible with the right team members. This is done in the game’s central hub area where you will collect characters, items, restocking supplies, and even selling items that are no-longer useful and have basically become a waste of bag space. Thanks to the games approach, I found myself rather happily enjoying the ames progression system since it didn’t just throw me in cold turkey expecting me to get slaughtered and not enjoying the title. Thanks to its complex gearing system, I have found myself at times heading over to Google or hitting up a few of my friends that are diehard fans of the franchise in order to find out what stats I need to benefit certain characters. Thanks to the minds at Nippon Ichi Software there are a few new additions that veterans of the franchise can look forward to, which includes a never-ending foray into the Item World in order to obtain new secrets as well as ultra-powerful rewards or simply going to the mission screen and revisiting old missions when not taking an endeavor into the DLC options.

While the game is an RPG its focus clearly comes from the strategy line of games where players will, as stated before, find themselves planning out important moves during each turn before assaulting an enemy’s offense or defense, depending on the situation. While support cast characters are fun to have, the game does tend to show off Killia seems to take the stage as one of the most powerful characters out there, and remains doing so throughout the game, but with the new advanced class system, it eventually balances itself out to some extent. This includes upgrading abilities, doing quests to assure character progression, and even attaching new items to each of the support characters hired in order to assure their efficiency in combat. The nice part about these recruits? They can be leveled up if players have just enough coin to ensure their existence.

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Disgaea 5: Alliance of Vengeance – PS4 [Reviewed]
Developer: Nippon Ichi Software
Publisher: NIS America
Price: 59.99 USD
Released: October 6th, 2015

One of the systems that comes unique to the combat is the ability to lift characters, items, and even enemies in order to assure that players have an advantage over the battlefield. This even includes attacking crystals in order to assure you keep the offensive or even the “tower” system mentioned before by lifting characters up and launching them across the map to pass by obstacles or to simply get them in place for combat. One thing that shines in combat is the capability to get characters revved up as friendlies take damage and die, this is where both Kiilla and Seraphina show their capabilities. Seraphina can charm all male enemies in an area and cause them to attack each other, this can change the tides of battle quite quickly. While other characters compared to Killa and Seraphina are quite useless when it comes to ultimate abilities – that’s not say that they aren’t useful and can offer tactical advantages in combat.


While Disgaea 5 is no means a shortcoming to the series. Disgaea 5: Alliance of Vengeance not one that is known for an amazing narrative, but instead it is known for its combat, hysterical moments, mind-boggling cut scenes, and even extremely anime-like graphics that are crisp just as they are beautiful. Disgaea 5 is a game that serves up an amazing experience for those who want hilarious dialogue and mind boggling damage counters in a tactical RPG title.


Our review is based upon a pre-release of the final version that was given to us by the games publisher.  For information about our ethics policy please click here.


 Final Score: 7 out of 10


About the Writer:

dustin_batgr_prof

Dustin 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, Anime, Handheld Gaming, and Pizza is insatiable. 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. You can find him over onTwitterGoogle+, and or you can find him on PSN with RaivynLyken.

Review: Shadowrun: Hong Kong – A Tale of Deceit and Betrayel

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Pros:
+Classic pen and paper character creation system from tabletop Shadowrun days
+Beautifully animated visuals that provide a rather appealing Chinese appearance
+Use of classic tabletop mechanics shine brightly throughout the game

Cons:
Framerate hiccups from time to time
User interface still feels somewhat… Confusing to use when navigating menus


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Remember the days of old Shadowrun where you’d sit at your table, sipping your drink and nailing down stats to your Technomancer Ogre just to see how well you’d pull it off? Welcome to my life, but in video game format. To be honest this is my third-and-a-half time around the neighborhood with this series that features magic, technology, elves, ogres, orcs, humans, and more. To be honest? The series is an amazing one, but this latest installment is where the franchise has really begun to shine. Much like in the previous two titles, your story starts off with you, the player, building a Shadowrunner. Shadowrunners being a secretive like gun-for-hire that can either run with technologically advanced powers or even mystical powers, and if you want to go with an imbetween? You can do that too, the option is there, and it is suggested depending on your play style to do so. Thanks to how the game works you will be leading a team of characters who are fixed in their class, but also feature personalities that make up for it while exploring in real-time with them. This includes following through a throwback to the 80s cyberpunk era that’ll remind you of that early 90’s movie Demolition Man, but in this game the Triads are running the city, social segregation is at an alltime high, city-wide troubles have begun to take a foothold while a gang war has broken out and troll mercenaries are raising Hell and well magic-assisted corporate espionage like problems have begun to take place.

When looking away from such a small portion of the game that drives the dialogue and story, one of the biggest portions of this game is a giant leap forward is the new art, writing, and even the beautifully pleasing life-like Hong Kong that is truly brought to life through the script the writers made. To be honest? This game felt like a gigantic expansion for Shadowrun versus a whole new game, which is welcoming, and has come rather generously from Harebrained Schemes, and we couldn’t ask for more regarding the title. After a rather successful Kickstarter campaign once more, Shadowrun: Hong Kong brings forth massive locations, gigantic missions, beautiful decorations to each of them, but unfortunately most of it will be seen as a massive backdrop that the game uses. For those wondering what your home base looks like? It’s a hub that is very alive, but in the dockside underworld town where you’ll be introduced to quest-givers, shops, side-dialogue, and even micro-missions that will introduce you to the underworld of Hong Kong and even more complicated occurrences that will take place in your time here.

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Shadowrun: Hong Kong – PC [Reviewed]
Developer: Harebrained Schemes
Publisher: Harebrained Schemes
Price: 19.99 USD [Steam, GOG.com, and Humble Store]
Released: Now Available

Unfortunately the downside to the game is that it does not have an open world even with how beautifully crafted Harebrained Schemes made it. This drawback is one that truly makes the game show its weak points to players as they may wish to go back to earlier locales, hunt down hidden items if there are any, and ultimately try to find anything they may have skipped over earlier within their title. Much like the rest of the game, it has been carefully crafted to such an extent that players will find themselves not just enjoying the graphical prowess of the game, but also the artistic creation through the soundtrack, ambience, and even sound effects when they ring out through a set of gaming headphones or perhaps even that gaming surround sound.

Even with such beauty that comes with an amazing story that is followed up by one of the glossiest appearances to date in the franchise, Hong Kong does find itself with a few fundamental flaws that made me tilt my head in confusion when playing such as frame rate dips, and even combat scenarios that I found my characters taking damage when they should not. At times? I found myself wanting to play the good guy in conversations, but instead found myself becoming the villain and settling the encounter with a gunfight that lead to my characters turret mowing down enemies while my main character bled out and had to wait for a revival from one of the others. The downside? Tutorials in this game are weak, which will lead many players going through one thing I had to do before in Shadowrun: Director’s Cut, which was learning how to revive a character while they bled out turn by turn until the game posted the infamous “Game Over” and had me restart from either my last save point or my last checkpoint depending on which one was more available at the time.

However, even with the minor flaws, Shadowrun: Hong Kong is a beautiful experience that will lead players through a lavishly told story even if it’s without the narrative as an interest point. This is one of those that is highly recommended for any player who love the old “pen and paper” style RPGs. If you do? This is right up your alley and is a franchise we highly recommend up to the current point.


Our review is based upon the release of the version that was given to us by the games publisher.  For information about our ethics policy please click here.


 Final Score: 8 out of 10


About the Writer:

dustin_batgr_prof

Dustin 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, Anime, Handheld Gaming, and Pizza is insatiable. 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. You can find him over onTwitterGoogle+, and or you can find him on PSN with RaivynLyken.


Review: Ar nosurge Plus – Shining Bright in the Darkness

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Pros:
+Sharp and crisp graphics that offer a PS3 like experience on the Vita
+Solid control scheme that won’t leave players stumbling when trying to play
+Added content such as costumes is an added bonus to the game
+Sound quality transfered well when the game was ported

Cons:
Frame rate staggers, hindering this beautifully rendered game
Combat is intermittent; requires leaving and returning to a zone to fight and level
Dives Points required to progress through the dive story arch requires points from combat


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A year ago I got my hands on this hidden gem on the PlayStation 3 when it originally launched as just Ar nosurge: Ode to an Unborn Star. Honestly I was somewhat disappointed by the game since the hidden undertones of love, friendship, and the questioning of life as well as kinship seemed to stumble more than once. With the return to the PlayStation Vita I decided to tighten up my jaw, wipe my memory clean of my past experience and one more dive into the title I previously played on the PlayStation 3.

As many of you know, the PlayStation Vita has become a formidable handheld experience against Nintendo’s 3DS. Both having a rather robust catalogue of Japanese role-playing titles, it’s no surprise that the Vita has become the go-to place for them, and that’s easily backed up thanks to the constant barrage of titles that seems to land on the Vita. This time around? Gust has once more graced us with one of their titles, but this time in the name of An nosurge Plus. To be quite honest? Had I played the game here, I may have enjoyed it a bit more since it seemed more like a pick-up and go title that is filled with a rather unique adventure that is followed up by a quite amusing story if you take the time to play through it.

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To give you a feel for the title, it takes place on a rather large spaceship that houses the remnants of a destroyed planet. Their sole survivors having gone to space in order to find a new home, and quite quickly? You are to be associated with a timeline of the events in the opening cutscene. Though from how the game starts you won’t instantly be intrigued by the unraveling events around you. It’ll take roughly five hours for this to happen. However, if you wait, there are plenty of twists, turns, and even head spinning moments that will eventually come to fruition when the events take place between Pulse and their enemy Sharls are on the verge of an all out war no-thanks to the enemy protagonist by the name of Zill. To put it in short? On one side you have a religious order known as the Genomirai Church who believes humans should work with the monsters known as the Sharl in order to survive, but at the same time they are killing off those who do not see things as they do and then there’s Pulse who seeks to protect humanity from all who seek to harm anyone.

Just like any JRPG out there, Ar nosurge Plus is slow to start off as it lets players become acquainted with their cast of characters, which is something that many should be used to when playing JRPGs such as this.

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What makes this game unique as possible is not the fact that the two factions can make you tilt your head or even find your brains gears turning in thought, it’s the hidden relationship system that is hidden quite heavily within the 30+ hours of gameplay you’ll encounter. This goes between Delta and Cass, whom have been friends all their lives, Cass being the Empress, but both working as special agents for Pulse. On the other side of the coin there is Earthes the mysterious robot and his master Ion. While there is noticeably a romantic build up between Deta and Cass, it’s not just their dialogue that makes their experience unique, but their memories as well as their little surprise event that occurs and throws a wrench in the story between the two and takes it for a rather amusing ride. However, the relationship between the tinman and Ion is also just as interesting due to how his role plays out within the story and her role in his story arc comes to play.

As explained earlier, the true story that drive the game home for me was through the graphic novel like moments regarding the games “Purification Ceremony” that ties in with the games “Dive System”, which we’ll cover both. Thanks to the game having many subplots and side stories; the Dive System is where players will take their characters into another character’s mind, spirit, whatever you want to call it, and see the world from within the other character. This can be related to their hesitance, love, despair and or whatever drives them to feel the way they do towards other cast members. Sometimes the outcome is quite hysterical and then there’s moments where players will tilt their head, scratch their chin, and turn away in a way that will leave others question to what they’re even playing. While the Dive System does play a major role and allows for Purification Ceremonies to happen, the idea behind the purification ceremony is odd since it heavily fills itself with sexual innuendos. During this time players can talk with their fellow cast members in order to find out more in depth dialogue regarding events, thoughts, and or viewpoints regarding certain topics. Doing this allows for trust building and provides a nice little relaxing moment that counters the constant action filled pace of the main story. Thankfully the game does not feed on the heavy handed sexual innuendos, but instead allows for a rather comedic moments that will allow for players to have a small chuckle and a shake of their head due to the hints of flirtation imbedded within the topics.

However, with the dialogue put aside, Ar nosurge Plus has quite a bit of new members players can bathe with or rather “Purify” with, and this includes the game’s main concept known as “Song Magic”, which plays a rather massive part to the titles main plot. Something that is strengthened when Delta and Earthes dive in order to protect their powerful song magic wielders who can use this powerful kind of energy into devastating attacks or even an ability to heal those that are wounded. Though for us? It’s to wound enemies and send the waves they are apart of dying.

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Ar nosurge: Ode to an Unborn Star Plus – PlayStation Vita [Reviewed]
Developer: GUST
Publisher: Koei Tecmo
Price: 39.99 USD
Released: Now Available

When playing the game I did find myself cringing here and there when having to go into the Dive system in order to enter a character’s subconscious in order to power up their bonds and their song magic. The nice part is? You’ll be even more devastating in combat, which is something the game is lacking entirely – even in this newly remastered version. With the combat system being as refined as it is and consisting only of the handhelds face button’s such as Circle, Triangle, Square, X, and even Start (to activate song magic); players will find themselves cringing since combat is very infrequent, which is uncommon among the JRPG titles we’ve all played and been introduced to. When it comes to combat attacks are performed with the aforementioned buttons, while players can use R and L to open up skills, they are often going to go unused outside of boss battles due to how fast Delta and Earthes can dispatch enemies before song magic can be used. However, there is the occasional chance to use it, and this is something highly recommended since those attacks can increase your turns in combat. With combat being just that minor, that’s all there is to really discuss about it since the game focuses so little on it, but instead focuses more-so on the graphic novel side of things, which makes one wonder – was this game meant to be a JRPG or a graphic novel or both?

Even with that aside the game does come across one thing that did become problematic was the game’s constant staggering between framerates. It wasn’t uncommon to see them stagger in highly graphic filled areas, which was a bit dumbfounding due to just how powerful the Vita is, and to some this could be a deal breaker, but it does not take away from both the powerful soundtrack, story or even gameplay mechanics that players will find themselves enjoying with the games 30-50 hour campaign. We just hope that North America gets a chance to see Ciel nosurge Re:Incarnation in the future.


Our review is based upon the release of the version that was given to us by the games publisher.  For information about our ethics policy please click here.


 Final Score: 7 out of 10


About the Writer:

dustin_batgr_prof

Dustin 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, Anime, Handheld Gaming, and Pizza is insatiable. 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. You can find him over onTwitterGoogle+, and or you can find him on PSN with RaivynLyken.

Review: Dungeon Travelers 2: The Royal Library & The Monster Seal – Sealing Up the Fun

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Pros:
+Character designs fit the JRPG Quite well
+Character development is unique, fun, and at times comical
+The class system makes the games customizability quite enjoyable as new party members are obtained

Cons:
-Dungeons tend to be long, drawn out, and lucrative
-Combat can be tedious and difficult for people whom are not used to the JRPG genre


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Where do you go when you want some good JRPGs? The Sony PlayStation Vita thanks to companies like Atlus whom bring across some of the most entertaining games. Today that has not changed, tomorrow that will not change and in the upcoming years from now I’m certain that will not change. As the newest entry from Aquaplus and Atlus; Dungeon Travelers 2: The Royal Library & The Monster Seal is the first among many of the games I’ve played to date that has entered the Adults Only gaming scene. The odd part about that? I’ve noticed retailers such as GameStop, Best Buy, and even Hastings (for you mid-westerners) have been extremely cautious with their supply of the title. Why? Like that unforgettable game Manhunt 2, the game had to edit out certain features to ensure the game could instead get a Mature rating. The question here? How badly did it affect the game at all? Truthfully not, which leads us to our review!

When starting up the game there are a few things that you’ll very quickly notice: Sexually suggestive art and the fact the game is a dungeon crawler of its own among the likes of titles such as Etrian Odyssey and even the most recently reviewed Operation Abyss: New Tokyo Legacy. Unlike these two titles, however, Dungeon Travelers 2 is very simple in story, which can leave you scratching your head since it focuses on the main protagonist Fried, whom is new to the Royal Library, and his comrades as they take out monsters so they can be sealed and studied on an academic level. Much like the previous two titles? The story is simple as well as your role; the downside? Exploring the dungeons is where the story opens up and becomes dull, but the part that captures replayability and your attention? The want to clear out dungeons, play each class, and even find out just how powerful each of the characters can become with higher levels, better gear, abilities, and even spells.

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Much like other 3D dungeon crawlers such as the previous two mentioned, then you’ll understand how the game plays and the mechanics behind it. This includes dungeons that are are displayed through on-screen 3D visuals, but unfortunately will not get much of a overlook due to the fact players will spend a majority of the time staring down corridors that look pretty well copy and pasted and offer little variation in detail depending on the zone. Because of this? The map does become important due to the inability to differentiate since each of the corridors look almost the same no matter the zone you are in. While this can seem alarming it does not take away from the challenge the game has to offer since the game itself can be quite difficulty to complete due to the rising difficulty with each dungeon explored.

So what exactly offers the difficulty to each of the dungeons? Well the enemies of course, and this is where Dungeon Travelers 2 seems to turn on a spotlight and illuminate itself the best. With a very straight forward combat system, players will understand the menus if they’ve played turn-based RPGs before. Since the menus seem pretty much the same as any other, players will find themselves pulling the strings for the party as Fried. In this role as the “leader”, Fried will tell each character if they should attack normally, use an ability (presented with a small bar and numbers in order to judge just how many skill points these attacks would use. Even as a fan of the JRPG genre, Dungeon Travelers 2: The Royal Order & The Monster Seal finds itself not so unique when it comes to innovation, but what it does offer? A fun time when trying to go through each dungeon, fighting extremely difficulty enemies, and even testing out each of the games classes since there are five readily available for you to use.

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Dungeon Travelers 2: The Royal Library & The Monster Seal – PlayStation Vita | Vita TV [Reviewed]
Developer: Aquaplus
Publisher: ATLUS U.S.A.
Price: 39.99 USD
Released: Now Available

As someone who has played more JRPGs than I’d have dreamed of, I decided it was time to whip out several of the classes and learn them to their best, which leaves me with having played with a Paladin (upgraded fighter character), Priestess, and even an archer in order for me to find the best suited team for my play style, which ended up having the Paladin in the front row while the other two took to combat from a distance. Something that was rather useful in my 115 hours of gameplay (yea, you read that right, 115 hours played). Unfortunately? It would’ve been nice to have seen some twist to the classes compared to a straight line in what they would become at higher levels, but it offered an enjoyable experience none-the-less.

When looking away from a few technical flaws such as a very dumbed down campaign, the game does have a controversial approach to it due to the artwork. This is due to the rather provocative artwork the game is known for. When it comes to the mutant females that players will encounter, players will find themselves fighting against cutely drawn girls, which are almost always tied up in a sexual position. As a person who has played games loaded with fan service, this game does find itself deducing itself to a face-palm worthy title when it comes to this since bosses are the ones that take on the biggest hit. Here players will find themselves looking at a character that seems to appear as a youthful teen that has been changed in a way to look like a mutant monster, and well – for some? This will be troubling and will turn them away if they aren’t one that is keen on some undeniably cringe-worthy fan service moments.

While these small differences the game can be looked at from different perspectives. One of them being the fact the game has next to no puzzles, unless you count having to backtrack to older dungeons to open up other zones. However, for those that want a game that is challenging, difficult, and at times quite humerous? Dungeon Travelers 2: The Royal Library & The Monster Seal is quite the must-have for the PlayStation if players can get back from the sexualization of the enemy female characters. With that aside? This game is an enjoyable challenge that will mark itself as a must-have on those PlayStation Vita collectible shelves.


Our review is based upon the release of the version that was given to us by the games publisher.  For information about our ethics policy please click here.


 Final Score: 7 out of 10


About the Writer:

dustin_batgr_prof

Dustin 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, Anime, Handheld Gaming, and Pizza is insatiable. 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. You can find him over onTwitterGoogle+, and or you can find him on PSN with RaivynLyken.

Review: Trine 3: The Artifacts of Power – A Gorgeous Experience Unlike Any Other

Join the Blast Away the Game Review Community on Facebook or Google+
Written by Annie Hunt (Hiwatt)

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Pros:
+Beautiful environments and music create an immersive world
+Gameplay is fun, interesting and challenging
+Great for co-op adventures

Cons:
Some technical issues (I didn’t really experience any but they are being addressed by the developer)
Story progression is gated by collecting points. This requires you to collect all “trineangles” in the story chapters and do some of the class challenges to be able to continue the story progression.
A little short, 4-7 hours, depending on player experience with this type of game.
Cliff hanger ending leaves you wanting more.


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Frozenbyte is back with a new edition to the Trine series, Trine 3: Artifacts of Power for Microsoft Windows. The series tells the story of three heroes who have unique abilities and are tasked with saving the world from evil (over and over again). While the story may sound simple, its storybook charm and loveable dialogue bring each game to life.

The kingdom where the games take place is a fantastical wonderland; full of saturated and breathtaking sights. In the series you can find yourself at a shimmering beach, lush jungles, magical castles, or atop snowy mountains. The playful music is evocative and magical. The environments are truly special in these games.

Traditionally, the Trine games have been 2D, side-scrolling, action, platform, and puzzle games, but Trine 3 differs from its predecessors with a new 3D element. There is a new depth to the levels which allows you to move toward and away from the screen, and gives you more opportunities to interact with the world. While many reviews have met this change with resistance, I found it to be refreshing with limited issues. Gauging depth is the most noticeable problem with the 3D but I only found that troublesome in “Chapter Seven: The Redwood Forest”, due to the snow already limiting visibility. Speed playing the game will make depth issues more noticeable so I recommend taking your time to enjoy what the game has to offer.

Character abilities are a bit different in Trine 3. Talent trees have been removed and some of the base abilities have been replaced with new ones. At first I missed some of the advanced skills that you can obtain in Trine 2 (Monster Prison was really fun) but the new abilities work well with each other. The synergy between the new character abilities makes solving puzzles a lot more efficient and intuitive. Combat can be clunky on Zoya and Amadeus but Pontius’ new combat abilities allow you to control a large group of enemies rather easily. While most of the new skills are improvements, they are missing the flavor of the old skills.

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Trine 3: Artifacts of Power – PC
Developer: Frozenbyte
Price: $21.99 (10% off till Aug. 27)
Released: Aug. 20, 2015

A new addition to the game is the stage select map, which mimics a game board carved out of wood. It is reminiscent of the introduction to Game of Thrones or those handmade Settlers of Catan boards. I love the design of the board, unfortunately I feel returning to the select screen between levels breaks some of the immersion that you experience in the earlier games.

The board also represents the new gated story progression system which is one of the most disappointing things for me. The lack of talent trees makes collecting “trineangles” obsolete. Instead of incorporating the collection of points into a new system, the game just requires you to do it. Completionist may not complain but beginners might not realize the importance of collecting until they have to go back to previous chapters or complete class challenges to move on.

Class challenges are new modes that were added in Trine 3. Each character gets their own levels, which give a little background information on them and lets you learn what each character is capable of. Class challenges force you to think about a character’s abilities and pushes you to use them to complete puzzles.These challenges seem to be more difficult and punish mistakes.

One of the most interesting environments in the game is the “storybook” chapter. This level plays on the storybook theme from the previous games. The illustrated art style is an interesting detour from the highly saturated environments that are traditional to the Trine series. This chapter is an “exposition dump” though, and gives you a large portion of the story in this one level.

The length and ending of the game were the most disheartening though. I really enjoyed every minute while I was in the game but I was left wanting more. I know I will return to play the game with more friends but the solo adventure is lacking a resolution. In a post-launch statement, Vice President of Frozenbyte, Joel Kinnunen, offers an apology and an explanation saying “We tried to make something too ambitious, and it ended up financially impossible.” [1] He followed up with, “Regardless we will continue to fix and update Trine 3: The Artifacts of Power, as we’ve always done with our games, and I’m confident we’ll get many issues fixed shortly.”

Overall, I enjoyed my time with Trine 3: The Artifacts of Power. I mostly wish the game was longer but understand the issues the developers faced. I’ve played a total of 13 hours, which included a couple hours of Early Access play, completing all achievements in single player and a few hours of co-op play. I am sure that I will return to play more co-op with other friends. For all of Trine 3’s misgivings there is no doubt in my mind that you will get your money’s worth. There is something incredibly special about these games and I highly recommend the entire series.


Our review is based upon the final version of the game.  For information about our ethics policy please click here.


 Final Score: 7 out of 10


[1] https://steamcommunity.com/app/319910/discussions/0/528398719797223737/

Additional Art: https://imgur.com/a/GpLNO


About the Writer:

annie_helseth_about_writerAnnie is an avid gamer who takes her love for gaming to the written format with her thoughts, opinions, and discussions regarding games in their current state, but as well as the industry. With her insight to PC gaming, Annie is one step ahead of the team, and looks to keep it that way.

Review: Deception IV: The Nightmare Princess – Where Nightmares Become Hilarious

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

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Pros:
+A mass amount of new traps to use
+Laegrinna and Velguirie’s stories run together quite well as if it was written all at once
+Massive improvements in regards to game crashes and frame rate dips (Vita version)
+Cross-Save between Deception IV: Blood Ties and Deception IV: Nightmare Princess saves time
+Laegrinna’s story can be run through as a story and by completing missions side by side

Cons:
Unlocks can be extremely difficult for new players to get in on
Laegrinna’s abilities have to fully be unlocked by completing challenges during missions, same with traps.
Cross-Save between Vita’s Blood Ties to PS4’s Nightmare Princess didn’t work, requiring a full game restart.


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Traps, traps, traps.. That is the ongoing theme when it comes to when playing the two “Princesses” of the Devil himself. Welcome in Laegrinna, the Nightmare Princess who has been asleep in the background while Velguirie, the daughter of the Devil, has been running around and claiming soles in the absence of her ‘sister’ in the original installment of the game. Their common goal? Collect 12 artifacts that will help bring the Devil back so that he may bring Hell to Earth.

With the release of Nightmare Princess, Deception IV has been vastly expanded so that Laegrinna may enter the scene, but fortunately in a very good way since the addition of her story and her 100 missions does not feel like a tacked on DLC, but instead a game that was carefully crafted from the get-go. The upside? If you have never played the series, this one is the one to go for, and it’s well worth the time spent if you are wanting to see how creative as well as devious you are. For those whom are inexperienced to the franchise, it’s time for you to take a peek under the hood before your curiosity gets the best of you. For all intents and purposes of the game, this title will require a lot of pausing, plotting, and even checking where to place your choice of 4-5 traps out of the twelve possible to carry on your character, here you will be choosing an elaborate bit of scheming in order to figure out what the best combination that can be used.

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Since some of these traps will synergize together, it is a good idea to look into what each of them does and how they work together to give bonus effects. This can include traps such as the rake to make enemies stagger into a swinging axe trap before they are launched backwards and only to find they soon will have a boulder falling on top of them in order to crush their armor or even humiliate them when possible. The upside to this? It is hilarious, it is gut busting, and it is overly satisfying to see an enemy running after you only to get kicked back into a bear trap where they will find an arrow with a plunger attached to it before they are pulled backwards into their ultimate demise.

With that being the gist of the game, Deception IV: The Nightmare Princess is an all-new SKU, as stated before, it features 100 new quests, a new story, and even the original story for Deception IV: Blood Ties, which will set players on hours upon hours of torture filled fun. With the game also comes the new “Studio” mode where players will find themselves having insane amounts of fun while creating their own scenarios with characters they have unlocked through Velguirie’s campaign. With this version having released, it’s no surprise that many would wonder if it’s worth the while, if Velguirie is simply a tacked on portion of the game where they will find themselves slamming their head into a wall with a bit of dismay and broken promises. Fear not, the answer is no, and Tecmo Koei ensured that this would not be the case. This is backed up by both Velguirie and Laegrinna encountering each other, but also seemingly familiar enemies, and even some special guests from the original stories cast.

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Deception IV: The Nightmare Princess (PS3, PS4 [reviewed], Vita)
Developer: Tecmo Koei
Publisher: Tecmo Koei
Price: 49.99 USD (PS4) | 39.99 USD (Vita)
Released: Now Available

During the course of the game players will find themselves doing several important things outside of setting up skillfully placed traps in order to meet special requirements in order to unlock everything in each map, but also in order to accomplish several goals. Players will need to adjust to Velguirie’s skillset, which is not going to include ninja like combo’s, but instead requires defensive measures. These defensive measures include things such as kicking enemies back into traps or simply to stop them, dashing away in order to keep from getting hit or trip a stage trap, or even using the stage to your advantage. While these sound like they would be massive game changers, the truth is they are not, and they require the player to be aware of all their surroundings so that Veluigire herself doesn’t fall trap to those sneaking trap placements within each level. While players do get to have a rather large selection of traps including water pans, rakes, arrow traps, swinging axes, swinging hammer, boulders, pumpkin’s, horse mounts that will wrack an enemy into senselessness and even a rather deadly toilet with a bidet in it. This means possibilities are limitless, so is your creativeness, which leaves everything completely up for you to do.

While not undertaking the Nightmare Princesses story, you’ll be able to go into the Studio mode where you will get to let your inner demon out a bit more. This includes creating your own arena’s, placing your own enemies, and even sharing them in order for other players to see if they are just as cunning as you. Want characters that look like something out of World of Warcraft or Power Rangers? Well enjoy. Same with characters that feel like they are from various comics. While crafting scenarios can be fun, Nightmare Princess is a version of the game that wants you to dive through the list of a hundred missions, Laegrinna is another character hidden around the corner for you to enjoy incase you have not, and this is something that will need to be done if you plan on collecting every trap possible for the duration of the game.

Since our review for Deception IV: Blood Ties vanished with our old website, it’s time to touch up on why this one is rather important, and even just as crafty as its successor. Note though that you’ll be shelling out between 30-50 USD for The Nightmare Princess if you haven’t already. Deception IV as you know is a trap game, this means cunning is important as well as knowledge of your enemies, which can be obtained by the games mechanic known as the “Devil Eye”. With the sisters, fans will get to undertake the use of this feature, which enables fans to see weaknesses, strengths, and information about the enemy they are going up against. This includes both bosses, the Princesses, and the likes. Here fans will also have a chance to obtain ideas about what is best suitable for them in each of their encounters. This is highly recommended when moving from room to room, but also from encounter to encounter since some stages have more than one to two enemies. Sometimes three or four can be encountered depending upon the mission itself, this mostly occurs with Laegrinna and her ‘sister’ Velguirie, among the other three princesses within the game that are coloured yellow, blue, and red in order to match the schools of traps that can be accessed.

The question at hand? When will a yellow story-arch be available for those who wish to enjoy such a game to its fullest. Till then this might be the game for you if you have the mind for games that require plotting, precision, pausing, and preparing between each mission to fulfill certain tasks as they become available. As for as story goes? Are you willing to pay the 30 or 50 USD to continue playing? That is one of those questions that is hard to answer unless you are into games of this style; if you are? The answer is yes.


Our review is based upon a pre-release of the version before it came out, but also a post-release version of the game. The PlayStation 4 version of the game was provided to us by the games publisher. For information about our ethics policy please click here.


 Final Score: 6 out of 10


About the Writer:

dustin_batgr_prof

Dustin 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, Anime, Handheld Gaming, and Pizza is insatiable. 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. You can find him over onTwitterGoogle+, and or you can find him on PSN with RaivynLyken.

Review: Splatoon – A Splatting Good Time

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

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Pros:
+Short matches that are well paced for players of all ages
+Team-work is capable of being done even without a form of communication
+Buttery smooth frame rate at 1080p that is highlighted by an enjoyable soundtrack
+Ranks cap out at 20 and do not feature a “Prestige” option
+Character customizations are fun and rather enjoyable

Cons:
Limited maps based upon daily map rotation
Some content is locked behind the Inkling amiibo’s, which causes real world money spending
Lack of multiplayer control such as exiting a lobby while in queue is problematic


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It’s hard to break the dullness that has become the online shooter genre, a dullness that is congested with Battlefield, Call of Duty, and other online shooters. However, there is one little ray of light that has managed to shine a bright light from within the darkness and because of this little gem I picked it up, played it, and found myself entranced by the games charming ways. Welcome to Splatoon, a game that will set people loose in a world where fragging other players is not at the forefront like it is with hyper-realistic titles such as Battlefield and Call of Duty. In this charming game we are introduced to a race of creatures that players will take on the role of known as Inklings. Like any species, the Inklings come in both male and female genders, which is something players will be introduced to when creating their character.

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Once a character is created and the first story mission completed there is quite a bit of fun to be had due to the sheer creativity behind this title. Be it through the multiplayer mode called Turf War where or through the ranked modes called Tower Control and Splat Zones. Unlike most shooters, Splatoon does not emphasize on shooting other players, but instead of taking over territory by inking as possible. While doing so players will notice several things that can be done including splatting each other in order to temporarily remove each other from the linking combat. Unfortunately there is one trend that can be noticed when players aren’t wandering through Inkopolis. Like any of the modes, Tower Control is the fun one where players will find themselves fighting over a singular tower that will move towards the enemy base as long as they have control over it. By splatting it with their teams ink color, they will find themselves able to hide and maneuver easily around it when they aren’t being pelted by enemies while maneuvering across the map.

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Platform(s): Nintedo Wii U
Publisher: Nintendo Entertainment Analysis & Development
Developer: Nintendo Entertainment Analysis & Development
Cost: 59.99 USD (Game), amiibo’s 12.99 to 29.99 USD (not required)
Release Date: Now Available

In Splat Zones teams fight for specified zones on each map in order to hold down the map and collect the points needed in order to win. As players fight for each of these zones, they will find their team gaining points over time as the match begins to wind get underway. Outside of that players will find many of the skills they learned in the basic game mode such as controlling territories, splatting enemies, and ultimately showing who has the better teamwork mechanics in this voice chatless title. When looking away from the franchises that have helped define the genre that Splatoon is apart of, it’s easy to forget that this game is part of a genre that has been filled with visceral images, realism, or war like scenarios that it simply steps back, takes the focus away from killing, I mean splatting each other, and becomes a game that focuses on its main concept as well as gimmick that makes the game friendly, but also quite enjoyable: territory control also known as tug-o-war. Thanks to the Wii U’s Gamepad there are a few simple mechanics we’ve become so accustomed to that at times they’d almost feel like a hinderance versus a tactical advantage like calling out where enemies are using voice chat. While I’m one that has found away from the common piece of gaming programming, I’ve found myself rather happy with the lack of voice chat due to the modern day of virulent foul language that has begun to plague gaming, name calling, and trash talk. While it would be nice to be able to call out where my team mates are, Nintendo has inventively done away with this thanks to the games constant splashing of opposing color’s flying across the screen in glorified brightness.

Much like many other games, the online lobbies are filled with eight players in total, which sets four players against four in an oddly setup matchmaking system that won’t let players back out once they have officially queued up. This works out in a difficult manners as players will find themselves in a platforming minigame where they are jumping as an inkling in order to keep from falling off the map as it goes up on them. Much like other shooter titles, players are unable to see what their enemies are using or even change their very own loadout. The only way you can change it? Head back to Inkopolis once your lobby is over or you’ve managed to somehow exit the game without pulling the plug on your Wii U.

While the design choice is understandable, it’s frustrating to see that Nintendo cut a few extra corners to make sure the game works, which is a bit dumbfounding for that matter. The unfortunate side to both of these design choices? You can’t even see what you’re about to go up against until it’s too late. For example? Imagine going into a lobby where three out of your four teammates are running around with ink rollers while you are the only ranged person with a 52 Gal or a Aerospray MG. Either way? Your team is in trouble unless one of them has a Kraken they can call forth and deliver a hefty blow against the opposing forces. This would be one example of the many possible where equipment pre-set loadouts would have been nice in Nintendo’s ultimate design choice of the game. After all, even Call of Duty does this and has been for a while. Come on Nintendo, it’s 2015.

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When stepping away from Nintendo’s addicting multiplayer and its minor frustrations, players are left with two options – unfortunately both are almost identical. Players have the choices of going through the solo campaign where players can take the battle to their opposing enemies the Octarians and rescue The Great Zapfish or they can take on the challenges of the game by simply grabbing a inkling boy, inkling girl, or simply a Inkling Squid amiibo, going through specially modified missions only to hash it out once more with the Octarians while using specialized weapons for each mission. Doing this they will unlock bonus coins, special costumes, and even some nice little weapons along the way, but the question coming down the rail will be expected – is this worth the buy since the game is 59.99 USD and 34.99 for the triple pack of amiibo’s? The long story short is that it completely comes down to the buyer, but the game itself alone is an enjoyable experience that gamers of all ages will enjoy endlessly in the upcoming years.


Our review is based upon the released and currently up-to-date version of the game we as a company have purchased. For information about our ethics policy please click here.


 Final Score: 7 out of 10


About the Writer:

dustin_batgr_prof

Dustin 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, Anime, Handheld Gaming, and Pizza is insatiable. 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. You can find him over onTwitterGoogle+, and or you can find him on PSN with RaivynLyken.

Review: Rory McIlroy PGA Tour – When Swings Go Low

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

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Pros:
+Graphics are more fluid between holes
+Multiple swing style options

Cons:
Can’t import yourself into the game anymore like in previous titles
-Less courses than previous titles
Challenges have nothing to do with the PGA Tour or golf
To earn stat points, players have to go on tour versus just playing

The Rory McIlroy PGA Tour has been out for a short while now. I’ve been trying to write a review on it since I picked up my preorder but couldn’t. I was always told if you can’t say something nice, don’t say anything a all and it’s taken me this long to be able to do that.

The game has a few good qualities to it. I like the fantasy Battlefield 4 course. It is not every day that you’re playing shots across the bow of a battle ship. It’s a fun little course to work on your skills but that’s all it’s good for. The option to pick between arcade, classic and pro arcade for the controller is another nice addition. That was one of the down falls to the previous versions of the PGA Tour games. They changed how the cotroller swing set up was with each new version. Unfortunately this was about the only things I found I liked about the game.

In the previous version of PGA Tour you could import your picture and bring yourself to life in the game. This version you can still make your own golfer but it’s from a grouping of preset shapes from a menu. In this version you now have to go on tour to earn your stat points. You can no longer just play the courses and gain skill. For some people this will be a huge disapointment. Not everyone wants to play the tour. You have to pick your road to becoming a pro and play a Web.com tour event to get your card. It really didn’t take much skill accomplish this. How you go to the Web.com tour is beyond me, they really don’t do much with it such as how you got there by going through the ranks, through college, or even how you got to the PGA Tour for that matter. The challenges might be fun for some but I wasn’t impressed. They reminded me of glow in the dark mini golf. I miss the challenges of the old versions where youare trying to make skilled shots or duplicate a feat done on the tour. The last big let down was the number of courses. There are half as many courses to just paly as the previous version.


Our review is based upon the retail version we bought for this review. For information about our ethics policy please click here.


 Final Score: 6 out of 10


About the Writer:

David_Murphy_Vault_BoyDavid Murphy is an old school gamer that has recently stepped into a new world of gaming. When not playing games such as Fallout, Destiny, Diablo 2 or Diablo 3; he can be found sitting back stomping on Goomba’s on his classic NES or shooting down some pesky ducks on Duck Hunt.

Review: Lost Dimension – The Tower is a Place Where Losing Friends Happens

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

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Pros:
+Strong character cast that brings the game to life
+Highly animated character portraits allow the game to feel as if it’s an anime
+Combat situations play out as a hybrid between Japanese RPG and Strategy genres
+Characters are unique in every way regarding combat and play style.

Cons:
Vita version frequently experiences crashes when WiFi is connected
Vita framerate while in the central hub is almost painful to watch
Leveling system can be difficult for some players


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Developed by Lancarse and published by Atlus USA, Inc., Lost Dimension is a game that has caught my attention since its launch in Japan last year for both the PlayStation 3 and the lovely PlayStation Vita. Entering into the game at first began to let me see that the game was setup to prepared to self-sabotage itself while luring me in for more. The title pushes players to investigate a team of rather gifted youngsters who are attempting to divulge who the traitors are throughout the course of the title.

The game is clever, truly clever in how it does this thanks to the main villain known only as “The End”. This enemy at times can feel repetitious, annoying, and truly drive you to want to complete the game just upon the first time of meeting him, but what the game does do is lure you in as the story unwinds. Choosing from a team of eleven can be hard at times since each of them have their own powers, combat traits, and even situational uses, unfortunately Sho’s don’t seem all that gifted throughout the game, but regardless of this is the fact his companions do.

Much like any traditional RPG or even hybrid strategy RPG the game manages to follow through with a unique play style that will push fans to explore The Tower in order to take out a host of enemies, and power uses. When stepping out onto the combat floor for the first time players will be quick to note that the game is separated into two types of missions: side missions and main missions. Each of these mission types will allow the player to take on a team of six through multiple turn-based, and heavily action-oriented combat scenarios; here you will control each character for their turn where it’s to attack, maneuver, or activate a device. From here players will take out the remaining amounts of enemies, which at times can be quite tedious, and grueling. During the combat scenarios, players will be able to use basic attacks, Gifts, Defend, or even give some of that characters SANs to another character in order for them to go again. While the battles can be seemingly fun it is unfortunate that they can also grow boring and repetitive rather quickly.

Suspicions (3)

Platform(s): PlayStation 3 and PlayStation Vita/TV
Publisher: Atlus USA, Inc.
Developer: Lancarse
Cost: 39.99 USD
Release Date: Now Available

To break the monotonous flow and ebb of combat, Lancarse has included a bonding team where players are tasked with interacting with each of the characters in graphic novel like scenarios. Through these bonds players will find the characters helping each other out in combat by assisting with each attack in follow-up maneuvers. This is where team positioning will play a rather important role within the game and ultimately find itself becoming a synchronized factor when players are in combat. While finding combat as well as conversations as fun as I did, it was time to look at each of the characters in the combat scenario where they would shine the brightest. From there I found myself commonly taking the team as follows: Sho (he’s picked by default and locked in place), Yoko, Senji, Himeno, Agito, and Toya. Thanks to each of these characters having their powerful traits, I quickly found myself using Himeno thanks to her fire-based attacks, Sho for his crits, Zenji for his self-buffing gift that copies another characters stats, and so on. My team consisted of heavy hitters and synchronicity between each of them to ensure my team would make it through combat.

After combat ended and the brontide of combat ended, it was time to return to The Tower where I would discuss occurrences with my team. The most important part I overlooked during my review on both Vita and PlayStation 3? That the social links play a VERY important role within the game in order to unlike the True ending, which can only be done by maxing out social bonds. After completing the game this way? I was given a post-credit glimpse of something about “the chains of fate”, which makes me wonder: Does Lancarse plan on a sequel? If so there is definitely a subtle hint about it with this ending.

Visions (9)

At the end of the day, I was sitting flabbergasted and in dismay due to how important these roles were. Little did I know the game would feed quite deeply upon them, I left myself insatiable for the true ending, which lead to once more going through the game and working on the social bonds, which can be truly hard to master. Each conversation can go in good or bad ways depending on the responses Sho gives to his partners. Downside? This didn’t affect the outcome of who the traitor was since it was handed to me like a kid waiting for a slice of birthday cake; or so I thought until it randomized the traitors again in my next playthrough. After stepping away from the social links, it was time to look at the games rather interesting itemization system, which included taking resources gained from combat in order to make new weapons, get healing items, and even get new equipment. This lead to me carefully itemizing each character in order to put them at the peak of their game for each floor.

Leveling up came quite simple thanks to each ability being able to level up more than once, which in-turn unlocked new abilities, and even grew the older ones to peak out at high performance rates than before. This also made combat a bit more interesting since different abilities allowed for different experiences when said and done. Even with this all at hand, Lost Dimension is a unique game that is captivating, fun, and at times completely off the wall. Luckily the wackiness works out into one enjoyable and at times a flustering experience that will make players come back for more in order to complete the twisted labyrinth The End has set before them be it the two week free DLC or the games base missions. In The End the game is a must have for PlayStation Vita owners and PlayStation 3 owners that want a game that they can enjoy on either a pick-up and go basis or by binging it.


Our review is based upon a pre-release version we received from the publisher of the game, Lost Dimension is now available on the PSN store or at local retailers for 39.99 USD. For information about our ethics policy please click here.


 Final Score: 8 out of 10


About the Writer:

dustin_batgr_prof

Dustin 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, Anime, Handheld Gaming, and Pizza is insatiable. 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. You can find him over on TwitterGoogle+, and or you can find him on PSN with RaivynLyken.