Sit-Rep: Umbrella Corps – Angry Gamers Inbound

In the past, Resident Evil is a series that would turn heads if a whisper of an announcement leaked out into the world – that was until Resident Evil 5 came into the scene and drove the series in a downward spiral. In recent years, the downward spiral has gotten worse with titles such as Resident Evil’s 5, 6, and Operation Raccoon City. While Operation Raccoon City is a personal favourite, it doesn’t mean the title was good or even great, but was still slightly enjoyable as a cooperative game.

I’d rather have a Resident Evil: Operation Raccoon City Remaster than this pile of rot.

A one would expect, Capcom has been renown for working on new IP’s to see what direction fans would like, and if Umbrella Corp’s is a sign of things to come – there’s no hope. Starting with its reveal last last September, Umbrella Corps began to draw attention thanks to the fandom that surrounded Resident Evil: Operation Raccoon Citys Player vs Player vs A.I. gameplay.

The idea behind players fighting against each other amidst each other, the battles got heated the moment tyrants fell onto the map, and players hunted each other’s objectives whether it was attack, defend or hold. Capcom’s oddest spin-off is also it’s worst, and it’s even worse than Operation Raccoon City. I’d rather have a Resident Evil: Operation Raccoon City Remaster than this pile of rot.

Pros:
+Character and class edits offer plenty of variety for players to enjoy
+Memorable maps offer a sense of nostalgia momentarily
+Multiplayer can actually be enjoyable in short doses if players find a good lobby

Cons:
-The use of jammer packs for infected A.I is unique, its poorly implemented
-Single-player is simply a tutorial for the multiplayer and it can be easily neglected
-Lag can be rather problematic between matches and continually appeared
-Character editing is locked behind the ranked mode
-Claustrophobic closeness to player character causing major U.I. clutter

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While the idea of a competitive title following a long the lines of Resident Evil: Operation Raccoon City; Umbrella Corps fails miserably, and its entirety suffers due to this. Dropping the Resident Evil moniker, Umbrella Corps. Among the many little nuances that can be problematic, the deeper troubles lie within the deeper waters, and the ones that are close to being ripped apart here momentarily.

As one would expect, Umbrella Corps is a 3v3 title, one that pits two teams of Umbrella Agents against each other amidst a zombie infested arena that takes place among familiar maps such as Raccoon City’s famed “Raccoon City Police Department”, Resident Evil 5‘s “Village”, and various other locales such as Operation Raccoon City’s “Umbrella Lab’s”.

Carrying these battles takes place in two modes that run distinctly different from one another: One-life Team Death Match and Multi-Mission Mode. While enjoyable, One-life TDM offers a minor bit of enjoyment as players will find themselves quickly disposed of by infected if not by players running around with brutal melee weapons being brandished. Much as one would expect, Single-Life TDM wears out its welcome faster than it allows for players to enter the fray – if anything, this mode should have been scrapped quicker than it was implemented.

“The lag, frame rate drops, and repetitiveness can be fixed with new content and hot fixing.”

Where the game truly shines is in its Multi-Mission Mode where players will undergo multiple scenarios in a single match. These missions consist of a king-of-the hill style capture point’s of a satellite dish, collecting briefcases for your handler, eliminating enemies in a respawn based Team Death Match, and even a virus sample based collection mission that requires players to kill infected.

While this is enjoyable for the short run, the missions can cause players to grow bored and quite possibly irritated within the hour. If Capcom wants or even wanted to save this title; they’re running out of time as the game is starving for new content among its flawed design execution. The lag, frame rate drops, and repetitiveness can be fixed with new content and some hot fixing.

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Among its many problematic designs, Umbrella Corps is a troubled spin-off for the Resident Evil franchise, which comes deeply flawed in many aspects. From poor design decisions such as a lack of modes, character design options, load-out optimizations, and even a real threat from zombies: Umbrella Corps is good as a dead the moment it launched.

However, I’d be lying if I stated that I didn’t enjoy my moments of nostalgia while gunning down enemy agents in-front of a revamped Raccoon City Police department from Resident Evil 2. Sadly my enjoyment was killed when my disappointment resurfaced when trying to enjoy the view through the games painfully cluttered U.I. that focused more on the back of my agents head. The strangest of designs comes from the games flawed map, which highlights nearby movement in buildings as sound spikes. This can be misleading to players as both infected and players can trigger a nearby sound spike.

Among these small mechanics, I found myself a bit pained when my “Zombie Jammer” was broken only to find myself being attacked by zombies, Uroboros Infected, zombie dogs, and even the infamous crows. Among the battle it’s mildly easy to notice bio weapons that have been missing across the battlefield. Unlike the critical failure Operation Raccoon City; O.R.C.‘s multiplayer offered more variety as players could find themselves teaming up to down a Hunter Alpha among other bio weapons. The one thing this title does manage to pull off that none has so far? Weapon customization that allows for players to pick their weapon’s from a large variety such as SMG’s, pistols, shotguns, the attachments for the guns, and even the color pallet each gun has. Luckily the game will pull players in from each play style since the game has that amount of variety in its player load-out arsenal.

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While I’ve played many of competitive shooters that players could be sucked into, Umbrella Corps is a travesty, one that could die out even quicker than Resident Evil: Operation Raccoon City, which only managed to stay alive a few months after launch. Unlike Operation Raccoon City, the chances of Umbrella Corps. lasting even that long comes out pretty slim as the game is already almost dead on Steam according to Twinfinite.

If anything? This is a sign of bad things to come for this title as franchise spin-off titles already have a bad reputation. It’s time for Capcom to take notes on what has made other online competitive shooters good, or, y’know – ask the players for help. While Capcom’s Osaka studio has their work cut out for them for a new title, this is one to avoid at all costs. There’s plenty of titles out there for fans to enjoy if they are looking for a competitive team-based shooter to enjoy.


Our review is based on a copy that Blast Away the Game Review purchased.  For information about our ethics policy please click here.


 Final Score: 3 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.

Famed Touchscreen eSport title Vainglory Announces Premier Partnership with Amazon Appstore

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Today, Vainglory’s developer Super Evil Mega Corp and Amazon have announced the title Vainglory will be supported by Amazon Appstore to support the 2016 eSports season in both North America and Europe. The season officially starts today and will run through September 11th, 2016. The top eight teams per region will compete in the Summer Live Champions in North America through September 2nd through September 5th, while the European Summer Live Championships will run from September 9th through the 11th. Additionally, as part of the program, Amazon will be hosting the championships, which are expected to set new records for both viewership and participation in the events.

In addition, the Amazon Appstore will be rewarding players throughout the season with discounts and bonus Amazon Coins, the digital currency that lets customers save up to 25 percent off in-app purchases. The season’s competitive structure and events are managed by Super Evil Megacorp and Twitch as part of their multi-year deal to enhance and grow Vainglory esports events.

We’ve been working closely with Amazon since our inaugural Autumn Season Championship, and their passion for and dedication to Vainglory is going to make our Summer season the biggest and best yet,” said Kristian Segerstrale, COO and executive director at Super Evil Megacorp. “Amazon’s support, along with the continued work from our friends at Twitch, will allow us to put on a top-notch season for Vainglory’s community of millions. We’re excited to kick off the Summer Season today in cooperation with the Amazon Appstore.

With Amazon’s Vainglory Summer Season beginning today with their new eSports Structure, Twitch and Super Evil Megacorp have announced their “The Evil Eight,”, which is a new tier of elite competition for both Europe and North America, which features only the top 8 teams from the regions. The teams will battle it out each weekend on twitch.tv/vainglory in eight-team tournaments, earning points in championship standings. Alongside will be a community-run “Challenger” tier of competition, with weekly Evil Eight challenger battles. The two-tiered new structure for competitions will bring forth more opportunities to broadcast the elite eight teams as they duke it out for number one. Among these matches you’ll see elite teams such as Team Solomid, G2 eSports, Team Secret, mousesports and SK Gaming, while giving up-and-coming teams a path to their own tournament victories and ultimately the seasonal championship. More details to be announced soon.

The Twitch community has shown a lot of love for Vainglory, making it the fastest-growing mobile game on our platform,” said Nick Allen, director of esports operations at Twitch. “Touchscreen esports has a lot of potential right now given the ratio of mobile devices to PCs, with Vainglory on track to really blow the doors wide open on this movement. Adding more momentum is the new Evil Eight competitive structure, which will make broadcasts of Vainglory even more engaging for viewers.

Summer season is poised to have 3-5 million viewers tune in to the action, doubling the number of viewers from the Winter 2015 event. The Season will culminate in the Vainglory Summer Season Championships taking place September 2-4 in North America and September 9-11 in Europe. In addition to hosting the live events, Amazon and Vainglory will be offering special Amazon Coins offers on ICE purchases and more.


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.

Sit-Rep: Odin Sphere: Leifthrasir – Completing the Sphere of Magical Goodness


Pros:
+
Amazing graphics that have lived up from the game since the PS2 days
+Rich and enjoyable RPG mechanics
+Combat feels smooth and well paced on PS4 and Vita
+Frame rate doesn’t drop at all allowing for smooth combat and gameplay

Cons:
Literally zilch at this time.


Sit-Rep Summary:
When developer Vanillaware learned that Dragon’s Crown was a diamond in the rough
Ever wondered if a game could be a hit a second time around? Developer Vanillaware definitely decided to do so. You may remember the hidden gem on the PlayStation 2. With it back, bigger, better, and more beautiful than ever – the game is a must have for JRPG Side-Scrolling Platforming enthusiasts.


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When it come’s to Vanillaware developed games, you know their games are gold, they are also games that are built with a certain… Je ne sais quoi. Having been a long time fan of Vanillaware, I wasn’t one to hesitate picking up Odin Sphere after having played it back in 2008. For many of us we would be dumbfounded by the question of why this game was remade and if it was worth picking up. The answer? That’s why we’re here.

When looking at remakes, we’re critical on if a game can live up to its celebrated remake. With buttery-smooth 60-frames-per-second framerate of side-scrolling action that plays just as smooth as it sounds. With improvements upon the games combat and RPG mechanics, one would wonder if this game could be one of the best experiences possible. Truth is? This is one of the best experiences I’ve had in a long time for PlayStation 4 and PlayStation Vita. As one would expect, the game runs equally well on both platforms, graphics don’t even feel compromised in any form of matter. While many would expect it to run a bit chuggy on the PlayStation Vita, the game runs crisp, clean, and even looks as good as one would expect. For those of you who played Dragon’s Crown, expect this kind of performance without the touch-screen gimmicks that take away from the experience.

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Unlike the PlayStation 2 version. Odin Sphere: Leifthrasir runs splendidly due to how the overall upgrades the game received. If you’ve played the PlayStation 2 version, you’re familiar that the game would come to a screeching halt as a brontide of groans came from fans during moments of high combat animations. With beautifully accentuated performances, the new one also offers up a new experience with a new combination of weapons, allowing for a unique blend of combat.  With new special attacks, and alchemic potions in the mix, everything works quite well with one another and offers up a unique twist in combat.

As pretty and uniquely made as the game was when it first released, the new one is much like Dragon’s Crown where players can find themselves distracted quite easily with each minute that passed while playing. Much like previous titles of them, the game made me run circles in order to keep playing through each place while candlelight’s, torches, sunbeams, and even vibrantly-colored plants sprawled across my screen. If there’s anything that I couldn’t stare at? It was the flashing blue light on the side of my PlayStation Vita when coming back from my loops of distraction and appreciation for the games artwork.

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When adventuring on through each scene, it was nice to be able to find myself lost in the game that you’d have been sure was crafted carefully by hyperactive adults who needed a way to become focused on the goal at hand. With five characters at the helm for players to enjoy, players will find themselves wanting more and more when they step away from the game. With each map carefully crafted, characters feel alive, enjoyable, and even immersed by the world around them. With action being constant and unrelenting, players will be able to find themselves entranced while swapping between their basic attacks before using their spell abilities known as “Phozon Skills” that alow magic to be used in order to assault their enemies. Thank to this, players can go from freezing enemies in front of them before tossing out a fiery bomb in front of them from their inventory thanks to their alchemy.

As one would expect, combo’s come in hand while maneuvering between aerial attacks, spells, and potions. Doing so makes higher combat rankings come in at an easier pacing while moving forth through the game. With the end of each battle easily approaching, victory loot becomes essential in order to take out harder to defeat enemies from giants, to dragon’s to elves, to fairies and even more. Some enemies will test your ability to platform due to attacks that come in forms of ranged barrages, long-reaching spider like legs, and even spells that could knock a player around like a rag doll.

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Much as one would expect, the game lives up to its genre tag rather well as an action RPG with rich elements of both. With a large array of diverse weapon skills from characters such as Gwendolyn’s capabilities as a caster, Oswald’s abilities as a bone-crushing warrior, and even characters such as Pooka Prince Cornelius who bring the game to life with brooding-comical. With skills being upgradeable by collecting Phozon Prisms, players will find themselves immersing in the RPG like elements in order to make their characters more powerful.

Thanks to carefully designed maps and pieces of artwork, Odin Sphere: Leifthrasir is an enjoyable game where players will find themselves using food in order to boost stats, and conveniently move between warp points to remove the use of tedious backtracking. Anyone that’s played any side-scroller knows this can become a rather troublesome ordeal thanks to worlds growing rather large. Players that explore, however, will find themselves digging through rather large nooks and crannies for improved gear, items. Even large stashes of hidden treasures become available for those that take time and effort to do so.

Odin Sphere: Leifthrasir – PlayStation 4 (Reviewed), PlayStation Vita (Reviewed), PS3
Developer: Vanillaware
Publisher: ATLUS
Price: $59.99/$49.99/$39.99 (PS4/PS3/PSV)
Release Date: Available Now

While each story shares a similar theme, each one is unique. Such as Oswald, Gwendolyn, Velvet, and even Mercedes who bring this very world to life. While each character, as stated, has their own story arc that is creatively incredible, I’d have to say each comes with a nice twist of fates as they intertwine into one large story arc that will leave players jaw dropped. With how well it’s crafted, one could easily call it Vanillaware’s very own Odysseus as it will definitely be a game that’s around for years to come. With musical tracks such as Ringford Forest’s where players will find themselves humming a long at some point with the games percussion’s that come to life. With talented voicing from actress Karen Strassman, players will find themselves hooked for hours to come thanks to the amazing talents across the board. If you’re one for original Japanese dubbing, you’re in for a treat as it can be found within the games option menus.

Overall, Vanillaware’s Odin Sphere: Leifthrasir is here to stay and runs without a hitch. With such an artistically creative masterpiece that takes art, music, and voice dubbing to a whole new place – consumers won’t be disappointed from the moment they boot up their game and move save files across both PlayStation Vita, PlayStation 3 and PlayStation 4.


Our review is based on a copy provided to us by the games publisher.  For information about our ethics policy please click here.


 Final Score: 10 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.

Sit-Rep: Asemblance (Light Spoiler Warning)- Can You Assemble the Truth?


Pros:
+
Captivating narrative that intriguingly blends Twilight Zone and The Matrix ideologies
+Absolutely beautiful use of music, voice acting, and environmental elements
+A voiceless protagonist adds an immersive feeling, as if players are the character
+Every decision influences the outcome of the game including multiple ending
+Playing the game at night, lights off, and with headphones makes it all the better

Cons:
None, quite literally none unless you count addictive gameplay.


Editor’s Note: We’ve decided to change the name of reviews to sit-rep. With doing this, Asemblance is the first title that will hold this title as we move forward with the name. In regards to the review, it contains light to moderate spoilers.


Review Summary:

Asemblance is a title that blends the likes of titles such as The Matrix (ever wanted to be stuck in your own memories to fight for the truth? Here’s your chance), Twilight Zone, and a sense of scientific works that even agent Dana Scully (X-Files) would be fighting to escape  – Asemblance blends ideologies from multiple genres to bring one of the most immersive and mind-screwing titles in modern times to both PC and home consoles. The game is a must have at the $9.99 price title for the entry episode to a possibly ongoing series.


 

The Full Debrief

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When I originally found out about Asemblance, I had been watching video previews of the upcoming title through Sony’s YouTube channel and browsing the internet. Stumbling upon a bit of news about Asemblance, I’d been curious to what Nilo Studios was up to. With titles such as Outlast, Slender, Soma, and even The Stanley Parable under my belt, I was curious to what this one was about. A person stuck in a machine, reliving his pr hers memories, solving a psychological situation from their past? Why not? What could go terribly wrong with this idea?

If you’ve ever seen the Twilight Zone, you already know that the idea of being able to alter ones memories has been an impressive feat. Even in the real world, the idea is there, and the idea to control the subconsciousness is an important ordeal. The games opening is fairly simple, one that offers players the view of a small room, which they’ll become familiar with, that is lit red due to the current situation that’s causing the alarms to go off. After a second of the alarms going off, the games narrator is pleasantly soothing as he comes on screen alerting us that there’s actually not a emergency situation, but instead was simply testing us. Within the opening minutes we are asked to express how we feel, with how I was truly feeling at the time, I decided to go with confused and angry. While it seemed reasonable, the A.I. informs me that he wasn’t expecting that answer, it was outside of what he was expecting, but he understands the response.

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When looking around the room, there was something interesting about it. With each step I was able to notice something unique about it – the atmosphere. Let alone was their the dull hum of the machine near me, but the air conditioner, the flow of air, and the subtle hint of my characters steps as the character made his or her way way through the room back to the console, the area lived and breathed. This wasn’t just a quickly designed small space, but one made to be realistic and believable. After a few moments of taking in the area around me, it was time to check in with the computer, select the memory I would want to see, and go into it. The first was a place where you’ve met the woman of your life. By entering the memory you get to see something entirely new. A forested area, one that could be real from the look of it. One that lived with the soft whispers of grass, leaves, and branches within the wind while lightly entranced with a song that brought forth the feel of relaxation as well as serenity.

After spending a few minutes in the memory, it was time to step out and return to the lab where the A.I. would inform me of a place with better times, happier memories, and a place that I, the player, and assumed character – found happiness within. Within minutes it was time to enter a new one, my office, one where I would work in order to learn how to return to memories and alter them. Or find lost ones perhaps. It was made a point to state I loved being here, that I was consumed by my work, and thus is where I would be more than at home. Within this room there were a few things to interact with. A machine with a tape, a computer, and plenty of pieces of paper to read in order to figure out what my next goal was. For fans of P.T. and the Stanley Parable, this game is a perfect example of what games could be given the proper art direction, subtle hints to puzzles, and an ideology of exploration.

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After exploring for a bit it was quite easy to realize – my choices mattered as each memory was entered. Let alone did I learn ways to bypass the games A.I. to continue on searching for clues I was blocked from, I was given the decision to approach each memory differently in order to solve my past, and uncover what had happened to the woman that apparently has meant so much to me. With the superb sound quality, narrative, and voice acting. I found myself tripping through each moment as if they were truly the Twilight Zone. Each memory altered by the clues and puzzle peaces I found. Some allowing me to see my characters lady that captured their heart, and even find an idea of what had happened to her. The question the game had offered up? What had happened? Was I the simulation or was the simulation me? Were each of my memories planted before me predetermined so I would have to solve a case in order to bypass everything that happened?

The question is quite simple in this psychological title that at times, had me hurrying through each puzzle, hitting new orders in order to alter each of the memories. Each time? A new outcome, a new ending, and an entirely new take on a story that was already, in ways, predetermined. A part of me? Knew the outcome was predetermined. Something happened, she was sad, she felt lost, alone, and betrayed. It was all my character’s doings. A question remains though – What if all if it never happened and the memories were all fake and thus I found the corrupted file I did within my eight hours of gameplay? Sure I could have walked away after the first ending, but what if there was more? A final truth I missed? This is a question the game strikes up with each waking moment, with each step taken, and each moment that players reflect upon the path they have taken.

Asemblance – PC, PlayStation 4 (Reviewed)
Developer: Nilo Studios
Publisher: Nilo Sutdios
Price: $9.99 USD
Released: 6/21/2016

If there is anything this game makes us question, it’s a question about the decisions we make. What if we didn’t drink the coffee we bought, what if we had gone to our favourite spot to reflect instead of going to the movie? What if we said one thing differently? The game is all about action, reaction, and making the players feel immersed, but confused as well as moments appear forth making them re-do their situation in order to find alternate ways about their story. This is something Nilo Studios has done well and has caused me to keep returning to a game that involves 4 rooms, 3 memories, and one that has been corrupted. Welcome to the world of Asemblance where your reality and your perception of the truth is at question. Can you outwit an A.I. that seeks to keep you there? If you believe so, this game will immerse you to an extent you question your own existence and your reality and will be a must have for any PlayStation 4 or PC owner.


Our review is based on a copy provided to us by the games publisher.  For information about our ethics policy please click here.


 Final Score: 9 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.

Three Years of B.A.T.G.R.: A Letter from Dustin – Shifting Perspectives

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At Blast Away the Game Review there’s always something unique happening here. Whether it’s us having the honor to work with new developers, working with big publishers, or even just finding some news of our own – or simply finding out what peaks your interests. As Blast Away the Game Review grows, so does our interest in what our focus is going to be, what our “niche” will focus on.

For the past three years Blast Away the Game Review has been an independent journalism website or blog, whichever you prefer to see it as, and we won’t argue that point. Our goal over the past three years has been to both expand with new companies, finding new writers, and finding new ways to cover games as well as the hardware that drives them. We’ve been doing unboxing videos via YouTube to ensure that you have a new variety of items to look forwards to and to save yourself the trouble of opening that collector’s edition. With our fourth year almost here, on July 13th, I’ve had to do a lot of thinking. There’s always that going on and let me tell you – it’s dangerous.

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For our third year active, we, meaning the team, and I have noticed our focus has been a lot on Japanese titles with a mix of big and little publishers. While that will remain our focus, our fourth year will bring interesting changes as we’ve been working with the wonderful teams at all the publishers we currently work with. For our fourth year you may see a little less expanding in the companies we work with and a focus pushing on the ones we work with now. While that, to some of you, may be detrimental, we feel it is for the best of interest on both parties. As we do align a focus to what our “niche” is, we want you to know nothing is truly changing in regards to most of the content you’ll see here.

This entire shifting of perspectives is because you are important to us, so is your interaction on our social media, here on our website, and our overall growth as a whole. While we are already quickly pushing towards the 6.7k readers mark, which is already over half of what we had last year, we’re still looking at growing more. However, this also means one thing – we want more feedback from you, we want to see more interactions with you, our reader. Not just with our team, but with each other, which is why today? I’m proud to announce that we are opening up our Facebook Group to you all. Not just family and friends, but to the public. We are also proud to announce we’ll be working with The International Players Lounge on Facebook to help bring light to an amazing community.

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As our fourth year gets underway, so does our need for knowing what you our reader wants to see, what would make you more interested in commenting, interacting with us, and giving us your thoughts/opinions in regards to topics or news we cover. If you want to contact us directly? You can always hit us up through our Contact Us form where we are glad to respond soon as we get the email. In turn, with this info, what would you like to see more of? We ask you, our reader, because this to B.A.T.G.R. as a whole is important, it is what drives us, not just the ability to work with the people we do, but you as well. You can also take a short survey below to let us know what you want to see more of or would like to see change in coverage. The survey is powered by Google Forms and we do not request any personal information.

Want to take the Year 3 Survey? Please do so! We look forwards to any feedback possible.

With our 3rd years end quickly coming up, I would like to personally take a moment to thank the following publishers, former B.A.T.G.R. members, and current B.A.T.G.R. members in helping make Blast Away the Game Review what it is today.

Past Members

  • Jesse Olvera, former Vice President and Critic
  • Josh Turner, former Senior Writer and Junior Editor
  • Johnny Walker Red, former PC Game Reviewer, and Tech Enthusiast
  • Aaron Johnson, former Junior Editor
  • Casey Neal Todd, former Editor-in-Chief
  • Angie Morrison, former Nintendo Writer, Enthusiast and Reviewer
  • Justin DeMaio, former PlayStation 4 Game Reviewer
  • Kennard Daniel Prim, Contributing Writer

Current Members

  • David Murphy, Vice President, and Bethesda Game Studios Enthusiast
  • Shannon Cusick, Future YouTube Content Creator
  • Annie Helseth, PC Enthusiast, Game Critic, and Digital Artist
  • Greg F, Camera Guy, Localized Game Enthusiast, and that dude
  • Devon Day, Tech Guru, and Audiophile
  • Sarah Gibson, the lady behind the scenes, Final Fantasy XIV: Heavensward fan
  • Christopher Adee, Junior Writer, that guy, and Warframe junkie

Publishers, Developers, Communities and more

  • Bungie
  • Bethesda Zenimax
  • Nintendo Entertainment America
  • Koei Tecmo
  • Eletronic Arts
  • Ubisoft
  • Bandai Namco
  • Square Enix
  • Blizzard Entertainment
  • Nilo Studios
  • XSeed Games
  • OnePR Studio
  • Sega
  • Atlus USA
  • Idea Factory
  • NIS America
  • Digital Extremes
  • Final Boss Entertainment
  • Sony San Diego Studio
  • id Software
  • Tripwire Interactive
  • Zenimax Online Studio
  • QuakeCon Event Staff and Planning
  • Oklahoma Retro Gamer Society
  • Pixels Without Borders
  • N4G
  • International Players Lounge

Special thank you to all of you, our readers. Thank you for a wonderful third year and we look forwards to many more with you.


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.

Psychological Thriller “Asemblance” From Nilo Studios Dated

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Known for his work on titles such as Halo 3, Halo: Reach, and Destiny, former Bungie Design Lead Niles Sankey has announced the release date and price for the pilot episode of the series Asemblance, which is set to premier on PlayStation 4 and PC on June 21st, 2016 for 9.99 USD. The series will follow in the steps of Twilight Zone by Rod Serling as well as Black Mirror by Charlie Brooker. The series’ first episode has already aired with a few trailers that will make one question everything around them as they take on a unforeseen turn of events.

I was growing tired of AAA development. In my experience, AAA studios are forced to develop with giant audiences in mind, which makes creative experimentation really challenging,” says Sankey. “I wanted to see what could be done with a very small team and a particular vision. Asemblance as a series hopes to tackle the psychological thriller genre through stories of ‘man vs. machine.’ Each episode will be self-contained and driven by simple gameplay, fun but challenging narrative experiences, and sold at a cost that is relative to the player’s time investment. We hope this initial episode sets the stage for a long-run of games under the Asemblance banner.

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The Asemblance pilot is a first-person, narrative-based puzzle game that draws its influences from games like PT and The Stanley Parable, the questioning of perceived truths exposed in the Serial podcasts, and the psychological methods and soundscapes of David Lynch.

We wanted sound design to be a core to the Asemblance experience, to really take advantage of how immersive games can be and just bury you in sounds to pull you even further in,” says sound designer and co-composer Adam Burd. “We worked with local Seattle electronic artists Kid Smpl and Johnny Goss to set a tone that whispers to your subconscious in some pretty weird and abstract ways.

In the opening episode to the series, players take on the task of exploring a building that’s run by an experimental memory machine. In turn, players will find themselves trapped within its mindset of systematic logic. The choice is yours to escape or go deeper within ones memories to begin uncovering the truth. To progress? Players will be required to move through a set of hidden clues that will help solve puzzles as well as the games overall narrative possibilities.

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ABOUT NILO STUDIOS

Nilo Studios was born out of years of experience in AAA gaming, science fiction literature, and the Seattle music scene.

Developers at Nilo have concepted, designed and implemented key sequences for Bungie, Monolith, and Volition; expanded universes for New York Times bestselling science fiction and fantasy series, including the game worlds of Destiny, Dead Space, and Halo; and worked with artists including Beat Connection, Macklemore and Ryan Lewis, and Hey Marseilles.

Asemblance is their pilot in a series of games meant to evolve the narrative gaming genre through experiences that will remain resonant in people’s imagination. As The Twilight Zone, Black Mirror, and The X-Files offered mind-bending stories for television, Asemblance delivers psychologically thrilling tales for the next generation of interactive entertainment.

DEVELOPER BIOS from Nilo Studios:

NILES SANKEY was the designer at the helm when you were surrounded by possessed mannequins in Condemned, the space flight level and fight to the death at the end of Halo: Reach, and the 2013 Destiny e3 reveal. With over fifteen years in game development, Niles founded Nilo Studios to make games with a small hand-selected creative team free of corporate drivers—games that engage the imagination and put the player at the center of the experience.

ADAM BURD has been the House Engineer at Avast Recording Co. for eight years and is a musician in the Seattle Music scene. At Avast he’s engineered for Macklemore and Ryan Lewis, Beat Connection, Hey Marseilles, and Zubatto Syndicate, among many others. He also does sound design and mixing for film (Frequencies: The Music of League of Legends; Welcome to the End of the World) and commercials (Uniqlo; Microsoft). Adam joined Nilo Studios to help create an audio landscape to give players an immersive psychological experience that engages more than the imagination.

ERIC RAAB is a writer and veteran of the publishing industry, working with authors including Michael Moorcock, Norman Spinrad, Steven Erikson, R. Scott Bakker, Peter Watts, Brian Evenson and Felix Gilman. In 2011 he joined Bungie Studios and helped build the world and stories behind Destiny,culminating in the curation, editorial, and contributions to the Destiny Grimoire. Eric joined Nilo Studios to give players stories just beyond the core experience and challenge their imaginations beyond logic.  

Stay tuned for our review coming for the first episode on Monday.


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.

Review: Senran Kagura Shinovi Versus – Bouncing It’s Way to Steam

Pros:
+
Graphically astounding in comparison to the PlayStation Vita Version
+60fps brings the game back to life with fluid combat and animations
+Natively supports mouse and keyboard as well as Xbox One controllers

Cons:
Boobs, boobs, boobs.. It’s an overload at times.


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When it comes to anything being a guilty pleasure, it’s hard to state, which one is which. If it’s not the boobs jiggling or the high pitched squeals as pieces of clothing breaks, it’s hard to determine what point is the “guilty pleasure” state and what point is actually the ability to enjoy the game for what it is; a brawler.

In my original review (now buried on our Facebook wall, as it was before we had a blog, or even a website like we do now), I stated the game is perfect for those looking for skimpy outfits, female shinobi, and excessive amounts of boob jokes that tend to be funny. The truth is? That previous statement hasn’t changed since the original games release on the PlayStation Vita back in 2014.Thankfully to the power of games such as this one moving to PC, Senran Kagura: Shinovi Versus gets another chance to reprise the role it had as a hilarious title with some cheerful moments and even light gags. However, can it be as funny as well as enjoyable compared to its previous release? With this, that’s what we’re going to take a look at as we’ll treat this review not just as a re-review, but a whole new review all together.

For those unfamiliar with the series, Senran Kagura is, at its core, a comedic buxom brawler that brings in the meanest of the meanest female warriors from Hanzō National Academy, Hebijo and Gessen. While some may be able to find a school they prefer, Senran Kagura offers a variety of reasons to play characters from both while also experiencing the stories from both. This is something that does add in replay value and keeps the game alive in many ways, ways in such, I’m still playing it and haven’t put it back down even though I’m playing it again on both PC and PlayStation Vita.

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“The mechanics, even though they are musou style, are what keep the game alive”

When reviewing any game such as this one, the story could easily be one of the parts to ignore if you aren’t in for a few boob jokes, and a few facepalm worthy moments. Granted all the dubbing is done quite well for fans to enjoy, but so is the translation. This is where XSEED Games sets the par against many localization teams. The one thing though that has kept me coming back? Isn’t the story believe it or not, but the combat mechanics.

For those familiar with the series and those that aren’t will quickly be able to the game without a hitch. Thanks to the not-so-complex combat style that can quite easily be compared to Dynasty Warriors style games (trust me, this game has a lot that can be a nod towards the franchise), players will find themselves quite often mashing both square and triangle in able to beat their enemies to a pulp. With combo’s galore at their hands, players will find themselves mashing square as fast as possible before transferring into a triangle held moment to pop enemies in the air before pursuing them. This will easily take enemies into a aerial stun where they will gain ground of the battlefield.

Included in the combat mechanics is something a bit more unique, one that causes clothing options to be destroyed when the opposing or player character has received a set amount of damage. While this is easy to do, enemies or the player are capable to initiate a shinobi transformation, which allows the girls to be stripped down (censored by golden rays), and transformed into their ninja form. For all those new or never played the series, all of their clothing options can be customized from undergarments, shirts, dresses, etc. In this new form, the character becomes more powerful, versatile, and even heals up to full health while now being able to unleash powerful new shinobi abilities. Some that will stun enemies while locking them into an obscene amount of damage and allowing the tides of battle to be turned. The mechanics, even though they are musou style are what keep the game alive.

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“The Performance and Port Quality is Top-Notch”

Hardware Used for the Review:
Asus RoG G53SX-DH71 Gaming Laptop (External Link to Asus RoG Website)
Windows 10 Premium – 64-bit
1920 x 1080 resolution screen
8GB DDR4 RAM
1TB 7200RPM HDD with a 1TB 7200RPM Backup HDD
Nvidia GTX 560M 2GB

The transition, however, from Vita to PC was quite easy thanks to the game supporting Xbox One controllers as well as other PC supported controllers. Deciding to test the game on two PC’s, I was impressed from the moment I booted up the game, setting it to 1080p, 16×9, and running at full 60+fps consistently without a drop. This stayed true across both platforms, one with a integrated video card, and the other a dedicated.Even on a TV as a monitor, the game played without a hitch as expected.

When looking at the idea of a game being “ported”; it’s hard not to take a moment to glance at what makes the port solidified and a justifiable purchase for those wanting to go at the title again. Unlike most games, we’ve seen a few that were only half-ports where only the in-game animations during player control had been scaled up to perform as one would expect. This time around? This game is not one of those and it was done perfectly enough, the performance and port quality is top-notch, and it would be hard to state that XSEED Games and Marvelous AQL didn’t go out of their way to ensure player’s would come back for another purchase. This port? Is perfect the way it is.

“Multiplayer Lag Was Unbearable at Times”

Senran Kagura: Shinovi Versus – PC (Reviewed), PlayStation Vita
Developer: Marvelous AQL
Publisher: XSEED Games
Price: $29.99 USD
Released: Available Now

Out of all my experiences outside of unique customization choices that can be done via the shop, the games multiplayer is where the game begins to shine outside of linear and repetitive designs. The multiplayer is where the game makes the combat a bit more enjoyable as players will find themselves facing off against themselves and NPCs. While combat remains the same, players will find themselves battling it out for the top score in order to show their talents. As one would expect, the game supports online multiplayer, which is where the core ability to enjoy the game is for many of the players.

While finding a few good matches had been highly possible, there was still some trouble finding the matches I needed that didn’t lag. Luckily the few matches I got in ran pretty smooth without little to no hiccups after the bits of lag that managed to land on us. Overall? It wasn’t enough to damn the game in any form. If this how any game comes across as a port? I think XSEED Games has set the new standard for how a port should work out.


Our review is based on a copy provided 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 on TwitterGoogle+, and or you can find him on PSN with RaivynLyken.

For Honor to Land on Consoles and PC February 2017

We’ve all dreamed of the day we could wield katana’s, war axe, shields, claymores, and much more. Today, Ubisoft has announced that the new action IP from their studios has opened up that players will be able to take on the story of elite and deadly warriors ranging from the honour bound Knight, Samurai, to the explorative as well as vicious  Viking’s. In this game, players fill be mixing skill with truly visceral combat as they meet a new and innovative Art of Battle. The game is set to launch for PlayStation 4, Xbox One, and PC on February of 2017. You can view the official E3 2016 Gameplay Walkthrough through the official Ubisoft YouTube channel.

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As one would expect, war is an art, and in the tale of these warriors from different parts of the world, players will experience their campaigns together, or alone. Inside the crucial moments of war, players will find themselves fighting through rampant combat, players will find themselves trudging through the front lines with each faction. As one would expect, each faction has their own unique form of combat whether it’s wielding a katana, a claymore, or even a war axe. Players will find themselves foiling the plans of enemy leaders such as Apollyon of the Blackstone Legions while storming castles and fortresses. Players will find themselves fighting as Heroes of their own legend while becoming symbols and models for a legacy unknown.

It has also been announced that players can head over to www.forhonorgame.com for a chance to take part in the forthcoming alpha and beta that will happen on all platforms. Registered fans will have a chance to play the game and provide feedback that will aid the For Honor team in providing the most immersive and enjoyable experience at launch. You can definitely expect our impressions regarding this title.

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Ubisoft has also outlined the editions that will release next year when the game becomes available so take a peek below at their official plans:

Deluxe and Gold Editions of For Honor were also announced. With the Deluxe Edition, gamers will be able to dominate the battlefield faster and in style with exclusive content, including gear, customization items, a special execution effect for all heroes, boosters and more. Additional details about the Deluxe Edition will be available at a later date.

The Gold Edition will include the base game, the Deluxe Pack items from the Deluxe Edition, plus the full Season Pass.

Additionally, fans who pre-order For Honor will receive the exclusive Legacy Battle Pack. This pack includes three exclusive armor designs, inspired by ancient tales of our warriors, and gamers can embody the legendary sprit of each faction in these legacy armor designs. These three armor styles are exclusive to the Legacy Battle Pack and wearable by the Warden, Raider, and Kensei Heroes.


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.

Ubisoft Annecy Announces Extreme Open World Sports Game “Steep”

What would you do if you had the world around you to yourself? What if you could parachute, snowboard, wing suit that would allow for players to traverse the alps in an open world experience that allows for players to take on others among the Alps at their will? Welcome to the world of Steep. This latest title is an extreme sports titles that allows for players to take to the alps however they wish and do-so against other players. This title will allow friends to take to the peaks in groups or to challenge the world alone for the pure enjoyment of this latest title. Steep is set to launch on PlayStation 4, Xbox One, and PC this December.

 

Steep will push players to the most extreme sports innovative feature to date as they will be using the titles trail feature that will allow players to relive their most inspiring ides, trailblazing achievements, and even share their doings on social media. This is what will make players choose to share their ride replays, their ability to issue challenges to friends, and even force players to create epic stunts as well as explore this massive playground while seeking out to be the best of the best.

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Along with Ubisoft Montpellier and Ubisoft Kiev, we used our significant online and multiplayer expertise to create a game that captures the excitement and adrenaline we feel when we explore the snowy mountains surrounding us,” said Rebecka Coutaz, studio manager at Ubisoft Annecy.

We love seeing videos of adventures and stunts that riders from all over the world share on social media,” added Igor Manceau, Creative Director at Ubisoft. “Steep’s open-world and wealth of multiplayer activities were built to inspire this type of creativity. We can’t wait to see what players will discover and share when they first experience Steep.”

In addition to exploring the Alps, Steep riders will be able to travel across the world and traverse the majestic slopes of Alaska, available as a free update after launch. You can head onto the game at www.steepgame.com for more information.


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.

Ubisoft Announces The Division DLC 1: Underground

The Dark Winter crisis is in full swing, with it the storms are getting worse, and the chaos is about come crawling from the underbelly of New York City. In this new world as dangers rise, players will dive into the underworld of New York in order to stop this new threat. In doing so, players will find new loot, new weapons, gear, and more as they scavenge through subways, tunnels, and sewers that teem with deadly enemies at every stop. With this content drop, there will also be free content for players without the season pass that will include more challenge mode missions, a new level of difficulty for main missions and incursions with the “Hero Difficulty”.

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The new Underground Mode will be claustrophobic, it will be fierce, and it will push players to their limits as they fight on through every enemy force. The new mode will feature randomly generated subways, mazes, tunnels, and the aforementioned sewers while players hunt down the previously mentioned new gear. With the new challenge modes and difficulties, players will fight like they never have when entering into the new mode, “Dragon’s Nest”. This is the biggest incursion to release to date, which will feature the cleaners as they prepare their ultimate weapon in order to cleanse the streets of New York despite survivor’s being around. This new mission will take place in Hell’s Kitchen, and the necessity of them being stopped is more important than ever. The incursion will be included with Underground.

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The new free Heroic Mode will allow players to take on both Falcon’s Lost and Clear Sky in the hardest challenge to date. Those of you who have Underground will also get to experience Dragon’s Nest in this difficulty. The new Challenge Mode missions and items will be available as well when players experience Hudson Yard and Queen’s tunnel in the new challenge mode, these will feature better rewards than before. The new DLC and free content update will be available starting June 28th, 2016 for PC and Xbox One while launching on August 2nd, 2016 for PlayStation 4. Stay tuned for our hands-on impressions of the content.


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.