Monster Hunter 4 Ultimate Sales One Million Copies

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Written by Dustin Murphy

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Were you one of those who couldn’t wait to get your hands on Capcom’s latest and greatest Monster Hunter title? As of today, Capcom has sent out the news and excitedly has stated that they have officially shipped more than one million units combined between digital and retail formats since the games launch on February 13th, 2015. This means the game itself has become one of the fastest selling and highest rated on its Metascore for any Monster Hunter title released. As part of their celebration for this great achievement, Capcom has also stated that they will be launching a free Nintendo 3DS theme to begin celebrating with and will be available in May as a showing of their appreciation for fan support.

For those unfamiliar with Monster Hunter 4 Ultimate, the game is a title that presses cooperation between fans as well as the idea of heavy farming to obtain multiple items that will support them the best for any situation. The game takes place as players take on the role as a hunter who has joined up with a travelling caravan in order to explore the new lands and take on ferocious enemies while seeking out the hunt that will test all their skill, prowess, and capabilities. This newest adventure, one of the best to date, will take players on quests as they encounter unique creatures, ferocious enemies, and will allow them to enjoy a hunt unlike any they’ve seen before.

For the first time ever, Monster Hunter 4 Ultimate takes the handheld experience to entirely new grounds and will allow fans with an internet access to go online and hunt enemies like they never have before. As they take on Monster Hunter 4 Ultimate they will find that the game is playable on all of the Nintendo 3DS family of handheld systems but features added functionality when experienced with the New Nintendo 3DS™ XL, such as enhanced graphics, additional camera controls using the C stick, and customizable ZL and ZR buttons.

Capcom continues to support Monster Hunter 4 Ultimate with free of charge monthly downloadable quests and content that began in March and will be available for several months to come. The monthly packs are available on the first Friday of the month and include even more challenging hunts as well as quests to access the various themed collaboration contents to outfit hunters and Palicoes.


About the Writer:

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

Destiny’s Vault Patch Launches Today and it’s Huge

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Written by Dustin Murphy

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We know Destiny is a game that has attracted millions that want to play it, which is astonishing for any game, and it does not lose its pace with listening to player feedback thanks to the games development team taking feedback critically. With Vault Space and Volume control having been a big issue, it left many people dumbfounded on why it was so limited, why Destiny had hit some huge bugs, and where volume control was for those wanting to tune sounds to their fitting. Starting today, Destiny’s team at Bungie has listened and taken that feedback rather critically. Starting today players can download the patch (Reportedly between 6.05gb’s across all platforms). So what is contained in this patch? Lets take a small look at the notes. We’re sure there’s more in Update 1.1.2 than what we are seeing. Could we be seeing the patch that pre-loads some of The House of Wolves? We’ll have to wait and find out.

Official 1.1.2 Patch Notes (highlight): 

Spotlight Improvements & Additions
Vault Capacity increased to 24 Armor Slots, 36 Weapon Slots, and 24 General Slots
-*Disabled gear comparison in Vault on Xbox 360 & PS3 platforms to account for additional slot
memory
Colorblind support (deuteranopia, protanopia, tritanopia) added for highly color-driven gameplay elements
-Motion tracker
-Loot drops
-Shield energy
-Item categories
Audio Controls are now available in the Settings menu
-Volume control
-Music toggling
Item Lock now allows players to prevent gear and weapon items from being accidentally dismantled
The purple ball has been reborn in the tower as an interactive sphere with a parallaxed energy core that grows with object velocity and tints based off time of day

Weapons – General
Fixed a bug that caused a player to lose ammo when switching weapons while dead
Fixed a bug where ammo consumables did not reliably replenish ammo
Pocket Infinity behavior is less likely to fail during edge case conditions
4th Horseman weapon stats restored to original intended values

Perks
Updated Thorn’s first-person player feedback poison effect
White Nail perk no longer triggers on immune targets
Defensive Reflex (Don’t Touch Me) perk no longer triggers on throwing knives
Performance Bonus ammo on Fusion Rifles reduced to match Shotguns and Sniper Rifles
Fixed an issue introduced in 1.1.1 that allowed Ice Breaker to persist ammo after respawn

World
Players can now choose to wear their helmets in social spaces
Quest loot pyramid baubles are now easier to spot
Added Quest indicator badges to the Tower when a Quest is either completed and ready to turn in
Increased Crota’s Bane Reputation rewards on Eris Morn’s bounties
Fixed a bug where Major Thralls had two jaws and two left hands
Fixed a bug where player’s equipped items did not receive experience from completing missions
Fixed a bug where the Black Garden Level 30 Featured Story was incorrectly listed at Level 28
Fixed a bug where Heavy Ammo consumables were not available for purchase from Xûr

Even though these are not all the notes, they are a good chunk showing what has come down the rail in order to make the experience better, but to also offer fans a more enjoyable experience. For a full list of patch notes you can go here and check out all the bug fixes, additions, and changes we didn’t put into our highlighted glimpse of features. Is there changes you would like to see? Then head on over to Bungie.net and let them know!


About the Writer:

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

Bandai Namco Announces Upcoming Games

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Written by Dustin Murphy

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Ready for an exploration once more into last years released Project X Zone that tied multiple game universes between Capcom and Bandai Namco together? Prepare to do so. Coming at a later date, Project X Zone 2 is set to once more take on the smash hit SRPG tactics for those who want to see some of the most famed characters in gaming history by Bandai Namco, Capcom, and Sega hit 3DS handhelds once more. The game will be exclusive to the Nintendo 3DS.

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Along with Project X Zone 2 being in the works, Saint Seiya: Soldier’s Soul is also in the works and will follow up to its anime and manga franchise by making its way to PlayStation 3, PlayStation 4, and STEAM for PC. More details about the title will be released at a later date.

On top of this information, Bandai Namco has also announced they are working on Naruto Shippuden: Ultimate Ninja Storm 4, which is slated exclusively for next gen consoles and Steam for PC. Beside it we’ve also learned they are working on a new real time strategy MOBA that is free-to-play and headed exclusively to PC called Supernova. More information about this title will also be released at a later date.

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Stay tuned as we wait for more information. In the mean time we’ll keep our eyes peeled for the info.


About the Writer:

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

Final Fantasy XIV: Heavensward and Flames of Truth Cinematics Released

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Written by Dustin Murphy

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Editors Note: Both of these cinematics contain a massive amount of spoilers for those that are entertaining the idea of starting the game. Please watch at your own discretion.

It’s been a busy year for Final Fantasy XIV’s producer as well as the teams director, Naoki Yoshida, this past saturday, Yoshida-san took time to host the 20th installment of a series called “Letter from the Producer LIVE’. In this series he has spent time discussing many of the changes and key pieces of information regarding Final Fantasy XIV’s first expansion and biggest bit of content to release to date.

With this information, Naoki Yoshida also revealed the games opening cinematic, which also bridges all the events that have lead up to A Realm Reborn’s grand finale, but also how the beginning of Heavensward begins. In doing this, Yoshida was joined by the chief creative director of the Visual Works Division of Final Fantasy XIV’s staff. Kayuzuki Ikumori. In their talk together, both Yoshida and Ikumori discussed the creation of the cinematics behind the game, and even some behind-the-scenes topics that may have interested fans who’d want to know what is going on behind the closed doors at Square Enix.

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Along with their discussion of these tidbits of information, Yoshida took the time to outline the new features, changes, and even content that players will get to experience in Heavensward. This included information such as the raised level cap, new job actions introductions, new gameplay systems for the Disciples of the Hand and Land classes, but also details regarding the debut of the high-end Alexander raid dungeon. During hsi discussing regarding this information, Yoshida had addressed some questions that have been asked by the games fans, this included showing off some of the upcoming gameplay features, and going into depth regarding it. You can find the English coverage thread here for those wanting a deeper loop into this info: http://forum.square-enix.com/ffxiv/forums/1282.


Final Fantasy XIV: Heavensward Opening Cinematic


However, another cinematic movie had also been released for fans to see during the show: Final Fantasy XIV – Flames of Truth. This cinematic video had combined the beginning segment of Final Fantasy XIV: A Realm REborn with an opening video that was previously own shown to those whom had been able to defeat a certain boss within the raid “The Final Coil of Bahamut”. This now-completed video reveals the fat of Archon Louisoix after A Realm Reborn’s cinematic ended, but also the secret behind the abrupt disappearance of Bahamut after his fiery wrath was set upon Eorzea, and how the the realm itself was reborn.


Final Fantasy XIV: A Realm Reborn – Flames of Truth Cinematic –


  FINAL FANTASY XIV: A Realm Reborn is available for PC, PlayStation®4 computer entertainment system, the PlayStation®3 computer entertainment system, and coming soon to Mac®. A free 30-day trial is included for new FINAL FANTASY XIV accounts, with monthly subscriptions starting at $12.99. The game recently surpassed 4 million adventurers worldwide.

FINAL FANTASY XIV: Heavensward releases June 23, 2015 and will feature a new story which plunges adventurers into the heart of the Dragonsong War, the bloody thousand-year conflict between the knights of Ishgard and the dragons of Dravania. Adventurers can also look forward to an increased level cap from 50 to 60 for all disciplines, a new playable race, new dungeons and raids, new primal battles, and new mounts that allow players to take to the skies—flying black chocobos, single-rider airships, dragons and more! Pre-orders are available on the Square Enix Online Store or local retailers.


About the Writer:

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

Destiny’s House of Wolves Expansion to Release May 19th

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Written by Dustin Murphy

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Today has been one that is anything, but short on anticipation. As of today, Bungie has announced that House of Wolves (the second DLC for Destiny), will be launching on May 19th, and has also released an accompanying opening cinematic where the Awoken Queen has been betrayed by the Fallen she once helped protect. With their betrayal the queen has become dead set on making them pay and will be opening “The Reef” to Guardians as they will explore through the depths of the home of the Awoken in order to bring down the Queens wrath upon them for their betrayal.

With the news, Bungie has also outlined a few things that are coming out with this DLC. For those looking to raid? Don’t hold your breath, one will not be releasing with House of Wolves. Instead, players will need to prepare for a new cooperative end-game focused activity that will focus on skill, variety, replayability, and even a focus on teamwork. This content? A battle arena called “The Prison of Elders” (ring a bell?). So what exactly is it? Your guess is good as ours at this moment, but you can wait and find out later this month with the dates listed below from the official Bungie.net news source!

With this announcement, they’ve also announced that will be discussing gear upgrades for current Exotic and Legendary gear, but also their upcoming activities called Trials of Osiris and Prison of Elders. Take a peek below for the Official Opening Cinematic. as well as a list of dates that they will be presenting these activities. So here’s their official calendar!

House of Wolves Calendar of Events:


Wednesday, April 22nd : Walking tour of the The Reef, with a live discussion about the upgrade paths for your gear.

Wednesday, April 29th : Reveal and live gameplay of Trials of Osiris and its collection of end game gear.

Wednesday, May 6th : Reveal and live gameplay of Prison of Elders, a brand new three-player cooperative multiplayer arena.

Friday, May 8th : Stay tuned!


Now enjoy the first glimpse of the “House of Wolves” cinematic!

Source:


About the Writer:

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

Review: Turtle Beach’s Marvel Seven Headset – A Sequel to the Budget Legends

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Review by Devon Day

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The Turtle Beach X12, is a headset regarded by many to be the pinnacle of Turtle Beach’s wired gaming audio systems. Ever since then, however, Turtle Beach couldn’t find a way to recapture the magic the X12 had. Their latest model in the XP Seven had the audio side down, but the longevity was gone. Turtle Beach took those criticisms to heart, teamed up with Marvel, and brought the Marvel Seven, a headset that uses the XP Seven build, but comes with a Dolby Stereo mixamp. Even with that said, how well does Turtle Beach improve, and, for $99.99, can it even match the spiritual success of the X12? Read on to find out!

Upon unpacking the box, I was very impressed with the way Turtle Beach had packed their headset this time around: much neater and more streamlined. After further revealing the contents, we get a Marvel themed headset, two Thor speaker tags, two marvel tags, an inline amp, and other accessories you will need. Simply put, it is one of the best offerings Turtle Beach has done so far, harkening back to the X12 days. All cords are well strong, and the Marvel Seven is well built, albeit for this price, I wish there would have been more metal components. Apart from that, the Marvel Seven is easily geared for the Marvel fans, and Thor’s speaker plates drive this cosmetic home. The inline amp is also streamlined: A much better cry than the nightmarish ACU Turtle Beach had. So, the Seven can easily deliver on the looks and retain the simplicity of its successor. However, build is something Turtle Beach has struggled with wired headphones. How does the build hold? Read on to find out!

One week: That’s the expectancy I have had with many of Turtle Beach’s wired products after the X12. I also have had this headset for one week as well. What do I think? I think that Turtle Beach FINALLY learned their lesson. I have had ZERO problems with this wired offering from Turtle Beach, nor did I find any problems with the inline amp either. This is phenomenal, to say the least. The whole “Left-Turtle” issue that Turtle Beach has had with other headphones? Throw that notion out of the park with the Marvel. Those days of shipping back your headset are GONE! Turtle Beach has hit this one out of the park, as it lives up to its predecessor in the X12. This headset does have the profile of the build-prone XP Seven, but is everything the XP Seven wasn’t: A nice piece of audio gear that can last you months or even years.

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Everything that sucked about other Turtle Beach wired headphones, especially the XP Seven, doesn’t on the Marvel Seven. Turtle Beach must have heard the complaints of the XP Seven and made it a point to add durability to make Marvel and the Asgardian God himself happy, along with the fans. What about comfort? Let’s continue on to that.

For comfort, while the inline amp is simple to use, the Marvel is good. While the neoprene mesh ear cushions are great, the clamping force is not. This thing is like vice-grips! They hurt that much, and it really is too bad, for the breathable ear-cups would make me wear these for hours on end. Thankfully though, if you do wear them enough, the clamping force does go away. The amp, as stated before, is simple, and that’s what you want out of such a high, expensive device. All the volume roller’s have good enough tension, and they are easy to use. In the end, the inline amp was great, but while the comfort of the Seven was good, it’s not what I have experienced with the X12 due to it’s heavy clamping force. Again, let it wear down for improved comfort, but you will have to weather the pinch on your head. How well are the Marvel’s features? Read on to find out!

All right. Now time for the meat ‘n potatoes of this. To get this out of the way: no. This isn’t much different from the ACU. I mean MUCH though. There are volume rulers for your mobile, treble, bass, and chat. There is also a switch to change your mobile settings from talk or music. While I am happy that these aren’t touch-sensitive, I am disappointed that you cannot tell how much volume there is upon each setting. Apart from that though, not much else. No Dolby Digital 5.1, which is a MAJOR disappointment at this price, but there is one good catch. You can use the Marvel Seven as normal headphones and to plug in to a mixamp, like Astro, but that is asking for a bite out of your wallet. You can also use these as mobile headphones on the go, and rest assured, just about every type of device can be powered by it. Although no other headphone in its price range, sans the Spectre, uses these features, there is just one problem: the PX22 does, and that headphone costs much less. Sure, you cannot remove the microphone from the PX22, but the inline amp is the EXACT SAME THING. I kid you not, they are virtually identical, minus their color palette. Well, the Marvel Seven has great features, but the price you are paying for them is too much. It’s cousin, the PX22, has the EXACT same features, and that headset is $70-80! Can the performance help? Find out!

The Marvel Seven performed up to its price tag. While I am still disappointed that there is no DD 5.1, the Pro Logic IIx did work well enough to create a good gaming experience, so much so that I felt like I was almost experiencing borderline DD 5.1. In games like Uncharted 2, dialogue, explosions, and gunshots were all defined and clear. The mobile chat/music was For other games like Black Ops 2, footsteps were good to discern, but that lack of DD 5.1 made it feel a bit awkward. It’s not that the Marvel doesn’t do Pro Logic IIx terrible, it is just that, without those other 3 channels of audio, you get a “left or right” direction. Again, not too hard, but won’t be easy. For music, the Marvel was really good, much to my surprise. Low end could use more definition, but mids and highs were great. Disturbeds album “Ten Thousand Fists” sounded awesome, with the Marvel easily handling the distortion and mixing of various instruments. Mozart’s Requiem, however, sounds awesome. These headphones aren’t analytic like the Sennheiser HD 595’s, but using these can be a good alternative. Trumpet cues, tympani beats, and vocals could be heard very well. If you do get the Astro Mixamp, the Marvel sounds phenomenal. Not as great as the MMX, but slightly better than the Astro A40. Everything got kicked up a notch, and games like Battlefield 3 showcase this with the Sevens easily handling high intensive sections of matches without blending in to the overall sound mix too much. While the driver size doesn’t matter, the distortion between the two is this: The Marvel Seven is better, but not by much. Bass wise, again, I wish that the Marvel Seven had I bit more decay, but that is okay since the sound-stage was very pleasing to, even for closed back headphones, which usually have problems due to the compression of audio going into your ears. For the inline amp, it performed flawlessly with no hitches. Not one time did I receive any static or distortion when using the call back feature. Turning up the treble and bass worked wonders, as clarity for those spectrum got even more so great. Clarity wise, the Marvel Seven does very well. I could easily pick off enemy footsteps in Black Ops II, and could hear dialogue in heavy intensive movie sections like what would be experienced in the movie 300.

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Overall, very pleased with the Marvel Seven. The sound sings better swan songs than the X12, and almost as good as the A40. With that done, time for the verdict!

The Marvel Seven: A love letter to Marvel Fans. Built for the fans, this headset encompass everything that Thor himself would be proud of: A piece of gaming audio that can handle many situations well without a hitch and can easily go up against its many foes. If you are a die-hard Marvel fan, and you need Marvel paraphernalia, the Marvel Seven is an excellent choice. Even if you aren’t a Marvel fan, the Marvel Seven is a sweet pair of headphones to have, and it is everything that the XP Seven should have been, but Turtle Beach got it right this time around.


Final Score: 9 out of 10


About the Writer:

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

Xenoblade Chronicles 3D Releases Today on New Nintendo 3DS XL

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Written by Dustin Murphy

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You heard it the day the Nintendo Direct regarding the New Nintendo 3DS XL and LL were announced for most parts of the world. This included a game that told us the story of two giant titans who were frozen in time. On their bodies? A war had broken out as humans and machines clashed in epic battles across the vast lands that brought our not-so-meant-to-be hero, Shulk, into the scene. With his ancient blade equipped, he set off on a magnificent adventure that would attempt to put an end to the generations-long war and bring peace to the world. Thanks to the power of the New Nintendo 3DS XL and it’s new buttons as well as face-tracking 3D, players can take this journey to whole new extent as it has been remade from its original Wii version to provide players with an unforgettable sci-fi epic adventure.

New Nintendo 3DS XL owners will not want to miss out on this hand-held version of an amazing game,” said Scott Moffitt, Nintendo of America’s executive vice president of Sales & Marketing. “Xenoblade Chronicles 3D is simply enormous in scale, but is perfect for portable play on New Nintendo 3DS XL, and a must-have for any and all fans of open-world role-playing experiences.

His words speak of the games beauty, size, and large open-world experience that it provides, which will bring players to become friends with new NPC’s that will become memorable, and emotionally unforgettable. As players embark upon the main story of Xenoblade Chronicles 3D, they will get to know Shulk, which has become infamous thanks to Super Smash Bros. 3D, which has surely intrigued players to enjoy his unforgettable story, but also those friends of his that adventure across the two resting titans below their feet. With his blade in tow, Shulk will meet companions who will come from all walks of life, battle beasts that are not so friendly while befriending others that are, and even take in breathtaking sights of breathtaking environments in full blown 3D.

Just like the original, Xenoblade Chronicles 3D revisits the deeply intuitive battle system that will let players take on enemies in real time, and not the formerly known turn-based battle systems that traditional RPG’s are known for. Players will get to watch their characters auto-attack while targeting an enemy. Players will also get to move freely around fields, select from special abilities known as ‘Arts”, and even unleashed in style or in chains to bring forth overly devastating attacks

Will you have what it takes to complete hundreds of side quests, defeat powerful enemies, and explore parts of an entirely new world? Find out today in the newly implemented character customization and upgrade system, and even a unique armament system while building relationships with the characters Shulk will engage conversations and friendships with.

In the new Collection Mode, which is exclusive to the 3DS title, players can look over a number of animated models of both friends and enemies in Model Viewer, listen to the games beautifully crafted soundtrack via the Jukebox while the system is even closed. These can be unlocked by using the StreetPass feature, spending their Play Coins or tapping a Shulk amiibo (not included) to the touch screen of their New Nintendo 3DS XL.

Xenoblade Chronicles 3D is now available exclusively for New Nintendo 3DS XL (this game will not work on the original Nintendo 3DS XL)  in stores, in the Nintendo eShop and at Nintendo.com at a suggested retail price of $39.99. For more information about the game, visit http://xenobladechronicles3d.nintendo.com.


About the Writer:

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

Deus Ex: Mankind Divided Announced by Square Enix for New Gen and PC

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Written by Dustin Murphy

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#CantKillProgress – it’s a hash tag that has been floating around social media, but especially Twitter for a few days. So what does it mean? Evolution through technology, it’s something that we’ve all been told that one day humanity and robotics would combine into a world of cybernetics in order to help humans evolve past being ‘damaged, ‘broken’, and ‘inoperable’ to what they once used to do. What happens though in the world in 2027? Cybernetics have once more allowed humans to become more evolved, more adapted, but at a cost. Their mental stability, hate from non-cybernetically enhanced or repaired persons, and a new surge of crime. Something that Adam Jensen has become all familiar with when working with the biotech company by the name of Sarif Industries. After having gone through the events he had during the infamous ‘Aug Incident’ in Panchaea, and the death of millions at the hands of those very people who had installed the augmentations that allowed for millions to once more become normal, Adam Jensen is back and two years past those events where a world where a divide has been caused because of the ‘Aug Incident’. Having left Sarif Industries, Adam Jensen finds himself in the year 2029, and the world has become troubled because of the prior titles events. Developed by Square Enix and Eidos Square Enix® and Eidos-Montréal®; Deus Ex: Mankind Divided, takes us into the next chapter of the legendary franchise. This time, we will find the game being solely developed for the newest generation of consoles (PS4 and Xbox One) while it also utilizes high-end PCs to once more immerse players into this futuristic world.

 

After the occurrences in Deus Ex: Human Revolution Adam Jensen has gone out and become an anti-terrorist agent who no longer plays by Sarif’s rules. Instead Jensen has now become empowered with all new augmentations after the ‘Aug Incident’, which has allowed him to become super augmented and allow the player to gain a better sense of self-control as they explore the new in-game locations as well as environments that have been carefully crafted once more. While social tensions have become harsher and finally reached their major turning point, it’s time for Adam Jensen to once more reload his guns, augments, and find out the truth behind the conspiracies regarding the Illuminati and even possibly have a showdown against the sources of the conspiracy or the Illuminati themselves.

For 15 years, Deus Ex has been a point of conversation across the games industry and beyond, whether the topic is the franchise’s unique gameplay or topical narrative focused on advanced biotechnology and human augmentation,” said David Anfossi, Head of Studio, Eidos-Montréal. “What began with Deus Ex: Human Revolution goes to a whole new level in Deus Ex: Mankind Divided, diving even deeper into this discussion and, in turn, offering fans an all-encompassing experience, one which will challenge their skills as players and emphasize decision-making based on real world topics.”.

With the evolution of game engines and hardware, Eidos-Montréal’s technology, which will be showing off their new advancements in both visualization and immersion, players will get to enjoy the newly updated Dawn Engine™. These upgrades will allow players to enjoy the game through both new generation consoles and high-end PC’s allowing for an all new look at visual immersion, but even graphical capabilities. The game has allowed for Eidos to be guided under the caring hands of the Gaming Evolved Program, AMD, and Eidos themselves in order to allow the game to have both DirectX 12 support as well as AMD’s TressFX support. These updates will allow for Deus Ex: Mankind Divided to raise the bar in gaming performance, but also unrivaled visual fidelity for the gaming world, but also for the Deus Ex Franchise.

At this time, there is not a release date for the title, but it has been confirmed directly from Square Enix’s PR team that we will see a release date at a later time, but future coverage will be and can found be with exclusive details and developer commentary by our friends over at Game Informer through their May issue set to release soon. For those who want coverage throughout the month can jump on over to GameInformer throughout the month for ongoing coverage. Enjoy the trailer below and let us know your thoughts on this upcoming sequel!

You can check out the official trailer on YouTube here due to it’s containing blood and violence.


About the Writer:

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

Super! Bitcon Question and Answer with Joe Sullivan of Oklahoma’s Retro Gamers Society

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Questions by Dustin Murphy and Answers by Joe Sullivan of the Retro Gaming Society

Super_Bitcon12

I want to, before I begin, thank the folks over at the Oklahoma Retro Gamers Society (their Facebook Community can be found here) for allowing us to attend their event called Super! Bitcon, which takes place in Oklahoma City every year at the Oklahoma City Fairgrounds. This year, we saw a ton of people on Saturday alone, but heard rumblings that Sunday had been even bigger, reaching a rough 3,900 attendee’s to Oklahoma’s largest and only known Retro Gaming Show in the state, which means that this event has grown from last years 2,000 attendees. Because we had so much fun, we decided to reach out to Retro Gamers Society’s very own, Joe Sullivan, who helps run this large and amazing event.

Dustin: Joe, thanks for taking your time to answer these questions, but I also want to thank you for letting me attend here for media coverage for Blast Away the Game Review. I know we tried to do this when I met up with you on Saturday, and it was just a chaotic day with how busy it got. Would you mind telling us how Super! Bitcon got started? Do you think with how busy it’s been this year you’ll see a steady growth in attendance?

Joe:

It all started with BC Phillips and David Sollars, both of whom helped found the Retro Gamers Society (RGS), a nationwide organization for retro game enthusiasts.  In the Oklahoma Chapter, monthly meet-ups had been fairly regular, and the desire to have a national scale meet-up and bring members from all over the states with RGS chapters together for what essentially would be one big party.  There had been other retro gaming events in Oklahoma, such as Tulsa’s fantastic Oklahoma Video Game Expo, but initially Super! Bitcon was designed to be the national meet-up for all of the RGS chapters across the country.

Clearly, the focus has changed a bit from the original plan of a national meet-up to more of an all-encompassing celebration of all things gaming.  We’ve been completely blown away with the response, both last year, and in almost doubling the attendance for this year.  I can only hope that we’ll continue to see growth in Super! Bitcon 2016 and beyond, but we understand that with higher attendance comes the responsibility to continue to provide an experience that can appeal to larger and larger audiences as well.

Dustin: Do you think with how busy it’s been this year you’ll see a steady growth in attendance and gives you an idea of what the Retro Gamers Society can expect next year?

Joe:

One of our biggest focuses this year was improving the interactivity of the event.  One of our strongest bits of feedback from our initial expo was that people didn’t have enough to do after walking the vendor floor once or twice, maybe attending a panel, playing a free arcade game,

there just wasn’t enough perceived interaction.  This past year we were thrilled to partner with GameStop to help provide and manage our console free play area, which was a huge success.  Add with that additional panels, a bigger museum, more arcade cabinets, and just more of everything, and we had a recipe for providing a much fuller experience this year.

While at this point we’re going to keep our plans for next year a little close to the chest, we aren’t content to just repeat what happened this year.  The best way to keep on top of all of the news, updates, and general information is by liking our Facebook page.

Dustin: In regards to that, I remember hearing about Super! Bitcon last year around August when a few friends of mine attended and found some great trades as well as purchases. I know that even with this being a trade show for a bit part, but also a great place to meet and see video game history, what do you think the true foundation of this event makes it so successful, but also keeps people from all around the midwest region attending?

Joe:

The RGS monthly meet-ups to which Super! Bitcon was first designed for, were built around people having a place to get together with like-minded individuals, and bring stuff to buy, sell, and trade without having to be a business.  We went out of the way to ensure that there were plenty of additional tables available for people showing up to have a place to negotiate their own trades with other attendees.  I even ended up trading about $500 worth of merchandise myself.  At it’s core, it’s the person-to-person interaction that makes Super! Bitcon a success.  Most of our vendors too had a similar mindset, and were open to making some of the best trade rates you could find anywhere.  Every dealer I traded with gave me fair market value on my stuff, and seemed genuinely more interested in trying to make a new friend and talk gaming history, one of my favorite subjects as the Super! Bitcon Museum Curator, than trying to make sure they could turn a big profit on what I was giving them in the deal.  Cultivating and nurturing that mentality is part of the core of what makes the expo a success.

 

Dustin: I know I saw several names I’ve watched on YouTube a bit before this convention such as OrtPro, Patrick Scott Patterson, Midwest Retro Gamers’ very own Ed, Mo, and Troy. I even got to see cool folks such as Smooth McGroove who is well known for his retro game renditions in a video edited acapella, but also the rather well viewed AlphaOmegaSin being here. What got attendees such as these awesome and talented folks to come on board?

Joe:

There’s a fair amount of networking that takes place between all of the retro conventions in the area, and we’ve been good friends with many of our guests for some time.  Retropalooza, for instance, is headed up by The Game Chasers, who we’ve had the pleasure of kicking back more than a few drinks with at just about every convention in the Midwest.  Some of our newer friends, for instance ProJared, we were able to reach out to and invite up from his home in Texas.

As far as what interests our guests in coming aboard to help out with our expo, give a panel, have a booth, etc, it’s just the continued desire to share in the excitement of all things gaming.  We were blown away during our first show, when, completely unexpected to us, Smooth McGroove himself came in the door as a regular attendee.  I think it was actually AlphaOmegaSin who first spotted him, and the mob of fans seemed to follow shortly after.  We were thrilled this year to have Smooth as an official guest, and have a great interview-style panel with him.

Dustin: Do you think that this will only pave a road for more gaming personalities like them to come back, but also to bring new YouTubers, journalists, and even gaming historians to the event next year?

Joe:

I certainly hope so.  While Super! Bitcon does technically earn money, none of us involved get a paycheck at the end of it.  We do reimburse ourselves for any expenses on the expo’s behalf, but really none of us are here to try to get rich off of this.  All of our proceeds will go directly into next year’s event, so when you break it down, more attendees means a larger budget for the next Super! Bitcon… yeah, I think you’ll get a chance to see even more exciting special guests come next year.

Dustin: When walking the showroom floor before attending a few of the panels, I noticed the museum, which was astounding. It had some of the rarest items I’ve ever seen in gaming history such as game cartridges, the military training SNES, but also some antiques alone due to their rarity. Do you think this collection will grow before Super! Bitcon 2016 and will be there next year?

Joe:

Everything we had for the museum this year was donated for display by a group of nine different RGS members, myself included.  I’ve always personally gravitated towards to rarest and oddest gaming items, and was happy to share some of their stories with our attendees.  Now, I’m not just saying this because it was our expo, or because I personally oversee the museum, but our gaming museum exhibit is the best I’ve seen at any convention.  While we didn’t have either Nintendo World Championships cart or a Stadium Events on display, our volunteers who guided people through the rarities and shared their stories more than made up for is.  There’s something to be said for taking the time to have a personal touch, and someone there to tell the story, more than just reading a placard.  Two of our museum volunteers in particular, Nikki Robinson and Lou Sabina, were particular excellent guides, and it was especially exciting watching the looks on people’s faces when they heard about how the sewing machine they were looking at hooked up to a Game Boy, or seeing the decks of playing cards that were printed by Nintendo from the 1960’s before Mario was even a concept.  Other conventions have had museums, some of which had some of those all-time rarities, even if the only known complete SNES military training set traceable to a single military unit is currently a Super! Bitcon exclusive, but often those museums are completely overlooked.  Having the volunteers with the enthusiasm

to share what makes the items exciting is what put our museum over the top.

Dustin: Is there anything that was almost brought to the show, but didn’t show up at S!BC?

Joe:

As far as the museum was concerned, there were a few things that I left home from my collection this year that I brought out for the first Super! Bitcon.  Our museum theme from the first expo was “Games With Stories”.  I wasn’t as interested in displaying something that was valuable for the sake of being valuable without a good story behind it, such as a complete-in-box Earthbound, or Little Samson, even though members offered to let us display their copies, but opted for more things in the “didja know…” variety.  One of my favorite little stories that I left at home this year due to space limitations was the original Revenge of Shinobi on Sega Genesis.  The initial release featured a number of enemy characters that were nearly direct copies of Rambo, the Terminator, the Incredible Hulk, and several others.  These enemy character sprites were remodeled in the game’s subsequent reprints.  It’s a fun little bit of copyright negligence that was swiftly altered after legal action was threatened.

Dustin: I noticed a lot of advertising at the GameXChange in Stillwater, Oklahoma, but quite a bit through social media outlets. Would you say the Facebook Community (click here to join their page – does require you to be logged into Facebook), for Oklahoma Retro Gamers Society paid a big role? Would you say word of mouth played some part in it?

Joe:

Facebook does play a pretty important role in getting our message out, both between the Super! Bitcon page itself and the various Retro Gamer Society pages.  However, while it’s all well and good to get the message out to those people who are already in the Facebook groups or have already liked the Super! Bitcon page, those updates are really more of a “what’s for sale” after we’ve already “gotten you in the door”, so to speak.  We had about two dozen dedicated volunteers that were postering, advertising, and otherwise spreading the word in OKC, Tulsa, Dallas, and Stillwater, as you personally noticed.  Those volunteers, our Super! Bitcon Street Team, are one of the biggest factors in the “getting people in the door” mentality, so that they can discover what a great event was about to occur.  In particular, Oklahoma City’s Elaine Little was simply outstanding in getting the word out as a vital member of the Street Team.  Her enthusiasm, and really the energy and excitement form the rest of the Street Team members was a driving factor in spreading the word.

Dustin: Do you think the YouTube coverage, media coverage, and even the word of mouth will help this event grow even more, and in turn bring even more guests next year?

Joe:

It certainly will play a large factor moving forward.  Several other media outlets have already pegged Super! Bitcon as a convention with an eventual national-scale draw.  Any successful convention, especially those who aren’t running for the reason of generating profits for those people directly responsible for putting on said convention, hopes to get into a cycle of generating a profit, and then reinvesting in itself for a bigger and better event the following year.  That reinvestment is where the additional exhibitors and guests will largely stem from, as well as the word of mouth from not only media coverage, but the guests we had this year too.  It was really a great privilege to host folks like Patrick Scott Patterson, the Game Chasers, ProJared, Smooth McGroove, and all the rest, and we hope they’ll share what was hopefully a positive expo experience with other, similar guests, so that we can continue to provide some of the best access of any convention in the area.

Dustin:  On the note of exhibitors, I decided to take some time, do some personal training, and even buying to get a few of the finds that I’d been looking for. It seems eBay, Price Chart, and a few other resources are where traders go. Do you have any advice to people who have never attended and will be looking at attending as beginning or amateur collectors so they know what to expect and what to bring to help them trade?

Joe:

The best piece of advice I can give a new collector is to check out Ronnie Titsworth’s article on the www.retrogamersociety.com website entitled Swimming with Sharks: Lessons I Learned in My First Year of Collecting.  It’s a great read, and the best starting point I can think of for anyone who’s interested in getting started.  Couple that with using pricecharting.com to get a general idea of what individual titles are worth, or eBay sold listings if you want to nail down a more concrete value and take things like condition into account.  Condition makes a huge difference, especially in higher dollar titles.  An N64 Legend of Zelda: Majora’s Mask Gray Not For Resale demo cart with a poor label is probably worth about $850 currently, but with a pristine label, the value almost doubles and it’ll likely fetch more than $1500.

Dustin: What about for those that are looking to become exhibitors and bring in some rare items, income, or even just to enjoy the show as one? Is there a special way that they need to enroll for the show next year?

Joe:

If you’ve got something especially rare that you’d like to show off, we may have room for it in our museum next year.  As far as for people interested in purchasing tables as prospective vendors, I expect we’ll open table registrations in the September to October timeframe.  Following us on Facebook is the best way, as we’ll post there once registrations are open.  Additionally, checking in from time to time at superbitcon.com will keep you in the know as we release more information.  A suggestion though for people considering purchasing a table, one of the most common things heard from the vendors, especially those who only purchased one table, was that they wish they had bought another.  That space fills up quickly if you aren’t careful!

Dustin: Joe, I appreciate getting the chance to have you answer these questions and look forward to covering Super! Bitcon in the future. Our experience there was great and for the readers that haven’t read it yet, they can find Super! Bitcon on the website (here), but they can also find our impressions on our own website. Is there anything you would like to share with the readers or future panel guests that may read this?

Joe:

It was a pleasure getting to meet you this year Dustin, and I’m glad you had a great time.  As for anyone on the fence about coming next year, we are going to strive to keep our weekend passes low enough so that you won’t feel like you’ll go broke just to get in the door.  Tickets were only $10 for adults this year, with a large number of free passes available via various promotions in the months leading up to the expo.  Any seasoned convention-goer will tell you that for an event of this size, you could be expected to pay more than triple that for admission.  This past year’s Super! Bitcon was definitely the biggest and best gaming event in Oklahoma history, and those of us on the Bitcon staff are going to do our best to continue to make next year’s expo the new record holder for biggest and best Oklahoma gaming event.

Dustin: Thanks for taking the time to answer these questions. We look forward to seeing more about the event next year and can’t wait to see what the future holds for retro gamers and upcoming retro collectors!

With the conclusion of our interview with Joe Sullivan, I decided to take some time and post some post-event thoughts on this after having met the awesome folks there such as B.C. Phillips, Joe Sullivan, Midwest Retro Gamers, Ortpro, and even Alpha Omega Sin (all can be found on YouTube or through the OKRGS Facebook Page minus Midwest Retro Gamers, Ortpro and AlphaOmegaSin). It’s hard not to say that this game didn’t hold a certain soft spot in my heart. The fact that the adventure was a flashback to a childhood, I enjoyed what I saw, and even found myself immersed in a world where my father, myself, and my mother (we’d love to have been able to bring my brother’s and their women along for the ride) as we discussed our old games such as Galaga, Sonic the Hedgehog, Battletoads (still think my dad and I should have picked a copy up!), but also the happiness that the games brought us. It’s places like that event that can bring out happiness, fond memories, and even strengthen bonds that may have already been strong, but even ones that may have been broken or weak. We look to see just how much memories come back next year when we once more step on the floor and cover the event once more, but this time with more prepping and even a newly formed idea of what the event is like.

If you attended Super! Bitcon let us know! You can share your pictures via our Facebook Page, Google, and or even Tweet them to us when you get a chance.


About the Writer:

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

Rodea the Sky Soldier Set to Release in September

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Written by Dustin Murphy

Remember that NIS title called Rodea the Sky Soldier? As of today, NIS has announced that the game will be releasing on September 22nd for North America while Europe will follow suit on the 25th of September. Rodea the Sky Soldier will be launching on both Nintendo Wii u and the Nintendo 3DS.

For those who are interested in the title and pick it up when it initially launches, they will be able to obtain the Wii U version that will be packaged with the Wii version when it launches. For those wanting to get it on Nintendo 3DS, they will be able to pick the game up will be able to get it in both physical and digital formats. The title is the brainchild of Yuji Naka and Zin Hasegawa, and will forge both speed and adventure together in a unique twist as players journey through the skies in this upcoming release.


About the Writer:

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