Etrian Odyssey 2 Untold: The Fafnir Knight Limited Launch Edition Announced

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Written by Dustin Murphy

Etrian_Odyssey_2_Special_Order

Interested in returning to the Etrian Odyssey series on your Nintendo 3DS handhelds this summer? As of today, ATLUS has announced that the title will be launching with both a Limited Edition, which will be exclusive to those who pre-order and on a first-run printing only, which means supplies will be limited and hard to find post-launch.

So what can you expect to find in your Etrian Odyssey 2 Untold Launch Edition? Lets take a peek below at the information provided by ATLUS.

The Official Staff Book — 22 pages of art, including early drafts of character concepts, introductions to the characters, with both explanations of their individual back stories as well as developer insight to the character creation process, and QR Codes that will unlock some beginner-friendly Grimoire Stones.

The Fafnir Knight Rough Sketch Soundtrack — CD soundtrack of early versions of the EO2U music by series composer, Yuzo Koshiro. It also has a brief foreword by both Koshiro and EO2U director Shigeo Komori. The CD packaging also has an EO2U mini-comic!

Where will the game and art box be held? Well within the collectible Launch Edition boxing!


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: Atelier Shallie: Alchemists of the Dusk Sea – Crafting Up the Adventure

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Review by Dustin Murphy


AtelierShallie PS3 boxart_FINAL


Pros:
+A vibrant and artistically crafted world
+Music that is well rounded and rather charming
+Rather well crafted and easy to navigate world
+Combat scenarios have been tamed down in difficulty
+Characters are convincing and well rounded
+Alchemy system has seemingly been broadened and made more interesting
+Discovery system by harvesting materials helps a lot to find unique treasure

Cons:
Farming relentlessly to make items
Side jobs can be entertaining, but also a hassle to complete
Some parts of Stellard feel empty


atelier_Shallie_Event01

Bringing back their famed franchise, developer Gust 3D has once more entered us into a world of Atelier, which puts us into the third installment within the “Dusk” series, which makes it the sixteenth installment within the franchise itself. Much like Atelier Escha & Logy: Alchemists of the Dusk Sky, Atelier Shallie allows players to once more choose between two alchemists; Shallotte and Shallistera. With the characters only really varying with personality and minor storyline tweaks, players will get to take on the tasks of either helping grow their own personal business or even how they approach the companions around them. However, their primary objective that lie before them is simple: Save the world.

This time around in order to improve the series’ mechanics, Gust 3D has parted ways with some rather problematic issues that held the franchise back from being rather enjoyable compared to before. So what exactly has changed? To start off, the timed gameplay between each requirement to be fulfilled has actually come to an end, and allows for players to once more enjoy the series where they will be able to enjoy the series without those annoying restrictions based upon time required. Now players are free to complete their side missions, exploring, and even material gathering as they please in order to complete their tasks at hand before revisiting their workshop in order to continue onto the next chapter.

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Fulfilling the requirements for each Life Goal allows for players to once more undertake quests that require the alchemists to create items, eliminate enemies, explore areas, or even meet new people in order to complete their goals and open up new areas for them to explore. Much like in past games, exploration is taken on by multiple tasks that will require players to farm for materials, explore new zones, take on enemies, find uncovering relics and even take on the task of building up the alchemy shop skill level in order to take on more difficult recipes. This allows for the ability to obtain new recipes, new items, equipment, and even items, which players will use in order to up their chances of survival, but also completing given tasks.

Much like before, exploration features going into combat, which has in ways, seems rather well rounded this time around. Unlike before, there is no need to beat through an enemies extra health bars and treating it like a sever life and death situation. Granted it can still be that for your characters, it’s seemingly a bit easier than before thanks to each character having a variety of skills, enemies having weaknesses, and well being a bit more susceptible to the games new “Burst System”, which allows combat to have a seemingly faster speed while in combat. This meter is filled up by attacking in combat and not sustaining damage while having done so. In this mode players will notice that characters deal more damage, gain speed, and even seem to allow players to access the end-of-combat reward screen a bit quicker than before. In order to keep track of how quickly players are progressing towards activating the burst mere, players can take note of the combat bar up on the right side of the screen that will allow players to see their progression towards it. While in this mode, let alone are combat abilities upped, but players will be capable of buffing themselves, and even going as far as reviving their characters should they be knocked out while in combat. Something that is quite useful and will cause players to not find themselves being taken to the world map and only having one health per character.

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This will allow players to pick up the progress that was taken forth from what Escha & Logy had been doing while attempting to find out why the seas are drying up, and attempting to save the world as both Shallotte and Shalistera. While in town there are a few options players can undertake, this includes picking up sidequests known as requests, and even take on the tasks of completing in-game challenges that will require players to complete such things as leveling up alchemy, jumping, visiting areas, gathering materials, or simply just completing combat scenarios. As an unfortunate bug that was experienced with our version before the latest patch, we experienced the inability to specialise our characters based upon what we wanted them to be, but also an issue that left much our title untranslated. However, thanks to the quick response by Gust 3D, this has been fixed so far, but this makes it so that those who play offline will find themselves being hit by this bug if they purchase the physical version of the title. So those of you looking at getting this physically? Be prepared to be hit by a few bugs if you can’t update. Even a game breaking one.

Overall, the game itself is much less daunting than before or even intimidating be it combat, alchemy, or simply completing requests from people within the town. Thanks to having been able to create combat items, usable items, weapons, and even request items, it was quite easy to enjoy the first playthrough as Shallotte and enjoy the quests with her wacky group of friends. Thanks to a large group of helpful tutorials and ease of access to them, the game this time has been a much more enjoyable experience compared to that of Atelier Rorona or Meruru Plus. The game itself left a rather fun experience that could eventually lead back to a few more playthroughs in order to see the larger scope of things within the long run. With those final thoughts, Atelier Shallie: Alchemist of the Dusk Sea will leave players wanting more if they have not already experienced previous titles within the series, but also within the franchise itself. We can only hope to see future titles like this one come out and allow fans whom only have the PlayStation 4 and PlayStation Vita a chance to experience this wonderfully crafted and rather enjoyable title.


Final Score: 8 out of 10


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


About the Writer:

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.

Opinion: DLC – Evolution Done Too Quick? – Pt. 2

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Written by Dustin Murphy

assassins_creed_unity_season_pass

Where do you begin when it comes to the tangled mess that is DLC, Expansions, and Season Passes that try to bridge the gap of content that is already readily available, but also content that is not? This is something developers have already seemed to have gained a good idea of when attempting to bring out a new title and implement plenty of content to keep players interested. The question comes to this – when is it okay? As we saw in Devon Day’s last article here DLC has become almost a pre-planned contention plan that tries to keep players around for their games. Unfortunately, this also means that those who want a completed game (i.e: story DLC that finishes out a story in the first place or content on disc that’s locked behind a DLC code). Does this mean downloadable content has evolved too quickly or has the consumer become blinded by the not-so-acceptable pre-planned DLC?


/-/ The Disadvantage of Season Passes /-/


Borderlands2_Season_Ass

As a gamer first-and-foremost, it’s not hard to see that DLC brings in a lot of interest to titles that live up to their hype, were under the radar, or just simply seemed like a good time burner. Many games such as Monster Hunter, Toukiden, and even Ubisoft’s service called Uplay, have given a unique spin on what it is to have ‘locked content’ and ‘free content’ that can simply be obtained by going online, downloading, and or just checking in on the online portions of the titles. Unlike many titles though, these two titles and a service are one of the few that offer such an alternative to people who don’t want to join the season pass train. This, however, does not mean the Ubisoft service will give up the content that a Season Pass has to offer, instead it offers content that is on disc and is unlocked by performing certain goals within a title or past Ubisoft titles to unlock it.

So where do we begin when it comes to how troublesome season passes are? When thinking of games that feed off of such a setup, it’s easy to look at the big smash hits such as Evolve, Call of Duty, Battlefield, Assassin’s Creed, Destiny, and even titles such as Dead or Alive as well as titles like Forza. So what makes these Season Passes such a bad deal? When stepping away from being a write that reports on games, I’m also a consumer, and one that does tend to buy games as well as look at the future content that will be unlocked from them. When doing this several questions will come to mind before doing so – what’s included, will it take away from the main campaign, and why is it something I should be interested in it to begin with? When playing games such as Call of Duty and Battlefield many players aren’t purchasing the season pass to expand a story, but instead they are obtaining these season passes to obtain maps that are or have not even been developed yet, which means this content is still up on the drawing board at a developer and being worked out to give players the best possible way to play it. This can mean that players will either get a few surprise maps, which isn’t a surprise or they will be getting a rehash of older ones that have been brought up to match the current title. So why is this something to make noise about?

Remember back on the PlayStation 2, Xbox, and even the GameCube when none of that was truly needed to make a game a full experience? Games back in the time didn’t require the option to obtain downloadable content at a set price, but even with the internet, there were still options to obtain expansions for MMOs or online shooters that required a connector to get online (Phantasy Star, Final Fantasy XI, and even Socom can be used as some awesome examples). These games, however, were complete on their launch with only DLC as a secondary option had they opted to create it. This, however, was not a common practice in the time and only recently saw itself growing on consoles, which remained different from the custom game mods that were created by fans of games. As the consoles we know as the PlayStation 3 and Xbox 360 launched DLC began to become an option for gamers with games such as Call of Duty, Battlefield, and even L.A. Noire began to grow and become more popular, so did the idea of downloadable content in order to expand those games. With the launches of new maps, weapons, and such on other titles, L.A. Noire was one of the first games to incorporate the season pass, which allowed fans to gain access to new outfits, story missions, and even broaden the background of Detective Cole Phelps as he worked his way through each crime type.

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As games such as L.A. Noire, Battlefield, Call of Duty, Assassin’s Creed, and even Mortal Kombat began to grow ever-more popular – developers began to find a way to cut individual DLC purchases into one, which got the attention of fan of these games, which lead to them understanding that gamers would begin to purchase these passes, which gave them the DLC at a reduced cost. Thanks to this practice with online games that revolve around multiplayer, titles like Assassin’s Creed, which are story driven, DLC season passes for such games began to pick up and take off so that fans could expand the story around them. So why exactly is this a bad thing? Over the years it has become a common practice for story based games, online multiplayer games, and even various free-to-plays to run on paid DLC and or subscriptions that would allow for players to expand their enjoyment of games. This has also lead to a problem where players feel almost coaxed out of enjoying a full release title versus one that should have seemed complete to begin with. So what titles can be used as primary examples as to this problematic practice? Even as much as I can say that Ubisoft has made amazing attempts to bring completed storylines out to the public, the stories are almost seemingly incomplete due to how the DLC does take a spin on the characters side-story, which in turn does affect how players can perceive a completed story.

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With stories being a problem to begin with, it’s hard to accept a game that is incomplete and requires such fundamental practices to complete it. So why couldn’t the stories have all of this content provided to players on launch? That’s a question to ask a developer, but one thing is certain, it has grown to irritate some gamers as this does cost prices for games to go p from 59.99 USD to an estimated cost of 60 to 100 USD per game before taxes are applied.


/-/ The Advantages of Season Passes /-/


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With the growing popularity of season passes and micro-transactions, the devaluation as well as risk of games not succeeding upon launch, consumers can see how easy that the AAA market takes a huge risk when pushing out content passes before a game series developer and publisher can determine just how well the game will work on launch. With this being a rather large risk, developers shoot on the rather large hope that nothing goes wrong, that fans will purchase the season pass, and thus the ratings for their game to remain successful with each piece of the DLC to go up in turn.

Thanks to the chance to continue development on games, developers do use this in their favor to listen to customer feedback and add the content that they would like to see once the game has been out for enough time to gain some common grounds among consumers. Doing this also gives companies an avenue to encourage season pass pre-orders as well as season pass sales themselves. That in turn offers consumers a chance to get a discount on the season pass before the game and season passes release. A prime example of this is when Borderlands 2’s season pass had been announced, gamers were given the opportunity to pre-order the season pass at a discounted price of 10% off as long as it was pre-ordered or purchased with the game at launch. Doing this allowed for 2K and developer Gearbox (lead by Randy Pitchford) to have extra time to work on their game, change or added things that needed to be added, and ensure that consumers got their money’s worth when it came to the title. Though with it there was a trade off of what was consumers trust with launch of content that was not included in the season pass. This was followed up by launch of several raid bosses that could be obtained for several dollars a piece and taking on the hunt the player wanted to do.


/-/ The Ever Growing Cost of Gaming /-/


When buying a game there is always the question of how much the game will actually cost once all content has been purchased – assuming it is needed to play. With these type of costs, it’s not hard to see why players would be concerned when DLC alone can range from as cheap as a dollar to as expensive as twenty five dollars apiece and with season passes cutting the costs, it’s not surprising that games are now costing between 80 to 100 USD or more (Battlefield Hardline + DLC with local tax is 112.54 USD), which leaves players wondering – is this game for me? Thanks to many changes in companies such as Bioware with their titles Mass Effect 3 and Dragon Age: Inquisition, it’s not hard to see why multiplayer DLC is being made for free and why fans are eating up since the games microtransactions are a decent trade-off for the cost of DLC. Because of DLC options being made before a game launch, the industry has embraced the idea of Season Passes and pre-launch announcements so that they can implement content later on with fans having some acknowledgement.

The cost of this though? A customers trust and patience being tested if the DLC just happens to be what they were not hoping for. This in turn can leave gamers slowly turning away from games and even throwing them in for a trade-in while having sacrificed the money they spent on the initial game and content. For now? The best thing is to buy the initial game before dropping the money on the DLC in order to see if the DLC will be worthwhile.


/-/ Closing Statement /-/


While it’s hard to fight the impulse to buy a season pass for a game you are truly dedicated to, it also comes down to the willingness for players to decide whether or not that this content will be worth their time in the long run. Unfortunately, the only way to find this is take into count how much a game will actually cost with all DLC content, but also the history of a developer before truly jumping in on a season pass that may or may not be worth the while.

While I’ve found myself extensively looking into Season Passes it’s hard to justify the hidden costs of games and the questionable nature of the future content that can be released. Till the content releases, the best thing gamers can do is actually wait, look at the previews and online preview-gameplay before making the financial obligation to content that they may or may not enjoy at the given time of its release, but also if they will have the available hard drive room for that said game.

If you are a person that buys season passes quite often, what is your take on it? Do you like the common DLC practice as of late or do you feel the consistency of announcing DLC before a game is finished is acceptable and allows for developers to finish the game? Let us know your thoughts in the comments.


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.

Square Enix Announces Vana’diel Project is in the Works

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Written by Dustin Murphy

FFXI_Seekers_of_Adoulin_SC01

Are you someone who likes to play Final Fantasy XI on PC? As of today, Square Enix has announced that they have decided to launch Final Fantasy XI on Console, Mobile, and PC in order to allow fans to enjoy the world of Vana’diel as they continue to build upon the title that has entered its 14th year of service in May. Thanks to the creative minds at Square Enix, inc., Vana’diel has become a large breathing world that has evolved as the players within it have adventured within the world since 2002, and will continue to do so in the upcoming years.

With this news, Square Enix has also announced that the final scenario to the titles story has been announced called “Rhapsodies of Vana’diel,”, which will be alongside the game updates that will come out over the upcoming months of this year. In this final scenario of the story, players will get to see major characters as well as elements from the past 13 years of in-game history come together once more as the tale comes to a close in three parts that are scheduled to launch in May, August, and November. The updates will include new content such as battles, new items, and story elements.

It will serve as the pinnacle of the FINAL FANTASY XI story, bringing together major characters and elements from more than 13 years of history. The epic tale will come to a close in three parts that are scheduled to release in May, August and November this year. These updates will also see the introduction of new content, such as exciting battles and never-before-seen reward items.

Players will also get to enjoy the new in-game event called “The Goddess’s Gala’, which is a festival to thank all players who have stepped in to enjoy the game over the span of its lifetime. The event will include multiple campaigns, elements, and even enjoyable routines. Even with this release, these updates will not be considered premium or disc based contents as they will release slowly over time as free-update contents.

With this news, Square has also announced that they will be working on a brand-new generation of Final Fantasy XI enjoyment to smartphones and mobile devices. This games adaption will be optimized for mobile devices that will feature immersive, responsive, and a rather dynamic overall experience. Battles themselves will find themselves upgraded to work with touch control interfaces, improvements to the in-game systems, and upgraded so that players can enjoy rather smooth gameplay, which can be experienced in Japan, Korea, North America, Europe, and Asian regions upon release.

We will keep you updated as more information is released.


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.

The Elder Scrolls Online: Tamriel Unlimited Lands on PC and MAC

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Written by Dustin Murphy

The_Elder_Scrolls_Online_SC03

A little over a month ago, we ran an article about the upcoming changes with TESO’s upcoming free-to-play model called “Tamriel Unlimited”. As of today, Tamriel Unlimited has launched on the PC version of the game and allows for players new and old the chance to enjoy all six major content updates that have launched, but also the new Justice and Champion Systems we discussed in our article line called “The Future of The Elder Scrolls Online”. As of today, all accounts that are current existing have been updated to the Tamriel Unlimited edition so that the accounts that are opened and or closed will be able to rejoin the world of Tamriel and one more enjoy the series without subscription fees. So what does that mean for current subscription owners?

Those with a subscription have been introduced to what is called “ESO Plus”, which is an in-game Crown Store where players can purchase customization and convenience store. At this time, however, the facts of this happening will allow for players to reap in the rewards of this new store. For more information, check out the official faq by Bethesda: The Official The Elder Scrolls Online: Tamriel Unlimited FAQ. The Elder Scrolls Online: Tamriel Unlimited is arriving on Xbox One and PlayStation 4 on June 9, 2015.


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.

QuakeCon 2015 Online Pre-Registration Opens up for BYOC

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Written by Dustin Murphy

2015 - QC - Package - UAC Command Center - Final

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

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

BYOC Select-a-Seat + Swag Pack

Full of Limited Edition Items and Guaranteed Reserved Seating

$170 (Limit of 500 packages available)

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

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

BYOC Select-a-Seat

Includes Guaranteed Reserved Seating

$55 (Limit of 1,600 packages available)

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

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

Swag Pack

Full of Limited Edition Items

$125 (Limit of 500 packages available)

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

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

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


About the Writer:

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

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

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Review by Dustin Murphy

BladeStorm_Nightmare_Box_Art


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


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

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


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

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

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

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

BladeStorm_Nightmare_SC01

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

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

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

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

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


Final Score: 7 out of 10


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


About the Writer:

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

About the Writer: Getting to know Dustin Murphy

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

Dustin_Quake_Con_2014_Headphones

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

It makes it rough at times.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


About the Writer:

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

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

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

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

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


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

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

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


/-/ So What Started This? /-/

Jessica_Nigri_Lollipop_ChainsawCosplay

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

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

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

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

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

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

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

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

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

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

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


/-/ So Why the Restrictions /-/

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

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

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

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


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

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

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

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

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


/-/ Closing Thoughts /-/

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

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

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


About the Writer:

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

Paperbound Announced for PlayStation 4 and Steam

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Written by Dustin Murphy

PaperboundLogo

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

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

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


About the Writer:

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