Review: The Awakened Fate Ultimatum – Where Choices Decide Gods Fate

Originally Published on the Official Blast Away the Game Review Facebook Page
Review by Dustin Murphy


The Awakened Fate Ultimatum


Pros:
+Moral choices that actually weave a story of their own
+Deaths punish a player by removing items providing a challenge
+Emphasizes the use of anime character designs and vibrant visuals
+Traditional rogue-like dungeon crawling mechanics
+Angel and Demon forms offer an edge in combat

Cons:
Time taken between graphic novel and combat can bore some players
English dubbing leaves room for improvement
Character choices, at times, can leave players dumbfounded by what they are picking


The_Fate_Ultimatum_SC07 The_Fate_Ultimatum_SC06

What would you do when your decisions choose your fate as God? That is something that Shin Kamikaze has learned to take on earlier than before. As a follow up to the 2013 title Guided Fate Paradox, the developer (Nippon Ichi Software). In this sequel, however, it is time to take on the original build and emphasis on that in order to to help the series evolve into a bit more of a strategy like title. So what does this mean? A much more enjoyable title than before.

As stated, your story takes on the role as God from the get go. Shin Kamikaze is the perfect host to become such a figure. With a bright attitude, a rather pessimistic attitude, and a huge issue for trust, our hero finds himself rather quickly killed only to be revived so that he can become our stereotyped JRPG lead character. The question that will come to mind is easy to answer; yes he fits the role perfectly and will definitely entertain fans and newcomers for hours. Some of this is due to the fact the game emphasizes itself around the well used anime-like visuals that include character designs, terrains, and even settings. Following the tradition that worked in the past title, Guided Fate Paradox, The Awakened Fate Ultimatum feeds itself in a graphic novel type style, which should find itself as a draw for those who find huge interest in Manga’s.

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When playing The Awakened Fate Ultimatum, it’s hard not to see that the game feeds off the successfulness of many games out there that come from Japan, and in this game it actually works quite well thanks to how the story unfolds. But where do you look to a game that is driven by a powerful narrative with tropes based upon the anime genre as a whole? To a dungeon crawling experience where players will take on enemies across a grid-like map. The combat is very straight-forward for players wishing to engage enemies. Players can navigate each of the maps that they are trying to go through by using the controller’s’ D-Pad, analog stick, L2 (Angel Form), (L1 + Right Stick to Select an ability), R3 (release ultimate power), R2 (Demon Form), triangle (character menu), and ‘X’ to attack. Outside of this, navigating dungeons are easy to do and so the game is rather easily explained for those wanting to explore through the dungeons.

But what else goes into this games combat system? As before, it was mentioned that L2 and R2 changed players between Angel and Devil form, which causes a new form to take shape and abilities to be used. Doing this players will alternate between using SP and just energy. When using SP, players will note that every attack, step, and even ability uses up SP, which can leave the player running around in their ‘human’ form. When out of SP, players will also be able to note that it regenerates while using up their stamina by moving around the map. In order to regenerate SP or their stamina, players will need to use their food, use their medicines, and even use those items against their enemies for the opposite effect of what would happen to them. This tactic is something that players will become familiar with in their 10-20 hour adventure through this title. Do note though; you run out of stamina? You will start losing health, once out of both? Shin dies, your dungeon ends, and you must restart where you left off.

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With that mentioned, maps are explored in a birds-eye-view. Players will get to see a rather nicely detailed character models that show off with each character movement. As the game progresses so does the change in elements as players gain new weapons, trip and evade new traps, but also find themselves being randomly activated in order to halt the players progress. Outside of these combat scenarios, the game is one that is very straightforward and will attempt to keep players interested as they level up both their angel and demon (devil) forms in order to progress through the games campaign. Even with these bare essentials as part of the mechanics, the game boasts something else even more detailed that players may not realize. Outside of these well planned out dungeons with rather well placed enemies, the game boasts a system where players choices actually matter, and these choices will influence a grid like system that will determine what stats they have between both forms. So why does this matter more than the games rather straight forward combat system and dungeon exploration tactics, the game boasts something unique.

When playing through The Awakened Fate Ultimatum, players will be able to take on the tasks, as mentioned before, of taking time to make decisions that will alternate between both Angel and Devil. These decisions will give players points to spend in each of the trees in order to make that form (when used) more powerful in combat when sneaking through dungeons. Overall – what does this leave for a game of this caliber?

The Awakened Fate Ultimatum is a charming game that will leave players with quite a bit of duration that will offer fun gameplay mechanics, an entertaining story, and even decisions that seem to actually matter through the duration of the game.

The_Fate_Ultimatum_SC04


/-/ Closing Thoughts /-/

Normally I’m not one to do closing thoughts when it comes to games that are rather simple when it comes to controls and story. This is one of the few games I can honestly state that actually let me go through around ten hours of enjoyment before finding myself departing from a rather amusing campaign. With that being said, the game is entertaining, which leads me to say – this game is unique, fun, and equally challenging, which got me coming back for more and enjoying what I was playing.


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:

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

Review: Dynasty Warriors 8: Empires – Attempting to Forge an Empire (PS4)

Originally Published on the Official Blast Away the Game Review Facebook Page
Review by Dustin Murphy


DynastyWarriors8 Package Art JPN


Pros:
+Tons of customizations that leaves a lot of possibilities available
+Building an empire forges new alliances and allows for leadership skills to be explored
+Smooth frame rates and beautiful graphics
+Ability to switch between offline and online between missions

Cons:
Bland colour’s allowing for very little vividness in scenery
New strategems don’t seem to offer much in the means if visible changes in a battlefield
Framerate remains still a decent problem when bouncing between
Remains limited in changes made from past installments


DynastyWarriors8 Empires JUNKU

Dynasty Warriors as a franchise is one that stands tall among strategy hack-and-slash titles that allow players to take on battles during the period of The Three Kingdoms, which is also known as one of the most war filled eras in Chinese history due to the infighting between the warlords of that era. With Dynasty Warriors being around, players have been able to take on roles that allow them to explore the world during the height of the Wu, Shu, and Wei dynasties. However, for fans of a series, this title announces the end of one numbered ‘series’ and prepares to usher in the next, which is just what Koei seems to be doing as they prepare for the inevitable Dynasty Warriors 9. However, this title entails our exploration into the world of the empire where players will get a chance to customize their own officers, soldiers, horses, banners, colour’s, and even their very own kingdom. Did we mention custom scenarios? Yea those exist too. Though the key elements have not returned as players will not find themselves exploring the storyline that can be found in the main series itself.

Instead, players are given a take that lets them create their own kingdom to rule, which means creating alliances, devising schemes to bring down enemies, crushing enemies, and even taxing your very own peasants. When coming to the series (if this is your first time), you will get to choose from a handful of campaigns to enjoy. This means enjoying the Yellow Turban Rebellion, The Battle of Guan Du, and or your very own scenario that can be created via the in-game editor. The best option? Create your own scenario, enjoy it, and even take on the role as a leaderless ruler who is setting out to create their own kingdom at the demise of others. Don’t forget that this also means that players will take on a role that means gaining your income, resource supplies, and even the number of troops you’ve managed to recruit. Doing this allows for several things to occur that many players may or may not be familiar with. As your kingdoms value, forces, and supplies grow, so does the chances of recruiting with other kingdoms, negotiating, or even intimidating them into joining your very own faction.

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For those unfamiliar with the series, this all is done through a very easy to use menu that is where players will find themselves primarily enjoying the title and using these menus in order to raid, invade, build resources, build a military, or simple build up your characters own levels as well as your character and officers ranks. Even with these menus being rather large, it’s not hard to navigate them once players grow used to the system that has been placed within the game itself.
So what is the allure to this game that would possibly bring back old players so that they can return the title? For those returning the main draw to the title will not be the new options or customizations, but rather the idea of leading your own personal journey with any character at your disposal. However, do you want to do this? If so you can build allies, bring warlords at your call, and even spark rivalry between other warlords. As you tailor the world of Dynasty Warriors 8 Empires around you, do remember that even as your own general, there are things to take concern of such as resources, money, military power, and even your own allegiances.

When digging through the menu’s is a done deal for you, Dynasty Warriors 8 Empires offers a rather familiar experience: beating down a thousand troops opposed to your only one. This is a mechanic that should seem all to familiar. Players will take on their mixture of regular attack combos mixed in with heavy attacks and special moves. This means players are once more cleaving through a rather large wave of enemies while causing a brontide of screams to rupture from each fallen soldier. With the new added extras, players will once more experience the EX attacks, rage attacks, and the newly implemented Strategems. New mechanics to a Dynasty Warriors game you say? Why yes I did! In Dynasty Warriors 8 Empires, publisher Koei Tecmo and Developer Omega Force have implemented a new set of tools called “Strategems”, which are represented with a small green energy bar just above the health bar. Each strategy used can require between 1-3 of these, some costing even more, which will allow players to do things such as gas clouds on the combat field, fire attacks, build giant guard towers, and even summon a fellow officer to your side to help dispatch a boss.

Dynasty_Warriors_8_Empires_ChenSC02

Even though these options had been added into the game, it is unfortunate that they seem to mean little to nothing in combat, and do not impact the battlefield in a way that can seem noticeable. Delegating troops to attack even seems more influential than these strategems outside of healing yourself and or calling fellow officers to you. For Dynasty Warriors fans they do attempt to break up the monotony of fights that seem as if they will never end by adding quests and objectives into each mission. By doing this players can take on up to four of these (max amount) that includes taking over ‘x’ amount of enemy bases in ‘x’ amount of time, attacking a certain amount of enemy officers, and even taking out an enemy without being spotted. Fortunately, this isn’t something that sounds as easy as it comes out to be, this is something that can prove a bit troublesome for those whom are unfamiliar with the game franchise and will require a bit of practice to figure out what goals can be completed easy enough for them.

Even with these subtle changes being added in, there is one thing you can’t deny when scaling through the large battlefields and customizing soldiers; Dynasty Warriors looks beautiful on both the new consoles. While boasting a large roster, the game also does benefit from both fantasy and real life designs from character that can be created or even already exists within the title. Though at great cost to graphics, there is one thing besides the terrains that suffers a tad; frame rate. Even while the game boasts a beautiful 1080p, the game finds itself constantly staggering in frame rate during high combat scenarios. This is something that is unfortunate as the game itself is beautiful despite the fact that the games environments don’t seem to live up to the highly detailed environments that we’ve seen since Dynasty Warriors 3 Xtreme Legends. Granted the battlefields are more dynamic, it would be interesting to see the team over at Omega Force evolve the content with English Dubs, a choice between modern or classic Chinese music, and even evolving environments that could truly push the games capabilities. Even without these few things, Dynasty Warriors 8 Empires is a beautiful, enjoyable, and amazing time-burner that will offer fans plenty of to do whether they are online or off.

Dynasty_Warriors_8_Empires_CustomSC02 Dynasty_Warriors_8_Empires_StrategemsSC01

So what does this mean? Our review here has ended and we are left with a game that remains rather similar to Dynasty Warriors 8 Xtreme Legends Complete minus a few new gimmick like the strategems and forging your own story. With that aside Dynasty Warriors 8 Empires leaves a lot of room for improvements that need to be made and can hopefully see some form of evolution if titles such as Warriors Orochi 3 and Samurai Warriors 4 get updated versions. Till then Dynasty Warriors 8 Empires will be leaving a bit of a sour taste in some gamers mouths as they seek something a bit more innovative.


Final Score: 5 out of 10


Final Score: 6 out of 10


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


About the Writer:

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

QuakeCon 2015 Online Pre-Registration Opens up for BYOC

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

2015 - QC - Package - UAC Command Center - Final

Are you one that wants to go to the awesome event our team went to last year and met up with developers at? This year’s reservations have opened up for fans who want to attend! With the pre-registrations for the

‘BYOC Select-a-Seat with UAC Command Center Seating’ package is set to open for attendees yesterday, March 4th at 7pm CT/8pm ET at: registration.quakecon.org. So what does this special UAC Command Center Seating package have? Well it  includes VIP seating in the Network Operations Center (NOC), contains:

BYOC Select-a-Seat with UAC Command Center Seating

Includes Fast Passes for the Duration of the Event

$500 (Limit of 32 packages available)

  •         Select and Reserve a VIP seat at the NOC in the BYOC
  •         Express lane fast-pass registration for the BYOC
  •         Express lane fast-pass to every panel, presentation, and public event at QuakeCon
  •         Limited reserved access seating for all panels, presentations, and events
  •         Direct access to plug your PC into the NOC’s core
  •         Official QuakeCon 2015 T-Shirt
  •         Official QuakeCon 2015 BYOC T-Shirt
  •         Official QuakeCon 2015 UAC Lanyard
  •         QuakeCon 2015 branded 4400 mAh Power Bank

Bethesda has also announced additional packages will become available for purchase in the coming weeks via the QuakeCon pre-registration site. Below we have been provided a full list of these packages, when they will be available, and how you can get enrolled into them.

Press Registration

Please note: Press registration will open today at 7pm CT/8pm ET. If you’d like to register for media credentials for QuakeCon 2015, please visit: registration.quakecon.org/media.

PREMIUM PACKAGES | DESCRIPTIONS & AVAILABILITY

Round 2 | Wednesday, March 11th at 7pm CT/8pm ET

BYOC Select-a-Seat with QuakeCon done Quick

Includes Fast Passes for the Duration of the Event

$175 (Limit of 300 packages available)

  •         Select and Reserve a guaranteed seat of your choice in the BYOC area
  •         Express lane fast-pass registration for the BYOC
  •         Express lane fast-pass to every panel, presentation, and public event at QuakeCon
  •         Limited reserved access seating for all panels, presentations, and events
  •         Official QuakeCon 2015 T-Shirt
  •         Official QuakeCon 2015 BYOC T-Shirt
  •         Official QuakeCon 2015 QdQ Lanyard
  •         QuakeCon 2015 branded 4400 mAh Power Bank

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:

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

Wolfenstein: The Old Blood Announced by Bethesda

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

WOLF_KeyArt_US

The war has ended, the world has lost, and the Nazi Regime has taken over the world. What is left to do after the events of 2014’s superhit, Wolfenstein: The New Order? Go backwards and show what happened in a standalone prequel to the critically-acclaimed first-person shooter action-adventure title. Starting on May 5th, 2015 for 19.99 USD, players can enjoy this new story set when it release on PlayStation 4, Xbox One, and PC.

This time players will get to enter the year of 1946 where the Nazi’s are making their final strides to win World War II and take on global domination. With this two-part mission set, players will take on the role of BJ Blazkowicz once more as he tries to fight against a rather Hellish Nazi prison where he must try and take on the maniacal prison warden that runs it in Part 1 – Rudi Jäger and the Den of Wolves – which will tell the story of this as he works on stealing the coordinates to General Deathshead’s compound. In part two, players will once more learn about Helga Von Schabb’s in the second story called “The Dark Secrets of Helga Von Schabbs”, which will take BJ to the city of Wulfburg, a location that the coordinates he had stolen will lead him. Learning about the recent findings of an obsessed Nazi archaeologist has found, BJ will attempt to stop him from exhuming mysterious artifacts that threaten the world with unleashing their dark and ancient power. Will BJ have what it takes to prevent this from happening? We’ll just have to wait and find out!

Diving back into the world of Wolfenstein has really been fun for us,” said Jerk Gustafsson, executive producer at MachineGames. “We’ve enjoyed exploring the events leading up to The New Order. We think fans will really enjoy the story, all the action and, of course, jumping back into the combat with new weapons.”

Wolfenstein: The New Order, released in May 2014, enjoyed worldwide critical and commercial success with over 75 Game of the Year awards, and was hailed by The New York Times as “one of the very best releases of the year. The title has been rated M for Mature by the ESRB. For more information on Wolfenstein: The Old Blood visit the official website over at: www.wolfenstein.com. Make sure to give our friends over at MachineGames a bookmark and their Facebook Page a like!


About the Writer:

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

Review: Hyperdevotion Noire: Godess Blackheart – Turning Blackhearts Red

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


Noire_Coversheet_US


Pros:
+Well done transition from JRPG to Strategy RPG
+Carries on the series as a sidestory of the Hyperdimension franchise
+No annoyances in the ‘shares’ system for the Gameindustri market
+Semi-linear gameplay direction adds to a quick on-the-go experience
+Creative chibi like character models that make the game one of the best looking on Vita

Cons:
-Boss difficulties, just as in other games, can be challenging and at times too hard
-A massive amount of tutorials that slow down the games pacing
-Characters do not heal up when leveling up in combat scenes, which improves the games difficulty


Noire_ENG_Battle(127)

Where do you go with a franchise that has become so well known for its take on the gaming industry by having four CPU’s from different ‘realms’ and constantly fighting each other go to? A side-story adventure that puts one of the most anti-social of all the characters at the focus; her name? Goddess Blackheart or Noire for short.

Our story takes us into the world of Lastation where Noire (the CPU goddess Blackheart) has gotten tired of existing in the shadows of her allies; Vert, Blanc, and Neptune to name those allies. This time around we are finally getting to see Noire in action where her heart is full of hope, her mind is filled with determination, and her innermost embarrassments are for us to see as her secretary. That’s after she condemns the world into a ‘shares blackout’ and strips the CPU’s of their power. This is where you the player becomes important. For the first-time ever players get to see the world unfold in front of Noire’s eyes where she gets to put the spotlight on her, but also shares the advantage of being in her very own strategy role-playing title, which does itself a lot of justice.

The game takes us into the alternate universe known as Gamarket, which is a huge change from the traditional world of ‘Gameindustri’ where Noire, Vert, and Blanc are always going to war with each other and well Purpleheart or rather Neptune herself. In this newly unveiled world, we get to see Noire as the commander and chief who runs her world with an iron fist and lets the other CPUs know exactly where she stands. Unfortunately for her, there are a bit of issues where she’s tricked into wishing at the sharacite crystal, this being after she is tricked into wishing upon it, and loses all control of her power, the other CPUs power, and well each of the countries generals are out for blood, and hers is to be exact. After almost being attacked by a monster that would normally have been a simple task for her, you – her secretary in all reasons and purposes for this story – are her saving grace that allows her to have her CPU form back. This is, however, where the plot becomes paper thin and focuses on character development versus a solid story that would normally send fans into a craze.

Hyperdevotion_SimNoire07

With all of this aside, the games story is, as stated, very thin and leaves little to no room as to a heavy concern on what happened, but instead allows players to see the behind the scenes look at Noire as well as her personal inner-workings. With the game having done this, players will at times feel as if they aren’t playing the game for the story, but instead to experience the fresh-new-look at a series that hasn’t changed all that much since its days on the PlayStation 3. In this game, the new combat system is the most unique twist to the whole thing, which improves upon the old system with the newly implemented “Lily System”, which allows for characters to team up by standing beside each other, getting a peck on the cheek, and performing their skills. Doing this will cause abilities to require less skill points to perform, and will even allow for a buff to be given depending on who, how many, and when the ability is used. The best time for this usage? Making sure your entire team is around you and popping the ability to vanquish enemies that could be annoying to fight.

In this new system, players will also get a ‘kissing currency’, which can be used in order for characters to turn to their CPU appearance and allow for their HDD form as well as abilities to be used. In these forms players can take on using special attacks (just like in the previous titles) and even deploy more units on the field when they start digitally phasing out one by one like some bad sprite from an old game. However, do not think this is something you’ll want to focus on since it does mean that your arsenal of characters to choose from can be used up and leave you defenseless when you really will need those characters on the battlefield. However, who doesn’t want to see every character they can put on the field out in combat in all their animated chibi glory?

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Even with the subtle changes to the old combat system, one thing does main majorly intact, and that is the individuality that each character portrays in previous titles while in combat. This means that abilities, their range, and even attack animations remain much the same, but it also means that abilities very rarely become overlapping, if at all. Something that was done quite well in the Re;birth 1 and Re;birth 2 titles (reviews coming soon). Thanks to how Idea Factory approached this, it’s not odd to Vert send a spear piercing through enemies and nuking their health bar to nothingness or see Neptune go into a flashy spiral and knocking a rather large chunk of their health bar off. Though this isn’t something that should always be celebrated. While moving across the battlefield may seem easy, the developers became crafty and allowed enemies to use traps (terrain, etc) against you, they’ve also managed to allow enemies to enjoy a bit of their own quickly dispatching attacks. Enemies can use a range of viruses, poisons, and even status ailments in order to prevent players from proceeding through battlefields as quickly as they would like. Players will also find themselves taking on CPU like characters (no HDD form, but very devastating are accompanied by them).

For those of you who like to move between one point to the next, it never hurts to opt out of attacking and instead moving an extra turn so that players may get to a goal that may need quickly maneuvered to. Luckily those of you who are constantly in trouble due to status ailments, it’s not hard to pick a character on your team setup (assuming you’ve failed the mission and returned to Lastation) can revisit the mission, build your team best suited for the mission, and retry it. Note, anything you’ve obtained or found will be lost upon the mission fail and will require a chance at re-obtaining it by once more taking out enemies and finding that hidden loot.

Hyperdevotion_SimNoire05

When not on the battlefield, players are given a chance to visit vendors that will seem rather familiar from the past titles, which is the item developer, disc developer and even a chance to visit the Basilicom. Here players can use special plans obtained from bosses, missions, or simply finding them from chests, this is something rather useful when wanting to create more powerful weapons and armour but this also means that players will be dealing with hard to kill bosses that can be an almost guaranteed one shot when trying to take them on for the materials and item plans. This is where the Lastation Hub becomes an important place when not in the middle of missions.

Visiting the Basilicom is something players can do in order to visit Noire and chat with her or even undergo a small conversation and spend some Sim Points in order to better situate her living area, which is just short of being a shack due to how trashy it looks to begin with. Here is where players can also undertake requests from the people of Lastation and chat with Noire regarding these requests. These requests give an insight into what the possible every day life of Noire must be like. Some of them causing a small chuckle as it tends to be a bit of comedy relief depending on the options chosen.

Hyperdevotion_SimNoire03

Outside of this, the game is rather straight forward as a Hyperdimension franchise installment in the fact that players will find themselves doing what they need at the Lastation hub when not trying to complete objectives, missions, and working with the CPUs as suggested, the game is creative and allows for a unique spin on the JRPG series it originates from. With even a paper-thin plot, the story, character development, and even graphics are eye popping and will leave players entertained longer than they would have thought, which is what makes this game well worthwhile.


Closing Thoughts: Reflecting on the Sim

When thinking about where the Hyperdimension series originated from, it’s hard not to see that the game itself has become a bit of a unique spin on the world of Gamarket and the look at what Noire would do if the world was hers. Luckily the game is amusing in every means of amusing and does not cut any corners to fill in the classic puns the series is known for. With requests for missions now being side missions, the game provides quite a bit of fun and even allows for a few of the games rib nudges that can get a small chuckle or laugh out of a person. The game itself is enjoyable and allows for a strategy take on the familiar RPG series. This is definitely one that fills a spot that has been void on the PlayStation Vita and allows for fans to enjoy the series, but for fans who want a very story driven game should look elsewhere for their entertainment.


Final Score: 6 out of 10


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


About the Writer:

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

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

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Questions by Dustin Murphy and Answers Provided by Colin Day

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


About the Writer:

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

Dragon Ball Xenoverse Out Now

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Written by Dustin Murphy

DBXV_Logo_black

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

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

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

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

Official Release Notice Information from Bandai Namco:

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


About the Writer:

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

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

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Review by Dustin Murphy

 hotaru_no_nikki_Logo

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

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


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

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

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

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

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

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


Final Score: 6 out of 10


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


About the Writer:

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

Project CARS Gets Moved to an April 2015 Release Date

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Written by Dustin Murphy

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

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

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


About the Writer:

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

Gex, Fear Effect and Anachronox Head to Square Enix Collective

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Written by Dustin Murphy

Anachronox_SC01

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

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

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

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

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

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

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

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


About the Writer:

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