Subject 13 Rallying on Kickstater!

Subject 13 Rallying on Kickstarter!
Originally Published on the Official Blast Away the Game Review Facebook Page
Written by Aaron Johnson



 Indie publisher Microids, just released its first game play trailer for Subject 13. The game itself is still in its Kickstarter campaign phase, but it is nearing completion, as it has only 6 days left to come up with $40,000 it needs, and with $13,000 left to reach they’re goal, they could really use your support, as soon as possible. If they are successful in obtaining the $40,000, in the Kickstarter campaign, they will add support for the Oculus Rift, also upon hearing the fans, Microids decided to add Linux to the list of platforms Subject 13 will be on, assuming the Kickstarter campaign is successful.

 In Subject 13, you are in control of physics professor Franklin Fargo, whom became a recluse after the terrible death of his fiancée. One morning, you wake up in an underground facility, seemingly abandoned with no way out and no external contact, other than a mysterious voice that refers to you, Franklin Fargo, as Subject 13. Fargo’s goal is to set himself free somehow, along with discovering the real reason as to why he has been imprisoned.

 Throughout the game, you will uncover secret caches and mechanisms that you must discover, analyze, and activate to survive; and hopefully escape the underground bunker. The difficulty of the game scales through progression, so beating the entire game should prove to be a challenge, even for expert puzzle solvers. In all, this game looks to have the potential; after all the man creating it, Paul Cussiet, is responsible for making games like Darkstone, Moto Racer, and Flashback, the best selling French game across the globe. I expect a great puzzler for all.

UBISOFT Announces Ultimate Gaming Adventure / Everest Contest Update

UBISOFT Announces Ultimate Gaming Adventure / Everest Contest Update
Originally Published on the Official Blast Away the Game Review Facebook Page

Written by Justin DeMaio – PSN ID: CorePuncher



 Ubisoft, the developer of the latest installment to the Far Cry series, Far Cry 4, announced the Quest for Everest contest at ComicCon in San Diego yesterday. The winner will be announced at PAX Prime in Seattle, which takes place August 29th through September 1st. The winner will be winning a 15 day/14 night trip, of a lifetime, to Nepal, to hike the Himalayan Mountains. The approximate retail value is $7,000.00, and the winner will be hiking to a Base Camp on Mt. Everest, and will be the first person in the world to play a video game, from that spot on earth. Contestants will need to create a Youtube video entry not exceeding 2 minutes explaining why they’re the most qualified to make the trek. Of course, creativity will be a big factor in judging a winner. Also, I honestly believe you need to be physically fit. Hiking to a base camp on Mt. Everest is not an easy feat being that you’re more than 20,000 feet above sea level. The announcement video also explains that you will be going through training to complete this feat. Obviously there is an inherent risk to climbing Mt. Everest so you can bet that you’ll be signing a disclaimer.

 Ubisoft is in the midst of a massive campaign effort, for Far Cry 4, and this contest is just another way Ubisoft is trying to reach potential customers. The contest really does sound like an amazing opportunity for those capable of making creative videos. I definitely look forward to reading about this adventure when it all goes down.

No purchase necessary, void where prohibited. Open to US + DC 21+. Visit www.farcrygame.com/questforeverest/ for complete eligibility requirements and official rules.

Justin DeMaio Joins the Blast Away the Game Review Team!

Introduction to B.A.T.G.R.
Originally Published on the Official Blast Away the Game Review Facebook Page

Written by Justin DeMaio – PSN ID: CorePuncher

 You have to say; working in the video gaming industry, writing about video games, the lifestyle, and everything in between is a bona-fide dream job for any true gamer. There are very few jobs that you can truly take pleasure in what you do and be passionate about every single day. I’m blessed to be able to contribute to B.A.T.G.R., and the industry, as it really is, a dream for me. This past month, while at QuakeCon 2014 in Dallas, I met most of the B.A.T.G.R team for the first time. I have a good friend, Aaron Johnson, who already is part of the team and when a position opened up, he was instrumental in persuading the team to give me a chance. Now let me be honest; I have never written professionally about anything, in my life. However with being a gamer for nearly 25 years and living the lifestyle for just as long; being able to write and talk about what I do with most of my free time comes very natural and I certainly have plenty to say. So strap on your seatbelt, hang on tight, and enjoy the ride!

 I’d like to take this opportunity to tell you a little bit about myself and what I’ve been up to for the past 29 years, but I’ll try to keep it short and to the point. I was born and raised in North Jersey, about 45 minutes from NYC. In the middle of my Freshman year, in High School, we moved to Northern Virginia, about 30 minutes from Washington DC. Obviously it was difficult to move after just starting High School. In Virginia I finished High School and, shortly after, moved again; this time to North Texas, about 30 minutes from Dallas and this is where I currently live. I feel that these experiences have helped shape me into the, well-rounded, person I am today

 My first real memory of playing games was on the Super Nintendo. I loved that system; since it was so long ago, I have trouble remembering the games that I played but it was all of the big hits such as Donkey Kong and the like. I also had a Gameboy, Sega Genesis, Dreamcast, PS1, XBOX, and an XBOX 360. Now I currently own a PS3 and PS4. I really enjoy shooters but also enjoy RPG elements, racing, action/adventure, and sports games. I’m a fairly diverse gamer, I did, however, go through a little hiatus from gaming in my mid 20’s where I sold my XBOX 360 and didn’t game for several years. That was until I met Aaron Johnson who introduced me to Borderlands 2. After he introduced me to that, it was only a few months later I went out and bought my PS3. Credit Gearbox Software and Aaron for getting me back into the scene. Now I struggle with managing my gaming time as there just isn’t enough time in the day. Nonetheless, I still manage to put in about 4-20 hours per week gaming. It really varies depending on what’s newly released and what I’m actively playing. I’m active in forums such as Gearbox and PlayStation, have participated in tournaments such as the Apocalypse Last of Us tournament, and am a PlayStation MVP. I really don’t know where gaming will take me in the future but the most important thing to me, about all of this, is to enjoy yourself because I don’t take myself too seriously. That’s what it’s all about for me, fun!

 I appreciate you taking the time to read this and get to know me a little bit. I look forward to being an active contributor to B.A.T.G.R.

Trials Fusion Riders of the Rustlands Out Now!

Trials Fusion gets Riders of the Rustlands DLC

Originally Published on the Official Blast Away the Game Review Facebook Page

Written by Dustin Murphy


 Did riding across metropolitan parks, snow-covered mountains, and boat docks not fill your hearts desire yet? Those of you interested in testing your skill and capability still have more coming your way. As of today, the first of six map packs planned for Trials Fusion™ is available for download. What does this mean? You get new tracks, challenges, editor objects, and achievements (trophies for you PSN guys) to explore with Trials Fusion.

 In the new content pack, you will get to see areas that have fallen to decay, that have been ignored by the government, and left to fall apart over time. Players will get to see the forgotten peoples of the Rustlands while also racing their way through rival camps. Doing this will get them to see a new and drastically different visual aspect of the Trials world that we’ve gotten to know through the background narration of the title. This will only give you more time to explore and learn the unique story of the twisted Trials Fusion world.



 This new DLC pack includes ten tracks, consisting of six Classic Trials tracks, two Supercross tracks, one Skill Game, and one FMX track. For those of you are wanting to know, there are eighteen new Track Challenges, including secret locations and more hidden squirrels to search for. The track editor will also be scoring dozens of new obstacles for you to access. These obstacles include: wrecked vehicles and warehouses that can be spotted in the Rustlands when racing. This means you can create the most outlandish track you have been looking for within the Trials Fusion world.

 The game will remain gaining free updates for players to use, as well as five more DLC’s that will be releasing in the near future. The next in the list is Empire of the Sky, which is set to release in the near by future, and features the floating islands. When is it available? Sometime in August, which means racers have plenty to look forwards to in the near future. The DLC’s can be found on the XBox Marketplace for 4.99 USD each or 19.99 USD when obtained via the Season Pass, which results in more than 30% in savings. 




 With more than one million players, Trials Fusion continues to gain popularity as riders strive for perfection on each course. The team at RedLynx Studios has no plan to slow down; five more downloadable content packs are being created including Empire of the Sky, the next piece of DLC set in floating islands coming in August, as well as the free updates coming throughout the year that will introduce new features to the game.

 For the latest information on Trials Fusion, please visit: www.trialsgame.com and for the latest on all of Ubisoft’s games, please visit ubiblog.com.

Assassins Creed Unity SDCC Hands-on!

Hands on with Assassin’s Creed Unity at SDCC!

Originally Published on the Official Blast Away the Game Review Facebook Page

Written by Josh Turner



 I count myself very fortunate when it comes to where I live. San Diego; known as Americas Finest City, also Sunny San Diego. I have a multitude of different options when it comes to my daily entertainment. I can head to the beach, mountains, or even the desert. What make this even more of a lovely city to live in is once a year, we have our annual gathering of nerds… Comic-Con International.

 Gratefully, I was able to take some time out of my schedule, and see what the big ruckus, this year, was all about. As always, we have our movie and TV premiers, new comic books are sampled and launched, and video games are demoed and displayed to the hungry masses. One of those games this year happened to be Assassin’s Creed Unity.
Unity is the much anticipated, next-gen entry, in the long running franchise that’s aiming to change everything we know about the series and the mechanics. I had the delightful pleasure of sitting down with a representative from Ubisoft, as I got to demo the game and get a feel for this ambitious new entry.

 The demo began with my Assassin perched on the top of the infamous Notre Dame cathedral overlooking the town. I was immensely surprised at the level of detail, and quality that the team has put forth into the world. What even surprised me, moreover, was as the cut scene finished, and the game began, there was no apparent transition what-so-ever. What I mean by that, is that there was no black screen, no framerate, or graphical degradation, nor any freezes or chop. Just one plain, clean transition that left me unknowing that the game had begun, until I was informed by the rep.

 As I began to descend the cathedral, I was able to experience one of the games newest mechanics, controlled decent; this enable the player to trail the Assassin’s hand against the wall, controlling both movement speed, and direction, as they run against it during a decent, instead of just jumping down into a crowd. This enables the player to take a much more stealthy game style then what previous entries have.

 Once on the ground, I was surprised to see the number of NPC’s (Non playable characters) have increased, quite noticeably, which made the town feel much more alive. The citizens are starving, and on edge as their king flourishes behind his castle walls, and as the civilians begin to rebel, you will have your chance, and choice to take part in their fight. These non-required battles can be helpful to your cause however; lending you the assistance of the underground resistance can help you with larger battles down the road.

 This time around, a main focus of the game is going to be its stealth aspect. This is something that was being stressed to me, by the representative, as well as being shown to me through in game mechanics, is that Unity is focusing on changing the Assassin’s Creed formula to a much more stealth based game. For instance; when I went into one of the house to try and track down information regarding where my targets location was. I was welcomingly surprised that there has been the inclusion of a full cover system, as well as a crouch option. These are two features that fans of the franchise have been begging for a very long time, and seeing that the developers have decided to listen to the fans is always a plus. The crouch/cover system in Unity works identical to the system that was used within Watch Dogs; one can only hope that through development that the team will be able to work through the kinks that plagued the system.

 Another major change to the game I witnessed was to the long running power of Eagle Vision. Instead of it being an ability that you can toggle on and off at a whim, or even leave it on while exploring. Eagle Pulse, as its being dubbed, will require the player to stay still to use, as well as allowing players to see through walls to properly plan out how they would like to take on the upcoming scenario. As I said, bringing the game into a much more stealth genre.

 Yet another change they are bringing to the game will be in the form of combat. Now granted, Assassin’s Creed has never truly been known for having a great combat system under its belt. That’s why when the dev’s decided to take this entry into a different direction; they also brought combat with them. What I mean by that is simple; open combat is not advised, nor is it simple. When fighting against trained armed guards, they are just that… trained armed guards, not a circle pit with swords. From the small taste of combat that I had during my demo, I found that combat has been slowed down for the most part, as well as enemies a much more difficult to kill than previous version. Seeing how methodical combat was with a one-on-one situation, taking on large groups of guards will be suicidal at best.

 Besides that, there are bunch of small tweaks here and there that has been included for your pleasure. Like for instance the new wall running system can allow you to run up walls at an angle, versus just straight up it. This will prove to be quite useful in chase sequences I feel. Also they are incorporating a system that allows the player to see all of their objectives, as well as side-quests that are available by climbing to the top of a high building, instead of always having to open up your map constantly.

 Lastly, even though I didn’t get to experience it. The new Co-op multiplayer aspect to the title will mainly take place inside of what’s being called social hubs. These hubs replace the boring, stagnant multiplayer lobbies where you had to wait patiently for other to join your game. These hubs will take place within taverns within the game, allowing player to see how many players are currently playing each of the missions, as well as giving them the opportunity to join friend’s mid-play.

 Personally, I am extremely excited to get my hands on this game once it is released. I feel that this entry can breathe a breath of fresh air into a series that has stuck to repetitions for too long now, and could possibly usher in a new age of AC games. Assassin’s Creed Unity is available for pre-order now, and is due out on October 28th. Stay tuned to us for the latest updates for Unity when they do become available as well.

SAMMURAI WARRIORS 4: Special Anime Pack Announced

SAMMURAI WARRIORS 4: Special Anime Pack Announced
Originally Published on the Official Blast Away the Game Review Facebook Page
Written by Dustin Murphy



 Are you a fan of anime? Are you a Sony Collector’s Edition hunter? Well, you’re in luck, as of today, you can find yourselves placing the SAMURAI WARRIORS 4: Special Anime pack on pre-order. Available on the PlayStation 4, celebrating a decade of SAMURAI WARRIORS! For those of you who want to get your hands on the title, it’ll be hitting shelves, near you, October 21st, on all PlayStation platforms. 

 For those of you interested in the Special Anime Pack, you’ll be able to find the following within it: “Special Anime Pack” 10th anniversary Collector’s Edition packaging, Samurai Warriors: Legend of the Sanada anime (Blu-Ray Disc), SAMURAI WARRIORS 4 game disc (PS4 only), SAMURAI WARRIORS 4 Official Soundtrack (CD), Special Costume Pack 4: Garcia, Ina, Nene, Oichi, and Ranmaru (DLC), Edit Parts Pack 1 (allows for facial and western themed armor customization (DLC). Is that enough for you to get it? Maybe? Well let’s seal the deal for those of you who love to pre-order. For those of you who prefer to go to GameStop, their following DLC packs are as follows: Scenario Pack 1, which features the stages “Sinister Beauties” and “Men of Charm and Courage, and the following items, “Gold Lacquered Box” and “Lion Censer”. The second DLC in this offer includes Special costumes for Mitsunari Ishida and Toyohisa Shimazu. For those of you who prefer Amazon and Best Buy, you’re in luck. You can get Weapon Pack 1 which features new weapons for over 25 characters, the “Old Costume Pack 2”, which has costumes inspired by the original SAMURAI WARRIORS for Keiji Maeda, Kenshin Uesugi, Kunoichi, and Shingen Takeda. 



 Official Information from KOEI TECMO Below:

Features:
55 New and Updated Characters— Nobuyuki Sanada and Yoshitsugu Otani join the fray, along withTakatora Todo, Naotora Ii and Munenori Yagyu (previously only available in Japanese releases of SAMURAI WARRIORS) along with major overhauls of appearance and rearrangements in battle moves for fan-favorite characters such as Yukimura Sanada and Nobunaga Oda adding to the diverse range of more than 50 playable characters

Disseminate the Enemy Ranks— Battles are more thrilling than ever with new maneuvers including Hyper Attacks which allow for rapid moment on the battlefield combined with high powered attacks, a powerful Rage Attack which can be reached when the Spirit Gauge is full, deadly finishing moves with Mighty Strikes and the ability to mount and dismount horses seamlessly, additionally existing moves have all been powered up from their previous iterations


New Battle Modes— Enhancements and newly implemented gameplay systems create a deeper and more satisfying combat experience, including the all-new ability to switch between two characters in real-time, adjustments to morale, Officer development and the return of the 
popular portable item system found inSAMURAI WARRIORS 3 are just some of the features players will find to gain the advantage in combat

Unfold the rich tapestry of the Warring States era— The Story Mode portrays the tales surrounding the battles by faction, deepening the relationships between characters and is separated into two parts, regional stories, which tell the tales of the officers of various regions around the land such as Kyūshū and Shikoku, and the story of unification, which details events up to the end of the Warring States era

Leave a mark on history— In the new “Chronicle Mode”, while completing various quests, meeting new officers and collecting items, players discover the world of SAMURAI WARRIORS through their own design with more ways to customize than ever before including a vastly upgraded Create Character system


Living World— PlayStation 4 players will experience an even more engaging saga with highly detailed landscapes and breathtaking skies that reflect true to life lighting and shadow effects and battlegrounds packed with significantly more enemies on screen

Cooperative Play and Cross Save functionality— All modes can be played cooperatively via Network Play across the PlayStation 3, PlayStation 4 and PS Vita system, additionally save data can be shared across all three systems

SAMURAI WARRIORS 4 is developed by Omega Force and published in North America by KOEI TECMO America.  The PlayStation 3 and PS Vita versions will be available digitally exclusively through the PlayStation® Store for $49.99 and $39.99, respectively. The PlayStation 4 standard edition will be available for $59.99 and the “Special Anime Pack” will be available at participating retailers for $74.99. This title has been rated T for Teen by the ESRB.

Hands-On with The Nvidia Shield at Quakecon 2014

Hands-On with The Nvidia Shield
Originally Published on the Originally Blast Away the Game Review Facebook Page
Written by Dustin Murphy



There’s been times I’ve always wondered what it would be like to have games such as Titanfall, Half-Life 2, Portal, and numerous more, in my hands, at one time. Today at QuakeCon I was able to do this with the Nvidia Shield. From what we’ve seen, it’s a controller with a screen, and looks like it would be a flimsy piece of plastic. Instead of being just that, the Nvidia Shield was a monster of a powerhouse. It housed more raw power than originally thought, when I began to journey through the story of Half-Life 2. Thanks to Nvidia being there, I was capable of experiencing games such as Titanfall, in all its glory. The game was demonstrated at a steady 60fps at 720p, which is the output the Shield was designed for. I was actually quite appreciative of this. The controller, having just raw power, also housed a nice, contour feel to it, making it so that I was capable of holding the controller, and not feeling as if the screen side would just fall over and hit the ground. Impressive, even after an hour of playing Titanfall on it, I was quite astonished at the fact my wrists, and hands, were not cramped.


After speaking with the designers, the controller was developed with balance, and comfort, in mind. They stated that the controller itself was meant to be designed so that players would feel relaxed, and be able to enjoy the game, without tiring of how they were positioned. The more amazing feat, is that the handheld can stream games, without a hitch and run just as smooth as possible. The best part was the fact that the games were running with more than one WiFi, within the area. What does this mean? With approximately nine networks, in the area, the Shield did not stutter once, in its gameplay capability, and remained smooth, and without a transitional drop from streaming to onboard memory. This makes the Nvidia Shield one of the most powerful handheld devices, to date, for gamers who are on the go or don’t want to stare at their computer monitor.



What really struck a high note, with me, is the fact this Android powered device, works with Steam based games, and will stream them and/or play them straight off the onboard memory, which can be expanded by an SD card. So what does that mean for you, as a consumer? Price, quality, and very affordable design, for a power housed device, that deserves the high notes that it earns. Thanks to the power of the Tegra 4 chip, the device does require a fan for it and its related circuitry, we noticed the fans were quiet and made no noise for us. While we didn’t get as much time as we wanted with it, Nvidia made us truly excited to actually get a hold of it and see how long it truly lasts, but also all the games that it can host so that we could be a bit more thorough with this device. We can only assume it’d be a easy device to play while laying down thanks to its light-weight design. Thanks to the handheld device not having a proprietary plug-in, charging it will not be a problem, it uses a simple micro-USB, which most devices use nowadays as a standard charger type.



When it comes to the operating system itself, the Shield comes with a base OS of 4.2.1, which allows it to run every app we could imagine on the Play Store (so we’ve been told) and would love to try and run at that. With the Nvidia’s Tegra 4 Processor we mentioned before and the 2GB of RAM, this device literally flies through each screen you swipe through quickly, but also allow for virtually no system lag when switching between apps or even playing them. The only downside? For those of you who want social media, such as snap chat and or Facebook, these type apps won’t install. However, you can take advantage of the voice-to-text feature for say Skype. So you aren’t fully in the dark here. For those of you who want to use things such as a maps based program and or check-in apps, the handheld will allow you to do this using Wi-Fi, unfortunately it has not had a capability added for cellular radio, which is something we do hope to see in the future with 4G LTE becoming the next big thing.


If you are like me, your friends will want to use a device like it, and what we did get to experience only slightly, was the fact you can add more than one user into the Shield so that they can play their games as well. This is something that left me rather amazed as I placed the Nvidia Shield back down and stepped away to just stare at what I had, the question is the biggest part we wondered though, is it worth the price? At this time, what little I spent with it, I was astonished and would love to spend more time with it inside the office walls of our Oklahoma teams homes or even on the go so that we can get a very solid feel for what the Nvidia Shield is. With many choices such as the PlayStation Vita and the Nintendo 3DS, the Shield finds itself in a very interesting position and will definitely leave Nvidia working on improving the hardware as the time goes. All we can say is? I walked away with a very good feeling regarding this piece of hardware and look forward to how Nvidia approaches the handheld and tablet market in the future and left us with good feelings as we walked away from the Nvidia Shield booth at Quakecon 2014.

Wrack Interview With Final Boss Entertainment

Wrack the Game – Wracking up the Answers
Originally Published on the Official Blast Away the Game Review Facebook Page
All Answers for Questions Provided by Brad Carney of Final Boss Entertainment
Written by Dustin Murphy and Casey Todd



Ever had that one game that really stuck out to you at a convention? We did and the name in particular is Wrack. Developed by Final Boss Entertainment, we got to sit down and see this game that we’d only heard of thanks to Steam’s Project Greenlight, which is where there seems to be plenty of hidden gems within the indie community. Sitting down, we got to sit down with Project Lead, Brad Carney. We decided to ask him a few solid questions, some of them right out of the gate, and some of them a mock-up. What we learned? Definitely impressed us and left us wanting to play the game just all the more and work with them closely in order to help progress this project into a form of finality.


In our interview we decided to take time, approach a few questions, and report back to you, the readers. What did we ask? Well the first out of the shoot was about Nvidia Shield and the compatibility with it, since Shield seems to be taking off. At this time though, we’ve learned that this will not be happening at this time, but is not out of the question. Why? The games development comes as top priority first and foremost. This means for those of you who have purchased the game, it will be getting priority in development and making sure it goes into a form of finalization before it launches in September outside of early access. Those of you who like Leaderboard Status’ are not out of question. Brad informed us that the game does have these in the Score Attack Mode, which allows players to go through each level, get their high score, and have it posted onto the online leaderboards along with their replay. This means those of you that want a form of competition, this is definitely something for you to look into, especially your kill chains as these help boost your score overall. Can you take over and dominate the leaderboards?




In the interview Brad went over why the leaderboards were added and where the interview came from. Thanks to titles such as Mega Man 9 and 10, the gameplay was a high influence in the overall game, which helped them decide as to why they were added. When playing Mega Man 9 and 10, players should be rather familiar with the time attack mode and the fact it had leaderboards. It just seemed like a good idea and fueled the decision to add it in and it just seemed to work out. Taking a small break from the basic questions, there was something that was quite interesting to us: crowd response. According to Brad, the game has gotten a very high response, this being in regards to how much fun they are having. He stated that fans have not stopped coming to their booth and playing the game, some even staying for a few quite a while in order to play it, which is quite impressive. This is the kind of feedback that has helped their game consistently improve their title. The game itself has gotten a lot of positive feedback, which started back in November of 2014. Thanks to this kind of feedback and fan response, the game will constantly improve over time and help gamers keep it going.


The one thing we wanted to know most about is co-op since it and multiplayer are starting to become the main thing. For those of you wanting it, Brad has stated the game won’t have it anytime soon, but would gladly welcome a mod that will help it evolve the multiplayer and or co-op experience. Why? They are very friendly to the Steam Workshop and openly approve of such a thing to help the game change and evolve in the right direction. They do encourage this! So something quite impressive. How much can you experience this game for and see if you have the modding abilities to come up with a quite impressive content add-on? We learned at this time on early access it’s 14.99 USD and may not change from that, but that doesn’t mean it won’t.


We did ask Brad if the game would end up changing up how the leader board plans on being expanded upon and the response was quite understandable. Everything will be streamlined in order to provide an experience everyone can enjoy. So those of you hoping for a weapon or kill style leaderboard, don’t hold your breath at this time. Though this doesn’t mean such a leaderboard can’t be created in the future. We know how crafty you the gaming community can be. Brad did inform us that they are fully dedicated to the PC version of the game, but a console project of Wrack isn’t out of question, it just needs to be polished out and focus on kinking out any bugs that may be there. Something that can truly be appreciated and respected. That didn’t help budge our curiosity on why they chose the cell-shaded appearance and the question wasn’t held back. He explained that the game needed a look that’s unique, especially when a lot of games these days focus on realism, such as the “hey look at how real our sand looks”, approach that is oh-so common now. Instead they decided to do something that most games aren’t doing, and it works. Our team experienced that first hand and actually found it quite intriguing. With having a writer who has epilepsy and there being quite a few of those people out there, we decided to question him on this topic, and the response was something we were well understanding to. The question? How will the game be seizure for those who do have seizures. His answer? The game already seems to be rather friendly to those who have epilepsy and definitely come to mind when working on future additions.


The idea of feedback is important and definitely something we wanted to know more about. When asked about it, Brad let us know that they constantly check the forums, daily at that, and it helps them constantly work on adding new content to it. The vocal groups definitely help them find a medium ground on the changes that need to be made and also on the type of content that should be looked at for future additions. If that isn’t impressive, we don’t know what is.



In our interview, Brad told us that there has been a hard part to developing the title. That there is a disparity between where they want the game to be and where it is now, but what the game can be is what motivates and drives them to push further. The fans definitely being a part of that fuel that pushes them forward and keeping them hard at work with their development of the title.
What’s the hardest part about developing Wrack: The disparity between where they want to be and where they are now. With knowing that we had to know just one thing: do they plan on making future games? They definitely do, assuming lifts off and gives them the push they need in the right direction. With what has been seen and experienced at QuakeCon, we know him and his team will get there, and undoubtedly will see a good reception upon its release. With the idea of future games, he told us that they are exploring possibilities for future titles, but that’s something that is later down the road.


Brad stated over a bit of a laugh after our moment of silence that the team is very driven, they find themselves striving to bring forth product quality and a title that brings their players enjoyment, especially the search for fans that they can entertain. It’s hard not to say that they haven’t already managed to do so. When interviewing him, we learned that their team is from around the world, one of them being based all the way out in Holland, which was impressive. He informed us that they do have to coordinate sleeping schedules, but also figuring out how to communicate at times, which hasn’t been all that hard due to awkward sleeping cycles. It seems worth it by the enthusiasm Brad has shown us this far. When wondering how the team, he informed us that him and Hani actually met through a previous project they worked on together and he was introduced to Remco that way, which just seemed to kind of bring their team together. So far we are glad they did meet up and make this astonishing indie title.


To lighten the mood since it was hot outside in Dallas, TX, we took a step back to what could be something to look forward to. Thinking on just that note, the question of what companies they want to work with was asked and the answer was unexpected: Capcom. He stated that they would definitely like to work with them due to the fact their IPs are unique and very thoroughly thought through. This is because their IP’s they’ve had in the past, but also their work having progressed valiantly over time. We certainly hope here at Blast Away the Game Review that they can do so sometime in the near by future. We could definitely the Wrack team has a lot of hope and determination surrounding them, and that lead us to learning what they are most proud of. He stated the game itself having the replayability that it has. Who doesn’t want to run around, get as many kills as possible, and make their friends work all the harder for higher leaderboard scores? The killchain system is part of what they are most proud of since it’s in a sense, part of the games very heart.


Giving a bit of a hint at modding, Dustin questioned whether or not that they will let the modding community have it it, and he stated something Dustin was very proud to hear. They don’t mind it at all. Instead, the modding community actually inspires them to work harder and think outside of the box and they actually support the modding community since they have some great ideas.
He checks it daily in order to see what they do. That means mods are constantly being looked upon and is a very important part to the very heartbeat of the game itself. After looking at the Workshop on Steam, it definitely is, and without a doubt something that could keep the game alive for a rather long time. In turn, Brad informed us that the modders have actually managed to mess around with the graphics system through shader tools and even the core engine itself.


 With the mod community taking a pretty sizable presence to the game, we couldn’t help but ask one thing: do they plan on bringing any of the modders onto their team? Well, the answer is actually something surprising, there is that possibility as the game and the team itself may need to grow in the future. That being said, we couldn’t help saying this, those of you who mod games, definitely stay tuned, try the game, and see where your modding skills can take you in the future. There is an opportunity in that it could help you get onto an indie team such as this one. With that we also learned that they have a message for up and coming game developers. Those of you wanting to get into the industry, it definitely takes a different kind of muscle and it’s something designers should not be scared to flex and work on. So what does this mean? Even if you fall, don’t be scared to get back up, and as he said, work up that muscle in order to get into the field.
He also did state that they have had both good and feedback from players, “when the game first came out, level 1, a player asked where the heck are their iron signs,” he gave a small laugh as if he was reading over the post again. “he or she couldn’t believe there was no sprinting, and that they were going to uninstall the game, this of course being one of our worst and our best, but that wasn’t the best either. Last week at the Screw Tech Convention, Keiji Inafune came by and said it (Wrack) reminds him of a first person Mega-Man.”


The smile on his face told us his honesty and sheer excitement in regards to this. Why wouldn’t it? That alone is a high regard all on its own. We definitely knew there has been hard times for their team and we know developers get frustrated, which lead us to asking one of our last questions for the day having sat with him for almost two hours. So we had to know one thing. What keeps their team going when they get frustrated with their title? Brad smiled a bit when he said his answer. “The Feedback, the reinforcement , and acknowledgement of the game itself.” With that we began to wrap our interview as we asked our final question of the afternoon, the release date, which we learned is coming around the end of September, and will hopefully have a huge following by then in early access. Shaking his hand, we both walked away with a good impression, and quite a bit of surprise from Final Boss Entertainment. From what all of our team experience, the game is highly addictive, fast paced, and definitely has earned the title of a retro-style action shooter, that allows for consistently face paced combat.


For those of you wondering, Final Boss Studios does have a website, and you can visit it over at www.wrackgame.com. There you can learn more about the game, comment, and even directly contact their team. If you are a twitter user, you can definitely head over to their twitter page over at http://twitter.com/WrackGame. If you don’t use twitter? Check out their Facebook page over at https://www.facebook.com/WrackGame.

The Evil Within QuakeCon Hands-On Experience

The Evil Within Game Hands-On Experience Impressions
Originally Published on the Official Blast Away the Game Review Facebook Page
Written by Aaron Johnson

 Before Quakecon, I had been told that I would be able to play The Evil Within demo from E3, plus a newer demo that hadn’t been played before.  I was chomping at the bit to play the newest game from the Resident Evil creator Shinji Mikami, (RE4 is one of my top five games) and rumors were floating around he was going back to his survival horror roots like RE and RE2.


Right after I arrived, and picked up my press badge, I pretty much went straight for The Evil Within demo and luckily there wasn’t a line to wait in, on either the PS4 or Xbox One, so naturally I went for the PS4, due to the gamepad feeling more natural in my hands. I was shown to a booth by a helpful Bethesda volunteer and told to watch the Introduction to get familiar with the story, but I wasn’t interested in the story yet, just because I don’t like to spoil the story for myself before my first full run through of the game. I just skipped the intro and went right into the first demo but was quickly directed by the Bethesda staff that that demo wasn’t running as it should and to switch to the E3 2nd demo.

 Once I started, the correctly running, demo, we’re introduced to the game in the 8th chapter, in a haze of grey that gradually transitions into reality. Once everything looks normal, you gain control of the protagonist on the outskirts of an old mansion that has the feel that something supernatural, dark, and evil is at work. You open the gate to the courtyard of the mansion, and see a doctor with a patient on his arm walking into the mansion that looks abandoned, the mansion itself is seemingly a nod to RE and the mansion it takes place in. You open the mansion door trying to catch up to the doctor and patient you saw, and you see the same doctor and patient enter into this large mechanical door that closes behind them, before you have a chance to speak with them.

 Now this is where the first puzzle starts pretty much because on the door the doctor walked through has three empty vials with tubes leading away from the door in three different directions. So in following the tube on the left brought me to this desk with a half a human skull and brain in a mechanical base (this puzzle has three different desks with brains and a probe), upon approach a command prompt pops up and in goes into some audio and you control a probe and can look around, which was very important because there is a map of the brain with pins in certain parts already and the audio that is playing gives you clues as where to probe. I don’t know if this was supposed to happen but while in the puzzle you’re invincible and if there are enemies on you before the puzzle prompt, right after that piece of the puzzle is solved the enemies were on the ground, dead. After hitting the right area of the brain the probe injects a nail into the selected spot and blood flows through the machine, through the tube and into one of the empty vials on the door you’re trying to open, now only two other brain probing stations to figure out. After two of the brain stations that aren’t too hard to find, is another puzzle to get to the third and final probing station, which involves finding two safe dials and again paying attention to the environment where you found each safe dial. Once you crack the safe you’re on the way to the last probing station. Depending how fast you do this, the protagonist will show up around the2:20 minute mark but will appear ghostly and attempts to just touch you, and if he succeeds, well it doesn’t matter if you’re at full health or half, you will be at almost zero health. While running away from the ghostly protagonist seems like a great idea, it’s not the best due to you only have a set amount of stamina that runs out quickly, so finding a closet to hide in is much better, if you are lucky enough to find one in time. He will appear several times throughout the demo.


 All throughout the game play, there are a few different types of enemies I happened upon, one that threw sling blades (at least it looked like a sling blade) another just mauling with they’re hands, and I swear one was shooting at me. Hand to hand combat is not effective at all, it just knocks back enemies. Unless you are able to sneak up on said enemies, then you perform a takedown and while you have a decent arsenal, you don’t have much ammo, so aim wisely. Most of these weapons would kill mostly anything, they don’t quite finish the job, but a single match will. Once they are burnt to a crisp they are permanently dead, another nod to RE I believe, and if you don’t burn the enemies, they get right back up and attempt to kill you again and again, also matches are in short supply as well and could only carry five at the time. The weapons wheel only slows time instead of stopping the game play, like in the Mass Effect series at the weapon or power wheel game play just paused, and I am happy at this implementation, because it adds a sense of urgency. But this was an alpha build the Bethesda staff kept saying, so everything could change, but most likely there will be minor changes here and there.

 As for the graphics, it’s not the most beautiful game I have ever laid eyes on, as the demo had a grainy filter that added to the survival horror environment but none the less, I am more excited now for the release than I was before Quakecon. Also The Evil Within is for previous and current gen, and it’s a Bethesda game. What I mean by that is during Quakecon, at the Geoff Keighley panel, Pete Hines, Bethesda’s VP of Marketing and PR, was saying that Bethesda worries about its consumers first and they have fans on all platforms, so they don’t play favorites, they maximize the experience to how they feel it should be and they make it equal across the board. Of course PC has the upper and due to better gpu’s than consoles, have modding programs from the developer, and many other things that I wish was available to the average PSN/Xbox user, instead you need a modded console, which can earn you a lifetime ban on either network. So in all, I am very excited for the game, as I have mine pre-ordered already. If you have doubts about The Evil Within just watch the new game play footage on YouTube and all worries will be put to rest.

The Elder Scrolls Online PvP Hands-On Experience

The Elder Scrolls Online PvP Hands-On Experience
Originally Published on the Official Blast Away the Game Review Facebook Page

Written by Aaron Johnson


I am not a part of the PC master race by any means, so I wasn’t expecting to enjoy the PvP, in The Elder Scrolls Online all that much. However, I was wrong, just like I was with Child of Light by Ubisoft. The downside was I only was able to play for 30 minutes, before the ESO Quakecon Tournament started, but the good news was, at The Future of Elder Scrolls Online event they gave away free copies of the full game to the first 3000 people, and I was able to procure one, so when I install my copy and play it in-depth, I will give a full review of the game and update my thoughts on the PvP.



All the computers were pre set-up with a specific character, in a specific arena, but the skill points weren’t spent, so until I messed around and figured out how to open up my skill/class menu, another problem was I am not keyboard and mouse savvy in gaming. It took a few deaths to get used to the standard computer hotkeys you use for casting spells, healing, your characters ultimate attack, and your standard movement, though It felt very unnatural, at first. After 10 minutes at the computer, and some guidance from the friendly Bethesda staff, using the mouse and keyboard felt almost as natural as using a DS4 or Xbox One gamepad and I was able to dominate most of those who opposed me, that is until I was bested over and over and over again by none other than a ten year old gamer. I didn’t feel too bad due to not being Pc gamer. But because of the tournament, I couldn’t experience multiple factions or alternate characters in my own alliance, though from what I experienced, The Elder Scrolls Online PvP has potential to compete with the competition.


 All the PvP combat takes place in Cyrodiil, and the games 3 major factions are the Aldmeri Dominion, Daggerfall Covenant, and the Ebonheart Pact and the play-area is huge from what the Bethesda representative told me. The PvP mechanics seem very similar to most MMO PvP modes, level up, increase your abilities, unlock different armor and abilities, and ect. This was as far as I got and I didn’t see anything mind blowingly special that grabs your attention, but maybe that was because of my time restriction, though you could easily lose yourself with its current elements.