So I’ve undoubtedly played a lot of Overwatch in the recent year(s). I’ve played even more since the games launch just a mere month ago I’ve been sucked into what Blizzard’s new fandom has created. From pieces of art, fan-made memorabilia, clothing options, and even computer setups. While the short-film’s have been nothing short of amazing, fans have decided to get in on what Blizzard has done effectively well in order to give their games backstory some water, and even get players to enjoy the game outside of the game.
In turn, YouTube user Izach has managed to pull off an amazing AMV that sits so perfectly well that Blizzard may want to consider this guy for marketing. His anime opening is astounding and has had me on edge watching it over and over again; mostly because I now want a CGI movie of the game to explain more of the lore. We’re talking a full blown movie made within the games engine to produce a high quality film for us to enjoy.
About the Writer:
Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on Twitter, Google+, and or you can find him on PSN with RaivynLyken.
In the past, Resident Evil is a series that would turn heads if a whisper of an announcement leaked out into the world – that was until Resident Evil 5 came into the scene and drove the series in a downward spiral. In recent years, the downward spiral has gotten worse with titles such as Resident Evil’s 5, 6, and Operation Raccoon City. While Operation Raccoon City is a personal favourite, it doesn’t mean the title was good or even great, but was still slightly enjoyable as a cooperative game.
“I’d rather have a Resident Evil: Operation Raccoon City Remaster than this pile of rot.”
A one would expect, Capcom has been renown for working on new IP’s to see what direction fans would like, and if Umbrella Corp’s is a sign of things to come – there’s no hope. Starting with its reveal last last September, Umbrella Corps began to draw attention thanks to the fandom that surrounded Resident Evil: Operation Raccoon City‘s Player vs Player vs A.I. gameplay.
The idea behind players fighting against each other amidst each other, the battles got heated the moment tyrants fell onto the map, and players hunted each other’s objectives whether it was attack, defend or hold. Capcom’s oddest spin-off is also it’s worst, and it’s even worse than Operation Raccoon City. I’d rather have a Resident Evil: Operation Raccoon City Remaster than this pile of rot.
Pros:
+Character and class edits offer plenty of variety for players to enjoy
+Memorable maps offer a sense of nostalgia momentarily
+Multiplayer can actually be enjoyable in short doses if players find a good lobby
Cons:
-The use of jammer packs for infected A.I is unique, its poorly implemented
-Single-player is simply a tutorial for the multiplayer and it can be easily neglected
-Lag can be rather problematic between matches and continually appeared
-Character editing is locked behind the ranked mode
-Claustrophobic closeness to player character causing major U.I. clutter
While the idea of a competitive title following a long the lines of Resident Evil: Operation Raccoon City; Umbrella Corps fails miserably, and its entirety suffers due to this. Dropping the Resident Evil moniker, Umbrella Corps. Among the many little nuances that can be problematic, the deeper troubles lie within the deeper waters, and the ones that are close to being ripped apart here momentarily.
As one would expect, Umbrella Corps is a 3v3 title, one that pits two teams of Umbrella Agents against each other amidst a zombie infested arena that takes place among familiar maps such as Raccoon City’s famed “Raccoon City Police Department”, Resident Evil 5‘s “Village”, and various other locales such as Operation Raccoon City’s“Umbrella Lab’s”.
Carrying these battles takes place in two modes that run distinctly different from one another: One-life Team Death Match and Multi-Mission Mode. While enjoyable, One-life TDM offers a minor bit of enjoyment as players will find themselves quickly disposed of by infected if not by players running around with brutal melee weapons being brandished. Much as one would expect, Single-Life TDM wears out its welcome faster than it allows for players to enter the fray – if anything, this mode should have been scrapped quicker than it was implemented.
“The lag, frame rate drops, and repetitiveness can be fixed with new content and hot fixing.”
Where the game truly shines is in its Multi-Mission Mode where players will undergo multiple scenarios in a single match. These missions consist of a king-of-the hill style capture point’s of a satellite dish, collecting briefcases for your handler, eliminating enemies in a respawn based Team Death Match, and even a virus sample based collection mission that requires players to kill infected.
While this is enjoyable for the short run, the missions can cause players to grow bored and quite possibly irritated within the hour. If Capcom wants or even wanted to save this title; they’re running out of time as the game is starving for new content among its flawed design execution. The lag, frame rate drops, and repetitiveness can be fixed with new content and some hot fixing.
Among its many problematic designs, Umbrella Corps is a troubled spin-off for the Resident Evil franchise, which comes deeply flawed in many aspects. From poor design decisions such as a lack of modes, character design options, load-out optimizations, and even a real threat from zombies: Umbrella Corps is good as a dead the moment it launched.
However, I’d be lying if I stated that I didn’t enjoy my moments of nostalgia while gunning down enemy agents in-front of a revamped Raccoon City Police department from Resident Evil 2. Sadly my enjoyment was killed when my disappointment resurfaced when trying to enjoy the view through the games painfully cluttered U.I. that focused more on the back of my agents head. The strangest of designs comes from the games flawed map, which highlights nearby movement in buildings as sound spikes. This can be misleading to players as both infected and players can trigger a nearby sound spike.
Among these small mechanics, I found myself a bit pained when my “Zombie Jammer” was broken only to find myself being attacked by zombies, Uroboros Infected, zombie dogs, and even the infamous crows. Among the battle it’s mildly easy to notice bio weapons that have been missing across the battlefield. Unlike the critical failure Operation Raccoon City; O.R.C.‘s multiplayer offered more variety as players could find themselves teaming up to down a Hunter Alpha among other bio weapons. The one thing this title does manage to pull off that none has so far? Weapon customization that allows for players to pick their weapon’s from a large variety such as SMG’s, pistols, shotguns, the attachments for the guns, and even the color pallet each gun has. Luckily the game will pull players in from each play style since the game has that amount of variety in its player load-out arsenal.
While I’ve played many of competitive shooters that players could be sucked into, Umbrella Corps is a travesty, one that could die out even quicker than Resident Evil: Operation Raccoon City, which only managed to stay alive a few months after launch. Unlike Operation Raccoon City, the chances of Umbrella Corps. lasting even that long comes out pretty slim as the game is already almost dead on Steam according to Twinfinite.
If anything? This is a sign of bad things to come for this title as franchise spin-off titles already have a bad reputation. It’s time for Capcom to take notes on what has made other online competitive shooters good, or, y’know – ask the players for help. While Capcom’s Osaka studio has their work cut out for them for a new title, this is one to avoid at all costs. There’s plenty of titles out there for fans to enjoy if they are looking for a competitive team-based shooter to enjoy.
Our review is based on a copy that Blast Away the Game Review purchased. For information about our ethics policy please clickhere.
Final Score: 3 out of 10
About the Writer:
Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on Twitter, Google+, and or you can find him on PSN with RaivynLyken.
Pros:
+Captivating narrative that intriguingly blends Twilight Zone and The Matrix ideologies +Absolutely beautiful use of music, voice acting, and environmental elements +A voiceless protagonist adds an immersive feeling, as if players are the character +Every decision influences the outcome of the game including multiple ending +Playing the game at night, lights off, and with headphones makes it all the better
Cons: –None, quite literally none unless you count addictive gameplay.
Editor’s Note: We’ve decided to change the name of reviews to sit-rep. With doing this, Asemblance is the first title that will hold this title as we move forward with the name. In regards to the review, it contains light to moderate spoilers.
Review Summary:
Asemblance is a title that blends the likes of titles such as The Matrix (ever wanted to be stuck in your own memories to fight for the truth? Here’s your chance), Twilight Zone, and a sense of scientific works that even agent Dana Scully (X-Files) would be fighting to escape – Asemblance blends ideologies from multiple genres to bring one of the most immersive and mind-screwing titles in modern times to both PC and home consoles. The game is a must have at the $9.99 price title for the entry episode to a possibly ongoing series.
The Full Debrief
When I originally found out about Asemblance, I had been watching video previews of the upcoming title through Sony’s YouTube channel and browsing the internet. Stumbling upon a bit of news about Asemblance, I’d been curious to what Nilo Studios was up to. With titles such as Outlast, Slender, Soma, and even The Stanley Parable under my belt, I was curious to what this one was about. A person stuck in a machine, reliving his pr hers memories, solving a psychological situation from their past? Why not? What could go terribly wrong with this idea?
If you’ve ever seen the Twilight Zone, you already know that the idea of being able to alter ones memories has been an impressive feat. Even in the real world, the idea is there, and the idea to control the subconsciousness is an important ordeal. The games opening is fairly simple, one that offers players the view of a small room, which they’ll become familiar with, that is lit red due to the current situation that’s causing the alarms to go off. After a second of the alarms going off, the games narrator is pleasantly soothing as he comes on screen alerting us that there’s actually not a emergency situation, but instead was simply testing us. Within the opening minutes we are asked to express how we feel, with how I was truly feeling at the time, I decided to go with confused and angry. While it seemed reasonable, the A.I. informs me that he wasn’t expecting that answer, it was outside of what he was expecting, but he understands the response.
When looking around the room, there was something interesting about it. With each step I was able to notice something unique about it – the atmosphere. Let alone was their the dull hum of the machine near me, but the air conditioner, the flow of air, and the subtle hint of my characters steps as the character made his or her way way through the room back to the console, the area lived and breathed. This wasn’t just a quickly designed small space, but one made to be realistic and believable. After a few moments of taking in the area around me, it was time to check in with the computer, select the memory I would want to see, and go into it. The first was a place where you’ve met the woman of your life. By entering the memory you get to see something entirely new. A forested area, one that could be real from the look of it. One that lived with the soft whispers of grass, leaves, and branches within the wind while lightly entranced with a song that brought forth the feel of relaxation as well as serenity.
After spending a few minutes in the memory, it was time to step out and return to the lab where the A.I. would inform me of a place with better times, happier memories, and a place that I, the player, and assumed character – found happiness within. Within minutes it was time to enter a new one, my office, one where I would work in order to learn how to return to memories and alter them. Or find lost ones perhaps. It was made a point to state I loved being here, that I was consumed by my work, and thus is where I would be more than at home. Within this room there were a few things to interact with. A machine with a tape, a computer, and plenty of pieces of paper to read in order to figure out what my next goal was. For fans of P.T. and the Stanley Parable, this game is a perfect example of what games could be given the proper art direction, subtle hints to puzzles, and an ideology of exploration.
After exploring for a bit it was quite easy to realize – my choices mattered as each memory was entered. Let alone did I learn ways to bypass the games A.I. to continue on searching for clues I was blocked from, I was given the decision to approach each memory differently in order to solve my past, and uncover what had happened to the woman that apparently has meant so much to me. With the superb sound quality, narrative, and voice acting. I found myself tripping through each moment as if they were truly the Twilight Zone. Each memory altered by the clues and puzzle peaces I found. Some allowing me to see my characters lady that captured their heart, and even find an idea of what had happened to her. The question the game had offered up? What had happened? Was I the simulation or was the simulation me? Were each of my memories planted before me predetermined so I would have to solve a case in order to bypass everything that happened?
The question is quite simple in this psychological title that at times, had me hurrying through each puzzle, hitting new orders in order to alter each of the memories. Each time? A new outcome, a new ending, and an entirely new take on a story that was already, in ways, predetermined. A part of me? Knew the outcome was predetermined. Something happened, she was sad, she felt lost, alone, and betrayed. It was all my character’s doings. A question remains though – What if all if it never happened and the memories were all fake and thus I found the corrupted file I did within my eight hours of gameplay? Sure I could have walked away after the first ending, but what if there was more? A final truth I missed? This is a question the game strikes up with each waking moment, with each step taken, and each moment that players reflect upon the path they have taken.
If there is anything this game makes us question, it’s a question about the decisions we make. What if we didn’t drink the coffee we bought, what if we had gone to our favourite spot to reflect instead of going to the movie? What if we said one thing differently? The game is all about action, reaction, and making the players feel immersed, but confused as well as moments appear forth making them re-do their situation in order to find alternate ways about their story. This is something Nilo Studios has done well and has caused me to keep returning to a game that involves 4 rooms, 3 memories, and one that has been corrupted. Welcome to the world of Asemblance where your reality and your perception of the truth is at question. Can you outwit an A.I. that seeks to keep you there? If you believe so, this game will immerse you to an extent you question your own existence and your reality and will be a must have for any PlayStation 4 or PC owner.
Our review is based on a copy provided to us by the games publisher. For information about our ethics policy please clickhere.
Final Score: 9 out of 10
About the Writer:
Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on Twitter, Google+, and or you can find him on PSN with RaivynLyken.
Known for his work on titles such as Halo 3, Halo: Reach, and Destiny, former Bungie Design Lead Niles Sankey has announced the release date and price for the pilot episode of the series Asemblance, which is set to premier on PlayStation 4 and PC on June 21st, 2016 for 9.99 USD. The series will follow in the steps of Twilight Zone by Rod Serling as well as Black Mirror by Charlie Brooker. The series’ first episode has already aired with a few trailers that will make one question everything around them as they take on a unforeseen turn of events.
“I was growing tired of AAA development. In my experience, AAA studios are forced to develop with giant audiences in mind, which makes creative experimentation really challenging,” says Sankey. “I wanted to see what could be done with a very small team and a particular vision. Asemblance as a series hopes to tackle the psychological thriller genre through stories of ‘man vs. machine.’ Each episode will be self-contained and driven by simple gameplay, fun but challenging narrative experiences, and sold at a cost that is relative to the player’s time investment. We hope this initial episode sets the stage for a long-run of games under the Asemblance banner.”
The Asemblance pilot is a first-person, narrative-based puzzle game that draws its influences from games like PT and TheStanley Parable, the questioning of perceived truths exposed in the Serial podcasts, and the psychological methods and soundscapes of David Lynch.
“We wanted sound design to be a core to the Asemblance experience, to really take advantage of how immersive games can be and just bury you in sounds to pull you even further in,” says sound designer and co-composer Adam Burd. “We worked with local Seattle electronic artists Kid Smpl and Johnny Goss to set a tone that whispers to your subconscious in some pretty weird and abstract ways.”
In the opening episode to the series, players take on the task of exploring a building that’s run by an experimental memory machine. In turn, players will find themselves trapped within its mindset of systematic logic. The choice is yours to escape or go deeper within ones memories to begin uncovering the truth. To progress? Players will be required to move through a set of hidden clues that will help solve puzzles as well as the games overall narrative possibilities.
ABOUT NILO STUDIOS
Nilo Studios was born out of years of experience in AAA gaming, science fiction literature, and the Seattle music scene.
Developers at Nilo have concepted, designed and implemented key sequences for Bungie, Monolith, and Volition; expanded universes for New York Times bestselling science fiction and fantasy series, including the game worlds of Destiny, Dead Space, and Halo; and worked with artists including Beat Connection, Macklemore and Ryan Lewis, and Hey Marseilles.
Asemblance is their pilot in a series of games meant to evolve the narrative gaming genre through experiences that will remain resonant in people’s imagination. As The Twilight Zone, Black Mirror, and The X-Files offered mind-bending stories for television, Asemblance delivers psychologically thrilling tales for the next generation of interactive entertainment.
DEVELOPER BIOS from Nilo Studios:
NILES SANKEY was the designer at the helm when you were surrounded by possessed mannequins in Condemned, the space flight level and fight to the death at the end of Halo: Reach, and the 2013 Destiny e3 reveal. With over fifteen years in game development, Niles founded Nilo Studios to make games with a small hand-selected creative team free of corporate drivers—games that engage the imagination and put the player at the center of the experience.
ADAM BURD has been the House Engineer at Avast Recording Co. for eight years and is a musician in the Seattle Music scene. At Avast he’s engineered for Macklemore and Ryan Lewis, Beat Connection, Hey Marseilles, and Zubatto Syndicate, among many others. He also does sound design and mixing for film (Frequencies: The Music of League of Legends; Welcome to the End of the World) and commercials (Uniqlo; Microsoft). Adam joined Nilo Studios to help create an audio landscape to give players an immersive psychological experience that engages more than the imagination.
ERIC RAAB is a writer and veteran of the publishing industry, working with authors including Michael Moorcock, Norman Spinrad, Steven Erikson, R. Scott Bakker, Peter Watts, Brian Evenson and Felix Gilman. In 2011 he joined Bungie Studios and helped build the world and stories behind Destiny,culminating in the curation, editorial, and contributions to the Destiny Grimoire. Eric joined Nilo Studios to give players stories just beyond the core experience and challenge their imaginations beyond logic.
Stay tuned for our review coming for the first episode on Monday.
About the Writer:
Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on Twitter, Google+, and or you can find him on PSN with RaivynLyken.
Pros:
+Graphically astounding in comparison to the PlayStation Vita Version +60fps brings the game back to life with fluid combat and animations +Natively supports mouse and keyboard as well as Xbox One controllers
Cons:
–Boobs, boobs, boobs.. It’s an overload at times.
When it comes to anything being a guilty pleasure, it’s hard to state, which one is which. If it’s not the boobs jiggling or the high pitched squeals as pieces of clothing breaks, it’s hard to determine what point is the “guilty pleasure” state and what point is actually the ability to enjoy the game for what it is; a brawler.
In my original review (now buried on our Facebook wall, as it was before we had a blog, or even a website like we do now), I stated the game is perfect for those looking for skimpy outfits, female shinobi, and excessive amounts of boob jokes that tend to be funny. The truth is? That previous statement hasn’t changed since the original games release on the PlayStation Vita back in 2014.Thankfully to the power of games such as this one moving to PC, Senran Kagura: Shinovi Versus gets another chance to reprise the role it had as a hilarious title with some cheerful moments and even light gags. However, can it be as funny as well as enjoyable compared to its previous release? With this, that’s what we’re going to take a look at as we’ll treat this review not just as a re-review, but a whole new review all together.
For those unfamiliar with the series, Senran Kagura is, at its core, a comedic buxom brawler that brings in the meanest of the meanest female warriors from Hanzō National Academy, Hebijo and Gessen. While some may be able to find a school they prefer, Senran Kagura offers a variety of reasons to play characters from both while also experiencing the stories from both. This is something that does add in replay value and keeps the game alive in many ways, ways in such, I’m still playing it and haven’t put it back down even though I’m playing it again on both PC and PlayStation Vita.
“The mechanics, even though they are musou style, are what keep the game alive”
When reviewing any game such as this one, the story could easily be one of the parts to ignore if you aren’t in for a few boob jokes, and a few facepalm worthy moments. Granted all the dubbing is done quite well for fans to enjoy, but so is the translation. This is where XSEED Games sets the par against many localization teams. The one thing though that has kept me coming back? Isn’t the story believe it or not, but the combat mechanics.
For those familiar with the series and those that aren’t will quickly be able to the game without a hitch. Thanks to the not-so-complex combat style that can quite easily be compared to Dynasty Warriors style games (trust me, this game has a lot that can be a nod towards the franchise), players will find themselves quite often mashing both square and triangle in able to beat their enemies to a pulp. With combo’s galore at their hands, players will find themselves mashing square as fast as possible before transferring into a triangle held moment to pop enemies in the air before pursuing them. This will easily take enemies into a aerial stun where they will gain ground of the battlefield.
Included in the combat mechanics is something a bit more unique, one that causes clothing options to be destroyed when the opposing or player character has received a set amount of damage. While this is easy to do, enemies or the player are capable to initiate a shinobi transformation, which allows the girls to be stripped down (censored by golden rays), and transformed into their ninja form. For all those new or never played the series, all of their clothing options can be customized from undergarments, shirts, dresses, etc. In this new form, the character becomes more powerful, versatile, and even heals up to full health while now being able to unleash powerful new shinobi abilities. Some that will stun enemies while locking them into an obscene amount of damage and allowing the tides of battle to be turned. The mechanics, even though they are musou style are what keep the game alive.
“The Performance and Port Quality is Top-Notch”
Hardware Used for the Review: Asus RoG G53SX-DH71 Gaming Laptop (External Link to Asus RoG Website) Windows 10 Premium – 64-bit
1920 x 1080 resolution screen
8GB DDR4 RAM
1TB 7200RPM HDD with a 1TB 7200RPM Backup HDD
Nvidia GTX 560M 2GB
The transition, however, from Vita to PC was quite easy thanks to the game supporting Xbox One controllers as well as other PC supported controllers. Deciding to test the game on two PC’s, I was impressed from the moment I booted up the game, setting it to 1080p, 16×9, and running at full 60+fps consistently without a drop. This stayed true across both platforms, one with a integrated video card, and the other a dedicated.Even on a TV as a monitor, the game played without a hitch as expected.
When looking at the idea of a game being “ported”; it’s hard not to take a moment to glance at what makes the port solidified and a justifiable purchase for those wanting to go at the title again. Unlike most games, we’ve seen a few that were only half-ports where only the in-game animations during player control had been scaled up to perform as one would expect. This time around? This game is not one of those and it was done perfectly enough, the performance and port quality is top-notch, and it would be hard to state that XSEED Games and Marvelous AQL didn’t go out of their way to ensure player’s would come back for another purchase. This port? Is perfect the way it is.
“Multiplayer Lag Was Unbearable at Times”
Senran Kagura: Shinovi Versus – PC (Reviewed), PlayStation Vita Developer: Marvelous AQL Publisher: XSEED Games Price: $29.99 USD Released: Available Now
Out of all my experiences outside of unique customization choices that can be done via the shop, the games multiplayer is where the game begins to shine outside of linear and repetitive designs. The multiplayer is where the game makes the combat a bit more enjoyable as players will find themselves facing off against themselves and NPCs. While combat remains the same, players will find themselves battling it out for the top score in order to show their talents. As one would expect, the game supports online multiplayer, which is where the core ability to enjoy the game is for many of the players.
While finding a few good matches had been highly possible, there was still some trouble finding the matches I needed that didn’t lag. Luckily the few matches I got in ran pretty smooth without little to no hiccups after the bits of lag that managed to land on us. Overall? It wasn’t enough to damn the game in any form. If this how any game comes across as a port? I think XSEED Games has set the new standard for how a port should work out.
Our review is based on a copy provided to us by the games publisher. For information about our ethics policy please clickhere.
Final Score: 8 out of 10
About the Writer:
Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on Twitter, Google+, and or you can find him on PSN with RaivynLyken.
We’ve all dreamed of the day we could wield katana’s, war axe, shields, claymores, and much more. Today, Ubisoft has announced that the new action IP from their studios has opened up that players will be able to take on the story of elite and deadly warriors ranging from the honour bound Knight, Samurai, to the explorative as well as vicious Viking’s. In this game, players fill be mixing skill with truly visceral combat as they meet a new and innovative Art of Battle. The game is set to launch for PlayStation 4, Xbox One, and PC on February of 2017. You can view the official E3 2016 Gameplay Walkthrough through the official Ubisoft YouTubechannel.
As one would expect, war is an art, and in the tale of these warriors from different parts of the world, players will experience their campaigns together, or alone. Inside the crucial moments of war, players will find themselves fighting through rampant combat, players will find themselves trudging through the front lines with each faction. As one would expect, each faction has their own unique form of combat whether it’s wielding a katana, a claymore, or even a war axe. Players will find themselves foiling the plans of enemy leaders such as Apollyon of the Blackstone Legions while storming castles and fortresses. Players will find themselves fighting as Heroes of their own legend while becoming symbols and models for a legacy unknown.
It has also been announced that players can head over to www.forhonorgame.com for a chance to take part in the forthcoming alpha and beta that will happen on all platforms. Registered fans will have a chance to play the game and provide feedback that will aid the For Honor team in providing the most immersive and enjoyable experience at launch. You can definitely expect our impressions regarding this title.
Ubisoft has also outlined the editions that will release next year when the game becomes available so take a peek below at their official plans:
Deluxe and Gold Editions of For Honor were also announced. With the Deluxe Edition, gamers will be able to dominate the battlefield faster and in style with exclusive content, including gear, customization items, a special execution effect for all heroes, boosters and more. Additional details about the Deluxe Edition will be available at a later date.
The Gold Edition will include the base game, the Deluxe Pack items from the Deluxe Edition, plus the full Season Pass.
Additionally, fans who pre-order For Honor will receive the exclusive Legacy Battle Pack. This pack includes three exclusive armor designs, inspired by ancient tales of our warriors, and gamers can embody the legendary sprit of each faction in these legacy armor designs. These three armor styles are exclusive to the Legacy Battle Pack and wearable by the Warden, Raider, and Kensei Heroes.
About the Writer:
Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on Twitter, Google+, and or you can find him on PSN with RaivynLyken.
What would you do if you had the world around you to yourself? What if you could parachute, snowboard, wing suit that would allow for players to traverse the alps in an open world experience that allows for players to take on others among the Alps at their will? Welcome to the world of Steep. This latest title is an extreme sports titles that allows for players to take to the alps however they wish and do-so against other players. This title will allow friends to take to the peaks in groups or to challenge the world alone for the pure enjoyment of this latest title. Steep is set to launch on PlayStation 4, Xbox One, and PC this December.
Steep will push players to the most extreme sports innovative feature to date as they will be using the titles trail feature that will allow players to relive their most inspiring ides, trailblazing achievements, and even share their doings on social media. This is what will make players choose to share their ride replays, their ability to issue challenges to friends, and even force players to create epic stunts as well as explore this massive playground while seeking out to be the best of the best.
“Along with Ubisoft Montpellier and Ubisoft Kiev, we used our significant online and multiplayer expertise to create a game that captures the excitement and adrenaline we feel when we explore the snowy mountains surrounding us,” said Rebecka Coutaz, studio manager at Ubisoft Annecy.
“We love seeing videos of adventures and stunts that riders from all over the world share on social media,” added Igor Manceau, Creative Director at Ubisoft. “Steep’s open-world and wealth of multiplayer activities were built to inspire this type of creativity. We can’t wait to see what players will discover and share when they first experience Steep.”
In addition to exploring the Alps, Steep riders will be able to travel across the world and traverse the majestic slopes of Alaska, available as a free update after launch. You can head onto the game at www.steepgame.com for more information.
About the Writer:
Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on Twitter, Google+, and or you can find him on PSN with RaivynLyken.
The Dark Winter crisis is in full swing, with it the storms are getting worse, and the chaos is about come crawling from the underbelly of New York City. In this new world as dangers rise, players will dive into the underworld of New York in order to stop this new threat. In doing so, players will find new loot, new weapons, gear, and more as they scavenge through subways, tunnels, and sewers that teem with deadly enemies at every stop. With this content drop, there will also be free content for players without the season pass that will include more challenge mode missions, a new level of difficulty for main missions and incursions with the “Hero Difficulty”.
The new Underground Mode will be claustrophobic, it will be fierce, and it will push players to their limits as they fight on through every enemy force. The new mode will feature randomly generated subways, mazes, tunnels, and the aforementioned sewers while players hunt down the previously mentioned new gear. With the new challenge modes and difficulties, players will fight like they never have when entering into the new mode, “Dragon’s Nest”. This is the biggest incursion to release to date, which will feature the cleaners as they prepare their ultimate weapon in order to cleanse the streets of New York despite survivor’s being around. This new mission will take place in Hell’s Kitchen, and the necessity of them being stopped is more important than ever. The incursion will be included with Underground.
The new free Heroic Mode will allow players to take on both Falcon’s Lost and Clear Sky in the hardest challenge to date. Those of you who have Underground will also get to experience Dragon’s Nest in this difficulty. The new Challenge Mode missions and items will be available as well when players experience Hudson Yard and Queen’s tunnel in the new challenge mode, these will feature better rewards than before. The new DLC and free content update will be available starting June 28th, 2016 for PC and Xbox One while launching on August 2nd, 2016 for PlayStation 4. Stay tuned for our hands-on impressions of the content.
About the Writer:
Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on Twitter, Google+, and or you can find him on PSN with RaivynLyken.
We are getting used to Ubisoft’s latest games going for bigger, better, and more badass than ever. Tom Clancy’s Ghost Recon Wildlands finally shows the scope of the game we’ve been waiting to see. From running through fields by foot, to riding motorcycles across fields while taking to the skies in helicopters.
The game seeks to evolve the franchise back to its cooperative roots while giving us one of the largest experiences to date. The latest trailerwill give you the glimpse of the future for the franchise. The game is set to release March 7th, 2017.
About the Writer:
Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on Twitter, Google+, and or you can find him on PSN with RaivynLyken.
If you didn’t get your chance the first time around whether it was on PC or console, your chance is up and coming this fall. As of today, Bethesda Zenimax has announced that the most appraised title next to fall out from BEthesda Game Studio’s has been officially announced for PC, PlayStation 4, and Xbox One.
The title will feature a very upgraded set of graphics, animation, and world-based details. Let alone does it feature this, for the first time ever, the console version will be given mod support through Bethesda.net, which will allow players to experience content never before seen on consoles. The new edition will also feature new content, new dialogue, new quests, and a lot more for players to explore on October 28th, 2016. Stay tuned for our review and comparisons.
About the Writer:
Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on Twitter, Google+, and or you can find him on PSN with RaivynLyken.