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DYNASTY WARRIORS 9 Adds Two-Player Co-Op

DYNASTY WARRIORS 9 Adds Two-Player Co-Op

New Update, Including Multiplayer and Free-to-Play Trial Coming to DW9

London, 23rd October 2018 – KOEI TECMO Europe is excited to announce the heavily-anticipated debut of two-player co-op in DYNASTY WARRIORS 9, thanks to an upcoming update that will add both online and offline multiplayer action.

The update, set to debut in Europe on October 23, 2018 for the PlayStation®4 and Windows PC via Steam®, and following shortly after for Xbox One, also includes a variety of gameplay upgrades, including a bounty of new bows, eye-popping wallpaper featuring some of the franchise’s most popular characters, and classic background music from past DYNASTY WARRIORS games.

In addition, fans will be able to test out a free Trial version of DYNASTY WARRIORS 9 beginning November 1 on Windows PC via Steam, and November 7 for PlayStation 4 and Xbox One, enabling them to select up to three of the 90 playable characters in the game as they set off to explore China in their open-world quest for adventure with the fate of the 400-year-old Han Dynasty hanging in the balance.

Finally, KOEI TECMO Europe has revealed a new Season Pass for DYNASTY WARRIORS 9 which will grant players a variety of additional weapons, costumes, scenarios, and a plethora of useful materials, including various types of coins, a book of Musou, and exploding arrows. Fans will be able to get their hands on this new pack of content on October 30, 2018 for the PlayStation 4, on November 8 on Windows via Steam, followed soon after on the Xbox One.

For more information about the Dynasty Warriors 9 please visit the official site at www.koeitecmoeurope.com/dw9, Like www.facebook.com/koeitecmogames, and Follow us on Twitter @koeitecmoeurope

ABOUT KOEI TECMO EUROPE LTD.

KOEI TECMO EUROPE LTD. is a publisher of interactive entertainment software for current generation consoles, handhelds and digital download content based in Letchworth, Hertfordshire, UK. The company is a wholly owned subsidiary of KOEI TECMO HOLDINGS CO., LTD., headquartered in Yokohama, Japan. KOEI TECMO’s best known for their signature ‘one versus thousands’ Warriors series, the fan-favourite Ninja Gaiden and fighting entertainment title Dead or Alive. Through collaboration with strong existing franchises, such as A.O.T. Wings of Freedom (Attack on Titan), has brought fan-favourite shows to life in video game form. The company’s desire for innovation and diversity has seen the creation of the critically acclaimed dark-samurai action title Nioh, which takes on new and unique gameplay styles. The company’s acquisition of GUST, developer of a variety of heart-warming titles, has seen their flagship Atelier series span generations of consoles and fans alike. More information about KOEI TECMO EUROPE LTD and its products can be found at www.koeitecmoeurope.com

Darksburg Interview with Sebastien Vidal from Shiro Games

The developers from Shiro Games are currently working on their new game Darksburg and we had the chance to ask co-founder Sebastien Vidal some questions about the project. The multiplayer title is set in a medieval town attacked by hordes of zombies. Among the last survivors are some brave heroes with unique abilities, who’ll use their skills to save Darksburg from the undead. The game will be available for PC via Steam Early Access early next year.

Can you give us a brief description of your upcoming game Darksburg?

Darksburg is plagued by hordes of zombies, and it is up to the few breathing locals remaining to do the dirty work. In this top-down multiplayer action game, up to 4 players will team up to rid the city of the waves of undead that overwhelmed it. They will have a roster of characters to choose from, each featuring a unique set of skills and backgrounds, from the compassionate (but not overly so) Sister Abigail and the cheerful innkeeper and zombie slayer Runolf, to the sardonic bounty hunter Rose and the escaped werewolf (and man’s best friend) Varag. Teamplay and great reflexes will be the key to survive in this fast-paced, challenging title.

Will the game be playable with AI partners too or only with real players?

Darksburg will be playable both with and against AI or with and against real players.

Can you give us an overview about the different character abilities and how they have to be combined to be successful as a team?

Each of the characters will have a pool of 4 different abilities. Depending on unlocked talents and items carried by the characters, the effect of these abilities will change. Thanks to this mechanic, Runolf could be played as a DPS throwing hot soup on enemies, as a support character summoning healing areas around his cauldron, or as a tank, protecting his allies and taunting enemies. The goal of this system is to give different gameplay options to each survivor, while still maintaining their unique flavor and strengths and weaknesses.

How did this project come to life? Did you first had the gameplay idea and built a story/setting around it?

We always wanted to create a fast-paced, fun yet demanding cooperative game so the gameplay was the initial drive. And then doing a twist on traditional zombie culture with a medieval setting and over the top characters made sense for both the survival and fun aspects we wanted for the game.

You decided to take part in Steam Early Access – how important is this for Darksburg  and what are you willing to achieve?

The Early Access for our previous game, Northgard, has been very successful so it made sense for us to do it again. Especially for a game with multiplayer and a lot of balancing and iterations needed to achieve the fun and replayability we’re after. Our plan is to deliver a game with very strong foundations and fine-tune every aspect of gameplay according to player feedback.

Can you tell us a bit about the progression system – are there different levels or can we level up our characters?

Leveling in Darksburg allows you to unlock talents for your chosen survivor. That’s not going to be anything like a hack’n slash where you gain exponential power, but more as a customization tool to add versatility. For example, Varag the Wolfman can use a talent that reflects damage when using his shield, and another one that reduces the shield cooldown and then tries to find a shield with a very big block value and be a true tank. On the other hand, he could choose a talent that augments his damage while low on health, another one that adds a life drain to his bite attack and turns into a high-risk high damage DPS character.

Explain the dynamic difficulty to us.

Besides the classic difficulty settings you can choose for your game, we are working on an AI that regulates play on the fly. Each level is divided into smaller areas with a minimum and maximum zombie population, as well as spawn rate. All these factors are also affected by scripted events and player progress and actions. We are far from done with the system, but it already provides a believable behavior while allowing us to tweak and tune the experience in real time.

Please tell us a bit more about the PvP mode.

Players can take control of elite zombies during a game. Your goal will then be to prevent the survivors from reaching their objective. You will have specific skills and just like for survivors, being efficient with them will require a lot of coordination and team play, both in a fight and in the macro game. We’re also looking into different ways to have progression on the zombie side as well, but this is still too early to detail.

Can you share any fun facts out of development?

Not really a fun fact, but our early prototypes were more of an arena game with waves of zombies coming at you. It was quite fun, but the strategic aspects were very limited which is why we decided to switch to bigger maps and a more dynamic gameplay.

Can we expect additional content/characters and versions for consoles after a successful early access?

Yes, we have plans for more characters (both survivors and elite zombies), more maps, bosses, and gameplay modes. This content should come both during the early access and after it.

Anything else that you’d like to let our readers know?

We think we’ve got a very good mix of fun, strategy and team play. We’ll need a lot of iteration to make it really great but we are very happy with the core experience and we hope many players will enjoy it as well!

Thronebreaker: The Witcher Tales and GWENT Officially Launches on PC

CD Projekt Red has officially launched the multiplayer GWENT and the singleplayer Thronebreaker: The Witcher Tales today. GWENT has been in open beta since May 2017 after being spun off as an independent title from The Witcher 3GWENT quickly drew a devoted following. Not only is the game is now out of open beta on PC, but the massive Homecoming update is live. Those who participated in the beta will be get a special title as thanks.

To celebrate the launch, a special pack containing 24 kegs of 5 cards each, 1 of 3 legendary cards, 500 Meteorite Powder, and 5 arena tickets is available for purchase. Players will be able to buy the pack multiple times, but are limited to 5 total.

Additionally, Thronebreaker: The Witcher Tales is now live. Originally conceived as a singleplayer expansion for GWENT, the game has been turned into a full blown adventure RPG that uses GWENT for combat. Players will take on the role of Meve, the queen of Lyria and Rivia. With the Nilgaardian invasion quickly approaching, Meve must rally an army to help her carry out her blood soaked plan for vengeance.

Thronebreaker: The Witcher Tales is available now for PC, with the PlayStation 4 and Xbox One versions set to launch on December 4th.

SoulCalibur VI PC Accounts Banned from Online Services for Using Linux

Valve has been pushing hard to get more gamers on Linux. Their latest effort culminated in Proton, a compatibility tool using WINE to bring more games to Linux distributions through the Steam Play program.

Linux owners looking to dig into SoulCalibur VI have received a nasty surprise this week. According to reports on the Steam forums, players are getting blocked from online services after booting the game on Linux. The ban appears to be account based, as it is extending to those who reinstall the game on Windows. It is unknown at this time if the issue is related to Bandai Namco or the Denuvo anti-cheat system used by SoulCalibur VI.

INTELLIVISION® REVEALS INITIAL DETAILS FOR THE UPCOMING AMICO™ HOME VIDEO GAME CONSOLE!

INTELLIVISION® REVEALS INITIAL DETAILS FOR THE UPCOMING AMICO HOME VIDEO GAME CONSOLE!

GROUNDBREAKING CONSOLE APPROACHES GAMING AND THE ENTIRE GAME INDUSTRY IN A COMPLETELY UNIQUE WAY
IRVINE, CA, October 22, 2018 – Almost 40 years after the release of the original Intellivision® home video game system which helped to redefine the video game industry, Intellivision® Entertainment is proud to carry on its “Legacy of Firsts” by announcing the brand new revolutionary family home video game console named Amico to be released on October 10th, 2020 (1010 2020).  Amico is the Italian word for “friend” or “buddy” and encapsulates an element of the approach and dynamics for what makes the new console so unique and an exciting addition to everyone’s family.

“We are creating a console that parents WANT to buy, not that they were asked to buy,” stated Intellivision president and 30 year industry veteran Tommy Tallarico during his keynote address over the weekend at the Portland Retro Gaming Expo.  Tallarico went on to say, “Most every game being made for the home consoles these days is created with only the hardcore gamer in mind.  We see a world where everyone is interested in playing at home and with friends, but this isn’t currently possible because the barrier to entry is nearly impossible for a non-gamer due to the complexity of the controllers, intricacy of gameplay, expense of the hardware and software and steep learning curve with an unbalanced fun factor for the beginner.  Our goal was to create a console that both gamers and non-gamers are able to have fun with and play together.  The Intellivision Amico is our answer to this gaping hole we see within the current video game industry.”

Intellivision Entertainment continues to build upon its gaming legacy with support and expertise from industry veterans and superstars, including longtime product manager/producer/marketer Jason Enos (involved in over 100 products launches, including the Metal Gear Solid®, Castlevania®, Contra®, Dance Dance Revolution®, Silent Hill®, TEKKEN, Ace Combat®, Dragon Ball Z®, Monopoly® and PAC-MAN franchises), Perrin Kaplan (Zebra Partners, former Nintendo VP of Marketing & Corporate Affairs; launched the Nintendo Wii®, Nintendo DS®, Super Nintendo®, Nintendo Gamecube®, N64®), Beth Llewlyn (Zebra Partners, former Nintendo PR; launched the Nintendo Wii®, Nintendo DS®, Pokemon), Scott Tsumura (Tozai Games, formerly co-founder and President of Nintendo Software Technology Corporation, and a pioneer in the early days of arcade game production, including Moon Patrol, Kung Fu Master, 10 Yard Fight, etc.), Phil Adam (Founder of Spectrum Holobyte, President & VP of Interplay Productions, helped introduce Tetris® to the world), André LaMothe (Hardware Evangelist, programmer, designer, author, over 750 products to market, artificial intelligence design for NASA) and advisor David Perry (Earthworm Jim, Disney’s Aladdin, founder of Shiny Entertainment and co-founder of Gaikai cloud gaming utilized in the Sony PlayStation®4).

Game industry analyst and Wedbush Securities Managing Director of Equity Research Michael Pachter commented, “I think it’s about time somebody focused on families with kid-friendly games.  Intellivision has a long history of delivering content that everybody can enjoy, and with the revived console priced right, I expect it to be immensely successful.  The company has the right leadership and is positioned in an underserved niche, I think the re-launch will be a home run.”

“Intellivision Entertainment is also proud to announce that it joins console manufacturers Sony®, Microsoft® and Nintendo® as the fourth game console company to be an active member of the Entertainment Software Association (ESA). The ESA’s mission is dedicated to serving the business and public affairs needs of the video game industry as well as owning and operating the Electronic Entertainment Exposition (E3).”

INTELLIVISION AMICO FEATURES AND INFORMATION:

PRICE RANGE (RETAIL)

  • US $149 – $179

NORTH AMERICAN, UNITED KINGDOM AND EUROPEAN RELEASE DATE

  • October 10, 2020 (1010 2020)

SOFTWARE OVERVIEW

  • All games are family friendly and rated “E for Everyone” or “E10+”.
  • Every game version on the console is EXCLUSIVE.
  • Quality over quantity! All games must past a strict quality control seal of approval.
  • Balanced gameplay and design for Equal Opportunity Gaming for all.
  • All games are downloadable and between US $2.99 – $7.99.
  • No costly DLC (Downloadable Content) add-on’s or “In-App Purchases”.
  • Launch to include several built-in reimagined Intellivision Classics (pre-installed in every console) and over 20 games including both reimagined industry classics and brand new exclusive titles via the Intellivision Online Store.

CONTROLLERS

  • 2 wireless Bluetooth controllers (up to 8 player compatible and connectivity).
  • 3 ½ inch (2:3 aspect ratio) Color Touchscreen.
  • Pioneering tilting positional disc with surrounding interactive LED border.
  • 4 arcade-style tactile feedback buttons.
  • Gyroscope & Accelerometer.
  • Force feedback.
  • Controller to be used horizontally or vertically including dominant left or right hand usage.
  • Qi (pronounced “CHEE”) wireless onboard charging.
  • Speaker
  • Microphone
  • Free downloadable app enables mobile phones as additional controllers (up to 8 players).

HARDWARE & TECHNOLOGY

  • State of the Art 21st Century 2D Image Processing and Graphics Capability
  • Intellivision Prism Onboard Interactive Lighting Technology.
  • WiFi/BT & Ethernet Connectivity.
  • HDMI Video Output.
  • Multiple USB Ports
  • System Expansion Interface.

ONLINE

  • Intellivision Online Store for the ability to purchase additional software.
  • Multi-player online gaming and structured multi-tiered tournament play.
  • Time & Space Leaderboard System which includes high scores by locations and calendar.
  • Trophy/Achievement rewards system which awards unique accomplishments to each player.

REIMAGINED GAMES

  • Includes updated graphics, modernized audio, additional levels, multi-player modes (local and online), tournament modes AND MORE!
  • Intellivision Classics REIMAGINED and REMADE EXCLUSIVELY for the Intellivision Amico:

Astrosmash, Shark! Shark!, Baseball, Night Stalker, Skiing, Math Fun, SNAFU, Utopia, Frog Bog, Boxing, Bowling, Triple Action, Tron Deadly Discs, Cloudy Mountain: Crown of Kings, Star Strike, Horse Racing, Auto Racing, B-17 Bomber AND MORE!

 

  • Atari Classics REIMAGINED and REMADE EXCLUSIVELY for the Intellivision Amico:

Pong, Asteroids, Centipede, Tempest, Adventure, Missile Command, Yar’s Revenge, Breakout, Lunar Lander, Night Driver, Sky Diver, Warlords

 

  • Imagic Classics REIMAGINED and REMADE EXCLUSIVELY for the Intellivision Amico:

Microsurgeon, Atlantis, Demon Attack, Dracula, Beauty and the Beast, Ice Trek, Swords & Serpents, Dragonfire, Truckin’ AND MORE!

 

Other Games REIMAGINED and REMADE EXCLUSIVELY for the Intellivision Amico:

  • Miner 2049er
  • Super Burgertime
  • Bad Dudes
  • Caveman Ninja
  • Moon Patrol
  • R-Type
  • 10 Yard Fight
  • Lode Runner
  • Spelunker
  • Kung-Fu Master
  • MotoRace USA
  • Tropical Angel
  • Archon
  • ToeJam & Earl

 

Not only will the Intellivision Amico bring the fun and simplicity of classic gaming to modern day, but an entire plethora of completely brand new games and franchises are currently being created by game developers and game publishers around the world using the same core principles of sensible, simple and fun.

“The average age of a gamer today is 34 years old, and the market reflects that with a broad array of games for people of all ages. Of course, some parents may find that many of those games are not age-appropriate for their children,” said ESRB president, Patricia Vance. “Intellivision’s policy to only offer games rated E for Everyone and E10+ for Everyone 10 and up on its new system makes finding the right games easier for busy families, especially those with young gamers.”

Followers can join the Intellivision family by subscribing to updates at IntellivisionEntertainment.com.

 

INTELLIVISION® History & Facts – “A LEGACY OF FIRSTS”:

  • Intellivision was the first 16-bit game console, a full 2 generations before it became the industry standard.
  • The original Intellivision system was so popular that it sold across 3 decades (1979 – 1990).
  • The Intellivision control disc was the first game console to offer a directional thumb pad which was the predecessor to what later became the industry standard directional pad (D-Pad).  It was also the first game console to allow for 16 directions while offering 4 action buttons and a 12-button keypad, which opened up greater game play options and control.
  • The Intellivision was the first video game console that had a built-in PAUSE feature on the controller.
  • The first console to have built-in screen burn-in protection by blacking out the TV after a few minutes of game inactivity.  This vision and idea was the precursor to the entire “screen saver” concept.
  • The very first video game to have speech/voice was the 1979 Intellivision release of Major League Baseball.
  • Intellivision was the first console which incorporated professional sports licensing for its sports games, the boxes were emblazoned with official logos from Major League Baseball (MLB), National Football League (NFL), National Hockey League (NHL), National Basketball Association (NBA),  Professional Golfers’ Association (PGA), North American Soccer League (NASL), Professional Bowlers Association (PBA), American Backgammon Players Association (ABPA), the United States Chess Federation (USCF) and the U.S. Ski Team.
  • Intellivision had the largest home console software library in the world with the release of their cross-platform “System Changer” device that allowed Atari® 2600 games to be played on the Intellivision system.
  • 30 years ahead of its time, the Intellivision was the very first game console to offer digital distribution of video games through the PlayCable service.  The PlayCable adapter connected to the Intellivision cartridge port and allowed the downloading of games through a cable TV subscription.  New York Yankee legend and Hall of Famer Mickey Mantle was the TV and print ad spokesmen for the product which was released in 1981.
  • With the release of the Keyboard Component, Intellivision was one of the first video game systems that was able to be used and turned into a home computer.
  • The Intellivision Music Synthesizer was the first game console or home computer to offer a musical synthesizer keyboard.  This allowed people to play and create music using technology.
  • The first home console and video games to use a tile based playfield which allowed for the display of detailed graphics and color with very little RAM.
  • Intellivision was the first game console to have a complete built-in character font. Intellivision’s system font had complete upper and lowercase alphabets, numerals, and almost all of the punctuation and symbols found on standard computer keyboards.
  • The Intellivision game Utopiawas the very first “real time strategy” and city building/god game.
  • Intellivision was responsible for the first “Console War” when it launched a national ad campaign against then rival Atari®, by using side-by-side comparisons with journalist George Plimpton as its spokesman.

CARTOON NETWORK PARTY DASH LAUNCHES TODAY ON iOS AND ANDROID SMARTPHONES AND TABLETS

CARTOON NETWORK PARTY DASH LAUNCHES TODAY ON iOS AND ANDROID SMARTPHONES AND TABLETS

Dash, smash and crash with your favorite characters in a new action platformer!

ATLANTA Oct. 22, 2018 – Cartoon Network and independent developer Crystal Fish Games have released Cartoon Network Party Dash, a high-energy arcade platformer featuring many of Cartoon Network’s most beloved characters. The game can be downloaded today on iOS or Android smartphones and tablets via the App Store, Google Play or Amazon. It is available for free with ads and includes cosmetic in-app purchases.

When a bunch of villains crash a party hosted by Ben 10, the Gumball crew and the We Bare Bears siblings, it’s up to you to crash back! Choose from over 10 playable characters, including Gumball, Darwin, Anais, Penny, Grizz, Panda, Ice Bear, Heatblast, Four Arms, XLR8 and Ben 10’s newest alien, Shock Rock, then dash into action.

Cartoon Network Party Dash is a blast to play with fast-paced, hard-hitting action – descend floor by floor, smashing and rebounding through enemies across a variety of levels, including the forest, junkyard and desert island. Unlock powerful gear and perks to help you reach new levels and even higher scores, and customize each character with their alternate outfit!

Cartoon Network Party Dash is rated E (Everyone) by the ESRB.

###

About Cartoon Network

Cartoon Network is Turner’s global entertainment brand and the # 1 animation network in the U.S., offering the best in original content for kids and families with such hits as Adventure Time, The Powerpuff Girls, Steven Universe, We Bare Bears and The Amazing World of Gumball. Seen in 192 countries and over 400 million homes, Cartoon Network is known for being a leader in innovation with its approach to engaging and inspiring kids at the intersection of creativity and technology. Its pro-social initiative, Stop Bullying: Speak Up, is an acknowledged and often-used resource for kids and adults looking for tools that can assist in dealing with the ongoing issue of bullying.

Turner, a WarnerMedia company, is a global entertainment, sports and news company that creates premium content and delivers exceptional experiences to fans whenever and wherever they consume content. These efforts are fueled by data-driven insights and industry-leading technology. Turner owns and operates some of the most valuable brands in the world, including Adult Swim, Bleacher Report, Boomerang, Cartoon Network, CNN, ELEAGUE, FilmStruck, Great Big Story, HLN, iStreamPlanet, Super Deluxe, TBS, Turner Classic Movies (TCM), TNT, truTV and Turner Sports.

DYNASTY WARRIORS SLASHES ITS WAY TO THE SWITCH

DYNASTY WARRIORS SLASHES ITS WAY TO THE SWITCH

DYNASTY WARRIORS 8: Xtreme Legends Definitive Edition Hitting Nintendo Switch™ 27th December 2018

Hertfordshire, 22nd October 2018 – KOEI TECMO Europe announced today that DYNASTY WARRIORS 8: Xtreme Legends Definitive Edition will be available for the first time digitally on the Nintendo Switch™ 27th December 2018.

Follow the stories of the kingdoms of Wei, Wu, Shu, and Jin through the actions of historical military and political figures as they fight for control over the Three Kingdoms of China. This new compilation combines the original DYNASTY WARRIORS 8 with DYNASTY WARRIORS 8: Xtreme Legends, providing gamers all of the tactical action the beloved series is known for, along with almost all of the DLC released to date; including costumes and side-story scenarios for many popular warriors. In addition, gamers will receive save data bonus costumes if they own the recently released Warriors Orochi 4.

DYNASTY WARRIORS 8: Xtreme Legends Definitive Edition will be available exclusively through Nintendo’s eShop across Europe from the 27th December 2018; those who purchase the title within a week from launch will be able to get their hands on the title with a 10% discount! For more information about the game, please visit our official site at www.koeitecmoeurope.com/, Like us on Facebook www.facebook.com/koeitecmogames, and Follow us on Twitter @koeitecmoeurope

ABOUT KOEI TECMO EUROPE LTD.

KOEI TECMO EUROPE LTD. is a publisher of interactive entertainment software for current generation consoles, handhelds and digital download content based in Letchworth, Hertfordshire, UK. The company is a wholly owned subsidiary of KOEI TECMO HOLDINGS CO., LTD., headquartered in Yokohama, Japan. KOEI TECMO’s best known for their signature ‘one versus thousands’ Warriors series, the fan-favourite Ninja Gaiden and fighting entertainment title Dead or Alive. Through collaboration with strong existing franchises, such as A.O.T. Wings of Freedom (Attack on Titan), has brought fan-favourite shows to life in video game form. The company’s desire for innovation and diversity has seen the creation of the critically acclaimed dark-samurai action title Nioh, which takes on new and unique gameplay styles. The company’s acquisition of GUST, developer of a variety of heart-warming titles, has seen their flagship Atelier series span generations of consoles and fans alike. More information about KOEI TECMO EUROPE LTD and its products can be found at www.koeitecmoeurope.com

SoulCalibur VI Review

SoulCalibur VI

Developer: Project Soul
Publisher: Bandai Namco
Platforms: PlayStation 4, Xbox One (Reviewed), PC
Release Date: Available Now
Price: $59.99 USD – Available Here $99.95 AUD – Available Here

Overview

The SoulCalibur franchise has had a rather long and, generally excellent, series of games spread throughout its nearly two decade long run. With the release of SoulCalibur V, despite being a more than solid title on its own, being a rather divisive title for the fanbase, it has been nearly six years since a mainline title in the series was released. Now on a new generation of consoles it is time for a tale of souls and swords to be retold once again in SoulCalibur VI.

Story

SoulCalibur VI is more than willing to make one of its core slogans a part of the game’s storyline once again as the developers have made sure that this is a story that is being retold from the beginning, giving new details for longtime fans and a place for newcomers to jump in without fear. That is because the story modes in SoulCalibur VI are split between the Libra of Souls mode and the Soul Chronicle mode.

Libra of Souls feels like a return to form from SoulCalibur III‘s Chronicles of the Sword mode as players create a custom character of their very own and travel through an incredibly lengthy and wordy story mode where they take on the role of “The Conduit.” This journey takes the player (who can be customized and swap weapon styles at any time between fights) all across Asia and Europe as they travel through the land taking on various opponents while leveling up, purchasing weaponry to gain better stats and food to gain advantages in battle, and exploring the map to find new missions that are set outside of the core story path. Many of the battles you take part in in this mode also feature unique circumstances such as having an incredibly slippery stage, only allowing certain moves to be effective, and more to keep things from ever feeling stale.

Thanks to the leveling system Libra of Souls can feel a bit challenging at times but rarely do missions disappear permanently, giving players a chance to return to see a side story they may have been too weak to complete at first. It is also nice to note that while the presentation of this story mode is a bit on the blander side of things, the actual story itself can be rather engrossing especially since there are various choices that you can make throughout the story that will affect your character’s alignment, potentially locking them out of certain paths if they happen to be too good or too evil.

The Soul Chronicle mode is the actual original story of the game as it follows the main events from the series and the journey of each of the fighters as they find themselves intertwined and fighting to either claim or destroy Soul Edge. This mode generally replaces the standard arcade experience where players would usually experience a character’s specific stoyline as it instead gives players the option to select a character and experience their own storyline as it takes place outside or alongside the main game, giving players the best way possible to pick and choose how they want to experience the story while also tying most of the characters, even Geralt, together rather well.

Gameplay

Outside of the two story modes on offer players are also given a standard array of other gameplay modes to spend their time with. This includes a straightforward arcade mode that can reward players with in-game points that can unlock special cosmetic customization pieces, a versus mode to play against a local friend or against the AI, training to test your skills in a rather simplistic mode, and of course online multiplayer. The online combat works quite well with players being able to easily find matches both in casual or ranked modes with my battles online featuring very smooth connections without too much wait time between battles. Of course the game also allows players to train or take part in simple AI fights while waiting for a match as well.

Once you sink yourself into a game mode you’ll find that while SoulCalibur VI may only feature twenty characters at launch, each one is incredibly unique feeling with plenty of fan favorites returning in all of their glory. This includes the likes of Talim, Ivy, Maxi, Kilik, and many more including the guest character Geralt of Rivia who fits in incredibly well as his sword techniques and abilities to use rune spells make him a great match for this series.

Of course if you feel like adding your own personal touch to the game then that option is completely viable as well as the character creation system in SoulCalibur VI is as robust as it has ever been. While the initial clothing options may appear to be a bit limited the amount of actual customization players have to work with can be outstanding when given enough time. Players begin by selecting a race ranging from human to fantasy versions of beastmen, elves, winged beings, lizardmen, skeletons, and much more and can then go as wild as they want with the customization options and boy things have gotten quite out of hand in this regard with the types of characters that have already been created. Their fighter can then be given a move set that matches one of the characters from the main roster and adjusted at any time.

SoulCalibur VI’s actual fighting mechanics feel as smooth and easy to pick up and play as ever before. While this game isn’t incredibly difficult to learn making it a welcoming game for newcomers to test their skills there are still plenty of different mechanics at play for players to learn. Once again ring outs can play a major role in some of the more difficult battles as getting knocked out of the ring instantly counts as a loss, breaking apart an opponent’s armor/clothing is once again a possibility, and there are a couple of newer mechanics to learn as well. This includes the use of a Soul Charge gauge that can be expended to either perform a powerful special move or a temporary buff that increases a character’s stats and allows for other techniques to be used. Another happens to be the new Reversal Edge mode that allows the player to absorb a couple of hits and deal damage, placing fighters into a duel style mode where a single button prompt determines how they will attack. This includes vertical and horizontal attacks, kicks, dodges, and even blocks with the first strike dealing damage allowing for a potential reversal of fortune in some fights.

Unfortunately while nearly every aspect of the fighting system and character creation make for an appealing gameplay experience, there is one thing that is a prominent drawback and that happens to be the lengthy load times. Nearly every match takes a rather lengthy, by fighting game standards, time to get started. In fact some battles in the Libra of Souls mode last less time than the actual time it takes to load into such a battle. Online battles may not lag as mentioned earlier but if both fighters are using custom characters the loading sequences tend to be quite unforgivable so be prepared for that.

Visuals & Audio

Longtime fans will be happy to know that all of the returning fan favorites from the series feature their classic outfits without any worrying modifications to the looks that fans have come to know and love. These character models are lovingly recreated and look outstanding on current technology and thanks to the amount of customization available in the character creator there are plenty of different oddities to see online. The stage designs are incredible looking with quite a lot of variety here though, given the nature of the ring out system, many are a bit small in size.

It is rather unfortunate that despite how intriguing and how much of a time sink the Libra of Souls game mode is that there is no actual voice work for this mode, making it a bit of a bore at times due to poor presentation. Outside of this mode however players will find the game features great sounding voice work for all of its characters and the great sound of the Narrator leading into every battle. The background music is also quite stellar with plenty of tracks designed to fit every stage.

Overall

While it may have taken longer than usual for a new SoulCalibur title to be released to fighting game fans it is clear that SoulCalibur VI is a clear example of how great a fighting game can be when given plenty of extra attention. With a solid and lengthy pair of story modes and brand new gameplay mechanics fitting in excellently with returning systems fans of the franchise will be delighted with what they have here. There may be some faults here and there and the load times can be rough but those looking for a unique and delightful fighting game need look no further than SoulCalibur VI.

Capsule Computers review guidelines can be found here.

NBA 2K Playgrounds 2 Review

NBA 2K Playgrounds 2

Developer: Saber Interactive
Publisher: 2K
FormatSwitchPlayStation 4Xbox OnePC (Reviewed)
Release Date: 16 Oct 2018
Price: $29.99USD – Available Here

Overview

I’m going to be honest with you: I’m not too big on sports games (what a terrible way to start a review, right?). I avoid it in high school whenever I could so I guess it passed onto games as well. The only exception is when a sports game stops to take itself seriously and goes all in with absurdities. For example, I remember one crazy soccer game from SEGA era where all the soccer teams had special moves and could tackle & hit the opposing players. The German team had a special move that would turn the ball into two sausages, the Argentinians would shoot it at the goal underground and so on. It was crazy but crazy fun too. The first NBA Playgrounds had real caricatures of actual players, flashy special moves and powerups to make it interesting. I got it cheap from one of the Humble Monthly offers and was pleasantly surprised with how fun it was. Let’s see how much of that is in the sequel.

Story

Ah yes, the bane of my writing existence. Write about the story of a game even though it has none. That’s pretty much is how I can describe it. No story but you have a choice of training, exhibition play and season play so assemble your team and make a story of your own. One telling the story of some basketball underdogs trying to reach the top, pay off their college debt and find out who is the one-armed- and one-legged criminal that killed their mothers. Yeah, I mean, if we’re coming up with some kind of story, why not go all in?

Gameplay

The game is played with a setup of 2 vs 2 but there are a plenty of options on how you wanna approach that. You and a CPU player vs the other CPU, players, you and an online friend vs the 2 CPU players or vs the other online players. If someone is unfamiliar with the gameplay mechanics from not playing the first game, a tutorial (accessed right from the main menu) is highly recommended. In any case, it’s 2 vs 2 on a crowded ball court where power-ups, ball streaks, and offensive play make it really unpredictable. After chaining some ball shots, you enter a hot streak mode with a randomly awarded powerup such as faster movement, easier ball shots or easier dunks. Some power-ups are also made to make the enemy team play and act worse (like significantly lower chance to score a shot), which is something that can also happen to you if the opposing team fills up their power bar faster. Of course, it’s filled with constant actions on the court, like taking shots, stealing the ball and blocking shots. You can now imagine how intense and hectic an average game feels like. You unlock new players for your team by winning the season mode, opening them from car packs and their stats can be improved by completing specific challenges (sprint for X seconds straight, block X dunks or passes, do X shots etc). How you get new players from opening packs is entirely random and that is one issue I have with NBA 2K Playgrounds 2. The microtransactions are not as pushy like in our NBA 2K19 review but they’re there just enough to turn the game into a noticeable grind. Sure, you can buy packs with a currency you earn in-game but it will take significantly longer compared to throwing some cash instantly to unlock all players in the game. If you feel particularly lucky, you can also go for gold, silver and bronze packs of the players hoping you just might unlock the one you need this time. Gambling at its finest.

Visuals

The game is backed by Unreal Engine 4 which means some amazing visuals, light effects, and fluid movements. It’s also well optimized so I haven’t encountered any hitches or slowdowns during my plays. You’ll have no issues running this at max and taking random screenshots every few minutes. As I said, the game is non stop action packed so there is always a moment for some cool screenshot dunk or capturing the moment while you’re scoring a shot climbing over the opponent’s face.

Audio

This is something that I had high expectations for and the sequel didn’t disappoint. The soundtrack is groovy and always in tune with what’s going on the screen. There are no licensed tracks but plenty of background themes that are sure to get in your head. Just the main menu theme is catchy and uplifting enough, like sending you a message that you’re in a world of fun before even selecting what mode to play.

Overall

In the end, I had some reasonable expectations from NBA 2K Playgrounds 2 and the devs followed through. The same level of quality I  encountered in the first game is here as well, along with some improvements. There is an obvious nudge trying to get you to unload your wallet for a shortcut of players in the form of microtransactions. Despite that, it does not pose a much of an issue since the game is best played in short bursts and as long as you don’t have a strong need to have everything instantly right this very second, you’re good. At the core of it, the game is fun as much as it is pleasing to the eye and that’s what counts.

Capsule Computers review guidelines can be found here.

PUBG MOBILE BRINGS NORTH AMERICA REGIONAL FINALS TO SOUTHERN CALIFORNIA

PUBG MOBILE BRINGS NORTH AMERICA REGIONAL FINALS TO SOUTHERN CALIFORNIA

The world’s top streamers and content creators arrive in Long Beach for hit mobile game’s PUBG MOBILE STAR CHALLENGE (PMSC)

LONG BEACH, Calif. – Oct. 19, 2018 – This weekend, the world’s best professional gamers and internet celebrities are in Long Beach, California, to compete in Tencent Games and PUBG Corporation’s first-ever PUBG MOBILE STAR CHALLENGE North America Regional Finals, with the title sponsorship of Samsung Galaxy Note9. Also, PUBG MOBILE is available to be downloaded in Galaxy Apps. Organized by ESL, the world’s largest independent esports company, PMSC North America Regional Finals mark the first time PUBG MOBILE brings gameplay to life through a captivating esports experience.

Well-known competitive gamers such as Chad, Omgitsfirefoxx and Starsnipe will battle it out for a prize pool of more than $50,000, with cash prizes of $20,000, $15,000, and $10,000 for the top three teams, respectively. Along with the cash prizes, winners will earn spots in the PUBG MOBILE STAR CHALLENGE Global Finals in Dubai later this year. PMSC Global Finals will be held in Dubai Festival Arena from November 29 to December 1.

PUBG MOBILE’s first-ever North America Regional Finals are another powerful indication of the broad interest and support for mobile esports,” said Vincent Wang, General Manager, PUBG MOBILE Global Publishing Team. “Tencent Games and PUBG Corporation continues to foster and grow a passionate and dedicated PUBG MOBILE community that not only plays the game but is also invested in watching and participating in competitive tournaments.”

The broadcasters for the event also boast Internet star power, with an assortment of PUBG content creators, including Pansy and Powerbang Gaming.

Fans can purchase tickets to spectate the PUBG MOBILE STAR CHALLENGE North America Finals in-person at Thunder Studios at 20434 S. Santa Fe Avenue in Long Beach from Saturday, October 20th to Sunday, October 21st or through the PMSC website (link: http://www.pubgmobile.com/esports/) . All other fans can view the action on the official PUBG MOBILE Twitch channel and YouTube page.

Twitch channel: https://www.twitch.tv/pubgmobile

Youtube page: https://www.youtube.com/pubgmobile

PUBG MOBILE is available to download for free on the App Store Google Play.

PUBG MOBILE is developed by Tencent Games and PUBG Corp. and based on PlayerUnknown’s Battlegrounds, the original PC and Xbox One gaming phenomenon that took the world of interactive entertainment by storm in 2017. Up to 100 players parachute onto a remote island to do battle in a winner-takes-all showdown. Players must locate and scavenge their own weapons, vehicles and supplies, and defeat every player in a visually and tactically rich battleground that forces players into a shrinking play zone.

For more information, please visit the official PUBG MOBILE accounts on Facebook, Twitter and YouTube.