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First Blood Review

First Blood

Studios: Anabasis Investments
Publisher: Orion Pictures
Platforms: Cinema
Release Date: Out Now

So In the House is back for another season and we’re very excited to see their triumphant return with the first installment in the Rambo action film series: First Blood directed by Ted Kotcheff. I had not previously seen the movie when I came in to the theatre and I honestly had some preconceptions of what I was going to see based off of the pop culture that has sprung up around the film in the decades following. I was expecting an 80s action film with all the machismo and gungho violence inherent to that particular genre (similar to Predator). With that in mind, I holstered hunting knife and headed on down to George St cinemas.

Draz and Ryan from the Movie Nerds had a pre-recorded video promo discussing the film’s trivia. The two performed some fine banter and shared some interesting bits of trivia. A couple of my favourites were that the film’s script itself was rewritten over 60 times and that the original cut of the film ran for over three hours which forced Stallone and his agent to push for a shorter (and less damaging) cut of the film which was ultimately released.

Story

Our story opens with special forces veteran, John Rambo (Sylvester Stallone), meandering across the American West coast when he comes across the sleepy mountain town of Hope. The town’s sheriff, Will Teasle (Brian Dennehy), finds the vagabond veteran a nuisance and harasses John to leave town; John pushes back and gets arrested. During his mistreatment in lock up at the police station, some of the abuse he suffers triggers his memories of torture while serving in Vietnam and leads him to break out of the police station and go on the run. Rambo escapes into the mountains with the authorities soon giving chase but will his guerrilla training and war experience be enough to keep him alive?

The script is lean and mean and largely pairs as it can back in favour of giving you more action. The dialogue is sparse with the film setting up the central conflict early on with our two main characters, Rambo and Teasle, butting heads over fairly trivial issues but which grow into something far larger. The film does do quite well with conveying information through other means however. The war experiences of Sheriff Teasle in particular are not discussed explicitly but we see from his medals in his office in the back of a shot suggest that they have an effect on him in the present… and potentially serve as a source for his animosity to Rambo. The one exception to this is Richard Crenna’s Colonel Sam Trautman who laconically discusses Rambo in such glowing terms that the dialogue borders on fan-fictionesque.

The film’s ultimate climax is where I think the script truly shines as Rambo has his resistance finally brought to an end in a somewhat anticlimactic fashion. His final monologue as he expresses the rage, fear, and loneliness that his character experiences after the war while also dealing with trauma of his experiences while serving reveals itself as a masterful piece of screenwriting. Stallone’s delivery of these final lines are interesting in how he conveys the range of emotions and pain his character is dealing with. His stilted and unclear manner of speaking add a sense of verisimilitude to the character as someone who’s struggling. His performance, alongside Crenna’s as the paternal authority figure who’s grappling with the realisation of failing those in their charge, absolutely sells the scene and the film’s ultimate resolution.

Visuals & Audio

The visual direction is similarly paired back with everything except the action sequences. There is some very fine cinematography with regards to depicting the North-Western American mountain wilderness but mostly the camera to showcase the action. There were a number of sequences in the first act which had unusually long cuts to raise the tension before Rambo finally strikes from the underbrush to attack the police tracking him. The shots are particularly affecting because Rambo has been in the frame but hidden the entire time and so his sudden appearance when he attacks is as much a surprise to the audience as it is to the hapless policeman being attacked. There is not too much that is too grandiose in the film’s visual direction beyond these action sequences but honestly, that’s pretty much exactly what you need to make a film like this enjoyable.

The film’s soundtrack is fairly unremarkable but competent in it’s punctuation of the film’s narrative and emotional beats. The film’s score is your fairly common orchestral score but with some noticeable motifs for particular characters. Trautman, in particular, gets a particular trumpet solo whenever he’s on screen which gives a particular militaristic flavour to the soundscape whenever we see him. Ultimately, this score doesn’t leave too much of an impression beyond the film’s runtime but it does what it sets out to do and hits the emotional beats it needs to.

Conclusion

Overall, I very much enjoyed my time with this movie as a visceral action experience with a bit of thought under the hood. The story and characters are there to set up the film’s central conflict and don’t do much beyond that save some laconic bits of humour. The film’s visuals are similarly pared back but for the action sequences which it goes to great lengths to depict on the screen. The film’s score performs its job in punctuating the film’s story but doesn’t leave you with any earworms. The film knows what its strengths are and largely keeps to them by paring everything besides the action back. It was an excellent action film to watch on the big screen and I would absolutely recommend this film to any action movie fans and any of you who particularly enjoy Always Sunny in Philadelphia.

Kudos to the good folks at In the House with opening with such a banger!

For other films which In The House is screening, feel free to check out their schedule here.

Capsule Computers review guidelines can be found here.

Jump Force Brings Seto Kaiba to the Table as DLC

Now that Jump Force has been released worldwide for a little bit Bandai Namco has announced who the first DLC character will be when they begin releasing characters. After an initial free update in April that will add clans, a vertex event, and new avatar costumes May will see the release of Yu-Gi-Oh!‘s Seto Kaiba as well as two other fighters who have yet to be announced.

For now though the company has given us a look at how Kaiba will be fighting in the game as he, similar to Yugi, will be able to use his favorite cards in battle by summoning Blue-Eyes White Dragon and Obelisk the Tormentor. You can check out these screenshots of him in action below alongside a roadmap of what to expect for Jump Force, both in the way of free updates as well as paid DLC, over the next few months.

First Trailer Released for To All of Mankind

The first official trailer for Nippon Ichi Software‘s latest game, To All of Mankind, has been released and while it may not show a whole lot it does give us a brief look at the five heroines who must survive in Akihabara after a strange occurrence leaves them in a world that has fallen into ruin. With nature retaking the land, these girls must survive by hunting, gathering, and growing their own food while surviving the elements.

You can check out the footage below and as for the game itself To All of Mankind is set to be released on the Nintendo Switch and PlayStation 4 in Japan on May 30th and while the game has not yet been announced for release in the West, NIS America did just announce the localization of their other most recent title, Destiny Connect: Tick-Tock Travelers.

Anthem Review

Anthem

Developer: Bioware
Publisher: EA
Platform:PlayStation 4, Xbox One, Windows (Reviewed)
Release Date: 22 February 2019
Price: $59.99 USD / $99.95 AUD – Available Here

Video Review

Overview

Anthem is long time RPG developer Bioware’s first new franchise in quite some time, and Bioware’s first multiplayer shooter. Taking cues from Mass Effect, Anthem takes players to Fort Tarsis, two years after the Heart of Rage disaster. Freelancers wielding powerful Ironman-esque armour suits known as Javelins are now living in the shadows. Long gone are their glory days as heroes, but the reappearance of Dominion troops may offer the opportunity for the Freelancers to reclaim their honour.

Story

Bioware lives up to their reputation as Anthem is rich in story. The main plot is decent, but its twists are little a bit predictable. The biggest problem with the main plot is its short length. Things move at a quick pace and there just aren’t many story missions to begin with. While the main plot is not the deepest of story experiences, the writers make up for it with the game’s considerable breadth. It may not be every gamer’s cup of tea, but there are plenty of side stories and minor NPCs to discover. There is rarely a true good or evil answer in Anthem, but rather a sarcastic or a sweet response. The writers clearly see Anthem as a game as a service, at they spend a lot of the time laying down the foundation for future content instead of pushing the main story along.

Gameplay

Veterans of Bioware titles will feel the influence of the company’s previous titles all over Anthem. Mechanically, the game is a competent third person RPG-style shooter that mixes a pleasantly complex spell system with casual-friendly gun play. There are four Javelins in the game. Each Javelin has two standard abilities, a consumable, and an ultimate skill. The Javelins cover the standard RPG archetypes of tank, caster, melee DPS, and ranged DPS. There’s no true holy MMO trinity here, but rather a more modern approach that emphasizes dodging over soaking damage. The Javelins hit the right balance of being similar enough to transfer player skills between Javelins, but different enough to have a noticeably different playstyle.

Anthem’s ability system emphasizes teamplay. Many abilities can either apply a status effect or trigger existing status effects for extra damage. Players who aren’t willing to dig into the details can coast along and avoid the combo system all together but may run into a little trouble at higher difficulties.

One of Anthem’s biggest problems is its poor tutorials and documentation. The tutorial is extremely bare bones, only teaching players the basics of the game. A lot of more advanced, but vital mechanics like the combo system and status effect vulnerabilities need to be learned from the player journal or the load screen tooltips. New players would have been much better served by more generous tips popping up on the screen during the first five to ten player levels.

The mission design is poor, so players will be running the same basic mission structure repeatedly. Players will need to fly to a location, kill a few enemies, maybe find an item or two, then do it all again a couple more times. If the game is feeling spicy, it might just send you into a cave to do the same thing in a mini-instance. The obligatory flight sections feel like they’ve been forced into the missions to show off the game’s flight mechanics. It would have been much better to integrate flight into the mission design instead of turning the Javelin’s rockets into a glorified flying taxi. Puzzles are rare and equally repetitive, usually requiring players to find missing objects or match an icon. The game’s three dungeons aren’t much better, with incredibly dull final boss design. All fights are in three stages and each of the boss only has one marginally interesting mechanic.

Anthem is also direly lacking in content in general. The main mission line is astoundingly short. End game can be reached well before the level 30 cap for pilots. Once the side missions and the main storyline is done, players only have a small handful of options: fly around free roam looking for world events, grind out contracts, or run the game’s three dungeons. While many MMOs rely on post-game content drops to extend the end game, Anthem is already anemic out of the gate.

The Javelin controls are excellent. The controls follow the standard shooter layout. Even on PC, there is a generous aim assist for abilities that allow for quick deployment of abilities. Flying controls are traditionally the bane of the mouse and keyboard, but Anthem copies the very simple controls from a fellow EA title, Star Wars: Battlefront 2. So, whether you’re using a mouse or a thumbstick, you simply point in the direction you want to go, and the game takes care of the rest.

Anthem switches between a first-person view inside the safety of Fort Tarsis and a third person view in the Javelin. The city zone is hobbled by painfully clunky controls and slow movement. Compared to the agile Javelins, walking around on foot feels like the player is wading through mud. The Javelin and city sensitivity are linked, leaving the first-person camera feeling slow and mushy.

The menus are not well designed for PC. Loot management is quite a pain as the only way to mark multiple items as junk and salvage them all for parts is through the stash. Menu bindings are also not editable on the PC, so those with non-QWERTY keyboard layouts or non-standard binds may run into problems.

Anthem is also struggling with a general lack of polish. I didn’t run into many game killing bugs on the PC version, but there were enough smaller bugs to make the game feel like a beta. While I can’t speak for the speed of fixes on the console version, Bioware seems to be releasing patches and hotfixes at a pretty decent clip on the PC.

Visuals

Anthem is a good-looking game with a few hiccups. The art direction is very good. Enemy factions are visually distinct with some cool ideas. The Javelin parts range from industrial machines to some crazy sci-fi designs. The world is gorgeous but lacks a bit of variety. There are large stretches of towering cliffs and dense vegetation, but not enough interesting locales to provide enough variety to make parts of the map look visually distinct. The animations are good for the most part, though some of the NPC facial and body expressions are over-exaggerated.

Audio

The audio experience in Anthem is solid. The sound effects are excellent. As expected from a big AAA title from a major publisher, the voice acting is very strong, from the main characters all the way down to minor NPCs. The soundtrack is an enjoyable listen and reminds me a lot of the Mass Effect soundtracks with its light electronica tunes.

Overall

Anthem has a lot of room for improvement. Much of it can be addressed in future content releases, such as stomping out bugs and more end game content with better mission design. Others, like the poor design of the city controls, may end up following the game around like a ball and chain. Considering how well the Javelins handle, it’s a total disappointment the game has been ruined by its repetitive missions, short main story, and poor documentation.

Capsule Computers review guidelines can be found here.

Kotodama: The 7 Mysteries of Fujisawa Gameplay Footage Released

Kotodama: The 7 Mysteries of Fujisawa has been given its first bit of gameplay footage by PQube and in it we get both a look at some of the visual novel segments as well as a bit of the match sequences that players will need to complete in order to properly interrogate their targets and expose their truths, even if it means stripping them both figuratively and literally.

You can check out the footage below and keep an eye out for Kotodama: The 7 Mysteries of Fujisawa when it is released on the PlayStation 4, Nintendo Switch, and PC on May 31st in Europe and June 4th in North America.

Dragon Star Varnir Summer Release Planned

Idea Factory International has announced that they are planning on releasing Dragon Star Varnir sometime this summer for the PlayStation 4. To go along with this information the company has also released a new batch of screenshots as well as information that focus on the game’s battle system.

Dragon Star Varnir follows the story of a knight named Zephy who is almost killed while on a mission to hunt down witches only to be saved by two of these mysterious witches with the blood of a dragon. Given new magical abilities from their efforts he finds his fate intertwined with the witches and reluctantly joins them to fight against an Empire out to destroy his kind, ruthless dragon hunters, and a witch more powerful than any in existence.

As for the battle system players will find that battles in the game can take place a 3-tiered field where players can move freely between the top, middle, and bottom layers with players being able to use a variety of attack types on enemies such as slashing, piercing, shooting, or simply hitting them. With six types of magical abilities players will be able to easily target enemy weak points and while physical attacks can only be performed on enemies at the same tier, magic can target enemies on any tier.

While fighting enemies you can raise their Fear Level by targeting weak points and performing critical hits and if they happen to be truly afraid, they can be Devoured and unlock their skill tree. If an enemy’s fear level happens to reach the maximum level a weak point rush can occur and if they manage to be slain during this rush, a Devour is guaranteed. On top of this players will even be able to trigger Dragon Awakening, a transformation that increases a character’s abilities and armor.

Fade to Silence Officially Releasing on April 30

THQ Nordic and Black Forest Games have announced plans to release Fade to Silence onto the Xbox One, PlayStation 4, and fully on PC on April 30th where the console release will be priced at $49.99 and the PC release at $39.99. The game has previously been available on PC as part of Steam Early Access but this will be the official release of the game.

Fade to Silence takes place in a post-apocalyptic world where a strange infection has spread across the land and players take control of a man named Ash who is searching for his family and his daughter Alice. While Ash sleeps he can have vision-like dreams where an inner voice can inform him more about the world and even recap the story to keep players fresh on what they should be doing.

Super Dragon Ball Heroes: World Mission Trailer Focuses on Combat

After previously showing off the card creation system in the game Bandai Namco has now released a new trailer for Super Dragon Ball Heroes: World Mission that showcases how battles will work in the game. Since players will be able to build powerful decks featuring over 350 Dragon Ball heroes and 1,000-plus cards to unlock and use on the field of battle there will be a lot of options available so players can even save up to fifty different customized decks to fit any given situation.

You can check out the new trailer below and keep an eye out for Super Dragon Ball Heroes: World Mission when it is released on the Nintendo Switch and PC on April 5th in North America and Europe.

PUBG MOBILE CELEBRATES ONE-YEAR ANNIVERSARY WITH NEW FEATURES AND PLANNED EVENTS

PUBG MOBILE CELEBRATES ONE-YEAR ANNIVERSARY WITH NEW FEATURES AND PLANNED EVENTS

Special events and secret celebrity promotions planned as one of the most trending mobile games celebrates its first birthday

LOS ANGELES – March 14, 2019 – Can you keep a secret? Tencent Games and PUBG Corporation are rolling out several special events over the upcoming days to celebrate the one-year anniversary for PUBG MOBILE on Wednesday, March 20.

While exact details are still set to be a surprise, existing players may have already noticed the in-game lobby decorated as a birthday party with presents, cake and dance music. Starting Wednesday, March 20, players can expect to see additional features, updates and a special celebrity promotion through the game’s official YouTube channel.

“We want to thank the millions of players around the world for making this first year very special and we can’t wait to show you what we have in store in our second year,” said Vincent Wang, General Manager of Global Publishing Department, Tencent. “Words cannot express what the first year of PUBG MOBILE’s release has meant to the PUBG MOBILE team and, more importantly, our thriving and passionate community of players”.

With more than 200 million downloads and 30 million concurrent users worldwide*, PUBG MOBILE took the mobile esports scene by storm with 2018’s PUBG MOBILE STAR CHALLENGE 2018 (PMSC 2018) Global Finals, a worldwide circuit of tournaments that saw more than 230 million online views and over 5,000 attendees onsite at the finals in Dubai. Indonesia-based team RRQ Athena took home the Global Championship, claiming $200,000.

In addition to the recently announced PUBG MOBILE Club Open 2019, players can expect even more surprises for the game’s esports initiatives this month during 1st Anniversary campaign.

In 2018, PUBG MOBILE took home multiple awards and nominations, just eight months after the game’s release. The game earned three awards at the Google Play Awards last month, including “Best Game.” It also won the “Mobile Game of the Year” award at the 2018 Golden Joysticks and received nominations from The Game Awards and the App Store.

PUBG MOBILE is available to download for free on the App Store and 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 MOBILEaccounts on Facebook, Twitter and YouTube.

* – Excludes China

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Crytek Releases Neon Noir, A Real-Time Ray Tracing Demonstration For CRYENGINE

Crytek Releases Neon Noir, A Real-Time Ray Tracing Demonstration For CRYENGINE

The new feature, used to create a futuristic drone scene, is currently in development and will come to CRYENGINE this year

FRANKFURT, Germany – March 15, 2019 Crytek has released a new video demonstrating the results of a CRYENGINE research and development project. Neon Noir shows how real-time mesh ray-traced reflections and refractions can deliver highly realistic visuals for games. The Neon Noir demo was created with the new advanced version of CRYENGINE’s Total Illumination showcasing real time ray tracing. This feature will be added to the CRYENGINE release roadmap in 2019, enabling developers around the world to build more immersive scenes, more easily, with a production-ready version of the feature. 

Neon Noir follows the journey of a police drone investigating a crime scene. As the drone descends into the streets of a futuristic city, illuminated by neon lights, we see its reflection accurately displayed in the windows it passes by, or scattered across the shards of a broken mirror while it emits a red and blue lighting routine that will bounce off the different surfaces utilizing CRYENGINE’s advanced Total Illumination feature. Demonstrating further how ray tracing can deliver a lifelike environment, neon lights are reflected in the puddles below them, street lights flicker on wet surfaces, and windows reflect the scene opposite them accurately.

Neon Noir was developed on a bespoke version of CRYENGINE 5.5., and the experimental ray tracing feature based on CRYENGINE’s Total Illumination used to create the demo is both API and hardware agnostic, enabling ray tracing to run on most mainstream, contemporary AMD and NVIDIA GPUs. However, the future integration of this new CRYENGINE technology will be optimized to benefit from performance enhancements delivered by the latest generation of graphics cards and supported APIs like Vulkan and DX12.

Ray tracing is a rendering technique that simulates complex lighting behaviors. Realism is achieved by simulating the propagation of discreet fractions of energy and their interaction with surfaces. With contemporary GPUs, ray tracing has become more widely adopted by real-time applications like video games, in combination with traditionally less resource hungry rendering techniques like cube maps, utilized where applicable.

The experimental ray tracing feature simplifies and automates the rendering and content creation process to ensure that animated objects and changes in lighting are correctly reflected with a high level of detail in real-time. This eliminates the known limitation of pre-baked cube maps and local screen space reflections when creating smooth surfaces like mirrors, and allows developers to create more realistic, consistent scenes. To showcase the benefits of real time ray tracing, screen space reflections were not used in this demo.

Developers everywhere can harness the power of CRYENGINE by visiting www.cryengine.com.

About Crytek

Crytek is an independent videogame developer, publisher, and technology provider dedicated to pushing the boundaries of gaming with its cutting-edge 3D game development solution CRYENGINE. With headquarters in Frankfurt am Main (Germany) and studios in Kiev (Ukraine) and Istanbul (Turkey), Crytek has created multiple award-winning titles, including the original Far Cry, the Crysis series, Ryse: Son of Rome, Warface, The Climb, Robinson: The Journey and Hunt: Showdown. Crytek delivers fun and innovative gaming experiences for PC, consoles, and VR and continues to grow its reach in the games-as-a-service market. Every Crytek game is created with CRYENGINE, which can be used by anyone to create games.

For more information, visit www.crytek.com and www.cryengine.com.