KOEI TECMO EUROPE UNVEILS GAMING PLATFORMS FOR UPCOMING TITANIC ACTION GAME A.O.T. 2
Don The Omni-Directional Mobility Gear And Experience The Gripping Events From Season 2 Of The Worldwide Anime Hit, ‘Attack on Titan’
Hertfordshire, 25thSeptember 2017 – KOEI TECMO Europe is excited to unveil today that A.O.T. 2, the sequel to 2016’s titanic action game, A.O.T. Wings of Freedom, is currently in development for physical release on the PlayStation®4 computer entertainment system, and Xbox One, the all-in-one games and entertainment system from Microsoft, Nintendo Switch™, and digitally on Windows PC via Steam®.
A.O.T. 2 delves deeply into the fascinatingnarrative of Attack on Titan’s second season and offers players exhilarating action and new challenges, as it introduces the newly improved omni-directional mobility gear offering advanced freedom of movement and targeting precision to counter enhanced Titan movements.
Players will be able to try their new moves against these fearsome Titans as they control characters from a Titan-sized roster! Outside of battle they will be able to deepen their relationships with their fellow squad-mates while gaining greater insight into life within the walls thanks to more advanced RPG elements.
While more information about the game’s release date, narrative, and new mechanics will be unveiled in the coming weeks, KOEI TECMO released a new selection of in-game assets which further showcase famous scenes from the anime and character interactions outside of battle.
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. TECMO is best known for the Dead or Alive® and Ninja Gaiden®series. KOEI is best known for its Dynasty Warriors® and Samurai Warriors® franchises. On April 1, 2009, KOEI TECMO HOLDINGS CO., LTD was established as a result of the TECMO, LTD. and KOEI Co., Ltd. merger. More information about KOEI TECMO EUROPE LTD and its products can be found at www.koeitecmoeurope.com
After the success of Divinity: Original Sin, Larian Studios turned to Kickstarter once again to bring a sequel to their highly regarded RPG to life. After over a year in Steam Early Access, Divinity: Original Sin II is out on Windows PC. The game boasts an even larger world that before and new features like four player co-op, split-screen multiplayer, and a Game Master mode for unlimited adventures.
Story
Divinity: Original Sin II is set centuries after the original game. Anyone with a hint of Source power are being hunted down and imprisoned after the leader of the Magisters, Bishop Alexander, declares them to be a danger to society. The writing in Divinity: Original Sin II is top notch. The dialogue is flawless. Like a good fantasy title, each character has their own personality that is influenced by their race’s culture without becoming a bumbling stereotype. I love the fact many NPCs will have very different conversations depending on which player character initiates the conversation. The story is engrossing, even for players who are new to the franchise. The time gap between the two games is great enough that missing out on (or forgetting) the events of the previous game does not detract from the sequel. The story contains some mature themes at times, but always manages to handle it in an equally mature manner. Even characters role-played as bloodthirsty psychopaths seem dangerous and unstable without becoming edgy, attention seeking annoyances.
Divinity: Original Sin II offers players a choice of six characters with their own unique origin story or a custom character. The six origin character stories are varied in nature, making it easy for players to find a character with a story that interests them. Having six, well written origin characters can understandably make selecting a character to start with a bit of a challenge for some. Luckily, the all the origin characters can be recruited as companions so players can easily experience all six character’s stories in a few playthroughs. Players do not have to worry about sacrificing party balance for characters they want to play with either, since players have the option of adjusting character classes right at the beginning.
Gameplay
Divinity: Original Sin II is a turn based tactical RPG in the same vein as classic computer RPGs like Neverwinter Nights. Character creation is about as simple or as detailed as a player wants it to be. Upon choosing one of the six origin characters or a custom character, players can opt to jump right into a game by picking starting class. Otherwise, power gamers can go nuts and adjust every skill point and stat to their min/maxing hearts content. The game’s format is similar to more recent d20 systems. Each character has a set of basic attributes that all other stats are calculated from. Each level awards players two extra attribute points and an ability point that can be spent on combat or social abilities. Additionally, players get a talent point every five levels. Unlike abilities and attributes, talents provide special effects that generally shy away from modifying stats. It may sound a bit much for absolute RPG newbies, but it actually strikes a good balance in complexity. The system is deep enough to provide some reward for creating good characters without being overly punishing to those who don’t feel the need to power game.
The scope of Divinity: Original Sin II’s world is incredible. The world feels absolutely alive with NPCs who do more than just fill space. Many have small side quests, provide hints, and react to the changing circumstances in-game. I really like the fact almost every character in the game participates in trading even at small scale as it gives players a little extra incentive to just chat with everyone. There are a lot of quests in the game. They are interesting, have a huge variety of objectives, and often have multiple solutions. I’m absolutely thrilled that many quests can be solved peacefully.
The crafting and rune systems is a simple, approachable affair. Players simply throw the desired materials into the window and hit the craft button. If the recipe is valid, players get their item. If not, no harm or foul. The crafting and rune systems may not be very deep, but it definitely makes up with its vast size. Everything from food to skill books can be made. Weapons can gain a variety of buffs from runes that can benefit a well tuned party.
Combat is a challenging, yet rewarding. Divinity: Original Sin II uses a turn-based system that requires a lot of strategic thinking from players as status effects, elemental damage, and positioning play a key role in combat. Many environmental effects and status effects have synergies with a variety of elemental damage. For example, an area can be cleared of poison clouds with a quick rain spell that also applies the wet status to characters and puddles on the ground. A follow up lightning skill will dish out even more damage and electrify the water for the next few turns, applying the shocked effect to anyone who walks through the puddle. Add in friendly fire and combat becomes incredibly punishing at high difficulties.
Probably the only thing I can really find wrong with Divinity: Original Sin II is its high difficulty level in the first hour. Keeping up enough health to stay alive in the first bit is a real challenge as resurrection scrolls and health potions are quite pricey. The moment players are able to get a bedroll of their own to heal out of combat and a character with a permanent heal skill makes all the difference in the world. There are a lot of bed rolls scattered around the early areas of the game, but no clear recommendation to have characters top up between fights by resting. I think a few pop up reminders to rest on a bedroll while characters are in the Fort Joy area would have made a huge difference.
The control scheme for Divinity: Original Sin II is excellent. The game offers both mouse and keyboard and controller support right out of the gate. The controller support is an absolute must for the game’s split-screen co-op mode. The UX is simple and clear. The menus are easy to figure out and to navigate.
New to the series is the Game Master mode. As if the game’s already giant campaign isn’t enough content, creative gamers can use the Game Master tools to run their own custom campaign with their friends. Much like standard pen and paper RPGs, the game master runs the campaign, guiding players through their adventures. The GM mode is laid out in a self-explanatory way. While the mode lacks an in-game tutorial, it doesn’t take long at all to figure out the very basics. Considering the challenges of running pen and paper RPGs online, Divinity: Original Sin II offers a unique alternative to GMs looking to implement a more video game experience for their table top group.
Visuals
Divinity: Original Sin II delivers an excellent visual experience. The art style is high fantasy that does not shy away from bright and vibrant colours. On the technical side, the textures and models look great. The animations are solid. In my testing, I had no issues with the game.
Audio
The audio in Divinity: Original Sin II is stunning. For starters, the entire game is fully voice acted, from the main characters down to the most minor animal that can only be spoken to with the right talent. The voice acting is generally the sort of quality you would expect from an AAA title from a major publisher’s holiday release. The sound effects are enjoyable. The soundtrack is a masterpiece that deserves to be listened to outside of the game. Video game music fans will definitely enjoy having this soundtrack in their collection. A seemingly minor, but impressive part of the soundtrack is the part of the character creation process that offers players a chance to choose the soundtrack’s lead instrument from four options. I think it is a great way to help set the tone for a character.
Overall
Divinity: Original Sin II deserves a game of the year win. After years reviewing video games, it is rare for me to find a game I want to keep playing the moment after I finish reviewing it due to the intense nature of playing games critically for extended periods of time. To my great surprise, I feel a real sadness as I type out these final words of my review, knowing that another game for review will soon come to take away me away from Divinity: Original Sin II. The game is so close to perfect with its excellent writing, solid gameplay, beautiful visuals, and amazing audio that I just want to keep playing. Divinity: Original Sin II is a shining example of why it’s great to be a PC gamer in the golden age of PlayStation and Xbox.
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ArenaNet and NCSoft released the latest expansion for the long running MMOGuild Wars 2. Path of Fire is the second expansion for the game and introduces brand new features to the game. Previously, the main method of transportation was teleporting to set waypoints and either walking or gliding the rest of the way. Path of Fire introduces mounts for the first time, but with a twist. Instead of simply being a nameless mode of transportation, the four types of player mounts are companions that each have their own special trait. Additionally, each of the nine professions in the game are getting elite specializations that put a new spin on the profession.
Just in time for Guild Wars 2’sfifth anniversary, Guild Wars 2: Path of Fire fittingly takes players back to Guild Wars: Nightfall’s setting in the Elonian desert. The god of war and fire Balthazar has laid siege on the Elonia and the Crystal Desert. Tyria’s heroes have been called to the front to put a stop to Balthazar and his army.
Guild Wars 2: Path of Fire is available now at digital and retail stores in North America and Europe. While Guild Wars 2 itself is now free to play, Path of Fire starts at $29.99 USD and comes with a free level 80 boost for one character.
Harmonix(Rock Band 4) has finally put a release date on their newest IP. The veteran music game developers will be releasing Super Beat Sports on the Switch on October 12. The game will be a Switch exclusive. Super Beat Sports features a series of sports-inspired, rhythm based mini-games with adorable graphics and a catchy beat. Players will use the Joy-Con to swing, volley, and hit to the rhythm of the music as a group or solo.
To introduce gamers to Harmonix’s musical takes on popular sports, Harmonix is releasing a series of trailers that re-imagines the game’s five mini-games as real life activities. Whacky Bat was revealed last week. This week brings us Net Ball, a weird tennis inspired game with a touch of beach volleyball. Trailers for Rhythm Racket, Buddy Ball and Gobble Golf will probably follow in the coming weeks.
Bluehole, Inc, the Korean developers behind the massively popular Playerunknown’s Battlegrounds (PUBG), has issued a statement accusing American developers Epic Games of ripping off PUBG with the latest Fortniteupdate. Fortnite is launching a new 100 player Battle Royale PVP mode on September 26th. Bluehole, Inc alleges that Fortnite has a similar UI, gameplay, and structure as PUBG‘s battle royale experience. The Korean company says they were pushed to act when Epic Games repeatedly referenced PUBG in their communication with both the community and the press.
Bluehole, Inc is finding itself in an awkward position as they are currently licensing Epic Games’ Unreal Engine 4 for PUBG. Bluehole, Inc is being quiet about their next step besides issuing a public complaint via press release. Taking Epic Games to court may be in the cards. Bluehole’s Vice President and Executive Producer Chang Han Kim, hinted to the possibility with his choice of words when he made it clear that Bluehole is collecting evidence about the similarities between the two games.
Obsidian Entertainment has announced they will be working with indie publisher Versus Evil to release Pillars of Eternity II: Deadfire. The game is set to arrive on Linux, Mac, and Windows in 2018. The first game, highly regarded Pillars of Eternity, was published by the much larger Paradox Interactive. Obsidian Entertainment CEO Feargus Urquhart released the following comment:
We are thrilled to be working with the team at Versus Evil on Pillars of Eternity II: Deadfire, the first sequel we’ve ever made into one of our own IPs. Partnering with a team that is as passionate as we are about making Pillars of Eternity outstanding has already been such a gratifying and exciting experience. We know that Steve and his team will treat Deadfire right and help us make it the game that our incredible fans and generous backers expect and deserve.
Pillars of Eternity II: Deadfire is a massive expansion of its predecessor. The game boasts a larger world, a more complex story, and a companion relationship system. Set in the Deadfire Archipelago, players will explore the exotic islands in a quest to save their souls from eternal damnation by hunting down a god.
The racing genre has evolved immensely throughout the years as fans have flocked to numerous types of games ranging from open world environments that allow players to travel wherever they want taking part in various events along the way, to taking part in arcade style races, and even presenting gearheads a chance to fiddle with every possible option when it comes to tuning their vehicle for the best precision performance. The type of game that falls into that last category is a bit on the thinner side but that is what the Project CARS series has been about and with the second game freshly tuned and out of the garage, is it time for fans to come back to this simulation style of racing?
Gameplay
Now even if you happen to be a veteran of playing racing games one of the first things you’ll want to do in Project CARS 2 is take a look through the settings and make various adjustments to the numerous settings and assists that are available here. This includes the ability to lay down a dynamic racing line to keep players racing on the best possible path, turn notifications, assists that will automatically begin braking when taking turns too quickly, and even real-life driving features that come standard with most cars such as ABS and more.
This wide array of customization allows for numerous elements of the game to be tweak to fit your skill level, though you will likely want to increase the steering sensitivity right off the bat as it is kept at an incredibly low level, making cars feel unresponsive on a standard controller and even after spending numerous races tweaking these settings it rarely feels like you have the best control available. For those who are playing with a racing wheel, there are a number of options specifically set aside for that control method as well.
Once you’ve tweaked the settings to your liking there is a massive amount of content awaiting you and the aforementioned options don’t end at the settings screen. Before any race players are given a massive amount of control over nearly every element of the vehicle they are driving. This includes tuning individual parts of the car as well as determining just what you want your pit crew to focus on when you pull in for a new set of tires and extra fuel. If this seems like a lot to take in, well it really does feel overwhelming more often than not, but thanks to certain pre-sets and in-game suggestions you can usually get by without understanding every little option in the garage.
Most of the time you spend racing in Project CARS 2 will be during the extensive career mode that is available to players with almost every tier available right off the start. If you feel like starting at the bottom racing karts around a track or feel like jumping into third tier vehicles right away then you have that option since only the two highest tiers of racing are locked until you prove your mettle as a driver in the other tiers. Other than these tiers it is worth noting that special Manufacturer based events are also locked behind relationship levels that require the player to use certain brands of vehicles in their races enough time to unlock. This gives racers a little something extra to work towards as these are the only real unlockables in the game since everything else is available right off the bat.
With over a hundred and eighty cars to choose from that range across nine different racing styles, over sixty different track locations, and over a hundred and forty different track layouts to race through, there is an insane amount of content to delve through here. Sure a few of these vehicles may be a bit similar in appearance or simply misses in the community but Slightly Mad Studios has managed to license huge names in the automotive industry including Ferrari, Lamborghini, Porsche, and many more. That being said, those who want to try racing around on classic cars will be at a bit of a loss as the selection here is incredibly sparse, especially when it comes to the beloved American muscle car.
Outside of the aforementioned career mode, players also have the option of taking their skills online to try their best against other racers through competitive play. It is interesting to note that the developers have included a feature called “reputation” that will keep players who drive dirty from playing with those who want to play as clean as possible. Unfortunately this can be a bit of a negative as unintentional crashes can hurt the player’s reputation though this filter is optional so even those who may spend some of their time ending up in a corner after causing a pile-up can still find matches.
There are also quick races that are available that simply pit the player against the AI in a highly customizable event that allows the player to choose whichever vehicle they wish and a track fitting said vehicle. This is easily one of the fastest and best ways to get the hang of the game and makes for a great way to experience the best that this game has to offer, especially when you want to settle in for an incredibly lengthy race and experience the different ways the track can change during a single race. While racing through the track it is entirely possible for the weather to alter the conditions of certain areas, potentially creating puddles that can make it difficult to keep traction with the road and even snow can be difficult, forcing players to battle the track as much as their other drivers.
That being said, these weather changes also can bring forth some of the biggest issues with the game and that is the AI of other drivers. Players can adjust their speed and aggression as they wish but even when kept at the same setting they will often behave rather erratically. I’ve seen times where nearly the entire field would struggle to make one of the first turns on a track to cars randomly losing control during the best conditions possible only for them to easily manage a rain-slick road. This also plays a factor when it comes to qualifying for races in career mode. More often than not players will find that their fellow racers are capable of pulling off incredible times if you happen to skip the qualifying laps after setting a satisfying time for yourself, putting what seemed like a pole position into a middle of the pack starting point. Combine that with the fact that the penalty system, which can be turned off as well for single player but is terribly annoying online, is incredibly eager to force players to fall back to previous positions when in navigating through a cluster of cars.
Visuals & Audio
With over a hundred and eighty different types of cars to select from, players will find a wide array of vehicles that will fit their tastes in nearly every class and Slightly Mad Studios has made sure even the simplest of these vehicles is as thoroughly detailed as possible. Combine this with the numerous locations that are, for the most part, heavily detailed to mimic a track’s real location and you have a great looking experience. This is especially true when these vehicle models are paired with the dynamic weather effects and changes to the track that can happen during these conditions.
That being said, there are some times that the game will suffer from a bit of slowdown when navigating through a large pack of vehicles during some of these conditions. These slowdowns tend to be fairly uncommon but appear often enough to be worth mentioning. As far as the sound effects for Project CARS 2 goes, players will be delighted that the developers have made sure to replicate the various sounds that one would expect when driving a real race car. Players also will be treated to a soothing instructional voice when navigating through menus and even the spotter, who can be turned on for every race if you so wish, is voiced in simple but fitting fashion.
Overall
Project CARS 2 may seem like a challenge for newcomers and it isn’t ready to handle these players with kid gloves though that doesn’t mean you need to be an elite racer to get the hang of the game. With numerous settings to modify and options that allow the player to adjust the experience to fit their liking, players will find that Project CARS 2 is an incredibly unique type of racing game that has an immense amount of tracks and vehicles to play through, with more than enough content to scratch the itch of racing fans despite some rough issues with the AI and track penalties.
Epic Games announced a slight change in strategy today for their upcoming free to play shooter Fortnite. The game’s newly announced Battle Royale PVP mode will be free to play starting on September 26 on PC, PlayStation 4, and Xbox One. The PVE mode will remain as a paid early access until its planned free to play launch in 2018. The move will likely help populate the mode’s hundred player matches, and Epic is probably banking on the PVP mode bringing in some more paid customers for the PVE early access.
Fortnite is a sandbox survival shooter set in a zombie-like outbreak. In the “Save the World” PVE campaign, players gather supplies during the day to construct their forts with shooting platforms, mazes, and traps. At night, players must hold out against waves of zombies in their forts. The PVP Battle Royale mode is a 100 player free for all that allows players to build forts and do battle with each other to be the last player standing.
Stunlock Studios announced that Battlerite, their spiritual successor to Bloodline Champions, will be leaving Steam Early Access and going free to play on November 8. The game has been on Steam Early Access on a paid basis for the last year. Those who purchased the game during the early access period will get permanent access to all champions, both current and future, and a special founder title and avatar.
Today’s announcement is the start of some big updates to Battlerite. Starting September 29th, a Halloween themed event will be running for five weeks that will introduce a swath of Halloween themed items to the game. A major overhaul patch will be going out in October to prepare for the game’s release which will include the new 2.0 UI and a new, unannounced game mode. The free to play launch in November will bring a new champion, new music, and over 200 new items to the game. Stunlock Studios has released their full road map for the coming months in their New Era announcement.
To celebrate the announcement, Stunlock Studios will be running a free week from September 25 to October 1. Anyone with Steam will be able to try the game and the Steam Early Access bundle will be 50% off during the free week.
Battlerite is a competitive arena brawler that mixes in elements of top down shooters and fighting games. Players participate in 2v2 or 3v3 arena battles as one of 21 champions ranging from close combat brawlers to long distance support characters. The game is currently available on Steam Early Access for 19.99€/$19.99 USD/£14.99.
Square Enix revealed their newest IP at the PlayStation Press Conference in Japan. Left Aliveis a survival action shooter set in what appears to be a war torn city full of high tech vehicles. Little information has been released about the game beyond a teaser trailer, the game’s poster, logo, and some scant details.
The game will be launched for PlayStation 4 and PC via Steam in 2018. Square Enix has rounded up some big names from the Japanese video game development scene for this project. Toshifumi Nabeshima, best known for his work on the Armored Core series, will be directing the game. Yoji Shinkawa is Left Alive’s character designer, which would explain why the game’s poster looks so similar to his previous work on the Metal Gear series. Takayuki Yanase is handling mech design and has previously worked on titles like Ghost in the Shell: Arise, Mobile Suit Gundam 00, Xenoblade Chronicles X.
Square Enix has promised to reveal more detail about Left Alive when the Tokyo Game Show kicks off.