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Nights of Azure 2: Bride of the New Moon Review

Nights of Azure 2: Bride of the New Moon

Developer: Gust
Publisher: Koei Tecmo
Platforms: Switch, PlayStation 4 (Reviewed), PC
Release Date: Available Now
Price: $59.99 USD – Available Here $89.95 AUD – Available Here

Overview

For the most part GUST has been known to develop games that are on the lighter side of things, often allowing players to enjoy the journey and interacting with as many characters as possible along the way. About a year and a half ago the developer tried their hands with something a bit darker in nature with Nights of Azure and saw a mild level of success from the game and now here we are with Nights of Azure 2: Bride of the New Moon. With a number of new mechanics and a brand new storyline, is this entry in the series worth your time?

Story

Set some time after the events of the first game the history remains mostly the same, so for those who may be jumping in now, a demonic being called the Nightlord being defeated only to spread its dangerous essence called Blue Blood throughout the land. Anything touched by this blood became, whether it be human or animal, became a fiend that would terrorize the land. In an attempt to put a stop to the fiends, the Curia organization was born and has since worked to prevent such evil from ever rising again.

A female agent by the name of Aluche is given the task of guarding her childhood friend Liliana, who is now a priestess of the order, to the Curia but it is here they find out that only a horrible fate will await the pair. To put a stop to the new evil, known as the Moon Queen, an existence called the Bride of Time must be sacrificed and Liliana is the one who has been selected as the bride. Unprepared for such a mission, the pair set out but It isn’t long before another friend from their past by the name of Ruenheid appears to inform them that there is another possibility to that the Curia speaks of, but all that is for naught as the party is beset by none other than the Queen herself.

After being slain in combat, the game takes a new turn as Aluche awakens from her death to find that she is being cared for by the strange Doctor Camilla who informs her that, in an effort to revive her, Aluche is now a half-demon as a demonic heart now beats within her chest. To make matters worse, since her death the location of both Liliana and Ruenheid have been lost. As such, Aluche sets out with a tainted power in an attempt to save her friends and the world, no matter what route she must take.

There is a certain problem that arises when you create a storyline that thrives when you interact with the cast and learn little bits about them and enjoy the service that is provided as your relationship grows and hamper it with something as frustrating as a time limit. Gust is no stranger to placing time restrictions on story events as the majority of the Atelier franchise featured such a system but nowhere did it feel more restricting as in Nights of Azure 2: Bride of the New Moon.

You see, as you advance the story you can take part in various sub-plots and raise your affection level with the numerous “Lilies” as your female companions are called in the game but thanks to a strict time limit and other mechanics, you’ll often be limited in these relationships to a rather frustrating level. The core storyline itself is fairly well handled and offers some unique little twists here and there but don’t expect anything to really jump out of the story outside of the aforementioned character interactions.

Gameplay

In many ways Nights of Azure 2: Bride of the New Moon plays similar to its predecessor as players will find that their home base is Hotel Eterna where Aluche can speak with her Lily companions, purchase and sell items and equipment, take a dip in a bathing suit, or even have a cup of hot chocolate with your companions. This is also where players will be able to use accumulated Blue Blood to power up Aluche and raise her levels.

For the most part, players will be spending their time outside of Hotel Eterna and taking part in field missions where Aluche will battle against enemies and try to complete as many tasks possible within a limited time frame. You see, thanks to Aluche not being accustomed to her new body there is only so much time that she can spend out in a field before having to return to Eterna and get some rest. To make things worse, players are given a second time limit where every time Aluche returns to rest, a night passes and once the moon grows completely dark, the game comes to an end. This means that not only are players limited in actual exploration but they are also limited in how long they can explore before worrying about advancing the storyline and returning the moon to its previous phase, making players have to often make sacrifices in an attempt to see as much of the story as possible without risking a game over screen.

That being said, the actual combat isn’t that difficult to master as Aluche controls in similar fashion to a standard hack and slash title where she can unleash various light and heavy attack combinations. To change things up this time the party system has been revised and the Servan system has also been made a bit more limited. Two Servans can still be brought with Aluche and a few of these can even change into different weapons for her to wield, but for the most part they are used to take advantage of various blockades that are inserted into levels.

These include areas that require a Servan capable of burning a path, or something else, and there will be instances you’ll need to worry about whether you need strong fighting Servans or those capable of clearing an obstacle in an attempt to avoid having to return to Eterna and lose your available exploration time, potentially ruining a chance to complete a limited mission. Thanks to this, actually trying to complete as many side missions and Lily interactions as possible is something of a pain that is hard to be annoyed by.

The other change to the party system in Nights of Azure 2: Bride of the New Moon is that Aluche can now be accompanied by a Lily, one of the female companions who join her on her mission. The Lilies’ AI can be given four different patterns to follow though thanks to how certain elements tend to play out, you’ll usually want them to stay focused on the enmy you are attacking. This is thanks to “Double Attacks” and “Revenge Attacks” that happen when Aluche and a Lily attack the same enemy at the same time or damage an enemy that hurt one of the pair.

Whenever this happens a tension gauge is filled and special skills can be activated. These skills vary depending on what Lily you have assisting you but they range from small buffing abilities or small scale attacks to large area of effect attacks capable of completely wiping out an enemy force. With these abilities growing stronger as your bond with a Lily is increased, players are encouraged to strengthen the Aluche’s relationship with these characters, though don’t expect most combat encounters to be too difficult even with an unfamiliar partner as most encounters, even some boss battles, can be incredibly easy on the Normal difficulty setting, so you will likely wish to avoid the suggested Easy difficulty unless you happen to be entirely new to action RPGs.

Visuals & Audio

The aesthetic from the first entry in the series remains intact in the sequel here but that isn’t a bad thing as these unique designs are not only quite detailed but incredibly gorgeous. The character designs for most of the main cast come in a wide array of styles, though be prepared for even the basic clothing designs to be fan-service heavy, and basically every character has a swimsuit design as well so be prepared for that too. The environments that Aluche travels through and the enemies that you battle against are fascinating and feature quite a bit of detail so even though you may revisit areas a few times, you’ll never feel bored retreading territory.

It is worth noting that this release of the game comes with only the original Japanese voice track. This works well for the most part as the voice actresses fit their roles well here and the subtitles do a solid job keeping up with the dialogue without any noticeable issues like previous Koei Tecmo releases. The soundtrack also features a wide array of music that fits the theme and aesthetic of the game perfectly, making any venture into the battlefield a treat when you aren’t rushing from place to place.

Overall

Keeping the same gorgeous aesthetic and theme from the first game Nights of Azure 2: Bride of the New Moon makes enough changes to the game’s combat mechanics to keep things feeling fresh and offers a decent enough storyline with highly enjoyable character interactions that will keep players engaged. The issue being that despite its improvements, the combat remains mostly simple in nature and the timer is far more of an issue than it should be. As such, while Nights of Azure 2: Bride of the New Moon may not bring too much to the table for newcomers, fans of the original will be pleased with the improvements and the emphasis on relationships in this entry.

Cyberdimension Neptunia: 4 Goddesses Online Review

Cyberdimension Neptunia: 4 Goddesses Online

Developer: Tamsoft
Publisher: Idea Factory International
Platform: PlayStation 4
Release Date: Available Now
Price: $59.99 USD – Available Here $89.95 AUD – Available Here

Overview

The Neptunia series has really blossomed since originally being released as a standard RPG on the PlayStation 3 many years ago. Since then it has seen numerous mainline titles that have been remade with enhancements that were added in later titles and a large number of spinoff games that have resided on the PlayStation Vita with the genre of these spin-offs ranging from strategy to idol managing sims. With the release of Cyberdimension Neptunia: 4 Goddesses Online we see the series take a bit of a new step as not only is this the first spin-off to arrive on a home console it also happens to be the first entry to make the move to Unreal Engine 4.

Story

A unique element about this game is the fact that while the game continues to take place in the world of Gamindustri with the four CPU Goddesses, Neptune, Noire, Blanc, and Vert taking the main roles as the leaders of their nations, these four aren’t about to be venturing through dungeons in their real lives. Instead the four of them have been invited to beta test a brand new version of Vert’s favorite MMO, 4 Goddesses Online. With the girls choosing to play together, they have stepped into some new roles with some outlandish choices being made, such as Blanc being a priest, Vert being a sword wielding enchanter, and Noire playing as a Black Knight with a spear as Neptune steps into a standard Paladin style role.

Playing as their perfectly recreated avatars, these four are introduced to the world of Alsgard by the guardian spirit named Bouquet who informs them how the world came to be and inform them that they are the chosen ones who must help restore power to the Tree of Life by gathering four Sacred Treasures and summon the four goddesses back to the world to put a stop to the revival of the Demon King Jester who had previously challenged the goddesses to the point that they could no longer freely enjoy the world they created.

Although the stakes might not seem very high when you consider the fact that the game takes place inside of an MMO rather than the actual world, there is still a fairly interesting plot to go alogn with Cyberdimension Neptunia: 4 Goddesses Online. The storyline is still fairly harmless in nature, though there are some serious moments here and there, and if you happen to love the comedic stylings of the series then you will be pleased to hear that it all returns with a flourish. The fourth wall breaking jokes are even more abundant considering the “game within a game” nature of the story and the clear parallels the game draws with certain other series involving MMOs.

This light hearted comedy plays a major role in keeping things interesting as the characters continue to take shots at one another and the world they are exploring. There is a bit of something for everyone when it comes to the comedy on offer here and don’t worry, even the CPU Candidates get plenty of time to shine. Even though the story really doesn’t delve too deeply or offer any major developments for our familiar cast of characters, Cyberdimension Neptunia: 4 Goddesses Online is a nice and light refresher between many of the darker games we see released every month.

Gameplay

Being a spin-off game, Cyberdimension Neptunia: 4 Goddesses Online focuses on being an action RPG more than anything else. Players will freely battle in an open dungeon where all four of their party members will make use of skills and attack as they wish, or at least depending on your battle plans, while enemies follow the same patterns. The game features a standard MMO style of user interface with players being able to use skills from a skillbar, keep an eye on your party’s health and MP on the right, and even a little chat window on the right that shows off various details and in-game character chatter.

Players will find that there are various mechanics and systems that will need to be used to make the most of the system. This includes blocking and parrying enemy blows to leave them open for retaliation and making use of the various weapons and armor upgrades that are made available through the title. To be fair, most of these mechanics should be extremely familiar for fans of action RPGs, especially if you’ve played the games based off the one that Cyberdimension Neptunia: 4 Goddesses Online takes so many shots at.

It is worth noting that the game’s lock on feature can be quite iffy at times and this is partially due to the weightless feel of the combat system. While attacking locked on enemies with skills or even standard combo attacks you will often find yourself leaping past a foe and having to quickly reorient yourself to keep the flow of battle moving smoothly. This lack of impact can lead to some lackluster moments that should feel more intense but this streamlined combat system will allow players to ease into the game without having to worry about mastering anything fancy.

While the combat system has been reworked and exploring dungeons is different this time around, the actual town “exploration” is still handled the same way. This means that when you return to town you will instead be presented with a picture hub populated by chibi NPCs that can be talked to to trigger various events, learn little tidbits, or simply hear a joke or two. This hub offers various shops to upgrade characters as well as the Guild where you can take on side quests to earn extra rewards for completing tasks that, for the most part, you’ll be doing anyways.

If you feel like taking on some multiplayer action there is a Bulletin Board that allows players to jump into games online where they can play with others in a party though don’t expect to find too many people online regularly, even if this method gives players a chance to earn special materials and experience through alternative methods outside of the standard grinding.

Visuals & Audio

The transition from the previous game engine to Unreal Engine 4 is an immediate improvement in most regards when it comes to Cyberdimension Neptunia: 4 Goddesses Online. This is one of the best looking games in the series as nearly every aspect of the game has been redesigned to fit in with the newly improved graphics engine. The maps you explore have undergone a noticeable improvement and even the enemies, although still familiar, are more detailed than they previously were. Combine this with some of the flashy attacks available for the characters and the newly detailed character designs and you have an impressive looking title.

That being said, it is a bit disappointing to see that the visual novel scenes have taken a bit of a hit this game. Rather than make small motions to fit their dialogue the character portraits are now completely stiff in nature outside of moving different directions. Considering how well these animated portraits helped add a bit of extra impact to these scenes their removal is unfortunate.

The soundtrack for this entry in the franchise has seen a number of new fantasy tunes added into the standard playlist though don’t expect anything too amazing outside of the catchy opening theme. It is also worth noting that while a number of characters have seen their English voice actors return to reprise their roles, Noire has been given a new voice actress for this entry, though she does fit the role well enough that most fans will be alright with the changeup.

Overall

Cyberdimension Neptunia: 4 Goddesses Online is a breath of fresh air that offers a light experience that the series is known for with enough little changes to make this spin-off worthwhile. With an easy to understand combat system that lacks impact and a storyline that is filled with plenty of comedic moments while still delivering a solid enough outing for our favorite CPUs, fans of the franchise will be pleased with what is on offer here, though newcomers might want to start with a mainline entry before delving into this action RPG.

Sonic Forces Launch Trailer Out Ahead of November 7th Launch

Sonic Forces, the latest addition to the long running franchise, is launching later today. Sega has released the official launch trailer a little ahead of schedule. The new trailer features a mix of cinematic and gameplay footage.

Sonic Forces is set in a dark time for the world, as Dr. Eggman has conquered the world. The source of Dr. Eggman’s success is Infinite, a mysterious new enemy that is pulling the strings from behind the scenes. With the support of Knuckles’ guerrilla army of rebels, Sonic is off to stop Dr. Eggman’s nefarious plans once again.

Sonic Forces continues with the popular mix of 2D and 3D levels first introduced in Sonic Generations. In addition to the two Sonics for the classic and modern levels, players will create their own custom character, which stars as a member of Knuckles’ resistance force. Sonic Forces is out on November 7th for PlayStation 4, Switch, Xbox One, and Windows.

https://youtu.be/ZgDR9f4vSEk

World of Warcraft: Battle for Azeroth and Official Vanilla Servers Announced

The long running World of Warcraft easily took home the prize for the biggest announcement at BlizzCon 2017 (Sorry for anyone hoping for Diablo II HD). Since World of Warcraft: Legion is winding down with the release of the new Argus zone and the Antorus raid, it was only a matter of time until the next expansion pack was announced. World of Warcraft: Battle for Azeroth will mark a new phase in the troubled relationship between the Alliance and the Horde. While Legion introduced a more tenuous relationship between the two, the new expansion is supposed to be a throwback to the days when the Alliance and Horde were engaged in all out war.

Battle of Azeroth will send both the Horde and Alliance into new territories to bolster their ranks. The Alliance will venture into Kul Tiras, the birthplace of Jaina Proudmoore, and the Horde will travel to Zandalar. Once players earn the loyalty of the locals, the new Allied Races will be unlocked for the account. The Alliance will be able to roll new characters or reroll their current character as a Lightforged Dranei, Void Elf, or Dark Iron Dwarf. The Horde will have access to the Nightborne, the Highmountain Tauren, and the Zandalari Troll. Anyone who starts a fresh character as one of the Allied Races will get a special set of Heritage Armor for their character.

Every player will get the Heart of Azeroth, a new neck piece that can be customized to the player’s build. Much like Legion’s artifact weapons, players will grow with the Heart of Azeroth and improve it with the new Azerite resource to gain new powers and traits.

Two new modes are being introduced to the game. The Islands are small, randomized instances designed for two teams of three players who race to clear the island and take home the resources for their faction. Teams can be composed of a player controlled team and an AI team or two player controlled teams. The new Warfront mode is a 20 players co-operative instance that is a nod to World of Warcraft’s RTS roots. The mode is like a PVE Alterac Valley where players band together to collect resources to build an army and lay siege to an enemy outpost. Once the walls are broken, players will rush to the keep and defeat the commander for the win.

The social system is getting a major revamp with the new game. Since the introduction of Cross-Realm Zones, the game’s social scene has been in a bit of flux. Now, PVP realms are getting completely eliminated. Instead, players can opt to join a PVP zone while they are in town. The idea is to allow groups of friends to roll on the same server while still providing world PVP to players who want to participate. Additionally, a new community system is being introduced that allows players from multiple realms to socialize.

Of course, the biggest announcement wasn’t even the latest expansion pack, it was the announcement of the long awaited vanilla servers. The history of the vanilla servers has been an interesting one indeed. Modern World of Warcraft has gone through massive mechanic changes in the past 13 years to keep the game relevant. Many players have missed the tight knit communities and the more challenging gameplay of the original game, leading to private servers like Nostralius, Elysium, and Light’s Hope. The prospect of an official vanilla server looked grim when talks between Blizzard and Nostralius broke down last year, resulting in Nostralius releasing their source code to the world. Blizzard has finally confirmed that vanilla servers are coming under the World of Warcraft Classic name. Details are thin at the moment, but at least the long awaited project is coming (eventually).

StarCraft II Going Free to Play

Blizzard announced a new pricing structure for StarCraft II at Blizzcon 2017 this weekend. A whole swath of content is going free on November 17th. All gamers will get access to the ranked ladder and the StarCraft II: Wings of Liberty single player campaign. Those who already own any of the StarCraft II games will also be able to access all the co-op Commanders. As an added bonus, anyone who owns any part of StarCraft 2 will also get an Eidolon Ghost Skin and three founders portraits.

Anyone who owns Wings of Liberty but not StarCraft II: Heart of the Swarm will be able to claim a free copy of Heart of the Swarm between November 8th and December 8th by logging onto Battle.net desktop app.

TL;DR? Consult this handy dandy chart to see what will be available to you starting November 17.

If you own/You get starting November 17StarCraft II: Wings of LibertyAccess to Ranked LadderEidolon Ghost Skin and Founders PortraitsAll Co-Op CommandersFree Heart of the Swarm
Don’t Own Any StarCraft II TitlesXX
StarCraft II: Wings of LibertyXXXXX
StarCraft II: Heart of the SwarmXXXX
StarCraft II: Legacy of the VoidXXXX
StarCraft II: Nova Covert OpsXXXX

SPECTACULAR HEROES, GEAR, GRAND FESTIVAL COMMEMORATE FANTASY WAR TACTICS-R ANNIVERSARY

SPECTACULAR HEROES, GEAR, GRAND FESTIVAL COMMEMORATE FANTASY WAR TACTICS-R ANNIVERSARY

Special Events, Rewards, Sales and More in the Two-Year Anniversary Update for Nexon Korea’s Popular iOS and Android Mobile Strategy-RPG

Seoul – Nov. 6, 2017 – Celebrate two years of greatness in Fantasy War Tactics-R as NEXON Korea Corporation, subsidiary of NEXON Co., Ltd. (“Nexon”) (3659.TO), a worldwide leader in free-to-play online and mobile games, kicks-off the festivities with a content-packed anniversary update available today for new and returning players to download from Google Play and the App Store. The anniversary update offers double the fun with a gorgeous new area to explore, mighty new heroes to battle, and fashionable costumes to wear for the server-wide Grand Festival!

The party for Fantasy War Tactics-R begins in the Special Shop, where players can purchase rare and useful items for reduced prices through the month of November. Players can also compete in the Server Grand Festival, where each of the game’s four regional servers (Korea, Asia, Pioneer and Global) will go head-to-head in a fierce struggle to determine a champion based on cumulative player Lost Island Clear Counts, Expedition Counts, Battle of Honor Clear Counts, Guild Raids and World Conquests. Players will also receive incredible rewards daily for a select time. Daily rewards include:

  • Awakening Ticket x1
  • Crystals x500
  • Perfect Genes x500
  • ★5 Set Equipment Selection Ticket x1
  • Soul Gear Summon Scrolls x2
  • Universal Transcendence Ticket x1
  • Universal Conversion Ticket x1
  • ★6 Set Equipment Selection Ticket x1

Players will participate in weekly events through November, where Chris’ new costume and ★6 Equipment Piece Selection Ticket x3 will be gifted for a limited time on specific days.

Sign-in today to collect valuable items, earn points for your region, and party with the masses! Additional information for members of the press:

About NEXON Co. Ltd.
NEXON Co., Ltd. (“Nexon”) (3659.TO) is a worldwide leader in free-to-play online and mobile games. Founded in Korea in 1994, Nexon developed one of the world’s first graphics-based massively multiplayer online games. Nexon also pioneered the concept of microtransactions and the free-to-play business model, setting a new standard in which play is free, and users have the option to purchase in-game items to enhance their experience. Nexon currently services nearly 100 titles in more than 190 countries. The Company is headquartered in Tokyo, Japan and its shares are listed on the Tokyo Stock Exchange.

About NEXON GT Co. Ltd.

NEXON GT Co. Ltd. (“NEXON GT”) (041140.KQ) is leading developer studio and subsidiary of NEXON Co. Ltd. Founded in Korea in 2004, NEXON GT has developed numerous hits across online and mobile platform. Major titles from NEXON GT include Sudden Attack, Fantasy War Tactics and Monster Squad.

League of War: VR Arena Launches Exclusively on PlayStation®VR, with Strategic Combat and Head-to-Head Play

League of War: VR Arena Launches Exclusively on PlayStation®VR, with Strategic Combat and Head-to-Head Play

Living Rooms become Virtual Battlefields from VR Headset to TV Screen via Social Screen Support as MunkyFun Brings Its League of War Franchise to PS VR

November 7, 2017 – The battle for living room domination begins! MunkyFun, a San Francisco-based independent game developer, today announced it has launched League of War: VR Arena, a new arena-based arcade wargame based on its highly successful League of War strategy game franchise, exclusively on PlayStation®VR. Priced at $19.99 and available now on the PlayStation®Store, the game features quick, visceral 1v1 battles against AI or human opponents. The game’s head-to-head mode has a unique twist: the VR player will engage in strategic combat against a non-VR opponent playing on the Social Screen in the same room.

“League of War: VR Arena gives players two great ways to engage in strategic, tabletop-style combat commanded by virtual generals: as a single player game in Campaign mode, and in head-to-head Arcade battles with a human opponent on the couch next to you via innovative use of the Social Screen,” said Nick Pavis, CEO and Co-founder of MunkyFun, Inc. “Player feedback has been tremendous with VR players and Social Screen players both having a great time.”

In League of War: VR Arena, players will attempt to lead their side to victory by virtually placing and aiming units on a tabletop-style arena battlefield in fast-paced, action-packed contests. The goal is to destroy the opposing army’s towers and base. Each Commander in the game earns squad units as they progress through their individual story mode, with a squad being comprised of Infantry, Tanks, Recon, Choppers and Artillery, each of which occupies one of five spawn pads. These spawn pads generate units if they are part of your squad. Each unit requires time and energy to build, with more powerful units requiring more energy and taking longer to charge up.

The game features both a single player Campaign mode and an Arcade mode where players face off head-to-head using the PS VR headset and the Social Screen as they each marshal their armies. VR players will grab a unit with a Move controller and place it on the battlefield where they want to attack the opponent, while the Social Screen player uses a DualShock®4 controller to select units that are ready to deploy, which are then automatically launched. This dynamic balances the Social Screen player’s speed against the VR player’s precise aiming via the VR interface.

Regardless of whether the opponent is human or an AI hologram, the game thrives on a simple to play, difficult to master mantra. Should you wait for a powerful tank to charge, or immediately attack with an inexpensive recon unit that can distract the enemy while you prepare your big move? Should you deploy a helicopter to attack infantry, or wait to pair it with artillery for a more effective combo attack? Make your decisions wisely to become a dominant tabletop general in League of War: VR Arena!

Developed and published by MunkyFun, League of War: VR Arena is available for PlayStation®VR via the PlayStation®Store, with a list price of $19.99 (€19.99 and £15.99). This game is rated “T for Teen” by the ESRB. (PEGI 12 in Europe.)

Keep in touch with MunkyFun by liking us on Facebook at MunkyFun and following on Twitter at @MunkyFun. Get more information on all MunkyFun titles at MunkyFun.com.

About MunkyFun

MunkyFun, founded in 2008, is an independently-owned game development and publishing company focused on bringing high-quality 3D games with unique game mechanics to the masses. Located in downtown San Francisco, the team is comprised of veteran game developers experienced on both console and mobile. The dev team has created several award-winning titles including a technically advanced first-person shooter, one of the first networked multiplayer experiences on mobile. MunkyFun has shipped many high quality games both independently and in partnership with top industry publishers, and is the creator and owner of the successful League of War franchise, which it brought to PS VR with League of War: VR Arena on November 7th, 2017. For more information, please visit www.munkyfun.com.

Zen Studios’ Exciting New Publishing Initiative Begins With Out of Ammo for PlayStation VR

Zen Studios’ Exciting New Publishing Initiative Begins With Out of Ammo for PlayStation VR

RocketWerkz’s PC VR sensation will be the first in a line of successful PC games ported to console by Zen

San Francisco, CA – November 6, 2017 –  Zen Studios today announced the upcoming PlayStation VR release of Out of Ammo—the first game in Zen’s new publishing initiative to bring top-tier indie PC games to console audiences. In partnership with RocketWerkz, a company founded by DayZ creator Dean Hall, this unique hybrid of real-time strategy and first-person shooter will be available Winter 2018. Beginning tomorrow, anyone who preorders Out of Ammo can claim Zen’s popular CastleStorm VR for free.

With a simple yet engaging aesthetic approach, Out of Ammo puts players in the roles of general and grunt in the midst of heated battles intensified by the immersion of virtual reality. As general, players dictate where to place fortifications and troops. Once a sound strategy is at hand, it’s time assume the identities of any soldier on the battlefield, whether shooting machineguns and throwing grenades at the front lines or carefully executing sniper blasts from watchtowers—players can even wield pistols as a medic and blast away with a shotgun as an engineer. Switching between viewpoints is vital to success as the enemy changes its own approach in real time.

“We at Zen are determined to enable console audiences to play some of the best, most innovative indie PC games out there, and Out of Ammo perfectly speaks to the core of what this new publishing initiative is all about,” says Mel Kirk, Zen Studios’ VP, Publishing. “We’re very selective about the titles that we’ll bring from PC to console—and more will be announced in the weeks to come—but RocketWerkz made Out of Ammo an easy choice to be first out the gate. We love it. The Steam community loves it. And we know PlayStation VR owners will love it as well.”

“All it took was one meeting with Zen for me to realize not only that the game should be brought to PlayStation VR, but also that Zen was the right studio to handle the conversion,” says Dean Hall, Chief Executive at RocketWerkz. “Out of Ammo started out as an experiment in seeing what RocketWerkz could do in virtual reality, and we’ve been flattered with the positive response the game has received ever since it was released on PC. It’s incredibly exciting to know that a whole new audience is about to experience it for the first time.”

As a special bonus, all PlayStation VR owners who preorder Out of Ammo will also receive CastleStorm VR for free. Though a very different gameplay experience than Out of Ammo, CastleStorm VR also embraces the idea of combining overall strategic approach with the ability for players to take direct control of a soldier’s actions.

About Zen Studios

Zen Studios is a leading global producer and publisher of interactive entertainment software for all major digital game platforms. Recognized as one of the premier independent gaming studios in the world. Zen Studios has worked with some of the most iconic entertainment studios, including NBC Universal, FOX Digital Entertainment, Marvel Entertainment, South Park Studios and Lucasfilm, as well as revered gaming properties like Valve’s Portal and Telltale Games’ The Walking Dead. Zen Studios’ CastleStorm franchise has also won the developer critical acclaim and commercial success, including the coveted Editor’s Choice awards from both the Apple App Store and Google Play, and its Pinball FX franchise has defined video game pinball excellence since 2007.

It’s Time To Let Gamestop Fade Away

There comes a time where you have to take what you love and let it go. By letting it go, you can finally show growth, and move forward. For gamers, or anyone who picks up a controller – that thing to let go is what we have sheltered the most. Gamestop has always been the topic of controversy within our industry. This retailer took the idea of a rotating video game library and made it mainstream, providing everyone with the ability to trade in their past merchandise in order to keep an up to date gaming catalog through the means of a fairly accessible trade in option. Some may complain and state that the values were not worth the effort, but for those who utilized the PowerUp Rewards card, along with all of the perks and bonuses that arose can certainly attest that without this store, they simply would not be able to afford getting that next game or system.

I think everyone who shops through Gamestop can agree that the atmosphere is usually what draws them back in. Sure, having every purchase turn into six or seven sales pitches can be a bit obnoxious, but when you have a store with a competent staff who seem generally eager to customize your sales experience to your own tastes, it really isn’t so bad. Gamestop is also a bit of a social experience, as it is one of the only retailers that still throw midnight release parties, which allow us all to come together and celebrate our anticipation for a big release. I have made a lot of friends through my own local location, and even obtained a part-time position, to which I kept for nearly eight years before finally moving on. Make no mistake, I love the concept of Gamestop. I like the idea of a store that is there for our convenience, allowing us to save a bit of money and socialize with people a lot like ourselves.

So why even make an article? Why tell all of you readers that it is time to sever ties with a merchant that while sometimes shady, has generally been the best place for us to go for physical media? Well, to put it simple, because Gamestop is no longer necessary, and it is their own fault for being that way. To say that over the past four years that Gamestop has lost its focus is really putting it lightly. With the acquisition of ThinkGeek, Cricket Wireless, and the general poor press that has always overshadowed the positives for the retailer, there isn’t a lot of reasons for most of us to stop in. Let’s start with the exclusives – as Gamestop kind of leads the way for being the main place to obtain physical media that actually come with bonuses.

Fifteen years ago, we could always depend on receiving an incentive of a bit of swag for pre-ordering a game. A calendar, an action figure, a keychain. These little bonuses went a long way in making us feel comfortable pre-ordering a video game. Now that the world has moved into a digital direction, the bonuses no longer feel nearly as relevant. At best, major releases will offer an exclusive multiplayer skin, a map, or a weapon, but with the stiff competition in the market, we now have to choose the retailer that best fits our interest. Gamestop usually does have the best pre-order bonuses, but once players are all online with their little perk, it becomes obvious that everyone is at the same party, wearing the same sweater – as everyone on launch ends up with that same Gamestop bonus, making that unique exclusive a lot less enjoyable to have. Now for those who enjoy Japanese companies, I can say that there are some nice physical bonuses for niche titles, but I personally only see two to three of these pop out in a year, and the physical launch price of Atlus, Aksys, and NIS games compared to what their digital counterparts go on sale for literally every week make it harder for people like myself to pull the trigger. Sorry, but a stuffed lamb is not going to make me purchase a game when I can save gas and wait a month in order to get it at half price.

It isn’t just the type of pre-order bonus, either. Purchasing from the stores set up by publishers equate in better rewards. For instance, Square Enix always offers exclusive editions that have some very nice offerings that we could never find in a Gamestop. Publishers are finding every single way they can to make money, and by simply providing a higher quality offering, they kind of make it harder to resist going online and waiting for a ship date for what is ultimately a better product. The atmosphere in Gamestop is also becoming fairly more clogged. Everytime I go in to find a game, I have to wade through walls of clearance racks, filled with leftover mugs and shirts that have lost their relevancy after mere weeks. Go in to any Gamestop. You will find more Dorbz, Pop Figures, and random shirts that prey on nostalgia than any of the games that sit on the shelves. Puzzles of a stock image from Mario, notepads that are priced high that bare only a simple Tri-Force. This merchandise is obviously made very cheap, and is literally only existing to create a talking point for those who pass through. I get it, it is nice to have stuff, and some of the little merchandise Gamestop has added is kind of neat, but it comes at the cost of the entire store feeling like a random booth at a convention. You know, those random booths that have a ton of everything, where you pick up things, smile, put stuff back, and move on because it just isn’t worth spending money on such silly stuff?

That is what Gamestop feels like now. Add in the section of phone adverts, Star Wars mugs (there are so many mugs), and you get a store that feels desperate, relying on what looks to be polling and market research in order to sell everything they can to one consumer in order to keep their doors open. There is just too much clutter and not enough focus on the core reason most of us visit. Add in the fact that this merchandise is now an added sales pitch for each transaction and the experience feels even more inconvenient.

Desperation is really the core of my entire argument here. Gamestop have become far too desperate. The whole “circle of life” program that punished employees for not pushing enough pre-orders and add-ons was rightfully pushed aside last year, but that isn’t really a piece of my argument. I see those videos of horror stories from employees, and while some have valid points, as a workplace Gamestop is still a corporation that has to have a sales structure to remain consistent. From my own experience, Gamestop should treat employees better. Employees should not have to have their incentive be their existence, especially when they get less than ten hours each week. Forget the discount or perk of having first pick of merchandise. Being a Gamestop employee is frustrating these days as the pressure of maintaining excellent customer service while trying to dance around the shortcomings of your employer is brutal. Imagine, you have a new customer walk in with ten Xbox One games. Now because the games are common and the stock of what the typical customer has is so great, this customer may have a total of thirty dollars in trade in credit, averaging out each disc to a crummy three dollars each. Few may be fine with that, but new customers usually scoff a bit. Scoff or not, utilizing the trade in program is their decision, and if they don’t like the values, they can go elsewhere. That said, the customer is right to scoff based on the current mindset of Gamestop.

Take that thirty dollars that the customer gets, and remember that number as it is simply an average example of the traffic this retailer sees within each visit. The customer may see a “BUY 3 FOR 10” bin and get really excited, as they will be able to walk out with almost as many games as they walked in with. Gamestop does not expect or want these types of purchases, though. Their employee is trained to check them out with a smile. “Do you want to pre-order [INSERT TITLE HERE]? If yes, that is at least five dollars from that transaction. “Would you like the DLC pack?” If yes, again, that is another five dollars. What about a guide, or this, or that. What about our member card? It saves you ten percent, or how about a warranty on each disc? The average customer usually turns down most of this, as even though it is in their best interest if they do a lot of business to pick up on these offerings, their original intention of shopping at the retailer was to stop in for an affordable experience today, not for the long term.

Now add in this figure, or that mug, or anything that the employee then has to offer before finalization. Now, there is also a Gamestop Credit Card, and a phone service, and so much more. Despite all of the fluff, your customer who walked in with an optimistic approach leaves feeling good, even with three games – because they feel like they listened to you, and they now can have a much easier shopping experience for future visits. It’s a win-win, right? Wrong. The next time the now seasoned customer comes in again, they are at the bottom of the ladder. “I see you already pre-ordered this game, what about that one?” “You have our card, well you could be saving more with our SUPER CARD!”

Eventually, the customer gets cycled through so many times they begin to get frustrated, as they feel like they simply cannot keep up with all of the programs and offerings to stay ahead, so they become bitter. Bitter customers also cause bitter employees. How many times have you had a bit of irritation due to being oversold that you had to decline in a stern voice? I can name at least twenty times that I have watched once happy customers get frustrated with me personally because of a simple offer, as they just felt so piled up on that they no longer wanted to be bothered. I always backed off, but I have also witnessed fellow employees do nothing more than enhance sales pressure just out of spite alone. Customers are right to feel frustrated, as this is their money that is going into a cycle, where the game they pre-ordered turns into a mere three dollars in credit the year after, and while shopping at Gamestop is a choice, it almost feels like an obligation as it is now something that they have invested in. This is why Gamestop gets trashed online by the very base that still use them every single month. You think every one of those “I HATE GAMESTOP! BLARGH” trolls do not shop there? No. They are mad because they do shop there and feel like they are no longer being catered to like they once were.

While this type of odd customer/retailer relationship was never anything new with Gamestop, the change of the industry has made Gamestop far more pressing on everyone involved. If I wanted, I could get a season pass and full version of a game directly from my Playstation 4, play it early, and still get a downloadable perk for my pre-order without ever sitting foot in that store. Of course the retailer realizes this, and that is why they have filled their stores with so much overflow of random merchandise that it is kind of difficult to go in without leaving with unintended items. Now let’s add DLC to the mix. Digital products that Gamestop offers on top of everything else. Gamestop still has to cater to 2k, Activision, and so on by pushing those “currency packs” for a very, very, mild payoff. The topic of loot boxes and the amount of terrible DLC practices is one for another piece entirely, but for Gamestop to suddenly devise a social media plan that makes their very customers look like fools for not shopping there is absolutely disgusting. Look at this advert for the new Assassin’s Creed.

Now look at the way they speak to their concerned customer base on Twitter and Facebook.

What in the hell is Gamestop thinking? It is almost as if Gamestop want to fail as a business. It is obvious due to mass amount of random stock in their stores that there is a lot of confusion of just what this retailer wants to be, but now they want to take the wrong side of shady practices from major publishers, making any consumer who does not follow their straight line feel stupid? I get it, it is a thing to be funny on social media. Wendys, Sonic The HedgeHog, and so on have kind of made it fun to follow their accounts, due to the amount of poking they all do at their competitors. That is a joke shared between consumer and merchant, and it is still relevant and ok. Gamestop’s recent use of social media however has put the joke on its own customers, almost as if they are rubbing salt on the wounds of the very people who already feel stuck in a corporate web. Sorry, Gamestop – but you don’t get to shit on the same plate you serve, and customers are not stupid.

You are allowed to make this elaborate cycle to sell us merchandise we ultimately pay more for in exchange for convenience and immediate affordability. You are allowed to shit on your own employees by paying them nothing to hawk your merchandise and programs, acting as their meager employment is a privilege. You are allowed to go after market after market until every pool is dry, and continue to take away the atmosphere that once made your stores great. You are not allowed to not be on our side. You are not allowed to be so desperate to stay alive that you mock your consumers’ purchasing habits that only exist because of the shady business tactics that you started, which set the path ablaze for major publishers to pick apart their products until every feature came at an actual cost. How dare you.

Gamestop has to be let go as they are no longer relevant in a society that no longer needs them. Going to a video game store is fun on a payday, but being entrapped by a company that continues to show its ass is a unnecessary hardship. With the ease of ordering online, shopping at other retailers, and simply staying at home for those who are content with digital, I see no reason to continue letting the hand that feeds us nibble on our thumbs as a cruel joke. I am hearing wind of a rental program, by the way, that will allow players to check out used games, which is also terrible. Imagine, employees now get to adhere to pressure to become collectors at the same wage, because someone didn’t return the game that they rented with trade-in credit. It is just too much and too complicated. Gamestop was once a happy place for me. Being able to interact with others who shared the same interest, the ability to physically examine a case before purchase, and just simply sharing excitement for a love pastime with others made it the place to go if you were passionate about gaming. The employees may be great, but miles above are a set of anemic men in suits, thirsty for every dollar as their ship begins to sink. Next time you make that purchase, ask yourself, is this retailer still the only option?

Oh, and by the way – just in case the little smart ass Facebook reps over at the big GS decide to comment and state how written journalism is also irrelevant – I know, but at least my existence comes with the best intentions for those who share the hobby that I have cared about for over 25 years.

Army of Darkness Review

Army of Darkness

Studios: Dino De Laurentiis Communications, Renaissance Pictures
Publisher: Universal Pictures
Platforms: Cinema
Release Date: Out Now

Overview

After the spookfest that was Poltergeist, I was glad to settle in and watch the final entry in the original Evil Dead series; Army of Darkness. I’d seen Army of Darkness previously and looked forward to returning to the camp fun of Evil Dead. I’d previously watched Evil Dead 2 at the last In the House Halloween double feature and enjoyed my time immensely.

Story

Our story picks up where Evil Dead 2 left off with Ash (Bruce Campbell) being sucked into the portal at the end of the previous film and into the past. He winds up somewhere in the middle ages and is immediately captured by the locals as a suspected enemy agent despite their wizard saying he might be the one prophesied to defeat the deadites. After proving he’s tougher than he appears (by killing a couple of deadites), Ash is sent on a quest to retrieve the Necronomicon. In his proven style, Ash tries to pick up the book while fudging saying the magic words needed to safely do, which unleashes the eponymous army of darkness. It’s now up to Ash to clean up the mess he’s caused, save the day and find a way back to his time.

The main strength of this film is found in two places: slapstick and anachronistic juxtaposition. The former is a staple from the Evil Dead series which found the perfect confluence of slapstick and over-the-top gore to create a pleasant mix for a horror comedy. I’ve previously heard this particular combination called “splatterstick” and I think that it still holds water in describing this film even if the gore has been turned down. Instead, the movie exaggerates the slapstick of the violence instead to a delightfully campy extent. Ash’s battle against the deadites is takes on an almost cartoon-like quality as Campbell overaggerates every blow given and received.

This leads into the next strength this film has: comedic juxtaposition. Almost everything in the story besides Ash is played absolutely straight. The story has all the ingredients of an epic fantasy story except for the hero being a character who would normally be the comedic relief. The denizens of this generic European fantasy world are in absolute dire straits due to the evil of the deadite threat and look to Ash to be their time-traveling saviour; instead they get a wise-cracking sidekick comic relief who is doing his best to look after himself and himself only. This miss match between the tone of Ash’s character and the rest of the film gives us most of the comedy we see and to great effect. There’s nothing like having a character respond to faux-Shakespearean monologue with an 80s action movie one-liner to make you laugh.

All of this works because Campbell is able to play his character with just the right amount of arrogant bluster mixed with pratfall. He’s been the main draw of this entire series and it’s easy to see why; his performance is bloody hilarious (occasionally literally). His performance brings the character to life and makes him compelling to watch even if he does come across as a bit one- note over the course of the film. After 2 films of fighting the deadites, Ash isn’t going to experience any character growth and you shouldn’t expect him to. Instead, you’ll be treated to a film’s worth of hammy one-liners worthy of any and every schlocky action movie.

Although most of this film finds itself still hitting the comedy notes fairly regularly despite the decades since it’s release, there is still some cringe factor to be had; mainly regarding it’s female representation. This is mainly found in the film’s relationship with the romantic interest of Ash. At the film’s midpoint, she gets kidnapped and possessed by the deadites largely in order to give Ash a motivation to help the villagers fight off the eponymous army of darkness. The way the film depicts her (and other female prisoner’s) captivity just feels like really on-the-nose pandering to the male gaze. It’s not a major point of the movie and doesn’t appear to have been there for anything more than a second or two of sleazy titillation but for any of you who may be upset by such content; it would be negligence on my part to not bring this up here before you go see the film… especially since I’ve spoken so highly about everything else.

Visuals & Audio

The visual effects of this film are a bit hit and miss at times. The practical effects for the army of the dead in particular in this film have not aged well over the years… although to be fair, I don’t think they were ever that crash hot to begin with. I’d argue that noticeably fake skeletons and zombies add to the film’s ham factor rather than work against it so I actually consider it to be a point in it’s favour. There are some body horror effects which are still pretty cool though so I’m inclined to believe that the aforementioned lacklustre practical effects were a deliberate decision to conform with the film’s wider, sillier, tonal concerns.

I wasn’t particular impressed by the film’s score and it didn’t leave much of an impression on me either way. It’s an orchestral score and it does the job of punctuating story’s emotional arcs but I doubt you’d be able to recognise it outside of the film. It didn’t stand out to me as bad either, it’s just not particularly memorable.

Overall

I very much enjoyed my time watching Army of Darkness and was glad to see it up on the big screen. The story and performances were delightfully hammy with the film comfortably resting on the performance of Bruce Campbell’s Ash. The visuals may not have aged the best in the interim but still work to the film’s credit to making a contribution to the film’s overall ham factor. My one quibbles were with a very short scene which felt like pandering to the male gaze and a lacklustre soundtrack. Besides those concerns I’ve already mentioned, I have no trouble recommending Army of Darkness to anyone who might be interested.

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