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King’s Quest: The Good Knight Review

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King’s Quest: The Good Knight

Developer: The Odd Gentlemen
Publisher: Sierra
Platform: PlayStation 3, PlayStation 4, Xbox 360, Xbox One, Windows (Reviewed)
Release Date: 26 October 2016
Price: $9.99 USD – Available Here

Video Review

Overview

The King’s Quest reboot is finally wrapping up. “The Good Knight” serves as King Graham’s final adventure to cement his legacy and save Daventry one more. In this chapter, Graham and Manny’s rivalry will finally come to its stunning conclusion and we will discover who will inherit the throne of Daventry.

Story

Warning: Spoilers Ahead

King Graham is fighting his body for one last grand adventure. Unable to leave the bed and his memory fading, Graham is insistent on trying to tell Gwendolyn about all the details he’s forgotten all these years while retelling the story of his latest adventure. It is clear Graham is obsessed with his legacy and is worried he will be forgotten as his predecessor King Edward was. As Graham’s final story kicks off, Manny interrupts Graham’s plan on an epic adventure. In a rather childish “if I can’t have it, then no one can” attack, Manny sets fire to Daventry and agrees to engage in one last battle of wits against Graham. Manny forces Graham to prove he is still quick and witty before the pair buckle down for one final deadly showdown of wits.

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I love how King Graham’s worsening condition is conveyed in words, gameplay, and visuals. Places are covered up in white to represent Graham’s failing memory and there are inconsistencies in certain places when Graham is unable to remember the details. Without a doubt, it is one of the best storytelling devices in the entire series that The Odd Gentlemen have pulled out of their sleeve.

“The Good Knight” is just as much about King Graham coming to terms with death and discovering the legacy he wishes to leave behind as it is about concluding the long running rivalry between Graham and Manny. Watching Graham struggle with having that last adventure is like watching an addict looking for one more hit as they insist this will be the one before they quit. Whether Graham’s actual desire for that last quest is an actual addiction to adventure, an inability to stop and appreciate what he has, or a way of refusing to die is worth a lengthy argument in its own right; but the theme is a great choice for the final chapter of the game. The story is without a doubt one of the stronger plots so far, putting it very close to “Snow Place Like Home” in terms of quality. The only thing that would have pushed it to become the best of the five chapters is if more time was spent on plot development. I feel that the game was simply trying to jam in too much in a very short period of time.

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Gameplay

“The Good Knight” is sporting one of the most varied set of puzzles in King’s Quest, making the chapter a lot less stale than “Snow Place Like Home” or “Rubble without a Cause.” There are a couple of puzzles from previous chapters that makes a return, but overall the mix is very good. All the item fetching to find the four keys is a bit dull, but The Odd Gentlemen make up for it with some neat puzzles like the commemorative plates and multi-step numerical padlock. I did have issues with the controls for the “Snow Place Like Home” puzzle, as I discovered the borders were on the unforgiving side compared to what the screens displayed. Although not technically a puzzle, the throwback to 8-bit and 16-bit King’s Quest titles easily was the most memorable moment of the game.

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Visuals

King’s Quest continues to be an excellent looking game. The art style is gorgeous and the graphics continues to be solid. I like the fact that the animations in this chapter have been tweaked slightly to reflect Graham’s advanced age. Small touches like Graham panting after climbing up a ledge is a huge change from the young and vigorous Graham players have become used to from the last four chapters. I think it is a great, subtle way to help tell the story.

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Audio

It seems like The Odd Gentlemen have saved the best audio experience for last. “The Good Knight” puts Christopher Lloyd’s acting front and centre, as the voice of young Graham is no more. Lloyd puts on a wonderful performance as the aged Graham, making me wish he played a larger role in the previous four chapters. While the sound effects are good, the soundtrack outshone the sound effects. The music hits all the right emotional notes just at the right time, serving as the perfect pairing to the game.

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Overall

The King’s Quest reboot has had its struggles. It started strong, but it soon became apparent that The Odd Gentlemen had a serious issue with consistent quality. I am thrilled to see that King’s Quest is ending on a high note with “The Good Knight.” The chapter has one of the better stories, a great variety of puzzles, and an excellent delivery that pays homage to previous games.

Capsule Computers review guidelines can be found here.

Dragon Quest: Builders Review

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Dragon Quest: Builders

Developer: Square Enix
Publisher: Square Enix
Platforms: Playstation 4 (Reviewed), Playstation 3, PS Vita,
Release Date: October 11, 2016
Price: $59.99 USD – Available Here $99.95 AUD – Available Here

Overview

Over 25 years ago, Dragon Quest changed the way role-playing games were played by refining the formula with a mana system. All of these years later, the grand franchise is still alive and kicking – ready to change the wheel again by offering a more simplistic entry into the series in the form of a spin-off that capitalizes on the success of Minecraft. While the idea of building your own city from scratch may not be new, Dragon Quest: Builders hopes to add a new flavor to the experience by blending sandbox with the age-old RPG to create something far more refined. How does this concept work? Let’s find out.

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Story

While the comparisons to Minecraft are easy to make with Dragon Quest: Builders, the narrative instantly sets it far apart by giving the player a sense of purpose. Instead of spending a ton of time hiding in the ground at night and gathering materials for no reason other than to stockpile, this title has the player go along in a main quest where they must rebuild the city of Alefgard – which most will remember from the original Dragon Quest. The player is known as “The Legendary Builder” who has come to save this little world with his knowledge of building. It is his job to rebuild using blueprints and general knowledge that no one in the world can utilize. Sure, it isn’t exactly going to compete with a lot of epics out there, but the dialogue is plenty and the amount of witty character keeps the game charming throughout.

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Gameplay

The gameplay is about what you would expect when it comes to building. Utilizing a third-person perspective, the player can stack blocks to build structures, and take advantage of crafting tables to create armor, food, and decorations. Yes, the main formula for Minecraft is there (even the menus are nearly identical and just as easy to use), but there is far more than just aimlessly building to do in this adventure. As the players expand their base, they will be able to lure more villagers into their town that all have more quests and small goals to be completed. These quests can be anything from slaying a few slimes to get some goo, or obtaining rare materials to improve the town. Portals can also be used to travel to other parts of the world, where the game begins to gain more depth with new monsters to discover, as well as new materials that are dropped that allow for more customization as a whole when it comes to decoration.

dragon-quest-builders-screenshot-04While there are plenty of different types of weapons within the game, the combat generally stays the same. The player hacks and slashes everything, which includes all enemies, dirt, fruit, and so on. This combat does work and is just fine, but leaves a little bit to be desired compared to the main franchise of Dragon Quest – a series known for its has many classes and abilities for players to choose from. As for creating your character, there is not a lot of customization as the most you will really be doing is choosing a hair color and skin tone before setting off in this adventure. Since we do get to obtain different outfits later on however, this lack of early customization is made up entirely by creating another purpose to hunt for rare threads as the game progresses.

dragon-quest-builders-screenshot-05Going back to building for a moment, after you complete the main game, there is still a lot to do as the game opens up for as much customization as you can handle. Until you get there however, there are blueprints that can be earned from quests that will give you an idea of what you will need in order to build rooms. Unlike Minecraft, there are some requirements for a kitchen to be a kitchen or a workshop to be the place you build. These requirements are simple, with little things such as a specific fire and worktable having to be in a room with four walls, but give the player a sense of direction when it comes to putting together their house while still allowing those same personal touches that other crafting titles offer. It also gives the NPCs purpose as well, as they will then know that your kitchen is such, and begin cooking for you or using your craft table in order to earn their worth among the other townsfolk.

Visuals and Audio

While the blocky gimmickry is definitely on display in Dragon Quest: Builders, the art style is far from generic. The textures are rich and the colors are bright and varied within this title, with a smooth coat of polish making the textures pop. The character models are also on point, all possessing that Toriyama charm that longtime fans will appreciate. Animations are also well done, but the actual combat animations could use a little more life as the lack of connection animations can making battles slightly frustrating.

dragon-quest-builders-screenshot-02Sound wise, the game is wonderful. The soundtrack captures some ambient tunes from Dragon Quest and plays them over the easy-going gameplay to create a nice, relaxing atmosphere. This is needed in a game that you will be spending hours upon hours in, and with the classic little chimes and sound effects mixed in, you will definitely feel the themes at work as this is definitely much more DQ than Minecraft.

Overall

Dragon Quest: Builders borrows from the success of Minecraft to put a new spin on the sandbox genre, and actually refines and upgrades the experience while doing so. Everything feels meaningful now, and fans of Dragon Quest are sure to feel right at home in an adventure that makes the crafting gimmick come into its world, rather than the other way around. In a time where clones do nothing but make quick cash grabs, Dragon Quest: Builders arrives on the scene to make a strong statement through quality and character, utilizing the building blocks from others to create an unforgettable and unique entry into one of the most storied franchises of all time.

SUPER DUNGEON BROS SHREDS ACROSS CONSOLES AND PC TODAY WITH A ROCKIN’ LAUNCH TRAILER

SUPER DUNGEON BROS SHREDS ACROSS CONSOLES AND PC TODAY WITH A ROCKIN’ LAUNCH TRAILER

Brooperation is Key to Success in this Four-Player, Action RPG Style Dungeon Brawler, Now Available on Xbox One, PlayStation®4, Steam and Windows PC in Physical and Digital Formats

Watford, U.K. — November 1, 2016 — Get #Ready2Rock, Bros and Broettes! Developer React Games and publisher Wired Productions proudly announced today that its rock-‘n’-roll inspired co-op dungeon brawler Super Dungeon Bros is now available worldwide for Xbox One, the all-in-one games and entertainment system from Microsoft, the PlayStation®4 computer entertainment system, Steam and Windows PC for an MSRP of $19.99. Gamers with an Xbox Live Gold account can download Super Dungeon Bros on Xbox One at no charge starting today for the game’s first month of sale, and the recently-revealed cast of Broettes – four fearless female counterparts to the titular Bros – are available to download free from November 1 to November 15 across all platforms.

To celebrate the game’s long-awaited debut, a headbangin’ new trailer was released today that showcases the Brotacular co-op gameplay that gave Super Dungeon Bros its “Bros B4 Foes” catchphrase, as well as features that fans will enjoy: https://youtu.be/wo78NGxewAg

“We’re delighted to finally see the game hitting shelves and digital storefronts around the world,” said Leo Zullo, Managing Director at Wired Productions. “Super Dungeon Bros is a brilliantly fun game to play – whether that’s as a single player experience, in co-op or with three other bros in tow. It’s all about having fun and it’s no exaggeration to say that Super Dungeon Bros turns it up to eleven!”

“The game is the result of a tremendous ongoing effort by the React Games team,” said Brad Moss, CEO at React Games.  “Super Dungeon Bros began life as a concept over two years ago, and to see the game now available at retail is a truly humbling experience; we can’t wait to share it with fans who have waited patiently to finally get their hands on the finished product.”
In the multiplayer-centric Super Dungeon Bros, a band of heavy metal heroes are summoned to embark on a quest from the Gods of Rock. Their mission: to navigate the fantasy realm of Rökheim and seek out epic loot, vanquish hordes of evil undead and uncover the legends of long lost fabled rock stars! Featuring captivating, laugh out loud action and adventure, players can rock out on or offline with four bros as they fling their friends onto far off ledges and distant trap triggers, or unleash their best tag team tactics with the ultimate bro-op offensive. Legendary tools of destruction can be individually leveled up to carry progress across sessions, and players can unleash weapon-specific co-op attacks that grow in power as others join in, such as the Bronado (stack up to create a whirling totem pole of destruction).

Three unique and challenging worlds await the brave ones as they explore the rock-themed realm of Rökheim and dive deep into the worlds of Cryptheim (an underground dungeon complex), Chillheim (a brewery built upon a natural brew geyser) and Bogheim (a sprawling jungle filled with poisonous plants and animals). Players will never rock the same dungeon twice thanks to the random room generation AI, and near-endless dungeon combinations! To keep things fresh between campaign sessions, players are also able to assemble and compete against other teams in the daily and weekly challenges to see who can claim the top spot on the global leaderboards!

Developed by Utah-based React Games, Super Dungeon Bros is published by Wired Productions and physical retail distribution is handled by THQ Nordic. This title has been rated “E10+ for Everyone 10 and up” by the ESRB.
For more information and to stay up to date with all the latest Super Dungeon Bros news, announcements and more, please visit the official website at www.superdungeonbros.com, Like the game’s Facebook page at www.facebook.com/DungeonBros or follow the Dungeon Bros on Twitter at https://twitter.com/DungeonBros.

About Wired Productions

Wired Productions are an established independent games publisher based in Watford, Hertfordshire, UK.  Wired have produced over 35 titles, and are the team responsible for the 1.3 million unit selling We Sing franchise as well as producing and co-developing The Voice branded console products.  In 2013/14, Wired Productions moved back into digital console publishing with Let’s Fish! Hooked On for the PlayStation Vita, Tiny Troopers Joint Ops on the PlayStation 3, PlayStation 4 and PlayStation Vita (including cross buy) and Last Inua on PC & Mac.  For more information visit www.wiredproductions.com or follow at: www.facebook.com/WiredPro and on Twitter https://twitter.com/WiredP.
About React Games

Founded in 2008, React Games are an award winning, independent video games developer based in Salt Lake City, Utah. Specializing in development for Xbox, PlayStation®, iOS, Android, Windows, Facebook, PC, Mac as well as the Nintendo 3DS, React Games have shipped over 37 titles in 7 years.  React Games are well known for delivering fun gameplay and high quality production values on every project.  For more information, please visit http://www.reactgames.com or follow us on Twitter via https://twitter.com/reactgames.
About THQ Nordic

Founded in 2008, THQ Nordic is a global video game publisher and developer. Based in Vienna, Austria and Karlstad, Sweden with subsidiaries in Germany and the USA, THQ Nordic brands include Darksiders, MX vs. ATV, Red Faction and Titan Quest. THQ Nordic is meant to represent a core approach of doing much more than “owning” a highly competitive portfolio of IP. It revolves around cherishing them, and aligning them with the very best development resources to expand upon them with the level of experience that communities and established fan bases expect and deserve.
The company’s internal development studios are Grimlore Games based in Munich, Germany and Rainbow Studios based in Phoenix, Arizona.

NIGHTHAWK INTERACTIVE AND 13AM GAMES RELEASE COLORFUL PARTY PLATFORMER RUNBOW DELUXE AT RETAIL FOR WII U

NIGHTHAWK INTERACTIVE AND 13AM GAMES RELEASE COLORFUL PARTY PLATFORMER RUNBOW DELUXE AT RETAIL FOR WII U

Definitive Edition of Acclaimed Multiplayer Game Comes With All DLC Included

EDISON, N.J. – Nov. 1, 2016 – Nighthawk Interactive and independent developer 13AM Games have announced that Runbow Deluxe is available today on Nintendo’s Wii U™ system at select retailers in North America for $29.99 and in Canada for $39.99. This updated edition of the stellar party platformer Runbow contains all of the original game’s DLC, including the new story adventure, levels, costumes, characters and more, as well as a bonus download for the game’s two-volume original soundtrack.

Featuring hundreds of stages, Runbow Deluxe is a side-scrolling action game that supports competitive multiplayer for up to nine players online and locally on Wii U. Runbow Deluxe’s bright and vivid artwork is more than just visual design – it’s also an integral gameplay mechanic, as platforms and obstacles in the environment shift in and out of existence with broad swipes of color across the screen, challenging players to think and react while constantly on the move.

The guest cast of Runbow Deluxe is a true party, featuring exciting characters from a number of beloved video game series, including Shovel Knight (Shovel Knight), Drifter (Hyper Light Drifter), Shantae (Shantae Half-Genie Hero), Juan (Guacamelee!), CommanderVideo and CommandgirlVideo (BIT.TRIP RUNNER), Max (Mutant Mudds Super Challenge), Gunvolt (Azure Striker Gunvolt) and more.

Runbow Deluxe is rated E (Everyone) by the ESRB.

About Nighthawk Interactive

Built by a team of industry veterans, Nighthawk Interactive aims to combine their proven experience with the ever-changing needs of modern game development. With a strong focus on publishing, co-publishing, retail distribution and business development support, Nighthawk is about helping developers make the great games we love to play. For more information about Nighthawk, visit www.NighthawkInteractive.com, and follow us on Twitter at (@NH_Interactive).

About 13AM Games

13AM Games is an independent gaming studio operating out of Toronto. In 2015, they launched their first game, Runbow, to critical acclaim. 13AM Games likes building games that are as much fun to design as they are to play. Their office is very loud. Follow them on Twitter at (@13amgames).

EXPLOSIVE ACTION GAME EARTH’S DAWN AVAILABLE NOW AT RETAIL AND DIGITALLY FOR PLAYSTATION®4

EXPLOSIVE ACTION GAME EARTH’S DAWN AVAILABLE NOW AT RETAIL AND DIGITALLY FOR PLAYSTATION®4

Physical Retail Edition and Digital Version of the Fast-Paced Pyrotechnic Action Shooter Release on Playstation®4 Today, With the Xbox One Release to Follow on November 2

Los Angeles, CA – November 1, 2016 – Videogame publisher Rising Star Games announced today that the physical boxed edition and digital download version of side-scrolling action title Earth’s Dawn are now available for PlayStation®4 computer entertainment system in the USA, South America, and Canada. The global digital release date for Earth’s Dawn on Xbox One is November 2.

View the Earth’s Dawn trailer HERE: www.youtube.com/watch?v=KTXb8p1OElw

 

Developed by oneoreight and previously released in Japan under the name Earth Wars, Earth’s Dawn mixes fast-paced, side-scrolling 2D action game mechanics, unique dark-edge anime visuals, and deep RPG-like systems. For fans of the action genre, Earth’s Dawn offers instantly accessible combat mechanics with further intricacy built into directional attacks, evades and combos. Upon this foundation Earth’s Dawn creates additional layers of complexity with an unrivaled skill-tree and crafting system for weapons, armour and accessories.

Earth’s Dawn takes place after the Earth was decimated by an invasion from an alien race known to humans as E.B.E. The E.B.E. moved across the planet, consuming anything in their path, and proved impervious to existing weapons. Ahead of the impending annihilation, a breakthrough was made – the E.B.E. was susceptible to damage by weaponry designed using its very own technology. The power to fight back was now in the hands of an elite fighting force.

Developed by oneoreight and published by Rising Star Games, Earth’s Dawn is available now for PlayStation®4 system digitally and as a physical boxed edition in the USA, South America, Canada, Europe, Australia, New Zealand and Middle East. The digital release date for Earth’s Dawn on Xbox One in these regions is November 2. All versions of Earth’s Dawn are available for the suggested retail price of $29.99/€29.99/£29.99.

For more information, follow Rising Star Games on Twitter and visit the official Rising Star Games website.

# # #

ABOUT ONEOREIGHT

We are a Japanese game creator established by gathering members who want to “make games that we ourselves think are interesting.” The Earth’s Dawn (Earth Wars) series is our first entry into console gaming as oneoreight. We would be delighted if you were able to play this game which we ourselves think is “fun to play.”

one-or-eight.co.jp

ABOUT RISING STAR GAMES

Rising Star Games is a privately held video games publisher with a global reach. With operating offices in Europe and USA the company publishes video game entertainment across all gaming platforms from Sony, Microsoft, Nintendo and via Steam. With decades of combined experience and a genuine passion for interactive entertainment, Rising Star Games is proud of its ever-expanding and enormously diverse catalogue of over 120 titles.

www.risingstargames.com

POKÉMON CONTINUES ITS 20-YEAR CELEBRATION WITH ’90s-THEMED WEBSITE

POKÉMON CONTINUES ITS 20-YEAR CELEBRATION WITH ’90s-THEMED WEBSITE

Retro Web Design Timed to the Release of the Pokémon Trading Card Game: XY—Evolutions Expansion

London—November 1, 2016—In a digital flashback to the 1990s, The Pokémon Company International has overhauled the Pokémon Trading Card Game (TCG) website today with a whimsical homage to the decade. As part of the brand’s 20-year celebration, the ’90s-inspired site launches today to herald the release of the Pokémon TCG: XY—Evolutions expansion. The cards in this expansion are updated versions of the very first Pokémon cards that launched in the ’90s.

“The Pokémon brand launched in the ’90s with the introduction of the first video games and quickly became a global sensation,” said J.C. Smith, director of consumer marketing at The Pokémon Company International. “As we celebrate our 20th year and introduce the Pokémon TCG: XY—Evolutions expansion, this promotional website was an extremely fun project to develop for our fans. They’ll love learning about the Trading Card Game while exploring web design from the decade in which the cards were introduced.”

The Pokémon TCG: XY—Evolutions expansion restores the very first Pokémon trading cards to glory, with classic cards reinvented for a new generation of Trainers.XY—Evolutions includes more than 100 cards; 12 new Pokémon-EX, including five Mega Evolution Pokémon; and four new Pokémon BREAK. Booster packs and two theme decks—Pikachu Power and Mewtwo Mayhem—are available at participating stores and hobby shops in the UK from the 2nd November 2016. The complete  XY—Evolutions expansion is also available to play in the Pokémon Trading Card Game Online beginning today.

Fans can visit the retro website at the following link: http://xy12.pokemontcgxy.com/en-gb/

About Pokémon
The Pokémon Company International, a subsidiary of The Pokémon Company in Japan, manages the property outside of Asia and is responsible for brand management, licensing, and marketing, the Pokémon Trading Card Game, the animated TV series, home entertainment, and the official Pokémon website. Pokémon was launched in Japan in 1996 and today is one of the most popular children’s entertainment properties in the world. For more information, visit www.pokemon.com .

ZERO GRAVITY TO UNVEIL FIRST-PERSON SPACE SURVIVAL SANDBOX GAME HELLION TO CONSUMERS AT REBOOT INFOGAMER CONFERENCE, ZAGREB

ZERO GRAVITY TO UNVEIL FIRST-PERSON SPACE SURVIVAL SANDBOX GAME HELLION TO CONSUMERS AT REBOOT INFOGAMER CONFERENCE, ZAGREB

Zero Gravity today revealed that their upcoming PC first-person action multiplayer space survival game Hellion will be playable for the first time to consumer and trade visitors attending the Reboot InfoGamer Conference 2016, the fifth annual edition of the rapidly expanding games show that takes place in Zagreb, Croatia from November 8th to 13th.

“Presenting Hellion to gamers at Reboot InfoGamer 2016 is another step in the journey of launching Hellion onto Steam early access in early 2016”, said Marko Smiljanic, Creative Director of Zero Gravity. “With 12 PC demo stations available to play on, gamers will be able to experience the space-survival sandbox game for the first time”.

The Zero Gravity booth is located in Booth 8A/10 of Reboot infoGamer 2016.

ABOUT HELLION

Hellion’s sandbox action multiplayer space survival game throws players into the unknown as they explore Hellion, a devastated solar system and the graveyard of mankind’s first interstellar colony. Players will have a chance to dive into the harsh reality of space in their salvaged ship and explore derelict spaceships and ruined outposts, as they try to uncover the truth behind the devastation and conflict that destroyed humanity’s hopes.
A solar system thousands of lightyears from Earth, Hellion is the destination of the first interstellar colonization mission of the 23rd century. A million colonists, suspended in cryogenic hibernation, wake up a century later and find themselves trapped in a nightmare. Instead of grand habitats and planets waiting to receive new settlers, there is only evidence of devastation and conflict everywhere with ruins, debris fields and empty stations. With no trace of UN officials, corporate representatives, engineers, scientists or law enforcement troops, and a rescue operation over half a century away, colonists turn to scavenging, stealing and outright violence. Others try to live in a more civilized way and begin uncovering the truth behind the largest disaster in human history.
Hellion features a complex resource gathering system, a detailed crafting system, unique damage and degradation models for systems and equipment, complex maintenance systems for ships, stations and equipment, all of which are fully modular and customizable, ship to ship combat and a deep backstory within an immersive multiplayer experience.

For the official website visit: www.playhellion.com
Like us on Facebook: https://www.facebook.com/playhellion/
Follow us on Twitter: @playhellion

 

ABOUT ZERO GRAVITY

Zero Gravity is an independent game development studio founded in 2015 in Belgrade, Serbia. Our team consists of gaming industry professionals and skilled enthusiasts dedicated to creating an exceptional gaming experience. Hellion, the PC first-person multiplayer space survival game will be the team’s debut release. Visit us online at www.zerogravitygames.com.

The wait is over: Minecraft breaks new ground in Australian education

The wait is over: Minecraft breaks new ground in Australian education

Minecraft: Education Edition available in classrooms around the country

Sydney – November 1st 2016 – Microsoft Australia today announced the general availability of Minecraft: Education Edition, an open world game specifically designed for the classroom to promote creativity, collaboration, and problem solving.

The full-release of the Education Edition includes a companion application called Classroom Mode which allows teachers to have a map view of the Minecraft world as well as monitor and mentor students during game play.

It also offers a range of new, built-in lesson plans for educators to use across subjects and age levels and easy collaboration with up to 30 students able to work together to build projects and solve problems.

The release comes after months of feedback from over 50,000 educators and students worldwide who gained early Beta access in June 2016.

“Minecraft: Education Edition expands opportunities for K-12 students to engage in transformational learning experiences. Where previous versions have been very successfully adapted by visionary educators, this version has been designed to build on that vision and offer the affordances of Minecraft to all mainstream classrooms,” said Dr. Bron Stuckey, Global Consultant Specialist in Game Play, Gamification, Communities of Practice and Learning Communities.

She continues, “Minecraft: Education Edition provides a new opportunity to immerse learners in a highly motivational context for project building and problem solving. This dedicated Education Edition means teachers have access to an easy to implement platform of the game that kids know and that has been proven to successfully support design, construction, computational thinking, digital citizenship and community building. ”

Pip Cleaves, parent and Senior Education Consultant at Design Learn Empower said, “Minecraft: Education Edition is built on feedback from a global educator community and the principles of student-centered learning. The new features and capabilities give students the freedom to create and push their imaginations to the limit while also developing a higher-level of critical thinking.”

“In trialing Minecraft: Education Edition in some of the schools I work in, I not only see how the platform brings educational benefits, but also how it introduces positive social impact. Students want to collaborate and create in the Minecraft world, building a positive classroom environment through teamwork in a way that’s natural. For introverted students, Minecraft offers a world where they feel more comfortable to interact with students who they might not play with in the playground,” added Cleaves.

Minecraft: Education Edition will include new game features and the latest updates to Minecraft: Windows 10 Edition beta which will include user interface, leads and horses, additional player skins, pistons and the remainder of Redstone functionality.

For more information and resources on Minecraft: Education Edition, including lesson plans and a new Minecraft Mentors program, please visit education.minecraft.net.

The HITMAN season finale is here

The HITMAN season finale is here

Travel to Hokkaido, Japan today – https://youtu.be/tQKf5Yempjs

COPENHAGEN, October 31, 2016 – The Finale to Season One of HITMAN launches today.

The Season Finale for HITMAN Season One is here with a mission called “Situs Inversus” and is the culmination of everything players will have learnt in terms of both gameplay and story.

The HITMAN season finale trailer can be found here: https://youtu.be/tQKf5Yempjs

A journey which began with a Prologue and Paris location in March, continued with Episode 2: Sapienza in April, Episode 3: Marrakesh in May, the Summer Bonus Episode in July, Episode 4: Bangkok in August, Episode 5: Colorado in September as we reach the season finale, Episode 6: Hokkaido today.

“It was a brave decision to go fully digital episodic with Hitman, fundamentally changing how we make the game, and for us it has been a major success,” said Hannes Seifert, Studio Head, Io-Interactive. “I want to say a big thank you to all the players for making this possible! Together we’ve built and run the biggest and most replayable locations of any Hitman game and added new live content every single week since launch. And although we’re now completing season one, this is only the beginning for our ever expanding World of Assassination.”

The Hokkaido location is set within the grounds of the hyper-exclusive GAMA private hospital and resort. This secluded facility is a fusion of Japanese beauty and cutting-edge technology, featuring its own Zen gardens, organic sushi restaurant and traditional Japanese hot spring. Agent 47 must locate two targets in this climactic Season Finale.

Related Links:       hitman.com / facebook.com/hitman / twitter.com/hitman /reddit.com/r/hitman

About HITMAN™
HITMAN is the sixth game in the blockbuster series and is the culmination of a journey started by Io-Interactive more than 17 years ago. It builds on the critically acclaimed and commercially successful foundation of games like Silent Assassin, Blood Money and the recent Hitman: Absolution.

About Io-Interactive
Io-Interactive, a Square Enix Studio, is the creative force behind some of the most talked-about multiplatform videogames to emerge in the last decade. Starting with the praised and ground-breaking Hitman series, Io-Interactive has since developed the cult classic “Freedom Fighters”, the controversial “Kane & Lynch” series and the adorable “Mini-Ninjas”. Dedication to creating original IP and unforgettable characters and experiences are the hallmarks of Io-Interactive.

About Square Enix Ltd.
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Dragon Ball Xenoverse 2 Review

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Dragon Ball Xenoverse 2

Developer: Dimps
Publisher: Bandai Namco
Platform: PlayStation 4 (Reviewed), Xbox One, PC
Release Date: 25th October, 2016
Price: $59.99 USD – Available Here $99.95 AUD – Available Here

Overview

When Dragon Ball Xenoverse launched early last year it was hailed as one of the best Dragon Ball games in recent memory. While the new fighting system was decent, it was the original story and ability to create your own character from one of five races that was the big draw card for the franchise. Now roughly 20 months later we have Dragon Ball Xenoverse 2, promising a new story mode, more playable characters, a new hub world and many improvements over the first game to deliver the ultimate Dragon Ball experience. Should players just wait for the holy third game in the series or does Xenoverse 2 bring us all we could wish for right now?

Story

The story presented in Dragon Ball Xenoverse 2 is mostly a choppy, mistake riddled, repetitive, poorly paced mess. Characters appear and disappear out of nowhere with no to little sensible explanation, all the time travel shenanigans have no set rules for how they work and character abilities are all over the place (I’d normally give a pass to that last one as it is a video game, but it is laughably bad in Xenoverse 2). There are also technical problems such as poor animations and graphical glitches, subtitles consistently not matching what is being said and even a moment where two audio lines were placed in the wrong scenes. Some story elements being ripped verbatim from the first game and others that are very similar is another large problem, if you’ve played the first game there is a lot here that will seem familiar to you.

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This is an example of a poor story scene that has a very slight, non important story spoiler. At some point you fight Janemba and Vegeta comes to assist you. At the start of the scene Trunks is laid out and exhausted, beaten by Janemba. The voice-overs then pop in with Trunks saying he wants to come and help out… even though he is already there… defeated. The scene ends with a base form Vegeta wiping out Janemba with a single blast, a scene that will have even the most basic Dragon Ball fan baffled. Why didn’t they at least make him Super Saiyan so it was at least slightly believable? Janemba and Broly are shoehorned into the story here, with little reason or development.

In the first game you’re level kind of stopped you from being able to progress in the story at will as villains would just get too strong for you to defeat. In XV2 the experience you get from the story is just enough to let you continue however other completely unrelated tasks stop you from doing so. These include a tutorial, a pointless quest to gather medals and the worst, forcing you to acquire a transformation which can take a couple of hours depending on your race and need to level up. This takes away from the player’s freedom to progress through the game as they like and is incredibly frustrating if you just want to see the end of the story play out. Story fights also won’t progress until all the dialogue is finished, meaning you could be sitting there for around 2 minutes with either side able to damage the other while the dialogue catches up to where you are in the fight. This is a common issue as you can often drain the enemy’s health bar much quicker than the dialogue progresses.

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With all that being said, for a Dragon Ball fan there are a couple of scenes that are absolutely brilliant and brought a big smile to my face. I won’t spoil these as you should really see them for yourself, but during these moments all the problems take a back seat to some well thought out dialogue, good acting and great animation paired up with the perfect backing track. While these few scenes alone probably aren’t worth the pain of going through the story mode as a whole, they at least save it from being a complete disaster. The ability to import your Time Patroller from the first game is another great feature that is rarely seen in games. They even play a vital part in the story which surprised me and gave me an instant connection with the character.

Most parallel quests contain their own mini plot that either follow scenarios from the anime or have a ‘what if’ storyline. One example of these is Imperfect Cell being your partner while you fight Perfect Cell, who mocks Imperfect Cell for coming to the wrong timeline. The massive amount of flavor text that can change depending on the character you’re playing as and who you are fighting is impressive and well written, often delving into lesser known parts of the series lore which is a great payoff for knowledgeable fans. Training missions with mentors share these positive qualities as well.

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Gameplay

Where the bulk of Xenoverse 2’s improvements come is the game play.  First off you will notice the hub world got a major overhaul. Conton City adds a lot to Dragon Ball Xenoverse 2 and is a hub world well worth exploring, especially in the multi lobby where you see other real life Time Patrollers and can interact with them with fun comments and emotes from the series. Where the first games hub world was seen as a poor excuse for a glorified menu, Conton City is fun to explore and rewards you for doing so with more side quests and other missions that then reward you with new outfits, attacks and other bonuses. The ability to fly (which you gain by progressing through the early part of the story) and vehicles, while trivial, makes traversing the world much more fun, as do the many robots around the town that allow you to teleport between them without any loading.

Unfortunately the trade off for no load times transportation is… ridiculously long load times. This wouldn’t be so bad if they happened once at the start of the game, but loading occurs every single time that you need to re-enter Conton City, which is a lot. These load times, by my own count, commonly last just under 40 seconds on a PlayStation 4 which is just unacceptable in this era of gaming. A confirmed patch to address the load times is coming but as it stands the load times are a huge drawback.

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The fighting system was pretty decent in Xenoverse 1 and Xenoverse 2 expands on that, offering a smoother, faster, more varied combat experience. Attacks connect better in general and the new flash step technique really adds to the speed of battles as does the bump up to 60 frames per second. You can pull off some impressive looking combos simply by mashing a combination of the square and triangle attacks and supers and ultimates are just as easy to execute. Those looking for more depth in the combat will find it here, with the way combos link up and attack variety allowing players to experiment and come up with their own max damage combos using a combination of new and old techniques.

The new attack additions aren’t perfect however; all sharing one issue in common, the execution. Because all the buttons were already in use before the sequel, the way you pull off these new moves is slightly awkward. Burst dash for example forces you to press L1 and the square button at the same time (I’m using the often preferred C control option). This is almost impossible to pull off consistently due to the nature of the trigger which easily leads to frustration. Likewise, stamina break moves are pulled off by holding the control stick up and pressing square or triangle at the same time, another inconsistent combination. Lastly charged ki blast are simple to perform (simply hold circle) but are just awkward to use in combat, with long pauses before and after the move happens.

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The games roster on its own is pretty impressive even though as a sequel the number of additions is pretty disappointing. Some characters like Hit and Goku Black from Dragon Ball Super see their playable debut and characters that probably should have been in the first game like Imperfect Cell and Android 16 make a welcome return alongside other fan favorites like Gogeta and Janemba. While there are definitely some questionable exclusions such as Dabura, many of the villain transformations and Android 13 and Bojack (I highly expect these two to show up in DLC), the 18 or so new characters we did get each bring something unique and are fun to play as. The roster select screen could use some cleaning up though, with the shameless clone ‘villainous’ versions of some characters now taking up their own slots as opposed to being an alternate outfit. Speaking of alternate outfits we did get shafted in that department, with only a small handful being added to existing characters.

The online experience has seen improvements. Conton City can hold up to 300 avatars at once, there are more mission types and modes for players online to compete in both competitively and cooperatively, and most importantly, online modes now have a lot less lag and are actually playable in contrast to the lag ridden online in Xenoverse 1. It’s still not perfect, but it’s a huge step up. Speaking of co-operative play, those who played the first game will take joy in knowing enemies no longer have access to super armour to stop them from flinching, instead being smarter and more difficult to fight to compensate.

In another big positive change, the impact of RNG (random number generator which is a pure chance way to determine if an event happens or not) has been severely reduced in Xenoverse 2, much to the praise of every gamer out there. Clothes and skills from quests now have a much higher drop rate and ultimate finishes will always trigger if you satisfy the conditions. You can also buy most outfits and skills from the shops now as well as acquire them by talking to NPC’s and completing side quests. Mentors now spawn in set locations, meaning it’s not up to RNG anymore if you find the one you’re after.

However, as seemingly to undo any good from that positive change, all your created characters are now treated as separate save files, only sharing skills and outfits between them. That means for every new character you wish to make you must unlock every mission, story mode progress and even unlock-able characters all over again. This is a baffling design decision, especially as the first game handled this so well with progress shared among all your created characters, allowing you to easily make new characters and play the game you have already completed as you see fit.

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The customisation itself has unfortunately seen little improvements outside of the new race specific transformations, which are admittedly a great addition and very fun to play around with. Outside of those transformations though common requests for how to improve the create a character variety have been completely ignored and we still can’t customise even the simplest of preferences such as our aura, throw or even ki blast colour. Accessories are still limited to one, no matter where on the body they are placed and Super Saiyan hair still remains unfaithful to the series, simply turning gold and not spiking up. Popular accessories from the series such as Saiyan Tails, Potara Earrings and the Majin emblem were ignored as well and most outfits still can not have their colour changed although a few more with this ability have been added.

The number of added options for customising your body, such as hairstyles and body shape, is also underwhelming as are the number of new outfits and accessories. The first game was an awesome base for the create a character feature and while Xenoverse 2 brings everything from the last game forward, it fails to build upon that base in a substantial way in regards to content. A positive exception to this is in the move department where the development team somehow found many new attacks to add that weren’t present in the first games already impressive list. There are hardly any moves from the show that I can think of that aren’t in this game.

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Visuals

The graphics have seen a slight improvement from Xenoverse 1 but nothing major. It’s bright and colourful, most textures are high resolution and characters and stages all look really good in the cel shaded style outside of a few anomalies. Conton City successfully mashes famous locales from all over the series and has a great draw distance, allowing you to see the whole world from the sky. There is a small problem with assets taking a bit of time to load (shop vendors and NPC’s for examples) when you enter an area but this isn’t too common and fixes itself after a few seconds.

The user interface also got a bit of a touch up with some slick looking menus, new battle HUD and a most appreciated feature, time gates in quests now have a small label pointing to their direction so you don’t have to aimlessly search for them in larger maps. I really wish there was a way to turn off some of the HUD (most importantly the characters names that are consistently above their head) as it just seems unnecessary and ruins the immersion a little. Considering this would be a simple matter I’m surprised this feature is omitted here.

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A few visuals flairs have been added to combat such as the screen shaking when you charge up ki. Arena damage now includes physical chunks of rock coming out of areas you hit with a blast. This looks really nice if you hit it with a multi ki blast attack and definitely adds to the immersion. Unfortunately you will be taken right back out of that immersion as any damage spots that appear on the ground or walls still disappear after 3 seconds. One day there will be a console powerful enough to handle real time arena destruction but for now this is a good step forward.

Another issue that ruins immersion is, for lack of a better term, the visual hit detection. In battles, attacks that look and feel like they should be hitting work fine so there is no problem on the game play side, but they still look awkward. This is really obvious when the camera tries to do something fancy, revealing how poor attacks (that are normally hidden by the back of your character) are connecting with your opponent. Things like a punch staggering an opponent when there fist is clearly a good length away from them or when two people have a melee clash. The way characters fly off in incorrect directions after being hit by an attack is another issue, or float awkwardly in the sky as they get knocked upwards but hit the top of the low sky boxes. The combat can actually look really epic at times but unfortunately these poor moments I describe above are just as common, if not more so. The image below is an extreme example but shows how ridiculous it can look at times.

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Ending on a positive note, the CGI cutscenes in story mode, while there are only two of them, are the best looking cutscenes we have ever seen in a Dragon Ball Z game, period. The anime style cutscenes, again while rare, also seem to be of a better quality than in the first game with much smoother animation and on model art.

Audio

The sound quality all around has seen marginal improvements but is still below average. There are still a lot of problems with volume mixing (just like the first game I recommend turning sound effects down to 2 for a more even sound) and sometimes voices are way too soft or too loud to be heard clearly. This even extends to the game’s opening video where you think such a problem would easily be corrected before release. There seem to be more sound effects for all the different moves and the quality of the sounds is much better at least. Music still annoyingly fades in and out of quests based on your opponent’s position, a terrible design choice that carries over from the first game.

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Most voice actors sound great and put in a good amount of gusto into their performances despite some awkward deliveries from time to time that may not be the actors fault but rather the direction given (e.g. Cooler rushing out to say his sentence while firing his Supernova attack). The English and Japanese dual audio is still present so you can listen to your preferred cast. While many old lines of dialogue seem to be reused, the new cast and new lines all sound good with many actors reprising their roles such as Cooler, Turles and Slug. This is the first time we hear Goku Black in English and I have to say I’m not a fan of the way Sean Schemmel portrays Goku Black here. It sounds more like a more grizzly Super Saiyan 4 Goku than the calm and menacing Goku Black we have grown to know from Japanese voice actress Masako Nozawa’s portrayal of the character.

The music however is mostly new and nearly all of it sounds fantastic. This is the first Dragon Ball game in a long time where the original soundtrack created for the game sounds fresh and exciting. We have a great mix of new techno, heavy rock and even beautifully epic orchestral music in addition to most of the tracks from the first game. There are only a couple tracks that really didn’t gel with me, with the rest all being perfect for accompanying battles or the story mode. The main issue with the music is just when it’s used, as there are times where it doesn’t fit with the visuals such as in the opening scene of story mode. If you find DJ Steve Aoki in Conton City or beat the game, you can listen to his two house remixes of Head Cha-La and We Gotta Power! which is a fun Easter Egg. Not everyone will find these songs enjoyable but I think most will like them, especially if they are fans of house music.

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Overall

Xenoverse 2 sadly does the bare minimum to justify its existence as a sequel but as a standalone product still offers loads of content and fan service. Questionable design choices, poor loading times, audio issues and a mess of a story mode with very few highlights weigh down what is a great looking game with some great features. The license is used very well particularly in regards to character creation and dialogue, the expansive new hub world is worthy of exploration and the fighting engine is one of the best we’ve ever had in a Dragon Ball title. The game has been promised to be supported with free updates and patches for a year so we shall see how it stacks up after that time, but for now, despite it’s problems, Dragon Ball Xenoverse 2 is still one of the best Dragon Ball games we’ve had in the past 20 years.