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XCOM 2 Extended Hands-On Impressions

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Over the holidays, I was granted access to the XCOM 2 build by the folks at Firaxis and 2K… so while the rest of you were enjoying time with family and friends, I was fighting a repressive alien occupation force. I had some time with a similar build a couple of weeks ago, I’ve now had the chance to more thoroughly explore the mechanics and processes in play. I’ve spoken about the tactical changes in a previous preview of the game (in that it’s largely remained the same), so in this preview I will be focusing on the strategic play.

Big changes (which I’ve finally gotten a chance to examine) were done to the strategic gameplay and little of the original design from Enemy Unknown remains. Instead of building satellites and working to retain as many funding nations as possible (while they slowly panic and back away…), XCOM 2 goes the other direction and has you building up resistance forces around the map. You make contact with these forces around the map and unlock their precincts from there, which gives you access to more zones, missions, and a greater income. So instead of panic slowly rising and having countries leave the XCOM initiative, you are working the other way to bring more and more of them into the fold. It’s an interesting twist which completely reverses one of the central mechanics of the XCOM series, but I feel that it is a very interesting (and fun) shake up.

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This effectively means that for the early game, you have a limited scope to work within as missions only appear in the areas which you have developed contact with. This might sound like it makes the game easier and less frantic than previous XCOM titles, but I assure you that this is not the case. Instead, the player engages in a race with the aliens themselves who are trying to push nefarious agendas as well as complete their masterplan which is code named: “The Avatar Project”. Each month, the player is made aware of the various agendas which the aliens will be pushing forward with during that month such as bonuses to Advent troops and increased enemy numbers during missions. The aliens might also decide back at the resistance in which case a terror mission is launched wherein XCOM has to go in and once again rescue civilians from rampaging alien forces. If XCOM is successful, the resistance will be greatful and the region will offer an increased contribution of supplies to the project permanently. Alongside all this, the aliens also add progress to the “Avatar Project” and if too much progress is made, it’s game over for XCOM as the aliens complete their master plan and humanity is doomed.

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Luckily, the player can undertake missions to counter the various alien agendas as well as hindering progress on the “Avatar Project”. Each month the player receives a selection of guerrilla ops, similar to the choices you get in Enemy Unknown, where you can choose to attempt to counter one of the three alien agendas for that month. Alongside this, the player can also choose to sabotage secret alien facilities in any of the territories they’ve established contact with. This provides impetus to the player to expand quickly and take the fight to the alien forces and discourages the more conservative approach which some players favoured in Enemy Unknown at certain mission bottlenecks.

Alongside guerrilla ops, players will also be given the opportunity to go on council missions. Given by the same mysterious former councilman from Enemy Unknown, they’re generally a good way to get some resources and experience for soldiers. The missions themselves fall into a number of categories including hacking/destroying/defending a transmitter, escorting/kidnapping a VIP, or looting a supply train… amongst other variations. They’re varied enough that you won’t get bored and thanks to quasi-procedural map generation, there’s enough variety on the maps to keep you on your toes. There are still a number of buildings or terrain layouts which become recognisable over multiple playthroughs but it is still an improvement on the repeating selection of maps from Enemy Unknown.

After completing a mission successfully, the map receives a new scanning opportunity for the player to investigate. Rather than simply having the player passively scan the map for alien threats, as was the case with Enemy Unknown, the player actively selects targets to scan and provide them with a number of rewards after they’ve scanned the listed number of days. These rewards include extra resources such as supplies or intel as well as other bonuses such as increased power supply for the base or new recruits. Your monthly income from the resistance groups you’ve made contact with similarly requires collection via scanning as they’re given as a supply drop on the map… which can prove a nuisance to collect if an alien interceptor is deployed to the same area. Accessing the Black Market (formerly the “Grey Market” in Enemy Unknown) similarly requires targeted scanning to unlock.

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The interceptor gameplay of previous XCOM entries has largely been completely down away with this time around. Thematically, it makes sense as XCOM cannot maintain a fleet of interceptors covertly and instead are now the ones being intercepted by the alien occupation forces. It’s a shame that interceptor combat won’t be a feature in this game, but its previous iteration in Enemy Unknown didn’t really feel all that fleshed out to begin with so I doubt it will be missed by many. Occasionally alien interceptors will be deployed to a region and if you proceed to move to said region, they will engage you. When this happens, the Avenger is disabled and a mission triggers as Advent ground forces come to capture the ship.

This event basically leads to the game’s ‘base-defence’ mission as was present in previous XCOM titles. However, rather than taking place on the Avenger proper, the mission largely centres around the defence of the Avenger landing bay in a fortified position against waves of enemies. This doesn’t sound so bad, except for the fact that you have to leave the safety of the fortified position in order to destroy an EMP emitter array across the map from your position. This would be a tough hand to play but luckily, the game does make it significantly easier for you by slowly giving you all your recruits to play with in the mission. I ended up with a small horde of recruits who farmed xp from the enemy units as they deployed by catching them in a hail of bullets in their overwatch attacks. This mission design definitely wasn’t the best I’ve encountered and I hope a bit more work is added to this aspect of the game before its full release.

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Base management is largely the same as you choose what rooms to build, technology to research, and equipment to manufacture… much as in (almost) every other XCOM game. Although the base building is largely unchanged mechanically (you still have a honeycomb-type structure which you hollow-out), thematically it’s quite different as your base is now essentially a mobile carrier, built in the remains of a captured alien transport ship. There are some minor thematic changes here such as; instead of magma vents there are unshielded conduit areas which give a bonus to power generation/use for any room built on them. Another mechanical difference here is that instead of excavating dirt to free up space, you clear out wreckage within the ship which actually gives you resources instead of costing you. The drawback here is that to clear out wreckage you need to assign an engineer to the task and, in the early game, your staff are limited in number. It also works to give these engineers something to do on the ship when you acquire them but don’t have the resources to build new rooms for them to staff.

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Another feature which I actually found quite refreshing was the overhaul of the weapons, armour, and inventory management system before each mission. Rather than researching new weapons and then building a weapon for each soldier individually. In this version, once you research and upgrade your arsenal by paying for it in your workshop; all soldiers who can wield that weapon get access to it. So if you researched and payed for a shiny new sniper rifle, all your snipers are now automatically equipped with the better variant. It’s pretty nifty and helps to streamline inventory management somewhat as you don’t need to worry about equipping each soldier with newest gear as it comes out. Luckily, the weapon mods you installed on a lower level weapon are carried over to the upgraded version so the game doesn’t take away your modifications for a particular soldier’s build.

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So there you have it. My extended impressions of the strategic gameplay (and a bit of the tactical) of the upcoming XCOM 2. There are a lot of thematic and gameplay changes to the strategic map which force the player to be a lot more active in their choices in the campaign. Base management has largely been kept the same from the previous game while small but significant tweaks have been made to alter the gameplay in this area change things. There are still some aspects which could have used a bit more work, but the game is largely polished and stable (save for a few hard crashes here and there). I am very looking forward to the game’s full release next month and I hope that the rest of the game’s campaign measures up to the benchmark that I’ve experienced thus far.

XCOM 2 is available for pre-order on steam here. The full game will be released February 5th.

Megadimension Neptunia­ VII NEXT Form Screenshots Released

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Idea Factory International is ringing in the new year with some brand new screenshots showing off the new transformation forms that will be available in Megadimension Neptunia­ VII. As previously detailed, Neptunia, Vert, Noire, and Blanc now have the abilities to transform beyond their standard CPU forms into NEXT forms, allowing them to become NEXT Purple, NEXT Green, NEXT Black, and NEXT White.

Megadimension Neptunia­ VII is currently slated for release on the PlayStation 4 in North America and Europe in early 2016 and this title not only supports the aforementioned NEXT transformations but also features a number of new characters, three storylines, three worlds, and a number of additions to the battle system.

Viz Acquires Saving Life, Kannazuki no Miko, and Honey So Sweet Manga for Digital Release

honey-so-sweet-volume-1-coverWith the new year and new month come a new batch of digital Viz Media manga announcements as well as some deals for those looking to buy a large amount of a digital manga series at a discount.

Before we get into those announcements, the aforementioned deals will be running all month and will offer the entire eight volumes of Godchild for $20, Kimi ni Todoke Volumes 1 through 10 for $40, the entire series of Kimi ni Todoke for $77, and three Nura: Rise of the Yokai Clan bundles in the form of $40 for volumes 1 through 10, $52.50 for 1 through 15, and $75 for the entire series.

As for the new licenses, Viz Media has announced that they have saved the licenses for Mario Kaneda’s Saving Life manga series as well as the manga Kannazuki no Miko, both of which were previously released by TokyoPop before the company went under.

Both of these series as well as Honey So Sweet, another new license from the company, will have their first volumes released this month. Alongside these series new volumes will be released digitally throughout the rest of the month for sixteen other continuing series from Viz media such as Nisekoi, Terra Formars, and more.

Root Double- Before Crime * After Days- Xtend Edition Localization Kickstarter Launched

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Sekai Project is back on Kickstarter once again and this time around they are looking for funding to bring Takumi Nakazawa’s Root Double- Before Crime * After Days- Xtend Edition out to English speaking audiences. Originally developed by Regista and published by Yeti and Lemnisca the project is seeking $135,000 total in funding with the minimal backing tier sitting at $30 for a digital PC copy of the game when localization is complete.

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There are a few stretch goals already set, with $180,000 in backing earning backers a fanbook, $250,000 netting the translation of a six episode drama CD “Beyond * BEYOND” based off of in-game magical girl anime, and sitting last at $300,000 is the translation of the Xtend Edition audio drama “Before Days” and drama CD “After Crime.”

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Sekai Project has already placed Root Double- Before Crime * After Days- Xtend Edition onto Steam Greenlight and has provided a story summary and nine minute spoiler free interview with the writer, Takumi Nakazawa, and you can check both of those out below:

The year is 2030. Business is as usual in the isolated research city of Rokumei–that is until several explosions suddenly go off in the nuclear research facility known as “LABO.” The city sends in “Sirius,” an elite rescue squad, to deal with the situation. But the situation only gets worse when LABO’s nuclear reactor melts down, sending the facility into lockdown–with members of Sirius and survivors still trapped inside. With lethal radiation leaking everywhere and not enough anti-radiation medication to last until lockdown lifts, the survivors make more and more grim discoveries. In their struggle for survival, in a deathtrap full of fire and radiation, they learn that doubt is their greatest enemy, and trust their greatest asset.

The story of Root Double features two different protagonists: Watase Kasasagi, a rescue squad captain who has lost his memories in the hours after the incident, and Natsuhiko Tenkawa, a student piecing together the clues in the six days before. The only key to survival lies in the player’s hands with the Senses Sympathy System (SSS). Unlike traditional visual novels, Root Double does not have clear cut “choices,” but rather, the game uses SSS to allow the player to manipulate the story based purely upon emotion. Your emotions projected upon the characters, particularly your trust in them, shape the progression of the story. Only with effective use of this system and completion of both protagonists’ stories can the player piece together the truth and hope to discover a way out of the facility.

Assassin’s Creed Chronicles: India Gameplay Trailer Released

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You may forget that outside of the standard Assassin’s Creed games, that Ubisoft was also still working on that Assassin’s Creed Chronicles set and they are now prepared to release their next entry in the series after China was released in April of last year. This one happens to be called Assassin’s Creed Chronicles: India and will be released on the PlayStation 4, Xbox One, and PC as a digital download next Tuesday on January 12th.

To go along with this announcement Ubisoft has released a gameplay trailer for Assassin’s Creed Chronicles: India as well as a brief introduction to what will be happening as players find themselves in India, 1841, where tensions between the Sikh Empire and the East India Company are escalating quickly. Taking control of Arbaaz Mir, a Master Assassin, players must rescue his love from the clutches of his sworn enemies and recover what was stolen from the brotherhood.

A Boy and His Blob Heading to Xbox One, PlayStation 4, and PC

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It appears that Majesco Entertainment might have been aiming for something of a surprise release when it comes to their upcoming title. You see, although announced a few months ago and given no release window, the company has released a new trailer announcing that A Boy and His Blob remake is heading to the PlayStation 4, Xbox One, and PC and it will be coming out in a little under two weeks on January 19th.

A Boy and His Blob‘s release on current platforms will be a high definition version, handled by Abstraction Games, of the title that was originally released in 2009 for the Wii by WayForward. You can check out the trailer for A Boy and His Blob below.

Rise of the Tomb Raider Arrives on PC January 28th

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It looks like the timed exclusivity for Rise of the Tomb Raider is going to last a few months as Square Enix and Crystal Dynamics have announced that the game will be released for PC on January 28th. The PC release of the game will support 4K resolution and will be available as a digital download through Steam and many other online retailers with the standard edition priced at $59.99 and a “Digital Deluxe Edition” that includes the game’s season pass priced at $89.99.

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Those who want to opt for a real special version of the game can pre-order a Collector’s Edition through Square Enix’s e-store for $149.99 where they will be given the Digital Deluxe version of the game, a 12 inch Lara Croft statue, a replica of both Lara’s journal and her necklace, and finally a steel case. Currently the upcoming PlayStation 4 version of the game has not been given a release date.

Etrian Odyssey V Nearing Final Stages of Development

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You may remember that, back in November 2014, Atlus announced that development on Etrian Odyssey V had begun. Since then we haven’t heard a single thing about the game outside of the initial teaser trailer that was released alongside the aforementioned announcement.

So now that over a hear has passed, we finally have a bit of news courtesy of Games Talk and this week’s issue of Famitsu where the series director Shigeo Komori stated that the game is nearing the final stages of development. Currently no platforms for Etrian Odyssey V have been announced but we can likely expect some more information on the game to come out in the next few months.

Scalebound Release Delayed to 2017

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If you were looking forward to playing Scalebound in 2016 then you better be prepared for plenty of other delays this year, as it has been announced that Scalebound has been delayed to 2017. In an update from Platinum Games, the company announced that the Xbox One exclusive needs more time to deliver on the ambitions of the team since, despite development “going well” that this is one of the team’s “biggest games.”

They did state that they are still planning on talking more about the game later on this year but for now you can check out their full statement below:

As we enter into 2016, we want to provide you with an update on Scalebound, the upcoming Xbox One-exclusive action-RPG that lets you fight alongside a fearsome dragon named Thuban.

Development on the game is going well and we’re really happy with how it’s coming together. Scalebound is one of the biggest games PlatinumGames has ever created: an epic adventure filled with exploration and fantasy gameplay, inventive multiplayer, and action-packed battles on an unbelievable scale – all set in a beautiful and evolving world. It’s the game our team has always dreamed of making.

In order to deliver on our ambitious vision and ensure that Scalebound lives up to expectations, we will be launching the game in 2017. This will give us the time needed to bring to life all the innovative features and thrilling gameplay experiences that we have planned.

We know you’re excited to see more and thank you for your patience. Scalebound is a truly special project that’s been several years in the making, and we are very proud and inspired by all the work our team has done so far.

We will be sharing more about our vision for Scalebound later this year and can’t wait to give you a closer look at the world of Draconis and the incredible creatures and experiences we’re building.

Shenmue III’s Official Website Updated, New Clip Released

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With the Shenmue series finally being revived last year after a very long wait and well on its way into development after a very successful funding campaign, Ys Net has recently revamped the official website for the game and with it came a New Years message, an update regarding a poll for certain backer types, and a short video showing off how a certain hut in Bailu Village will look in the game.

Currently Shenmue III is being developed for release on the PlayStation 4 and PC. As for that New Years message, you can check it out below:

Thanks to Shenmue fans everywhere, 2015 saw the start of Shenmue III. 2016 will be a year with noses to the grindstone to make the next installment of Shenmue worthy of the expectations you have entrusted with us. We would like to again ask you for your support and cooperation for all that lay ahead this year.