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Battlecry Interview with Lucas Davis

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So among the din of E3 I found myself over at the Bethesda booth to see what I could about Battlecry studio’s Battlecry, which got a bit drowned out in the big announcements of Fallout 4 and Dishonoured 2. I was able to get some time with Lucas Davis, design director, to talk about the game in general and what players can expect from the game when the Beta finally launches here.


Can you tell us about what the concept behind Battlecry was?

So with Battlecry we wanted to go out and make a really fast, frenetic, accessible game that’s all about taking the brawler gameplay that maybe you’ve seen a little bit more in singleplayer games and bringing it into a multiplayer arena.

So we wanted 3rd-person action, highly animation-driven, really about jumping in and getting into battle. Really cool moves with melee, with a lot of really interesting weapons like transforming swords, and bows, and gadgets that a lot of games haven’t really presented before in an Industrial punk setting. It lets us bring out a lot of new technology onto the battlefield. So it’s a little-bit sci-fi with a bit of history to it as it’s got influence from the dawn of the twentieth century.

And finally, for us, we just wanted to make a game which brought all that together in a game. So you’d have these warzones where you could jump into, do these really cool over-the-top abilities with amazing animations and just really enjoy that kind of brawler combat across melee and range.

Cool, there’s definitely not enough steampunk games in my opinion. The game is slated to have three factions for players to choose from and you’ve showcased two factions at E3 so far; the Han Republic and the Imperial Marines. Can you tell us a bit about the third faction?

Of course! They’re the Cossack Empire and they’re strongly influenced by… well, the Cossack people and Eastern Europe. They’re an interesting mix of Russia and other countries and they have the absolute fearlessness and ferocity which those people have. They’ve got a long history of being mercenaries and fighting either with or against everyone across the European theatre. They bring an interesting mythology to the world and they’re still there being mercenaries, in the warzones and attacking with that utter ferocity… they’re always attacking.

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Horosho! So after playing the game a bit myself, the game appears to award victory to the team that works together the best. Have you put anything in place in the game to help facilitate player teamwork?

Well, alot of our classes really fit together very well in a team strategy. So the enforcer transforms into a shield and can actually block for their teammates. Rangers can get behind them and fire through their shield at enemies.

Rangers also have hunter vision which they can turn on and spot enemies through walls so they can be calling out where the enemy team is at and where they’re going.

The brawler has a flying punch and it really kinda lets them leap to single targets like that enemy ranger who’s harassing you in the distance and can then take them out. It’s a really good way to get around the map and close in on areas.

The infiltrator is all about getting behind enemy lines and attacking from behind so they’re really good at picking them off one-by-one or disrupting gadgeteers and rangers who stay back away from the main line.

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Awesome. In terms of player customization, what options are there for players in terms of both gameplay and cosmetic choices?

So we have a few different types of customization. We have our progression system which, as you’re playing the game and earning experience, you unlock ten ranks which are permanent career ranks that you own. As you upgrade, you’re going to get access to slots that you can slot in skills and completely change how your warrior fights.

These are parts of your loadout and you can have several different loadouts, so you can have an enforcer who’s really defensive or one who plays well on the offense… or an infiltrator who’s all about speed or one which is all about damage. It really changes up a lot of your abilities.

One example is that as a gadgeteer, I’ve got an ‘aeroscope’ that I can throw into the air and reveal the enemy locations. Through upgrading it with skills however, I can change it so instead of showing me the enemy, it instead feeds the enemy bad information and puts my dots on the enemy radar or completely confuse their ‘aeroscope’ that they have up in the air. So a lot of differences just there.

Another example with the gadgeteer is that they have a secret mine that they can throw which by default explodes but you can turn it into one that goes around as a roving turret that will actually zap and attack enemies. So it will really change up your abilities and how they play.

Additionally you’ll also have a lot of different skill options so an enforcer has a savage lunge that they can burst out and attack people with. One of the skills available is that if you actually land that attack, your next cooldown is greatly reduced but if you miss then you miss out on the bonus. So it’s with this that we encourage skill play that rewards you while still being balanced across the game.

Our matchmaking will match you with people of similar ranks but even as we playtest the game in the studio, we’ll have a rank 1 go against a rank 10 and yes a rank 10 does have a true advantage but skill is still enough to overcome that.

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That sounds great. My question would then be about whether you have anything else in place to help keep the game balanced?

Absolutely! So we actually have an amazing business intelligence team that does a lot of telemetry for the game so we get tons of stats and tons of heat maps and we’ve got a whole portal we can go to as developers and see what abilities were used and where they were used, how much damage, which classes were dominating and where they were dominating. It really tells us a big story about how modes are performing and how the characters are performing and so every week we take that data and make small tweaks and changes to it.

It’s one of those things which is always a challenge as we’ve got players which have been playing the game for a year and a half or two years now, so we’ve got a lot of really skilled players coming in and we’ve got to balance that data with a playtest with all new players who just experiencing the game for the first time. Trying to make sure everyone feels balanced even as they’re learning the game.

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Coolio. Now a question about monetization; how is Battlecry going to be earning its crust?

So primarily we’ll be earning it through vanity. We have these really well designed characters with really interesting armour pieces with a lot of uniform changes that players can make alongside all new weapons, new animations, new transformations, taunts and kill cards. A lot of elements in the game which you can really make to look and belong to you.

For us, we’ve just put a lot of real effort into making them look awesome and animate great. They’re just exceptionally high quality so for players, we know they’re gonna see those and be like: “Yup, that’s how I want to look”. So for us, with the progression side it’s all something that you earn with xp so you can customise your character to play how you want to play but then you’re gonna want to make them look how you want them to look. That’s the dual combination that we’re going to be playing off of.

That sounds awesome! I look forward to playing more of your game when the beta comes down under. Thank you for your time.

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The Battlecry beta comes out in Australia and New Zealand on the 15th of August of this year. If you wish to sign up for it yourself, you can do so here.

For more of our E3 coverage, click here.

BANDAI NAMCO Entertainment Europe announce publishing agreement with The Farm 51 on GET EVEN

BANDAI NAMCO Entertainment Europe announce publishing agreement with The Farm 51 on GET EVEN 

BANDAI NAMCO will publish Get Even from The Farm51 on Xbox One, PlayStation®4 and PC 

Leading video game publisher and developer BANDAI NAMCO Entertainment Europe today announced a publishing agreement with The Farm 51 on Get Even, coming to Xbox One, the all-in-one games and entertainment system from Microsoft, PlayStation®4 computer entertainment system and PC in 2016.

Get Even is the psychological thriller movie genre made video game, blurring lines and blending the frantic tension of the FPS genre with the oppressive intimacy of a complex personal investigation. Eschewing the usual clichés and gung-ho scenarios currently inhabiting the FPS genre, Get Even packs an alternative, mature and intriguing story combined with strong shooter elements.

We are very proud to be collaborating with The Farm 51 on this promising title” said Herve Hoerdt, Vice President of IP Strategy, Digital, Marketing & PR at BANDAI NAMCO Entertainment Europe. ”Get Even will definitely be one of BANDAI NAMCO Entertainment’s key titles in the upcoming year; with its movie-like approach and its mature and intimate story, all players should keep an eye on this game!”

“We’re pleased to be working with BANDAI NAMCO Entertainment to publish Get Even globally. We are convinced that they are deeply committed to help us make this game a unique experience. Not only will BANDAI NAMCO publish Get Even, but they are also helping us on a production level and fully support our vision of the game. We believe Get Even is an innovative landmark in the FPS genre and expertise provided by BANDAI NAMCO will be a very important factor in helping us realize its potential – said Wojciech Pazdur, Development Director at The Farm 51.

Click here to watch the teaser trailer for Get Even on YouTube: https://www.youtube.com/watch?v=4dnw9dWISvw

DISGAEA 5: ALLIANCE OF VENGEANCE SERAPHINA AND KILLIA TRAILERS AND LAUNCH EDITION CONFIRMED

DISGAEA 5: ALLIANCE OF VENGEANCE SERAPHINA AND KILLIA TRAILERS AND LAUNCH EDITION CONFIRMED

NIS America is happy to officially announce that the next entry in the long-lived Disgaea series, Disgaea 5: Alliance of Vengeance has two new trailers available to view on YouTube.

NIS America is super excited to share the news that a Launch Day Edition will be available for the upcoming strategy RPG, Disgaea 5: Alliance of Vengeance. This special Launch Edition will be available at Australian and New Zealand retailers and will include the full game, reversible cover, 32-page art book, and original soundtrack – all packed neatly into a gorgeous collectible box! The game will be available in Europe on October 16 exclusively on PlayStation®4!

About the game:

The sixth home console entry to the legendary Disgaea series tells a tale of revenge, and of rebellion. As a new and terrible Overlord named Void Dark seeks to enslave the countless Netherworlds, one young demon has stood to end his reign—Killia. In Disgaea 5, lead Killia and his tenacious army of rebels on their dark and dangerous path to vengeance. Filled with more over-the-top action and hilarious writing than ever before, Disgaea 5’s damage numbers are surely headed for the record books.

Features:

Alliance Attacks: New to the Disgaea series, your relationship with your teammates influences a new battle system called Alliance Attack. These special moves are only available to main characters and only when their relationships are appropriately aligned.

Recruitment: A familiar feature for Disgaea faithful, this system lets you choose from over 40 races and jobs, and identify new party members with the exact traits you desire.

Revenge Mode: A game about vengeance wouldn’t be complete without a character stat boosting system based on revenge, would it? The Revenge Mode empowers your characters with bonus stats when they’ve become fed up of their allies being beat on.

Explore the Netherworlds: While previous games in the series have shown a glimpse of the darkness that is the Netherworlds, Disgaea 5 takes you to a myriad of those dark lands.

Definitely over 9,000: In true Disgaea fashion, Disgaea 5 harnesses the power of the PlayStation®4 to deliver battles with a ridiculous number of enemies and outrageous damage.

Disgaea 5: Alliance of Vengeance is releasing on PlayStation 4 on the 16th of October 2015

Click here to watch the new Seraphina trailer on YouTube: https://youtu.be/vQbTZFIYXRU

Click here to watch the new Killia trailer on YouTube: https://youtu.be/7v1S5KEax9U

 

Alienware joins forces with Zero Latency to bring virtual reality to life

Alienware joins forces with Zero Latency to bring virtual reality to life

  • Alienware partners with Zero Latency to bring virtual reality experience to life
  • Zero Latency launches in Melbourne providing fully immersive virtual reality gaming experiences
  • Alienware Alpha custom technology powers Zero Latency gameplay experience 

SYDNEY, Australia, August 13, 2015 – Alienware, the leader in high-powered gaming systems, has partnered with Zero Latency, pioneers in free roam virtual reality, to help bring Zero Latency’s fully immersive virtual reality game to life. Utilising the Alienware Alpha system, players will be able to engage in multiplayer virtual reality gaming in 400 square metres of space, while using Zero Latency’s state of the art wireless technology and motion tracking.

“We tried building our own backpack computers in the past but they didn’t give us the compact power and performance the Alienware Alpha platform delivers. Alienware is the final piece in the platform we have developed and now we’re ready to showcase our brand new gaming platform to the world,” said Tim Ruse, director, Zero Latency VR.

Zero Latency is the only multiplayer full freedom wireless virtual reality experience and uses the latest advances in virtual reality to provide players with an unrivalled level of immersion. Players will use custom built gun controllers along with a backpack that houses the lightweight Alienware Alpha – all connected to a VR Headset.

“When we were approached by Zero Latency in February 2015, we knew it would be a perfect fit. We always aim to push the boundaries and provide gamers with the best experience possible and partnering with Zero Latency gives them the opportunity to experience the next era of gaming,” said Jeff Morris, general manager end user computing Dell Australia and New Zealand.

Featuring Co-op gameplay, players will be tasked with dragging the world back from the brink of destruction as they pit themselves against hordes of the undead or rebel raiders, racing to restore order.

Zero Latency will officially open on Saturday, 15th, August at 22-32 Steel Street, North Melbourne. Tickets start at $88 and can be purchased in advance on the Zero Latency website: www.zerolatencyvr.com

About Dell:

Dell Inc. listens to customers and delivers innovative technology and services that give them the power to do more. For more information, visit www.dell.com.

Pokémon TCG: XY—Ancient Origins out now

Pokémon TCG: XY—Ancient Origins out now

Extra-special promotion with Smyths Toys Superstores kicks off August 24 and features fan-favourite Pokémon, Shiny Rayquaza… and Pikachu!

London, United Kingdom, August 12, 2015 Calling all Pokémon Trading Card Game fans! The latest expansion, Pokémon TCG:  XY—Ancient Origins, hits shops today, bringing over 90 new cards to collect and play.

The new expansion offers 14 all-new full-art Pokémon-EX cards, including three new Mega Evolution Pokémon—Mega Tyranitar-EX, Mega Ampharos-EX, and Mega Sceptile-EX— and never-before-seen Shiny versions of Primal Kyogre-EX, Primal Groudon-EX, and Mega Rayquaza-EX.

New Trainer cards have also been added, including a full-art Trainer card and two new Special Energy cards. Many of the Pokémon in this expansion have new Ancient Traits that add new depth and tactics for those who want to boost their team.

The expansion includes two different theme decks, Stone Heart and Iron Tide. These preconstructed 60-card decks enable budding players to jump into the Pokémon TCG straight away. Booster packs include ten cards from the expansion along with an in-pack code card that unlocks virtual cards from XY—Ancient Origins for play in the Pokémon Trading Card Game Online.

For more information on Pokémon TCG:   XY—Ancient Origins, download the launch assets here: http://pokemon.gamespress.com/releases/1806/get-ready-to-build-your-winning-deck-with-the-latest-pokmon-trading-ca

Shiny Rayquaza and Pikachu can be discovered at Smyths Toys Superstores from August 24!

The Legendary Pokémon Rayquaza, featured in the XY—Ancient Origins expansion, will be the star of an exciting promotion planned with Smyths Toys Superstores kicking off on August 24 and running for four weeks.

The promotion supports the launch of XY — Ancient Origins, as well as the acclaimedPokémon Omega Ruby and Pokémon Alpha Sapphire video games, and includes specially selected toys from the Tomy range. Pokémon Omega Ruby and Pokémon Alpha Sapphire launched in November 2014 and have sold a staggering 10 million units globally to date*.

Pokémon TCG fans can find a never-before-seen foil promo card featuring Shiny Rayquaza-EX as part of a beautifully designed package exclusive to Smyths Toys Superstores in the UK for a limited period only between August 24 and September 20. The package also contains:

·         A special oversize card featuring Shiny Mega Rayquaza-EX
·         4 Pokémon TCG booster packs
·         A code card for the Pokémon Trading Card Game Online

Fans can request a free serial code from staff in store at Smyths Toys Superstores, which they can enter into their Pokémon Omega Ruby or Pokémon Alpha Sapphiregame** to receive a special Shiny Rayquaza. This Shiny Rayquaza is not only rare, it is also amazingly powerful. Shiny Rayquaza knows the Dragon Ascent move, which allows it to Mega Evolve in battle and dominate its opponents!

For those who prefer cute Pokémon to powerful ones, some lucky fans will get the chance to meet the famous Pikachu, scheduled to make very special guest appearances in selected branches of Smyths Toys Superstores throughout the late summer.

For more information about Pikachu’s in-store appearances, see SmythsToys.com for details.

*Nintendo, June 2015.
**Pokémon Omega Ruby or Pokémon Alpha Sapphire and Nintendo 3DS or 2DS system required to receive Shiny Rayquaza. One redemption only per code and in-store collection only for a limited period between August 24 and September 20.

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, 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.co.uk

THE GRAND SPACE ODYSSEY EDGE OF SPACE TO EMBARK SEPTEMBER 17

THE GRAND SPACE ODYSSEY EDGE OF SPACE TO EMBARK SEPTEMBER 17

Transform an Unexplored World and Discover Fantastic  Creatures at the Outer Limits of the Universe
Twain Harte, CA – August 12, 2015 – Game developer Handyman Studios and Reverb Triple XP are proud to announce today that Edge of Space, the 2D sandbox survival-adventure game, will launch the full PC version of the game on September 17. Embark on this space odyssey filled with fantastic creatures, millions of different created weapons and gear, deep base building features, and eccentric humor. Edge of Space has spent two years in Early Access listening to community feedback that resulted in numerous improvements and additions to the game, that including vastly improved lighting and visuals, entertaining writing, new gear and items that enable cool abilities, random world events, and much more.

 

Watch the new Edge of Space overview trailer  youtube.com/watch?v=w0qNSSltVIs

“The development of Edge of Space has been an arduous and incredible creative journey,” said Jacob Crane, founder and lead designer of Handyman Studios. “This is a major milestone goal for us, but the journey doesn’t end here.  As we’ve demonstrated in our Early Access development, we will continue to deliver consistent content updates to include new missions, weapons, monsters, events, and much more. We’re very happy with the game we’re delivering and we look forward to players suiting up and exploring the world.”

Edge of Space is an open-world, dynamically-generated, sandbox survival-adventure game. Gamers emerge from a crashed cryopod to a strange new world with only a laser mining pick and  minor gear then immediately start exploring, collecting resources from valuable mined ore, and fabricating survival equipment. Some of the fantastic monstrosities gamers will encounter include cybernetically-enhanced Space Laser Sharks, genetically-evolved Plasma Polar Bears, and deadly-quick Jetpack Space Penguins. At the absolute edge of space, gamers must adapt or die – good luck ArkCo Operatives!

To follow along with the content updates, please visit the Edge of Space game official Website, playedgeofspace.com, follow the development team at Twitter and “Like” the game on Facebook.

# # #

ABOUT HANDYMAN STUDIOS

Founded in 2011, Handyman Studios is an independent game company founded on the dreams and skills of two game development veterans who are also best friends who have worked together for four years in various capacities. Starting out as a work-for-hire company, Handyman used its skills to help others and learn how to operate effectively and efficiently. With a successful kickstarter, Handyman Studios is able to transition into its real purpose – becoming a game studio dedicated to creating the best gameplay experience possible without fear to evolve or innovate in small and large ways.

For more information about Handyman Studios, please visit www.handymanstudios.com/.

About REVERB Triple XP

Reverb Triple XP provides a spectrum of services customized to focus on the needs of indie game developers.  Triple XP titles stand out with excellent gameplay, creative design, and that elusive fun factor. Once identified, Reverb’s team of game industry veterans partner with the indie dev team, fully understand the game by actually playing it and provide world class marketing, PR, social, production and distribution services that are fitting for games of the highest quality. A cornerstone of the programs is that the developer retains creative control and ownership of its intellectual property as well as receiving a custom solution tailored to their exact needs.  Each year, only a handful of titles are chosen to be in Reverb Triple XP, prioritizing quality over quantity.

Yu-Gi-Oh! Legacy of the Duelist Review

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Yu-Gi-Oh! Legacy of the Duelist
Developer: Other Ocean Interactive
Publisher: Konami
Platform: PlayStation 4 (Reviewed), Xbox One. (Digital Download Only)
Release Date: 31/7/2015
Price: $29.95 (AU) / $19.95 (US)

Overview

The Yu-Gi-Oh! name is known worldwide as one of the most famous Shonen Jump franchises and collectible card games of all times. With over 50 previous video game adaptations ranging from great to poor, Legacy of the Duelist is the first game being released for the eight generation consoles, promising a nostalgic story mode and the highest card count of any Yu-Gi-Oh! game ever with over 6600 cards. Is it time to get your game on or should this legacy remain lost to the Shadow Realm?

Story

One of the main draw’s of Yu-Gi-Oh! Legacy of the Duelist is it’s story mode, which promises to go through each of the five main series of Yu-Gi-Oh! that have aired since the beginning and allow the player to reenact each major battle in the order they occur. This is a promise that Konami really delivers on with plenty of iconic battles to fight through, each one put in context with surprisingly detailed before and after story text, character portraits and backgrounds. Fans of the older series will enjoy the nostalgia and might even enjoy some of the newer story arcs they never experienced before. Each campaign (apart from Arc-V which currently only features one duel) is fairly long with lots of duels to play through against a huge variety of opponents. The first arc alone has over 25 duels to play in.

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The way these battles are handled are impressive also. Most battles will have you assume the role of the main character of that series (E.g. Yugi, Jaiden, etc.) where you have the option to use the deck they were using at the time of that battle or your own constructed deck. In a great move, you can also reverse these duels once you beat them once so that you can play using the opponents deck against the other character. It’s a lot of fun playing with popular cards and trying to reenact the strategies seen on the show and it works very well here within the great dueling system.

As for the stories themselves they’re obviously not fantastic being based on a show about cards but some of the shows lore is interesting and the characters are generally pretty likeable from the shy Yugi who can transform into the strong willed Pharaoh Yami Yugi, to hot head Joey and so on. There’s normally something on the line and the progression of the stories are fast paced, but the main draw card here is just to reenact the show in an interactive way and the game does that very well.

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In a disappointing move, Konami has seen fit to offer 4 DLC packs at launch containing approximately 2 additional duels for each story arc (except Arc-V). Obviously cut from the main to game to sell off separately and make a quick dollar, the fact that buying all 4 packs will cost more than the full game and include marginally less content is absurd. These packs are clearly not worth it unless your a die hard fan of that particular series.

Gameplay

For a cheaper downloadable title this game has a great variety of game modes. Apart from the fun aforementioned campaign mode, there is challenge mode, battle pack mode, an online mode where you can battle against friends or randoms and of course the deck editor where you could spend hours searching through the impressive 6600+ card list trying to construct the perfect deck.

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The gameplay here is straight up Yu-Gi-Oh! and as so the rules of one of the most popular card games in existence are in full effect here. This game adheres to the latest rule revisions which might catch some older fans by surprise. For example whoever goes first no longer draws a card on their first turn and now each player can have a field spell card on the field at the same time as opposed to when only one could be in effect at any one time.

For a lot of the old and new mechanics, the first battles in story mode are basically tutorials on how to play the game and use that series main gameplay addition (e.g. Arc-V’s Pendulum Summon or 5D’s Synchro Summons). There is also a dedicated tutorial mode should you ever wish to review any of the games rules which you might be grateful for if you haven’t played in a while, things have changed a lot since the days of Blue Eyes White Dragon being one of the games strongest cards.

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There is a reason this game has remained popular for so long and that’s because it’s fun and contains countless strategies you can employ to try and defeat your opponent. I’m no Yu-Gi-Oh! buff and am long out of the loop on what strategies are dominant, but the sheer possibility of creating new strategies with the amount of cards available is overwhelming. You can run a deck that will try to deck out your opponent, run a 40 card deck with lots of searching cards so you can get the ones to satisfy a certain victory condition, rely on equip cards, rely on fusion cards, run a theme deck, use field spells etc. The list could go on and on.

Familiarity with your deck and pulling off your chosen strategy consistently is the key to winning and also getting the most fun out of the game. Sure you might lose a few games because you continue drawing polymerization cards and cards that allow you to search your deck for polymerization cards, but at the end of the day the games are fairly balanced and it’s your decision on how to construct your deck and when to play those cards that will ultimately lead to consistent victories.

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To test out your skills beyond the story mode, the game offers a Challenge Mode and a Battle Pack mode. Challenge Mode allows you to face the large cast of characters across all the Yu-Gi-Oh! series again, except this time with a MUCH tougher deck. Rex Raptor was a fairly simple challenge in the story mode but he came back with a vengeance and destroyed me in Challenge Mode. Defeating each character here will be a time consuming and challenging feat but the rewards are great and you definitely improve as a duelist as you complete the mode.

Battle Pack mode is another great addition, allowing you to enjoy the semi-recent trend of TCG drafting of real life in the game. There are two types of game mode on offer here, Sealed Play, where your deck is made automatically from 10 five card packs and Draft Play, where you draft 45 cards across 3 rounds of opening packs. These cost a low 2000 DP to participate in and if you win a best of five against an AI or online opponent you get to keep all the cards you used in your deck. This is a great mode for people who are just looking to play without the hassle of creating their own deck, not that the deck editor isn’t sufficient to allow someone to do this easily (although a sort by obtained filter might have been a handy feature to add.

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Online mode unfortunately is one of the weakest modes due to technical frustrations. Finding random opponents to play with, even during launch week has proved troublesome and connection errors are all too common as is lag between actions. Even when playing with a friend in the same suburb our match would lag and one of our duels was forced to come to a premature end as none of us were able to move due to one player being constantly stuck in the ‘thinking’ state (which happened again in another random duel). These issues are a big plague on the mode which is a shame considering playing with others is such a huge aspect of this franchise. A bigger issue for some will be the lack of a local multiplayer component, meaning online is the only way to play with friends.

Visuals

The main visuals in this game are incredibly underwhelming with the only good looking assets of Legacy of the Duelists being the HD scans of each card (which even then are ruined by an obnoxious Legacy of the Duelist watermark imprinted on the art of each card) and the character art/background art during the campaign mode. Even for a cheaper downloadable title the graphics for the most part are just poor.

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The story mode in the campaign at least is thankfully well delivered visually. Sure it’s a simple text and nature story mode similar to a lot of handheld games, but from my knowledge nearly all of the key moments of each series is represented here, sometimes aided by visuals such as the Millennium Items to help accommodate the script. For a game centered so largely around nostalgia it is nice to see some effort put in here, but it still seems like a missed opportunity to accommodate the great gameplay with visuals that would in some way recreate the show.

Everything else is about as bland as possible from the dueling fields to any special effects. Even the text and menus here look like they have been lifted from a PS1 game and that is sadly not an overstatement. Everything from the colours of the text and interface elements to the ugly special effects seen during Pendulum Summons and similar events just looks bland and borderline terrible.2015-08-08 09_58_39-Yu-Gi-Oh! Legacy of the Duelist _ Attack Animation _ Red Eyes Black Dragon - You

Don’t even bother getting excited about the “battle animations” that are exclusive to special monsters such as Blue Eyes White Dragon and Dark Magician. Not only are the models about on par with those found in a PS2 title, the animations and special effects are horrendous. As a huge fan of the Tag Force titles on the PSP, this is an enormous step down overall in quality. Making the matter worse is these can not be turned off, so have fun watching the exact same animation every time as you try to take out your opponents Scapegoat tokens. They are just horrible.

Audio

Like the visuals the audio here is about as bare bones as you can get. There are only a handful of songs that play during duels, none of which are particularly catchy or fit the mood of the duel well. This is especially true in campaign mode where you might be entering a Shadow Duel with your life at stake, and the music playing just gives off a care free vibe. Don’t expect any voice work in this game as there is none. As for the sound effects I remember hearing some of these noises back when I was playing Yu-Gi-Oh! on the Nintendo DS. They are serviceable but equally bland.

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Overall

Beneath the borderline terrible visuals and forgettable audio is a fun strategic card game that can have you hooked for hours on end. The card game is as fun as ever with countless cards to collect and strategies to employ all adhering to the classic rules of the Yu-Gi-Oh! card game. A well done story mode will give you a reason to continue playing until you get good enough to take part in the great variety of other modes and online duels if you can put up with the lag and other common errors. While Legacy of the Duelist might not appeal to those who aren’t fans of the series, those that are will enjoy the story mode and the excellent card game that is the core of this title despite wanting more from the sub par presentation and troublesome online mode.

7-0-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Rodea the Sky Soldier Release Delayed to November

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It looks like Rodea the Sky Soldier is going to take a bit longer to come out to the West than initially thought. While the title has already been delayed once before from September to sometime in mid-October, NIS America has now announced that Rodea the Sky Soldier will be released on the Wii U and 3DS on November 10th in North America and November 13th in Europe instead.

NIS America stated that the reason for the delay was “to give players the best experience possible” by stating that there are “ongoing technical difficulties” with the title. The company did state that all launch copies of the 3DS version of the game will come with a soundtrack CD as well as a collectible case while all launch copies of the Wii U version will include the Wii title plus a reversible cover.

Operation Abyss: New Tokyo Legacy Review

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Operation Abyss: New Tokyo Legacy
Developer: Experience
Publisher: NIS America
Platform: PS Vita
Release Date: June 9, 2015
Price: $39.99 US – Available Here $54.95 AUS – Available Here

Overview
Except for a few exceptions, first person dungeon crawlers nearly faded from existence in the West. However in recent years with the rise of indie developers and the popularity of the genre growing, more Japanese dungeon crawlers have begun to make their way overseas. With numerous titles proving that there is still life left in such games, NIS America has localized Operation Abyss: New Tokyo Legacy. Developed by the same staff that worked on Demon Gaze, is this title worth picking up?

Story
Sometime during the 21st century a large number of unknown creatures began appearing throughout Tokyo. Called ‘Variants’ these creatures are almost entirely immune to modern day weaponry, making the police as well as the army useless. Thankfully a number of youngsters happen to be specially suited for combat against these beings and in order to stop the Variants from running wild the Code Physics Agency has formed The Xth (pronounced as Zith) Squad.

It is up to the Xth Squad to take on these Variants where they are most commonly found, dungeons that have been called Abysses. Now it is worth noting that due to the player being able to create their party from scratch or use a pre-made party (more on that later) that there really isn’t too much of a solid storyline to be told in Operation Abyss: New Tokyo Legacy.

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While there is some solid writing at times, times where the game either completely floods the player with information or result situations that are barely explained occur far too often. It also doesn’t help that the actual named characters in the title are poorly handled while the core storyline is far from being noteworthy other than featuring a sci-fi type of setting that is rarely used in dungeon crawlers such as this. It is worth noting that the writers do manage to pull things together near the end of the game though it will be quite a chore to get that far.

Gameplay
Now when beginning the game, players can choose between Classic Mode and Basic Mode. Those who choose Basic Mode will allow players to select from character portraits and are automatically provided with a fairly balanced squad of fighters to start out with. Those who happen to select Classic mode will have to deal with completely customizing their characters from the ground up and dealing with possible imbalances.

I say this because while very few dungeon crawlers will hold the player’s hand, Operation Abyss: New Tokyo Legacy features an extremely poor tutorial section making it incredibly easy for newcomers to find themselves lost trying to create a balanced group of fighters. Of course those who are more familiar with these types of games may find themselves able to adapt quickly, the problems consist further into the game due to some of the most basic systems featuring alternate names from what most players will be used to, such as buying items by “issuing” them or adjusting the “Blood Codes” for each character which serve mostly as their class base.

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Once you do manage to get a team put together, or (as I would recommend) opt for the pre-selected group, players will quickly find themselves spending most of their time exploring the labyrinths. As you explore these dungeons in the standard first person view, players will randomly encounter enemies who will be fought in a similar manner. Now once you do actually enter combat of any form, the six player party is split into a front and back row where they will then attack rows of enemies at a time using various attacks and skills ranging from standard attacks to buffs and de-buffs.

It is worth noting that the longer you actually stay in the labyrinth at any given time actually increases the difficulty of the enemies you encounter. This is handled by an Encounter Gauge that slowly fills up as you make your way through the labyrinth and enemies begin to match the high level of the gauge. Interestingly enough, this creates a great incentive to push your party to its limits since harder enemies reward players with plenty of bonuses but it also increases the likelihood of being trounced by simple random encounters.

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Of course at the same time, players must also be mindful of the traps that can be spread throughout the labyrinth as it is entirely possible to fall victim to some dangerous traps. Operation Abyss: New Tokyo Legacy introduces this mechanic quite early through a frustrating dungeon with hidden teleportation tiles so it is good to get used to this mechanic, even if the first dungeon just so happens to be the most annoying of the bunch.

While the player’s main goal of venturing through each Abyss is to complete their main objective, many of the side-quests that players can take on can usually be completed at the same time making it easy to double-down on certain dungeons, though it is worth noting there is still a noticeable level of grinding required for this game. While hardly as challenging as some other dungeon crawlers, the aforementioned Encounter Gauge can lead to some risky ventures, though proper planning usually can allow players to avoid such situations.

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Unfortunately, despite having a handful of unique mechanics and changing a few names of well-known systems, Operation Abyss: New Tokyo Legacy doesn’t offer much in the way of variety from other dungeon crawlers. What the game does it manages to do well, however it brings almost nothing new to the table to entice players who are looking for something a little different from their dungeon crawling titles.

Visuals & Audio
One of the aspects that Operation Abyss: New Tokyo Legacy does have going for it, as mentioned earlier, is the sci-fi style that most of the game sports. By not regulating players to the standard medieval world there are a number of new environments that can be explored. That being said, labyrinths are rather poorly handled with very little variation as repetitiveness quickly begins to set in, especially since a number of monster sprites are consistently re-used throughout the title.

This happens to be a rather unfortunate thing considering how detailed and colorful most of the enemy and character sprites actually look in the game. A wide range of colors are used to create some great looking opponents to fight against while the standard character sprites feature some great anime style designs though it is worth noting that character customized sprites do start out looking rather bland, but become better looking as you progress through the game.

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As far as the voice work goes, Operation Abyss: New Tokyo Legacy features an adequate English voice track while the background music features a number of catchy tracks which is a bit of a blessing considering how much time spent in dungeons and in combat, though don’t expect a ton of variety as many tracks are used consistently throughout the title.

Overall
Operation Abyss: New Tokyo Legacy is an adequate dungeon crawler that sports a solid combat system that may be seen as more approachable for some who have yet to cut their teeth on some of the more difficult dungeon crawling games out there. By bringing a few interesting things to the table as well as a unique setting, this dungeon crawler is certainly worth trying out for fans of the genre but don’t expect anything fresh as far as the game mechanics are concerned.

6-5-capsules-out-of-10
Capsule Computers review guidelines can be found here.

Assassin’s Creed Syndicate’s Evie Gameplay Walkthrough Released

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In Assassin’s Creed Syndicate players will be taking control of both Jacob Frye as well as Evie Frye, twin siblings who have taken up the fight against the templars. While Ubisoft had plenty of content to show off at Gamescom this weekend, including a new trailer for Assassin’s Creed Syndicate, the company has now released a ten minute long gameplay trailer specifically focusing on Evie Frye, who has her own unique set of skills and stealth techniques, as she heads out on an assassination mission to eliminate a target named Lucy Thorne.

As with past games, Assassin’s Creed Syndicate offers plenty of different ways to take down your target ranging from infiltration and surprise assassinations to brute force.