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New Extreme Dimension Tag Blanc + Neptune Vs. Zombie Army Screenshots

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The official website for Extreme Dimension Tag Blanc + Neptune Vs. Zombie Army was updated today with a new batch of screenshots for the title and this time around the focus is on showing off the two goddesses whose names don’t happen to be in the title.

The screenshots focus primarily on Noire and Vert though Neptune is also given a bit of screentime, though Extreme Dimension Tag Blanc + Neptune Vs. Zombie Army‘s four player co-op is also briefly shown as the goddesses focus on attacking the boss enemy Hachimajin. Currently the game is set to be released on the PlayStation Vita in Japan later this year.

‘Persona 4: Dancing All Night’ Marie and Adachi DLC Trailers Released

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Atlus recently announced that Marie and Tohru Adachi will be released as paid DLC for Persona 4: Dancing All Night and once purchased they will be available for use in the game’s recently detailed “Free Dance” mode. Marie will be released first on July 30th in Japan while Adachi will be available for purchase on August 6th.

At the moment no prices have been announced but the company has released a trailer showing off how each character will be dancing in the game. You can check out the trailers below and as for the game itself, Persona 4: Dancing All Night was released in Japan today while the North American release is planned for the fall.

Marie

Tohru Adachi

Techland Mocks Destiny Red Bull Quest with Water Promotion

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As gamers we’ve come to expect cross-promotion in regards to food and drink items for popular titles. Halo and Call of Duty have often been given promotions involving Mountain Dew and Doritos which result in the consumer obtaining bonus XP or a special cosmetic item in the game. Now earlier today Bungie and Activision announced that Destiny: The Taken King will be partnering up with Red Bull to lock some additional content behind a small wall. Those who buy Red Bull and then redeem the code on the can will be gifted with a consumable item to increase the amount of XP earned as well as granted access to an exclusive multi-tiered quest. Though it is worth noting that these codes will only be available on cans at 7-Eleven.

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In an effort to take a stab at a fellow game publisher Techland was quick to step in and take advantage of the situation that annoyed many fans who see this as an early announcement of content being removed from Destiny‘s $40 expansion. Techland announced that they will be holding a special Dying Light marketing promotion involving water. Simply take a picture of yourself drinking a glass of water and tweet #DrinkRightDyingLight and you’ll be given a code for a top-tier weapon docket. This means that those who want access to a bit of Dying Light content without having to subject themselves to an energy drink can do so as long as they have easy access to any kind of water.

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Batman: Arkham Knight Pulled from Steam Amidst Fan Backlash

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Batman: Arkham Knight was released earlier this week for the Xbox One, PlayStation 4, and PC and while many people may have opted for the console version, those who picked up the PC version found themselves in for a rude awakening. The PC version of Batman: Arkham Knight found itself suffering from intense frame rate drops, some to the point of being unplayable, no matter what type of graphics card the user’s PC is outfitted with.

This was followed by Warner Bros. changing the minimum specifications overnight, as reported by VG24/7, without alerting anyone who pre-ordered the title and the response that anyone having issues should try to run the game at its lowest settings.

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After massive amounts of users picking the game apart and likely taking advantage of Steam’s refund policy, Warner Bros. has decided to do the proper thing and remove Batman: Arkham Knight from Steam entirely. The publisher posted the following statement on the title’s Steam community while listing the game’s release for Fall 2015.

Dear Batman: Arkham Knight PC owners,

We want to apologize to those of you who are experiencing performance issues with Batman: Arkham Knight on PC. We take these issues very seriously and have therefore decided to suspend future game sales of the PC version while we work to address these issues to satisfy our quality standards. We greatly value our customers and know that while there are a significant amount of players who are enjoying the game on PC, we want to do whatever we can to make the experience better for PC players overall.

Thank you to those players who have already given valuable feedback. We are continuously monitoring all threads posted in the Official Batman: Arkham Knight Community and Steam forums, as well as any issues logged with our Customer Support (http://support.wbgames.com/). If you purchased your copy of the game and are not satisfied with your experience, then we ask for your patience while these issues are resolved. If desired, you can request a refund at https://help.steampowered.com (Steam refund policies can be found here: http://store.steampowered.com/steam_refunds) or the retail location where you purchased the game.

The Batman: Arkham fans have continually supported the franchise to its current height of success, and we want to thank you for your patience as we work to deliver an updated version of Batman: Arkham Knight on PC so you can all enjoy the final chapter of the Batman: Arkham series as it was meant to be played.

 

Shadow Warrior 2 Interview with Pawel Kowalewski

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Shadow Warrior 2 Game Designer Pawel Kowalewski was kind enough to answer some questions about Flying Wild Hog’s upcoming slash ‘n shoot FPS. The game is building on the successful reboot of the Shadow Warrior franchise by adding four player co-op and a brand new story set three years after the first reboot.


Walking into Shadow Warrior 2, did you guys have a checklist of things you guys absolutely had to do with the second game? Anything on that list you can share with us? 

Basically, the most important thing was to extend every aspect of the previous game, meaning adding bigger number and variety of weapons (over 70), creating more opened levels and adding new moves that would support less restricted exploration. It was also important to include more enemy types (over 40), distinguishable not only in their appearance, but also behaviour and animation sets. And not forget about loot and upgrade systems to make every Wang a unique hero.

Seems like Flying Wild Hog is really emphasizing the dismemberment and the gore this time around. How is this affecting the weapon design?

Since Shadow Warrior 2 is more something we could describe as a “first person shoot n’ slash game” rather than typical FPS, we wanted to have different visuals for gore elements, depending what kind of weapon player is using. Thus melee weapons will create mostly “clean cuts” when dismembering enemies, while for firearms we have whole different system that rips off huge body chunks or creates different sizes of wholes on enemy’s body. And obviously guts flying everywhere.

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Shadow Warrior had a fluid swordplay system. Will we be seeing any serious change on how melee combat handles in the sequel?

Definitely! We really loved how people responded to melee combat in Shadow Warrior but at the same time, we knew we’ve just scratched the surface. First of all, we’ve improved the controls, so it’s much easier right now to execute special moves. We’ve decreased any delays between animations, so that you can now mix regular attacks with special moves in one fluid combo. Also we removed stamina from the game. Players can use freely moves like dashes, double jumps or aerial dashes in exploration and as part of a combat strategy.

We’re getting a large variety of blades this time around. How does each melee weapon type differ from each other? 

Melee weapons differ from each other mostly in speed, range, and attack animations, but at the same time we wanted to avoid drastic differences between them. For us the most important thing while designing melee weapons, was so that each weapon is effective against all enemy types, so there are some differences but we wanted all blades to have similar feeling.

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The Shadow Warrior series has a B-movie vibe. Does the team have any B movies that inspired the game?

Quentin Tarantino’s Kill Bill and John Carpenter’s Big Trouble In Little China are the movies that inspired us the most, but there’s so much more titles that influenced the overall tone of the world of Shadow Warrior, ranging from Hong Kong action cinema, through anime, to Hollywood action movies from the 80’s.

Creating a tightly scripted campaign for one person is quite different from creating a campaign mode for four players with replayability in mind. How are you planning to tell a cohesive story to four people, while still keeping things fresh for each playthrough? 

That may be a surprise but, there’s basically no difference story-wise between playing the game solo or in co-op mode. The thing is, whether playing through main story missions, optional side quests or some random bounty hunting missions, every player sees himself as Lo Wang in first person view, while other co-op partners look to him like ninjas. Thus each of the players is able to experience the story as the main hero of the game, however the presence of co-op ninja characters and Lo Wang’s affiliation with their clan is also explained in the story, so they don’t feel as completely random character’s made only for the sake of having a multiplayer mode in the game.

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Should we expect some other co-op modes other than the campaign co-op? 

Right now we’re focused entirely on single player and 4 player co-op campaign to deliver best experience we can.

Any lessons learned from the first Shadow Warrior game that is influencing development on the second game?

After Shadow Warrior was released, we’ve been looking very closely at what people liked or disliked about the game. Things like bigger and more vertical levels or bigger variety in weapons and enemies were definitely influenced by people reactions. Also I think the new upgrade system, that’s based on grinding for better loot is also kind of a response to the fact that many people found katana to be the coolset weapon in first Shadow Warrior, that completely outshined firearms. In Shadow Warrior 2, we wanted to achieve better balance between melee combat and gunplay and we hope that especially firearms would benefit from new upgrade system, as it gives better level of flexibility in upgrading a single weapon in so many much ways than before.

Shadow Warrior was a real breath of fresh air, visually speaking. The game had a lot of bright colours, while other FPSes on the market was sticking with the gritty brown colour scheme. What is the inspiration for the visual design of the series?

I think, it’s not entirely our approach for the visuals that differs Shadow Warrior from other FPS games on the market but the place in the world where the game is set. Most of action games nowadays take place in cities destroyed by military conflicts or some kind of apocalypse. Shadow Warrior is set in a fictional Japan, and this country is known for the beauity of it’s landscapes and architecture. Our art team spent lots of time searching for reference materials when they started creating the levels, so that the beautiful environments would stand in contrast to violent and gory gameplay.

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Video games have exploded onto the mainstream since the original game was released in the 1990s. It has become harder to get away with really off-colour jokes, especially involving race, without a ton of outrage and fury. The original game took a lot of flak about its portrayal of Asian culture, but the reboot managed to dodge most of the outrage. How did you walk that line between keeping in the spirit of the original game and being too offensive for release while you write the script?

The moment we started development of Shadow Warrior reboot we replayed the original game from 1997. I think what really made Lo Wang such a cool character was not his offensive humor but rather the fact there were so many references to pop culture throughout the whole game. This is something we wanted to built the humour of our game around and create a character that players can relate to. That’s why we’ve decided to make a bit younger “geek type” Lo Wang – a guy who’s a fan of action movies, comic books and video games.


Thanks to Pawel Kowalewski for joining us on the interview. Be sure to check out the meaty 15 minutes of Shadow Warrior 2 gameplay that was released over E3. The game will launch sometime in 2016 for PlayStation 4, Xbox One, and PC.

It’s Arnie vs. Arnie in new Terminator: Genisys Clip

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The time has almost come. The machines are waking up and it is time for humans to face Judgement Day. Terminator: Genisys is one week from release and Paramount are making sure we are absolutely filled with as much hype as humanly possible with all of the trailers, featurettes and snippets they have released. Well just in case you still needed MORE Terminator goodness, check out the latest clip which shows off old-man Schwarzeneggar going up against his younger self:

If you STILL are not satisfied, then click here to visit the newly launched Reset the Past website, which shows off a timeline of technological developments as they happen within the Terminator universe. Definitely not a bad idea to check it out and brush up on your SkyNet knowledge before the film hits cinemas July 1st.

Gears of War: Ultimate Edition Teaser Trailer Released

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After being leaked before the official reveal then officially announced during their E3 press conference, Microsoft and The Coalition still had a little extra to show off for Gears of War: Ultimate Edition. You see, today the company released a new teaser trailer for the title showcasing some of the remaster’s fancy looking campaign scenes.

You can check out the video below while the game itself is set to be released on the Xbox One on August 25th, though it is worth noting that a Windows 10 version of Gears of War: Ultimate Edition is also in the works for the PC.

Atelier Sophie Announced by Gust for PS4, PS3, and PS Vita

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Koei Tecmo‘s Gust has announced that they are beginning to work on their next Atelier title and it just so happens to be the first Atelier game that will be released on the PlayStation 4. The title is called Atelier Sophie and will be released on the PlayStation 4, PlayStation 3, and PlayStation Vita on September 25th in Japan.

The protagonist of Atelier Sophie is a young alchemist named Sophie Nohenmuller who runs an atelier near the edge of town. She is joined by a partner named Prafta, a strange girl who has lost half her memory and features a customizable appearance using the forbidden “Dollmake” alchemy. Expect to hear more details about Atelier Sophie in the future, for now though you can check out some early screenshots as well as a teaser trailer below.

Nippon Ichi Software Announces New Horror Title ‘Yomari’

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Nippon Ichi Software‘s latest game reveal happens to be a horror action game called Yomawari, which can be translated as Night Watch. Very little about the title is known so far but it appears that players will be controlling a young girl looking for her older sister and pet dog in a creepy town at night by using only a flashlight to navigate.

However on the way to try and find them, she will see “things that shouldn’t be seen” in the dark. Currently Yomawari is set to be released on the PlayStation Vita in Japan on October 29th and you can check out the teaser trailer below and the teaser website can be found here.

Jack-O and Johnny’s Fighting Styles Shown off in Guilty Gear Xrd: Revelator Videos

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We already know that Arc System Works is working on bringing Guilty Gear Xrd: Revelator to arcades this summer in Japan and that when it is released there will be at least two new characters joining the roster in the form of the returning Johnny and the brand new character Jack-O.

Recently Dengeki released two gameplay videos giving us a glimpse at how both of these characters will play and from the looks of things, Johnny will retain a lot of his past moves from older Guilty Gear titles but will also use a number of new moves.

Johnny

As for Jack-O the video shows that not only does she have a very strange crouching animation, but that her unique looking fighting style that features a lot of strange techniques involving pumpkins that spawn creatures, will probably make her a very strange character to master.

Jack-O