Home Blog Page 3410

Etrian Odyssey Untold 2: The Fafnir Knight Heads to Europe in February 2016

Etrian-Odyssey-2-Untold-The-Fafnir-Knight-screenshot-017

While gamers in North America are expecting to see Etrian Odyssey Untold 2: The Fafnir Knight released in their region by Atlus USA sometime this Summer, gamers in Europe have been waiting for their release window to be announced.

Well today that news came from NIS America when the company announced that they will be releasing Etrian Odyssey Untold 2: The Fafnir Knight at retail and digitally in Europe on February 12, 2016. To go along with this release date announcement the company also released their own version of the Protagonist trailer that you can check out below. In Etrian Odyssey Untold 2: The Fafnir Knight, the protagonist serves as the sworn bodyguard to Princess Arianna and has the ability to harness the power of the Fafnir to transform into a demonic beast in battle allowing him to access man new abilities.

Extreme Dimension Tag Blanc + Neptune Vs. Zombie Army Detailed in Scans

Extreme-Dimension-Tag-Blanc-Neptune-VS-Zombie-Army-scan- (1)

Scans of this week’s issue of Dengeki PlayStation have made their way online (click any image to view high-res version) and with them come details about the previously announced PS Vita title Extreme Dimension Tag Blanc + Neptune Vs. Zombie Army. When first announced, we knew very little of this Blanc focused title but now we know that the game will be an action title that is set in a school that is about to be closed down.

Extreme-Dimension-Tag-Blanc-Neptune-VS-Zombie-Army-scan- (2)

To try and prevent the school from being shut down, the students plan on making a zombie film to try and make the school famous. However when they begin filming real zombies actually appear and with the undead running around the campus, it is up to Blanc, Neptune, Noire, and Blanc to put them back in the grave.

Extreme-Dimension-Tag-Blanc-Neptune-VS-Zombie-Army-scan- (3)

This title will be the first co-op entry in the Hyperdimension Neptunia series as up to four players can team up to defeat the zombies in the game. The magazine also shows off the first boss character in the game called Hachimajin who can be seen in the third scan. Currently Extreme Dimension Tag Blanc + Neptune Vs. Zombie Army does not have a set release date.

New Dengeki Bunko: Fighting Climax Announced With New Characters

Dengeki-bunko-fighting-climax-screenshot-001

Sega has announced that a new version of the fighting game Dengeki Bunko: Fighting Climax will be released in Japanese arcades sometime this summer. The name for the sequel is currently unknown but will feature a number of new systems, balance updates to pre-existing characters, and a number of new roster additions. At the time of the announcement the only character revealed for the game so far is The Devil is a Part Timer‘s Emi Yusa as a playable fighter.

Dengeki-bunko-fighting-climax-screenshot-002

Currently more details are set to be revealed in next issue of Dengeki PlayStation but for now, gamers in the West can keep an eye out for the original Dengeki Bunko: Fighting Climax‘s release in the West sometime this summer as well.

Dengeki-bunko-fighting-climax-screenshot-003

Samurai Warriors Chronicles 3 Announced for Western Release

samurai-warriors-chronicles-3-ps-vita-screenshot- (17)

Koei Tecmo has announced that they will be releasing Samurai Warriors Chronicles 3 in North America and Europe for the Nintendo 3DS and PlayStation Vita. While the second title was never released in the West, the original was released back at the 3DS’ launch. The 3DS version of the game will support StreetPass as well as SpotPass while the Vita version will make use of the handheld’s touch screen.

To go along with this announcement the company has released a number of screenshots for the PS Vita and 3DS versions of Samurai Warriors Chronicles 3 as well as a trailer that you can check out below. As for the game itself, Samurai Warriors Chronicles 3 will be released digitally in North America on June 30th and digitally in Europe on June 24th.

Humble Nindie Bundle Brings Charity to Nintendo Consoles; Big Discounts Offered

humble-nindie-bundle-logo-01

History has kind of been made with this bit of news. Nintendo have partnered up with Humble Bundle to bring us the “Humble Nindie Bundle” featuring some find indie titles for both the Wii U and the 3DS. Like most bundles, you pay more to unlock more, and you are buying codes here so consider some of these titles as cheap as they ever will come with a good cause attached.

Featured in the bundle is Woah Dave!, Mighty Switch Force, and Guacamelee: Super Turbo Championship Edition, with even more titles such as Steamworld Dig, The Fall, and more unlocked by simply paying around ten bucks altogether. This deal is awesome and still has twelve days to go, so get in there and donate! Click here to be taken directly to the page.

New Yoshi’s Woolly World Trailer Shows off Amiibo Support

yoshis-woolly-world-screenshot-17

Not long ago, there was a bit of news about the Amiibo support for Yoshi‘s Woolly World, which is set to make a splash on the Wii U next month. Well today, big things are happening as we now know that you can utilize nearly all of your Amiibo (sans the Pokemon and Toad, oddly enough) to create brand new skins for the beloved mascot.

yoshis-woolly-world-screenshot-14

Featured below is a new trailer, showing off the many mini breeds of Yoshi and their new cloth patterns, and I must say the designs are dapper indeed. Woolly World is a big step for Yoshi, and Good Feel look to be pulling off yet another classic. There are also some screenshots to gander at as well, for those who prefer the raw, cutesy images.

 

Call of Duty: Advanced Warfare Supremacy DLC due out in June

call-of-duty-advanced-warfare-supremacy-01

If you have been waiting for the latest batch of DLC to drop for Call of Duty: Advanced Warfare, you are about to get a bit of good news as today, Activision announced that the third DLC pack dubbed Supremacy will be out on June 2nd for the Xbox One and Xbox 360, with other platforms following suit on a latter date.

So what is in the pack? Bruce Campbell and much more! Check out the deets below:

Call of Duty: Advanced Warfare Supremacy includes four new, action-packed multiplayer maps, all featuring the new Exo Grapple mechanic, which adds a layer of fun and strategy to the experience.

  • Parliament: Docked on the River Thames, this military cargo ship delivers a view of the London cityscape along with a fast-paced combat experience. Mixed site-lines provide opportunities for all styles of play to dominate this medium-sized map. Players can take control of the map-based scorestreak to unleash a barrage of missiles that annihilate enemies.
  • Kremlin: Gamers must prepare for intense combat outside Russia’s presidential palace in the new map Kremlin, as they navigate the worn-torn buildings of Red Square in this medium-sized, three-lane map. Secure elevated positions to give the team a strategic advantage, or use exoskeleton capabilities to avoid being caught in the minefield that activates mid-match.
  • Compound: Players take combat preparation to the limit in an Atlas training facility hidden away in the Colorado wilderness, as they’ll have to be quick on the trigger in this small, symmetrical map, which funnels high-speed combat through tight corners to the main tower structures.
  • Skyrise: Players deploy to an Atlas Skyscraper overlooking the Acropolis in Athens, Greece. Based on the fan-favorite, Highrise, from Call of Duty: Modern Warfare 2 by Infinity Ward, this map brings new exoskeleton mechanics to the classic multiplayer layout. Gamers must dominate the power positions in the center of this small-to-medium sized map to control the key navigation points.

The popular Exo Zombies saga continues in the all-new episode, Carrier.  Following the end of the last episode, Infected, Bruce Campbell (Army of Darkness, Burn Notice) steps in and joins the battle-hardened cast of John Malkovich (In the Line of Fire, RED, Burn After Reading), Bill Paxton (Aliens, Titanic, Edge of Tomorrow), Rose McGowan (Planet Terror, Scream), and Jon Bernthal (Fury, The Wolf of Wall Street). In Carrier, the four are trapped on an Atlas aircraft carrier.  Carrier features advanced new weaponry, enemy Atlas Strike teams, Sentinel support squads, and a host of new zombie enemies.

call-of-duty-advanced-warfare-supremacy-02

New map packs are always a plus for a title like Call of Duty, and if you have the season pass you can feel comfortable knowing that the $19.95 price tag will be lifted for your purchase, or simply pay the funds if you have not opted in already. Sony and PC users will have a little more of a wait, but stay tuned as the date is sure to drop for that in the near future. Oh yeah! Watch the trailer below.

Killing Floor 2 Interview with Alan Wilson

killing-floor-2-screenshot-009

We got the opportunity to chat with Alan Wilson, Vice President at indie FPS developers Tripwire Interactive. The team at Tripwire have been developing FPS games for the last decade, taking their Unreal Tournament 2004 mod Red Orchestra: Combined Arms all the way to a retail release. Currently, they are busy developing the follow up to their hit co-operative horror FPS, Killing Floor 2.


 

killing-floor-2-screenshot-014

Making a sequel to a popular game with a devoted fan base is a lot more than just polishing up the graphics and pushing it out the door. What’s the process that goes into deciding what Killing Floor mechanics should be changed for Killing Floor 2? How do you balance what the fans of the original game want and wanting to try new things?

The key for us was first deciding what SHOULDN’T be changed. Both in terms of actual game mechanics and in terms of the overall feel of the beast. Once we’d figured out what need to remain the same, then we could start looking at all the things to add, things to change and so on – informed by the base decision of what NOT to mess with. Like perks – we wanted the same basics, with leveling and benefits – but we split the Sharpshooter perk out to make more sense (and respond to suggestions from the fans), increased the level cap significantly, made more sense of the actual leveling mechanics and added in the new “skills”.

killing-floor-2-screenshot-010

Tripwire is collecting a ton of gameplay data with the Steam Early Access build. How on earth do you sift through all that data and make heads or tails out of any of it? How does nebulous data turn into to actual gameplay changes?

Well, it is a mix of really good data and very nebulous data. “Berserker damage when use the Pulverisor needs to be reduced a small amount on HoE” is good detail. “Berserker is way OP!” is rather nebulous. We asked for feedback and certainly got it – a lot of it. So, yes, now we’re trying to sift through it all. We have to look for the relevant feedback for a start, ideally on game balance. Then look for the commonalities in the feedback. One person complaining about one knife, most likely not going to get traction. A 10-page thread on shottie penetration will get notice. But we have to look at the whole of that thread, looking not just for the suggestions, but also looking for the root cause, as posters may not grasp all the inter-connected systems lurking. Then we can home in on what is causing people angst, maybe ask a couple of questions in the thread, home in on which variables we’ll mess with. Then we need to run those ideas through a bunch of calcs internally – have a designer look for all the knock-on effects of changing (for example) shottie penetration. Tweak internally, test etc. And then repeat for the many (MANY) other pieces of feedback.

killing-floor-2-screenshot-011

But this does also inform the design of incoming new weapons, learning from the tweaks made in the early rounds. And it does all take time to get the machine rolling, changed over from “get the game out the door” to “now tweak systems” for some of the team.

We’ve already started seeing custom maps pop up for Killing Floor 2. Will we be seeing Steam Workshop implementation or some way to manage custom maps before the Early Access is over?

That’s the aim, yes. We’ve got a whole bunch of things we want to try out around the workshop. Watch this space!

killing-floor-2-screenshot-017

I figured Tripwire had already covered all the standard archetypes with Killing Floor, yet you’ve managed to pull out three more for Killing Floor 2! People have been data mining and speculating like crazy on the new perks. Can you give us any hints, clues, confirmations, denials… anything?!

Ha. No. Well, people have seen the buttons we did at NYCC last year. So you’ve got Helmet Dude, Dragon Guy and so on. There’s actually been some pretty smart guesses out there. Some people have definitely figured it out. But I won’t tell who 🙂

You guys cited Soldier of Fortune’s GHOUL system as one of the main inspirations for Killing Floor 2’s MEAT system. Were there any other inspirations when it came to designing MEAT?

Product of a fetid and warped imagination really. Blame Dave Hensley and a couple of other members of his art team for the levels of gross! A wide reach of horror movies!

killing-floor-2-screenshot-012

Where on earth did Hans Volter come from? Any clues on his back story or will we have to find out when the game leaves early access?

For the life of me I can’t remember where he started from. We wanted at least one more archetype of “mad scientist” and this is what came out. I’m sure bits of his back story are lurking out there, but think Swiss-born early in the 20th century, completely lacking in any moral compass. Research into pain and degradation of the human body, leading into dabbling with the madder Nazis in the 1930s and 40s. Then realizing that the Nazis weren’t the supermen they professed to be – after all, they lost. Finding interestingly disgusting uses for the bio-mass being produced by Kevin Clamely’s Horzine, particularly in prolonging his own life. Well, just go hunt around Manor for more of what he has been up to!

Tripwire has always been very focused on making firearms as realistic as possible, whether it is in a realism-oriented shooter like Red Orchestra or the more arcade-like experience in Killing Floor. How much extra work goes into recreating the experience of firing a weapon so closely?

I don’t know if it is “extra” work – it is just the way we do weapons. We don’t want people to just be bashing mouse/controller – click-click-bang-bang. We want each weapon to feel unique, memorable to play with. Satisfying to use, feeling like you’d really be doing some damage with the thing. And yes, it does give us an excuse to own the relevant weapons and go shoot them – research!

killing-floor-2-screenshot-013

You’ve cited in the past that the paid DLC will mostly be cosmetic changes and side-grade weapons, but are there any plans to have any similar content unlockable through gameplay?

We don’t actually have all the answers to that as yet. We’re juggling a number of ideas. We want the best of the user-generated content to find its way “officially” into the game, so looking at Workshop and so on. We’d like the best of the community content to actually give the people producing it a financial return as well. But we like giving players rewards in game too. We don’t want to build some immensely complex system, but we want to find a good balance.

Although Killing Floor 2 is a pretty big departure gameplay wise from Red Orchestra 2, is there anything the team brought from the Red Orchestra 2 experience to Killing Floor 2’s development?

We always bring things from one project to the next – some of them consciously and deliberately, others accidentally. hence a lot of the engine work on RO2/Rising Storm rolled forward onto KF2. But so does our weapon handling – just because we want the weapons to feel really satisfying to use, believable, whether it is in a “authentic” setting (RO2/RS) or in a “fantasy” setting (KF2).

killing-floor-2-screenshot-015

Valve was hoping to help turn mods into full blown retail games with their now cancelled paid mod system. They cited Killing Floor as the type of project they were hoping to foster with their failed adventure. On the other hand, Killing Floor made the leap without the need for a paid mod set up and Tripwire Interactive has a strict no paid mods policy in the EULA. What sort of things that helped Killing Floor go from a mod to a retail game? Any lessons learned that might help other mod projects make a successful leap to retail?

First off, I don’t think Valve “failed”. I think they could have picked better examples than taking some Skyrim pieces that had been free and shifting them over to money-spinning. For a mod to make the leap to commercial release, without some outside help (mostly funding, but also direction, marketing and more) is really, REALLY difficult. We’ve nearly gone broke a couple of times on that route. We state “no paid mods” in the EULA just to make clear that people can’t just go using all our hard work, slap something on top and expect to go make money off it, without us getting upset about it. But there are most definitely scenarios where it would work – Rising Storm being an example of that. That was a mod, prompted by us, that made it all the way through to a full commercial release and winning PC Gamer’s “Game of the Year” award. But it had our full backing all the way. So we can certainly see scenarios where everyone wins. Its just going to take a bit more thought on full-scale mods. For us, its just another evolution, another step in user-generated content getting monetized. As I said – needs thinking through further, but it WILL get there, if enough people are interested. To date its pretty much been Valve and ourselves taking mods commercial – TF2, CS, Portal, RO, RS and KF to list just a few. And its pretty much just been the two of us taking mods up onto Steam for free in the past – Darkest Hour and Mare Nostrum for RO1 from us.

killing-floor-2-screenshot-016

As for lessons learned on how to take a mod to retail – that’s hard. Well, it IS easier now with the free availability of UDK, Unity and so on, although that sort-of blurs the lines. Are those mods to Unreal or new games? Ultimately, any full commercial project is going to be a seriously challenging undertaking – that’s one of the reasons Valve was looking to try out ways of making that transition somewhat less painful. There’s a lot of great mods out there, that simply won’t ever make that transition to a full game, in the current eco-system, unless someone like Valve or ourselves pick them up.


 

Our thanks goes out to Alan Wilson and the team at Tripwire Interactive for taking the time out of their development schedule to sit down and talk to us!

Be sure to read more about Killing Floor 2 in our preview and pick up the game on Steam Early Access.

 

New The Technomancer Screenshots Show Off the City of Noctis

the-technomancer-screenshot-003

Spiders released three new screenshots to tease their major The Technomancer presentation schedule for E3 in June. The new screenshots are set in the free city of Noctis. The city managed to stay out of the War for Water, but is a haven for bandits, pillagers, and other less than savoury characters.

The Technomancer is the follow up to Spider’s action-RPG Mars: War LogsThe Technomancer stars one of the cybernetically enhanced warrior mages on the run from the Secret Police. Players will be confronted with tough choices as our hero attempts to solve the mysteries of his past and develop deep relationships with his companions.

the-technomancer-screenshot-004

The Technomancer is scheduled for launch on PlayStation 4, Xbox One, and Windows in 2016.

the-technomancer-screenshot-005

Battlefield Hardline ‘Criminal Activity’ to Add 4 New Maps and Bounty Hunter Mode

battlefield-hardline-promo-art-007

The first of four DLC packs for the FPS Battlefield Hardline is set to launch in the coming weeks. Those with Battlefield Hardline Premium will get first hack at “Criminal Activity” sometime in June 2015. Those choosing to purchase the DLC separately will have to wait two extra weeks to buy it.

Battlefield Hardline “Criminal Activity” introduces the Bounty Hunter game mode, four new maps, four weapons, two weapon attachment, one gadget, two vehicles, and six masks. Bounty Hunter mode will require players to collect bounty coins off the corpse of their dead enemies to earn points.

battlefield-hardline-screenshot-007

The four new maps are set in four very different locations. Code Blue is a glamorous night club bathed in blue mood lightning. The Beat takes the fight to a rundown neighbourhood featured in early in the single player campaign.  Black Friday will pit the cops and robbers in the Palm Court Mall, keep your eyes open for a subtle Dead Space reference! Finally, the last map is Backwood, set in an abandoned logging camp deep in the woods of the Pacific Northwest.