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The Witcher 3: Wild Hunt Review

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The Witcher 3: Wild Hunt
Developer: CD Projekt RED
Publisher: Namco Bandai
Platforms: Xbox One (Reviewed), PS4, PC
Release Date: May 19th, 2015
Price: AU$109.95 – Available Here | US$59.99 – Available Here

Overview

Oftentimes when I sit down to write a review, I wonder if I have spent enough time with the game to fully give it the credit it deserves. “Should I beat the campaign again?” or “Is 30 hours enough?” are the types of questions that fill my head. However, as I sit down to write this review, I KNOW that I haven’t done enough. The Witcher III by CD Projekt RED is such a hugegame that there just isn’t enough time in the world to dedicate to it in order to do it justice. I’m 50 hours in and I’m barely halfway through the story, and have a lot to go in terms of side-quests and character progression. That in of itself speaks volumes for just how immense and downright impressive this game truly is.

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Story

There are a lot of fantasy RPG games out there, and many of them focus themselves on massive, world-ending events like the descent of dragons, or portals to hell opening up to swallow the world whole. The Witcher II manages to separate itself from this fantasy cliche by presenting a story that is far more grounded and personal to the protagonist than just about anything I ever remember playing.

After living through wars, the extinction of the Witchers, a bout amnesia and even a little bit of death, Geralt of Rivia has turned his attention back to finding Yennifer of Vengerberg, his long-lost love. On his quest to find her, he learns that Ciri, his ward and adopted daughter is being hunted by the wraith-like Wild Hunt. This is confirmed when Geralt runs into Yennifer, who is also searching for the endangered young woman. This is the crux of The Witcher III’s story, with our white-haired, cat-eyed monster hunter trying to find someone he deeply cares about, but always feeling like he is a few steps behind.

In a lot of ways, the story of The Witcher III reminds me a lot of the Super Mario games, where our protagonist always feels like he is about to finally save the one he loves, only to discover that she is further away than he thought. The personal nature of the story allows us to feel more connected to the characters and the events of the world as they unfold.

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Like most modern RPGs, choice plays a vital role in The Witcher III, with the player being able to answer questions and encounters in a variety of different ways. Unlike games like Skyrim or Fallout, there are no “good” or “bad” choices to make, and nothing flashes up on screen to tell you which you should do. Player choice is paramount in this game, and it shines through brilliantly. Decisions you make can affect characters and even whole cities down the track. Oftentimes you wont notice the effects of your choices until far later into the game, when certain plot points come to fruition.

There is a lot of maturity to the story of The Witcher franchise, and The Witcher III is no exception. By that I don’t mean that it is just violence and swearing (although there is plenty of that) but that the game just feels more adult oriented in its presentation and narrative choices. A prime example is Geralt’s meeting with a lord who beats his wife – it is the taboo kind of subject matter that you wouldn’t really expect to see in a video game, and every conversation with said lord becomes awkward and downright challenging after you learn it. The game adds a layer after layer of complexity to the world until the subtle shades of grey in morality are as close to real-life as I have ever seen.

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For those of you out there wondering if the plot is accessible to anybody who hasn’t played the previous two games, then you are in luck because it absolutely is! (admittedly, this is a necessity because the first game is only available on PC/OSX). Early on, you are given the option to make some choices that retell the events of The Witcher II, and also serve as a little bit of a recap of the previous games. This game has a lot of extra little tid bits and nuances that fans of the series will recognise and enjoy more than newcomers, but they are in no way vital to the enjoyment of the game.

I know that I blabbered on about the story of the Witcher III for a long time, but it is a really well-crafted narrative, but enough about that! Let’s talk about some gameplay!

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Gameplay

RPGs all kind of circle around a few key principles don’t they? Exploration, leveling up, skills, gear and side-quests. Well, The Witcher III has all of those in absolute spades! We will come to all that in a second, first lets talk about the most important gameplay mechanic; combat.

The Witcher III is a very hack and slash kind of game. You play as a trained monster hunter (who has also undergone several mutations and transformations to hone his skills and natural abilities), and as such the game is all about fighting. Enemies are broken down into two main categories (and a bunch of smaller categories after this); ordinary and supernatural. Ordinary enemies are fought using your Steel sword and contain things like humans, wolves, bears etc. While the supernatural side of things include werewolves, wraiths and a whole bunch of grotesque looking enemies that are just difficult to look at. These are fought using your silver sword (cause you know; mythology) and are where Geralt makes most of his money. You can use either strong or weak attacks, however there is very little comboing to be had here. You can also dodge, block and parry enemy attacks to crate an opening for which you will slash at them.

Swordplay is one thing, but Geralt also has access to a couple magic “signs” at his disposal. These range from a magical trap that strips wraiths of a portion of their strength, to the ability to cast a swash of fire from your hand. The game offers a bestiary which shows off which signs enemies are weak to, allowing you to plan accordingly.

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At its core, while it is a hack and slash kind of game, The Witcher III is all about preparation. Think of Geralt as erring close to Batman than Wolverine with regards to his fighting style. You can brew any number of potions to aid in combat, oils that make your attacks stronger against certain enemy types, and even a slew of bombs that can help you in certain situations. Geralt’s utility belt is always changing depending on the encounter he is going in and if you enter a fight unequipped you will soon find yourself suffering for it.

When I first loaded up The Witcher III and really got into it, I examined the map and was stunned at its size. Sure it wasn’t the biggest I had ever seen, but there was so much to do scattered about the long countryside… Then I zoomed out further and learned that White Orchad was the small countryside I was looking at, and that adjoining it was Novigrad – the largest city in the world, in the state of Velen – an absolutely massive landscape filled with swamps, forests, villages, castles and all manner of rivers and landscapes… Oh, then there were the huge and far apart Skellige Islands. My mouth practically hit the floor when I saw the world map absolutely littered with little “?” icons for me to explore.

I actually did a bit of research before writing this review, and learned that not only is The Witcher III’s world 35x that of The Witcher II, but the only game that even comes close in map size is Grand Theft Auto V, and even then the Witcher III is about 1.5x as big. So if you are a perfectionist who needs to make sure all the undiscovered locations on the map are identified, then you had best get ready for a long game.

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Leveling in The Witcher series is a little different to a lot of other RPGs. Instead of just getting new skills and strength when you level up, you are instead allotted skill points. The skill points can be put into any number of skills across the game’s skill branches (like alchemy, combat, spellcasting, etc). Now I know you’re all thinking “Come on, that’s the same for practically any RPG,” and if that were the end of it, you’d be right. However, The Witcher III only lets you have certain skills active at once. Meaning that you may spread your skill points across 5 different skills, only to find out that you only have room for 2 active skills at your current level. In this way, your skill points are a resource like any other and really change the dynamic of the game greatly. I myself stumbled into the trap of leveling up a bunch of skills that I am yet to even equip because I simply don’t have the room.

Are you a gamer who loves to collect gear and loot every box they see? Well prepare to have an aneurism with The Witcher III because loot is EVERYWHERE! Picking flowers, ransacking barrels, boxes and bag, carving meat off dead prey, and looting the corpses of your enemies are all par for the course here. Most of it can be broken down into other components for weapon crafting, potion brewing and just selling to merchants. This however does bring me to my gripes with the game;

For all the praise I have given it, I admittedly do have two major complaints about how The Witcher III plays. The first, and most frustrating is without a doubt the game’s way of managing inventory. I have attached a screenshot below to show you what the inventory page looks like:

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If you are on a computer, with a keyboard/mouse this would no doubt be an incredibly fluid and easy to manage UI, but for my, playing on the Xbox One with my stock standard controller it was downright frustrating and tedious. Just to show you how annoying – you use both thumbsticks, as well as the A/B/LB/RB buttons to navigate it properly. want to swap to see what the merchant is selling? use the right thumbstick to switch to their inventory panel and then use the left to navigate through (or, use the left thumbstick the entire time and take even longer). Basically all I’m getting at is that it is a pain that really slows down the game.

The other little gripe I have with the game is Geralt’s horse; Roach. Roach is supposed to come to you with a double press of the Left stick, but so many times he just didn’t want to show up, and I was left whistling for him three or four times before he reared his long nose onto my screen. Secondly, while riding your horse you are able to just hold the A button and have him gallop along the predetermined paths towards your goal, but sometimes often unexpectedly he will just veer off into the forest for no reason what so ever. I’m not sure why this issue kept happening to me, but it was downright frustrating to have to reposition myself back onto the road.

It was during my time with The Witcher III that I realised the absolute absurdity of side-quests in games. In the middle of his search for Ciri, Geralt has the option to take on Witcher Contracts – basically monster slaying jobs, to earn a little bit more gold or some extra gear, and while this makes sense to the character – it is a lot less understandable for him to just drop everything to become the world boxing champion… I kid you not, there is a whole series of side-quests that revolve around Geralt challenging others to fist fights in the street so that he can become crowned the Champion of Champions. It is almost like the guys at CD Projekt RED wanted to show off the ridiculousness of side-quests in video games, and how in some ways you have to ignore the storyline implications of exactly what is happening.

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Visuals & Audio

Ok I will just say it – The Witcher III is beautiful. The world, its chararacters and its monsters are all amazing to look at. During the game’s prologue/tutorial mission, Geralt steps out onto a balcony and comments on how beautiful the mountain range surrounding his home is, and frankly he is 110% accurate. In fact, here take a look:

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And that’s just the first five minutes of the game! While I know there have been some complaints circulating lately about lack of higher visual options for PC players, just looking at the beautiful landscapes presented to me over the course of the game made me stop and think about how far game visuals have come in just a few short years.

Not only does the landscape look amazing, but it is so wild and varied that it feels as great to play in as it looks. One minute you are riding across an empty countryside, then the next you are in a thick swampland, trying to wade through the sludge-like water and move between the tree branches.

While the characters are well animated and highly textured, it is very easy to see that CD Projket RED have used the same faces and body types in certain places across the map. I had to stop and wonder if the slightly dimwitted card player is also meant to be the same kid hiding behind his father’s leg in a different quest. It would he been nice to see some more variety in the faces so that this doesn’t occur, but again I am nitpicking and considering the size of the game it would have been impractical to make unique faces for every character.

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Speaking of characters – The Witcher III boasts a collection of the most grotesque and disgusting enemies I have ever seen in my entire life, and I love it! The wraith’s with their long, snakelike tongue poking out of their jawless faces, or the botchling crawling around with its umbilical cord still in tact are the stuff of nightmares. Not only that but they are so well defined and unique that you will never mistake a Witcher wraith for one from any other game.

The voicework of The Witcher series has always been a strong suit, and this is probably because of the high emphasis placed on the game’s narrative. The same is true in the third installment, where everyone has a unique sounding voice and personality that really shines through. At the same time, the game boasts an amazing soundtrack that I can’t want to listen to all over again, featuring some really amazing and epic scores that help suck you in to the moment of battle. Then of course there is Priscilla’s Song, which is just a beautiful little piece and whoever came up with that needs a huge pat on the back.

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Overall

After 50 hours with The Witcher III, I am absolutely floored by its brilliance. From the epic, mature story that simultaneously separates itself from the rest of the pack, and sucks you in with its personal touch, to the easy to learn/difficult to master combat style… all the way through to Gwent, The Witcher III: WIld Hunt is the most fun, engaging video game experience that I have had in a long, long time. Sure there are a few minor gripes here and there, like the unresponsive horse or the frustrating inventory system, but you know what? None of these little gripes took away from the enjoyment I had, and am still having with the game. Now if you’ll excuse me, I need to go log another 50 hours.

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10-capsules-out-of-10

Capsule Computers review guidelines can be found here.

JoJo’s Bizarre Adventure: Phantom Blood Volume 1 Review

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JoJo’s Bizarre Adventure: Phantom Blood Volume 1
Author: Hirohiko Araki
Artist: Hirohiko Araki
Publisher: Viz Media / Madman Entertainment
Release Date: April 10, 2015
Price: $19.99 USD – Available Here / $28.95 AUD – Available Here

Overview

JoJo’s Bizarre Adventure has been around since the 1980s. Over 100 tankoubon volumes have been released within the series, covering several story arcs. Unlike long-running series such as Pocket MonstersOne Piece and Naruto, this series has not taken off in the West like it has in Japan. The third part, Stardust Crusaders, only received an English release 10 years ago, 16 years after its initial release in Japan. It is only in this year that the first volume of the first story arc, Phantom Blood, has become available in print in English. Has this manga from the 1980s stood the test of time?

Story

A tribe of Aztecs possessed a cracked mask with supernatural properties. Should a drop of blood seep through its cracks, it would immediately send out curved spikes. From this description, it is easy to imagine how this mask may be used as a torture device, but there is more to it than that. Should a person be wearing the mask when it is activated, it will obviously kill them. However, death is not the end for the wearer. The dead person will become a vampire-zombie hybrid, gaining superhuman strength and the ability to drain the blood of a victim by touching them. The vampire-zombie’s brain has already ceased to function properly by this point, so they cannot comprehend the significant impact that their new-found strength is having on their own body. As is stereotypical of vampires, sunlight is lethal to them. Although the mask was lost for centuries, it was eventually discovered buried in Mexico and is now in the hands of the Joestar family.

The story now takes place in Britain. Dario Brando is a degenerate who steals from others, not to make ends meet or buy the medicine he needs later on, but because he is greedy and wants to get more alcohol for himself. He comes across a gentleman who ended up in pretty bad shape after his carriage crashed, and instead of helping him or tending to the baby that has lost its mother, Dario steals the man’s wallet and rings. This man, Lord Joestar, promises to repay his ‘kindness’ in ‘saving’ him. The story now skips ahead to 1880. Dario, on his deathbed, tells his son Dio to become a part of the Joestar family and obtain their fortune. Evidently having heard nothing of Dario’s character since their encounter, Lord Joestar welcomes Dio into the family without any suspicion of his character. Jonathan Joestar, nicknamed JoJo, almost immediately forms a negative opinion of Dio, and we soon find out that Dio will stop at nothing to ensure that he gets the Joestar fortune all for himself.

Inheritance is an important theme in Victorian Britain. One may wonder why Dio believes he must discredit Jonathan in order to gain an inheritance since he has been accepted into the family, instead of being able to simply receive an equal share of it. There are two parts to the answer of that question: he is an extremely selfish person, and inheritance is not necessarily given to those born outside of the upper-class. Unfortunately for Jonathan, Dio outwardly appears to represent the ideal of Victorian gentility. He discredits Jonathan right in front of his own father, but this is not enough for him; Dio is extremely violent towards Jonathan, and later has the intention of killing him in order to gain an inheritance.

Dio uses his power, socially and physically, to steal Jonathan’s friends away from him. Jonathan’s only companion now is his dog Danny, so he is pleasantly surprised when Erina, a girl he tried to save from a group of thugs, suddenly appears and leaves a basket of grapes for him. The two meet the next day, and immediately hit it off. They quickly become close friends, but when he carves a love heart on a tree and carves their names inside it, she becomes uncomfortable and walks off. This is when we learn that Dio will not only psychologically torture and physically beat Jonathan to try and destroy him. He forces a kiss from Erina, and to add insult to injury, proceeds to smack her to the ground with the full force of his strength. This molestation has the psychological effect Dio intended it to have on her. Exploration of how a victim of molestation feels is extremely rare in a Japanese story, but it was not explored here anywhere near as carefully as it could have been. She is seen just one more time, but how Dio’s molestation of her continues to affect her is unknown, demonstrating the narrative importance Hirohiko Araki places on male characters but not female characters.

Artwork

The character designs are very different to the style seen in modern manga. Jonathan and Dio’s designs are distinct and unique, and their outfits are quite detailed. In typical shounen fashion, they both end up with ridiculously muscular bodies after the next time-skip. There is a lot of blood and gore in this volume, and the violence against the dog, Danny, is likely going to be confronting for some readers. Likewise, the molestation of Erina is particularly confronting.

The detailed illustrations of houses, carriages and the horses pulling them go a long way in making the setting look realistic. As for the text, Viz’s translation of the sound effects is generally unobtrusive, but there are at least two errors in the text: a word is missing from a sentence on page 89 and a comma is missing from a sentence on page 197. It is easy to figure out what should be there, but issues of this type are always unfortunate. Fortunately, the rest of the translation is free of any obvious errors.

Extra Content

At the end of this volume, there are two pages of bonus content. The first of these two pages features a black-and-white version of the illustration of Jonathan from the front cover and a few details about him, and the second page features an interview with the author, Hirohiko Araki. Araki discusses the invention of characters and also answers a question about the art on the back cover of the book, which will confuse readers after reading the prologue. The first few pages of the prologue are presented in full colour, and the rest of the prologue features orange-tinted artwork.

Overall

The theme of inheritance, the depiction of London as a breeding ground for gangs and criminal activity and the representation of the difference between social classes in Victorian Britain create an unusually high level of realism for a shounen manga series. The horror elements may turn away some potential readers, but this volume provides an excellent starting point for what could be one of Japan’s best fictional works of the 1980s. The fact that Madman’s release is an import of Viz’s almost perfect hardcover release makes this worth picking up even more.

Capsule Computers review guidelines can be found here.

New Screenshots and Crossover Characters Revealed for Project X Zone 2

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A large batch of new screenshots and pieces of character art and environment art for Project X Zone 2 have been released by Bandai Namco and with it comes the revealing of a few crossover characters that did not appear in the original title.

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This includes Axel Stone from Streets of Rage, both Maya Fey and Phoenix Wright from Ace Attorney, Nana Kazuki and Ciel Aelncon from God Eater 2, and a few other characters that you can identify in the screenshots below. Currently Project X Zone 2 is set to be released on the 3DS in the West sometime this fall season.

Resident Evil 0 Remastered Announced for Early 2016

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A little after the HD remaster of the first Resident Evil game was announced it was leaked that an HD remaster of Resident Evil 0 was in the works and today Capcom has confirmed that it is true by announcing that the HD remaster of Resident Evil 0 will be released in early 2016.

Resident Evil 0 Remastered is set to be released on the PlayStation 4, Xbox One, PlayStation 3, Xbox 360, and PC and will tell the same story that the original told back in 2002. Resident Evil 0 Remastered is set before the events of the original Resident Evil and follows young police officer Rebecca Chambers and the convict Billy Coen.

The Reject Demon: Toko Chapter 0 – Prelude Review

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The Reject Demon: Toko Chapter 0 – Prelude
Developer: Lupiesoft
Publisher: Sekai project
Platform: PC
Release Date: May 9, 2015
Price: $4.99 – Available Here

Overview
Visual novel developer Lupiesoft has been quite busy over the past year. Not only are they working on a successfully crowdfunded visual novel and an upcoming eroge, but they also recently launched the first episode of what is planned to be a four episode visual novel series titled The Reject Demon: Toko. With visual novels thriving on Steam, does The Reject Demon: Toko Chapter 0 – Prelude hit all the right notes?

Story
In the world of The Reject Demon: Toko, demons are tasked with ferrying the souls of the dead to the afterlife. These souls are then taken to Limbo before they either are reborn or ascend but the demons of Hell do not perform this service out of any simple kindness. Born with partial souls, demons lack basic emotions and it is through this ferrying service that they obtain emotions, as they are able to sense of empathy or real emotion but once they ferry a soul to the afterlife, they are able to obtain the memories and emotions from the soul as sustenance.

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This means that every demon must learn to ferry souls early in life, taking their first soul when they are a child. Now while this may be the case for every demon that exists in Hell, this is not the case for a certain succubus demon named Toko. Despite her father escorting her at a young age to obtain the soul of a young girl about to be killed in a car accident, Toko saves the young human girl and simply brings back a piece of paper saying soul that the girl gave her in gratitude.

Many years later, Toko has failed to ferry a single human soul despite being given over four hundred opportunities to do so. Due to her disastrous record and inability to grow stronger, she is considered the worst demon in Hell and is subsequently expelled from Hell to live with the rest of humanity. This concept is unheard of as the longer demons spend on the human plane the more they start to become like a human before eventually losing all of their abilities and turning into a complete human.

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With her file shredded, Toko is thrust into the human world but quickly ends up on top of a girl named Nadia who is more than willing to help out Toko despite Toko’s lack of normal clothing and odd demeanor. Despite seemingly not knowing anything about one another, the two quickly bond as Nadia escorts Toko around town before eating out and taking her to see a movie. Once Nadia realizes that Toko has nowhere to go, she invites Toko to stay with her, though it isn’t long before demons from Toko’s past appear.

A lot of events take place over the course of this first chapter but that doesn’t mean that there isn’t time for humor as plenty of lewd jokes and double entendres are worked into the story alongside basic gags to help offset some of the more dramatic events and heavy focus on establishing the story. Now since The Reject Demon: Toko Chapter 0 – Prelude is a kinetic novel, meaning there are no choices to create branching paths and the entire story is told the same way every time, I will not go into much more detail about the storyline. I will say however that Prelude lays down quite a bit of groundwork that I am eager to see expanded upon in later chapters.

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While the beginning may seem like a simple enough setting and the pairing of the rash but inexperienced Toko with the flirtatious and caring Nadia creates a story worth following as their relationship develops over the course of the chapter, The Reject Demon: Toko goes beyond that as there is much more to this story than it initially lets on. As other demons from Hell, a being from Russian folklore, and even angels step into the scene, an interesting storyline with a unique take on various pieces of mythology is formed, albeit quite loosely for now.

Very few of the introduced characters are developed at this point, however quite a bit of time was spent introducing the certain music based powers that demons can use, including one that sets Toko apart from other demons. There is plenty of room for development in the future and with things such as a Rock and Roll competition in Hell set to take place in the future and strange events regarding the angels hinted at, this prelude serves as a great starting point for the series.

Gameplay
Now as I mentioned earlier, The Reject Demon: Toko Chapter 0 – Prelude is a kinetic visual novel meaning that players will not find much to do here than simply click or press space to advance the dialogue. It is worth noting that Lupiesoft has mentioned that future chapters may feature various decisions, but for now that is not included here as the story is a one and done affair unless you wish to revisit some of your favorite moments.

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A strangely absent feature in this release is the lack of a CG gallery. There are quite a few CGs and pieces of chibi art throughout the story as well as a few scrolling images that would have been nice to see collected in one place for easy viewing like standard visual novels. In lieu of such a gallery players can simply make new saves during these moments but this is an unfortunate missing feature that is mirrored by the lack of an area to listen to the various pieces of background music. It is worth noting that the soundtrack is available as a separate purchase from the title for those who wish to own the music separately however.

Visuals & Audio
While it is clear that the character aesthetic in The Reject Demon: Toko is anime-inspired, the artist’s unique style helps set every character apart in a unique way. Every character introduced in the visual novel so far has a unique looking design with the main character Toko’s slim design and lewd demonic clothing serves as a good contrast to Nadia’s fluffy plump appearance. The character portraits aren’t very animated but do feature a number of different expressions, including a very cute blushing expression for Toko, as well as a few different forms as a devil’s clothing transforms when they begin to use their powers to keep things fresh.

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It is worth noting that there is a bit of fan-service sprinkled throughout the game but nothing that even comes close to an adult level, though there are plenty of pieces of dialogue hinting at adult topics. The background scenery throughout this first chapter is varied well enough as the characters travel to quite a number of different areas throughout the game. A decent amount of detail has been put into giving the scenery a fitting look depending on what realm the characters are actually in, though I did notice some issues with some pieces of the background art appearing far larger than they usually would, especially in regards to a certain stop sign.

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The background music in The Reject Demon: Toko Chapter 0 – Prelude really stands out from other visual novels by actually remaining quite memorable once the player is finished and featuring an almost entirely rock themed soundtrack. While there are calmer pieces of music for simple talking sequences the rock themes used during action-packed and dramatic moments really help set the mood for the events on screen, especially since musical instruments play a large role in a demon’s abilities. On the other hand, it is worth noting that there is no voice acting in The Reject Demon: Toko Chapter 0 – Prelude at this time though the developer has hinted at the possibility of voice work being implemented at a later date.

Overall
Despite being something of a minimalistic kinetic visual novel, The Reject Demon: Toko Chapter 0 – Prelude serves as a great starting point for what is currently planned to be a four episode series. By introducing us to a number of important characters, establishing the lore, and setting the stage for things to come, it is clear that there are many different ways that the story can go from here. The fact that this is all done while also getting players invested in the growing relationship between Toko and Nadia serves as a great way to keep player interest high as they wait to see what will happen next.

7-5-capsules-out-of-10
Capsule Computers review guidelines can be found here.

Until Dawn Release Date and New Trailer Announcement

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Until Dawn has gone through many quiet patches of news and changes but it seems that may all be coming to an end as Sony and Supermassive Games have finally unveiled the release date for their upcoming story based horror game Until Dawn. The game will be available exclusively for the PlayStation 4 on August 25th. You decide who lives and who dies as you play as one of eight friends trapped together on a remote mountain retreat, and as you would expect, they aren’t alone. Every decision you make in your terrifying search for answers could mean the difference between life and death.

To celebrate the announcement a new trailer has also been released that you can view for yourself below. Pre-orders are now open and those that take advantage of the offer will receive an exclusive scene for free that sees Matt and Emily, a new couple, out on the mountain – but it’s not long until they start to suspect they aren’t alone. In another announcement for the game, it was revealed Peter Stormare (Prison Break, The Big Lebowski and the Arrow TV series) played an actor within the game and gave a pretty good motion capture performance so that will surely be a treat. Are you excited for Until Dawn? Let us know what you think about the game in the comments below and be sure to check out our hands on preview to see what we thought about the game.

The Crew June Patch Notes and New Cars

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The Crew may have been criticised early on for it’s many technical issues and lack of promised content, but Ubisoft and Ivory Tower have continued to work hard at improving the game even 6 months after releases with monthly patches. The newest patch releasing on June 3rd promises an all new League system and brings with it other game improvements. You can check out the full list of features in the June patch notes below.

New features

  • Leagues
    • A new leaderboard system for PVP game modes has been added.
    • By earning points in PvP races, players will be able to progress in the Leagues.
    • There are 4 leagues: Bronze, Silver, Gold and Platinum with each league having 4 divisions.
    • The players will progress or be demoted in the leagues based on their activity in PVP game modes.
  • Faction system
    • The faction system has been rebalanced to give more chances to lesser populated factions in the monthly faction war.
    • The UI has also been modified and redesigned to help players track their progression inside their faction as well as the global activity on the map.
  • New car release
    • 2014 CHEVROLET CORVETTE STINGRAY: early access for Season Pass owners on June 3rd and to all players on June 10th (to purchase with Crew Credits).

UI

  • The scoreboard for missions, skills and PvP races has been slightly redesigned to be easier to read.
  • The filter tabs now only show the relevant information (eg: only Skills, Faction Missions, PvP events..).
  • The Car Tuners, HQs and Car Dealers are now visible only through the Default Tab.

Track IR

  • Track IR now also works with the third-person views.

PvP

  • New races
    • 3 new races have been added to the Eliminator mode
    • 3 new races have been added to the Blitz Brawl mode

Bug fixing

  • Fixed a bug where players could not fast travel to unlocked areas on the map from the “Challenges” menu.
  • The progression of several awards has been fixed.
  • Fixed a bug related to the daily salary and the ranking system in the faction war.
  • Improvements for the text chat feature.
  • Improvement of the navigation with the mouse on PC.
  • Several bug fixes related to AI behavior during missions.
  • Fixed the cockpit rear-view cam on Xbox One.
  • Fixed an issue linked to the network detection tool that was preventing some players from loading the game.
  • Fixed an issue related to the timer of certain faction missions when sending friends.

Changes applied to cars

  • Fixed wheel spin for ALFA ROMEO 8C Competizione FULL STOCK, PERF, RACING
  • Fixed wheel spin for HOTROD HuP ONE CIRCUIT
  • Fixed wheel spin on FERRARI 458 Speciale FULL STOCK, PERF
  • Fixed wheel spin issue on 2013 SRT Viper GTS FULL STOCK, PERF
  • Fixed wheel spin issue on 2015 FORD Mustang GT Fastback FULL STOCK, STREET, PERF
  • Improved downforce on LaFERRARI FULL STOCK and PERF

New cars are also on the way and in great news for Season Pass holders, any car that comes out will be given to those players free of charge. The first car will be the 2014 Chevrolet Corvette Stingray and will be available June 3rd with the patch. It comes in Full Stock and Perf specs.

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The next car is the Mini Countryman, that will be available in all specs except for Circuit. Both this car and the next at current do not have a release date.

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And lastly for the announced upcoming cars, the Mercedes-Benz 300 SLR makes it’s way into your garage with Full Stock, Perf and Circuit specs.

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More cars are also planned to be released in the future. If you haven’t played The Crew in a while now might be a good time to get back in to it. Let us know in the comments below your experience with the game and your thoughts on this latest news.

Razer Firefly Hard Gaming Mouse Mat Joins the Razer Chroma Family

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The ever so colourful Razer Chroma family of PC accessories is adding the Razer Firefly to the family tree, currently composed of mice, keyboards, and headsets. The Razer Firefly is a hard mouse mat with LEDs built into the borders of the mat. Razer Synapse will be able to control the LEDs, allowing the mouse mat to light up with 16.8 million possible colours and a large variety of lighting effects.

The Razer Firefly has a micro-textured finish that should strike a happy balance for mouse movement speed and control. The base is covered with non-slip rubber and has a seven foot braided fiber cable with a gold plated USB connector.

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The Razer Firefly will cost $59.99 USD and will be available around the world in June 2015. Pre-orders are being accepted at the RazerStore.

The Witcher 3 Available in 15 Languages

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Just because we got the final trailer for The Witcher 3: Wild Hunt last week does not mean CD Projekt RED will stop sharing videos from the game. In honor of The Witcher 3 being localized in 15 languages (7 with full voice-overs and 8 with subtitles), the developers have shared a clip from the game with a song translated in seven different languages.

Enjoy this clip, titled “The Wolven Storm”, featuring “Priscilla’s Song” below:

The seamless transition between the languages showcases a truly great example of voice localization. Priscilla sounds nearly the same in all languages.

The Witcher 3: Wild Hunt is available now on Windows PC, Xbox One, and PlayStation 4.

New Mad Max Story Trailer, “Savage Road”

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Last month, Warner Bros. Games and Avalanche Studios gave us a great look at the gameplay for the upcoming Mad Max game. Today, after a couple weekends with Mad Max: Fury Road blowing up the international box office, they are giving us a first look at the story of the upcoming game.

Enjoy the Mad Max story trailer, “Savage Road”:

In the upcoming game, Max’s Interceptor is stolen and he must build a whole new beast in an effort to escape the Wasteland with the help of his sidekick, Chumbucket.

Avalanche is treating this game as a separate entry into the Mad Max franchise, so it will not be tied to George Miller’s latest opus currently dominating a theatre near you. As a fan of the films as well as Avalanche’s Just Cause series, I am personally looking forward to Mad Max a great deal.

Mad Max will hit your PlayStation 4, Xbox One, and Windows PC platforms on September 1, 2015.