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Ori and the Blind Forest Review

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Ori and the Blind Forest
Developer: Moon Studios
Publisher: Microsoft Studios
Platforms: Xbox One (Reviewed), PC
Release Date: March 11, 2015
Price: $19.99 – Available Here

Overview
Often when a game is produced with a ‘Metroidvania’ style of gameplay and features stunningly gorgeous visuals there is always some concern that the game will be all style with no substance. When Ori and the Blind Forest was first shown off last year we saw very little of the game until a few weeks before its release and now that it is available for purchase, is Ori and the Blind Forest more than just a pretty face?

Story
Although the story of Ori and the Blind Forest is fairly simplistic as it involves the restoration of a devastated land, the prologue and the way that the rest of the story is handled is absolutely amazing. Rarely will you find a prologue told in such a simplistic but emotional manner and although actual control during this sequence is minimal, the way that Ori and its adoptive parent Naru interact with another with genuine affection and care.

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As the land begins to fall apart and food grows scarce, the heavy feeling of loss at the start of the game makes Ori’s goal of bringing life back to the land feel all the more important. This becomes especially heartfelt during the latter half of the story as players come to realize why things have turned out this way. By effectively telling a simple but emotional storybook storyline, Ori and the Blind Forest will have a place in your heart if you can manage to overcome every challenge it throws your way.

Gameplay
Ori begins its journey as a weak and fragile creature only capable of handling minor jumps before quickly gaining an ally that allows Ori to use lock-on attacks to damage enemies and destroy thorns that are in the way. Being a 2D platformer like it is, this only lasts for so long before players are quickly finding themselves obtaining various other abilities that allow them to climb up walls, use stronger blasts, float through the air, reflect enemy attacks back at them and using the blast for momentum, and more. In fact, while Ori and the Blind Forest may start out simply, it quickly becomes a challenging game where the exploration of the world seems to feel like training for the real challenges that are thrown at the player during certain sequences of the game, but more on that later.

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As players learn various skills they will find that they can access new areas that were previously blocked off or couldn’t be accessed when they were there before, encouraging exploration and of course, strengthening the character. As you explore areas and defeat enemies, Ori will gain experience that can be used to level up three branching paths that are all revealed from the start, allowing players to plan Ori’s growth in a manner that will fit their playstyle, though it is worth noting that some of these path upgrades are also locked by progression, though this will likely only become an issue if you attempt to grind.

Now as mentioned, Ori is a fairly weak creature and even with a full health meter, which can be improved upon by finding objects scattered throughout the world, will be killed quickly by monsters, environmental traps, and flying objects that take large chunks of health from Ori. Because of the challenging nature of many of the platforming sequences and enemies, players will become quite familiar with the way that Ori and the Blind Forest handles it’s save system.

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As you kill enemies and break crystals scattered across the area, Ori will gain Energy and any time throughout the game, save for the aforementioned certain sequences, can create a Soul Link (save point) by using a full orb of Energy. This becomes an essential system since the title does not autosave and if you happen to die, all of your progress, including collectibles, will be reset back to the last time you created a save orb. This means that players will often have to decide whether or not they should save at a certain point and running out of Energy or trying to get just a little bit further before saving as there will be times you will be low on energy and will be risking a long journey back if you fail to plan accordingly.

Ori controls incredibly well which is a necessity due to the high difficulty of some areas in the game, especially since many areas require precise timing and positioning or only a painful fall or death will wait. Now for those certain areas mentioned earlier, these areas involve Ori having to escape from an area with only a certain amount of time to do so and not only are save points disabled here, but even the slightest mistake can cause you to fail.

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Taking advantage of Ori’s incredible dexterity and the tightness of the controls is the only way to survive these incredibly challenging areas but the entire trial and error aspect can become extremely annoying. Managing to complete these areas will provide players with an incredible sense of completion but they also border on being rather ridiculous as the complete reliance on precise movements through trial-and-error will frustrate many.

Visuals & Audio
Moon Studios has crafted a bewitching multi-layered world where you cannot help but pause and stare at the environment at times. Not only is everything rendered in gorgeous 1080p but the multiple layers of every background give the environment a sense of depth. The vibrant and varied designs of the world make for a picturesque fairy-tale like environment for players to explore and overcome as the fragile looking Ori navigates through the twisted land of the forest all while avoiding the dangerous creatures that have appeared throughout the land.

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The accompanying soundtrack is just as substantial as the visuals. While the background music is fairly low impact most of the time it matches the tone of the game but there are a number of orchestral themes mixed in with these that really sound amazing. As for the dialogue, the subtitles are set against an unknown language spoken by a wise-sounding narrator who appears from time to time to explain the events of the story.

Overall
At first glance Ori and the Blind Forest may seem like just a gorgeous looking title with an emotional storyline but it also contains difficult but enjoyable gameplay filled with clever mechanics that keep things fresh throughout the experience. Although frustrating at times and, oddly enough, lacking exploration once the story is completed, Ori and the Blind Forest is a stunning game in almost every way and if you are looking for a challenge wrapped up in a beautiful package then you need look no farther than this game.

 

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Capsule Computers review guidelines can be found here.

Assassin’s Creed Chronicles: China Out Tomorrow

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Ubisoft has announced that the first installment of their side-scrolling Assassin’s Creed Chronicles series, Assassin’s Creed Chronicles: China, will be released tomorrow — April 21 — on Xbox One and Windows PC while the PlayStation 4 version will be released Wednesday, April 22.

In Assassin’s Creed Chronicles: China, you play as Shao Jun, a young assassin who just completed her training under legendary Assassin Ezio Auditore (which you can see in the short animated film, Assassin’s Creed: Embers).

In Assassin’s Creed Chronicles: China, players pick up Shao Jun’s story as she returns to China hell-bent on revenge. Her story will take players across China, to famous locations including the Maijishan Grottoes, Port of Macau, The Forbidden City and The Great Wall. Armed with stealth, agility, and a combination of deadly weapons and equipment including a sharp and swift jian, a secret shoe blade and lethal rope darts and daggers, players will deliver payback to those who decimated the Chinese Brotherhood of Assassins.

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Co-developed by Climax Studios and Ubisoft Montreal, the Assassin’s Creed Chronicles series is a 2.5D, side-scrolling stealth game. Think Mark of the Ninja gameplay in the Assassin’s Creed universe. China is the first installment in the series to be followed by Assassin’s Creed Chronicles: India — taking players through the 19th-century Indian Sikh Empire — then Assassin’s Creed Chronicles: Russia — following the Red October Revolution.

Jurassic World Has New Trailer and Posters

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Universal Pictures made this past weekend Jurassic World Weekend when it took to Twitter to release three new posters for the upcoming film. We shared the first poster on Friday, but today we bring together the other two posters along with the new trailer for the film released today. Check out the new trailer after the jump:

In the trailer above, we get our first full look at Indominus Rex, the new genetically-engineered dinosaur created for Jurassic World. This new film appears to be returning the franchise back to its roots, begging the question of whether science should do something solely because it can be done. I wonder what Dr. Ian Malcolm is doing while all this is happening?

Following Friday’s poster reveal on director Colin Trevorrow’s Twitter account, the Jurassic Park account shared this one-sheet with the latest park attraction, Mosasaurus:

Then, on Sunday, Jurassic World star Chris Pratt shared the final poster, featuring his character — Owen Grady — racing with velociraptors:

Jurassic World will reach theatres this summer on June 12, 2015. In the mean time, check out the posters below:

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Indie Gala Every Monday Bundle #56 Now Available

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Indie Gala and Capsule Computers have put together a bundle of six indie games this week for the Every Monday Bundle. This week’s bundle is focused on point and click adventures that are perfect for the casual gamer.

Fatty Bear’s Birthday Surprise – An old school adventure that will challenge players to throw together the best birthday party ever in just a few hours.

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AR-K – Hopefully this experience isn’t too familiar to you, but Alicia Von Volish has woken up with a nasty hangover after a one night stand and has a lot of questions about what happened last night.

Sinking Island – Billionaire Walter Jones is found dead at his private island, which only had ten other people on it. Now private detective Jack Norm has three days to figure out who is the perpetrator and bring them to justice.

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Dark Arcana: The Carnival – At a haunted carnival, there is a world of evil behind the Hall of Mirrors. It holds The Evil One that longs to enter our world and wreak havoc upon mankind. With the help of a special monkey, the player will learn about the tale of two lovers and stop The Evil One once and for all.

Enigmatis: The Ghosts of Maple Creek – An ancient evil haunts Maple Creek, Vermont and it has kidnapped an innocent teenage girl. Players will need to solve the mystery of Maple Creek and your past to save her.

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Demon Hunter: Chronicles from Beyond – Dawn Harlock is returning to her home town of Iowa Island to solve the murder of her mentor and discover Dawn’s true identity.

For the first 24 hours of the sale, Indie Gala’s Every Monday Bundle #56 is only $1.89. Be sure to grab your bundle at Indie Gala before the price rises.

 

High Strangeness Impressions

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High Strangeness
Developer
: Barnyard Intelligence
Publisher: Midnight City
Platform: PC, Wii U

High Strangeness was the first game ever Kickstarted. The game was backed by 36 people in 2009. The number may be small, but this was long before the platform became the go to funding source for indie developers and Star Citizen made its record shattering campaign. High Strangeness mixes classic 8-bit and 16-bit adventure RPGs in what developers Barnyard Intelligence dubs as 12-bit gaming. The game is currently slated to launch on May 6th.

Barnyard Intelligence draws heavy inspiration from The Legend of Zelda games on NES and SNES along with a few other action and RPG titles. The entire game world has been made twice, once in 8-bit style and once in 16-bit. The hero Boyd is capable of switching back and forth between the two words at will. The switch is not purely a cosmetic matter, as each world’s gameplay is true to its era. Features like sprint and combo attacks that are present in the 16-bit world are missing in the 8-bit world, while the 8-bit world feels much chunkier, with a greater focus on up, down, left, and rightward movement.

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Balancing two separate worlds, especially with one have more features that most gamers are used to, is no easy task. Except for the retro die hard who lives, eats, and breathes the NES, it is probably going to be hard to convince people to spend extensive time in the 8-bit world. Barnyard Intelligence gets around the challenge by adding puzzles and mechanics like traps that are only visible in 8-bit mode. While I feel that the game doesn’t really merge the two worlds into one fluid package as “12-bit” would suggest, Barnyard Intelligence is definitely onto something very cool. The puzzles are imaginative and the developers even manage to integrate the switch between the two worlds into the enemy mechanics.

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If puzzles are High Strangeness’ yin, then combat is the game’s yang. The combat will be instantly familiar to The Legend of Zelda fans, with plenty of monsters and bosses to slay. Boyd has his trusty flashlight for clubbing enemies and a variety of gadgets and skulls to assist him in combat. Mana serves as the energy that fuels all of Boyd’s attacks, including the flashlight, and regenerates slowly over time. This encourages a more thoughtful approach to combat, requiring a good bit of dodging. All weapons can be upgraded with currency dropped by enemies to be more effective or for new abilities, while Boyd’s clothing can be upgraded to provide improved stats.

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Getting the graphics right is a must for a game like High Strangeness. The game stays true to the two eras that have inspired the game, screaming 8-bit and 16-bit all the way. It is great to see two very different takes on the characters, the world, world and the levels. No detail is missed, even the UI and character portraits change.  Interspersed in the game are beautiful watercolour images that serve as the backdrop for the cut scenes. They add a very modern flair to the game, yet are reminiscent to the art on retro game boxes, which served as an imaginative and artistic take on the pixelated goodness contained within.

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The audio side of High Strangeness is looking good. The game is backed with a solid chiptune soundtrack and a plethora of fitting sound effects. I’m a tad torn. On one hand, I would have liked to have heard two separate audio styles for the two worlds. On the other hand, the amount of switching that’s done in game would make pulling it off an Olympics level challenge to do right.

High Strangeness is on the right track to be an indie darling. It may have been six years since the Kickstarter campaign closed, but the game so far is well crafted. The future is looking bright for Barnyard Intelligence and High Strangeness.

Logitech MX Master Wireless Mouse Interview with Arnaud Perret-Gentil

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We recently asked product manager for computer peripherals at the Logitech Daniel Borel Innovation Centre in Switzerland, Arnaud Perret-Gentil, some questions about the recently revealed MX Master Wireless Mouse. Dubbed “the possibility machine”, the MX Master is the most advanced mouse the company has produced. Read on for the full interview. For context, the questions were answered via email.


Where did your original design ideas stem from? Was the form factor established in the G502 Proteus Core the springboard, and then you moved on from there?

We started with the heritage we have from our MX right-handed mice. We wanted to have a design that communicates comfort, precision and speed, in a design language that is modern and different for the computer peripherals. The G502 Proteus Core is a gaming mouse, and has different inspirations.

What is the most distinguishing feature or “selling point” of the new Logitech MX Master Wireless Mouse? The Easy-Switch capability with connectivity up to three devices is surely a personal standout?

The Easy-switch allows the today’s power user to use their favourite device on all the computer they use, with Bluetooth Smart or the Unifying dongle. It is an important aspect of the MX Master, for sure, but it wouldn’t be as powerful as it is if we didn’t develop different controls, unveiled by the Logitech Options software, that allows you to optimise your device controls for the different operating system your mouse is connected to. The controls are the gesture button and the thumb wheel. Then we bring back the Speed adaptive scroll wheel, that was created for the MX Revolution, and that were missing on the Performance MX. To be short, its biggest strength is its versatility. Whatever you do, you’ll have the best you can find for office use in this mouse.

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Are you confident that you will be able to switch PC and Mac customers from their touch pad or wired mice to this most advanced wireless mouse? Did you see battery life as the sticking point in that respect?

With the MX Master we are talking to people who are spending 8hrs a day on their computer. It might be funny to say, but a mouse is what they touch the most in a day. Therefore they deserve the best tool, in terms of comfort, precision, speed and quality of build. The day you try a mouse like that, you won’t come back to a basic mouse.

From a technical standpoint, how do you create a mouse that is so feature-packed, but can last up to 40 days on a full charge?

We have a great experience in power management in Logitech, which has been developed through many projects. For example, an important innovation on the MX Master is that the Bluetooth technology we use: Bluetooth Smart. One of its advantages is to eat less battery than Bluetooth classic.

Were any compromises made for the aforementioned battery life or in getting any particular feature in, for that matter?

As explained above, we introduced Bluetooth Smart connectivity instead of Bluetooth classic, and one of its advantages is its power consumption. No compromises were made on the user experience side.

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We’ve heard and bore witness to the effectiveness of the Darkfield Laser Sensor in the most recent mice, but how was Logitech able to develop such adaptive technology?

We have been developing mice for more than 30 years. We always have been at the top of the technology used in our products, this Darkfield sensor is an additional example of our engineering excellence.

The Logitech MX Master Wireless Mouse encompasses what seems to be the entire package. With that thought in mind, where do you possibly see room for improvement in the future?

The operating system you use on your computer, the way people use their computer and the different digital experience the people have everyday is consistently evolving. The MX Master is the best mouse for the today’s power user, and it helps them being more effective their everyday activities. In the future, what the users do and how they do it, including the platform they use, will be different from today, and we’ll provide them the best product for their new experiences. Therefore there will be some improvement, as the future product will be designed for those new experiences.

Would you like to share any final thoughts about Logitech MX Master Wireless Mouse?

To be short, the MX Master is the great marriage of heritage and innovation, in terms of design and engineering, in order to deliver unique user experiences. It is the result of the investment of a passionate and skilled team (you can watch our “Behind the scene video”) who worked to deliver the best product for today’s power user.


Our thanks go out to Arnaud Perret-Gentil and Logitech for giving us the opportunity to get some insight on the MX Master Wireless Mouse. For those interested in purchasing Logitech’s most advanced mouse, it is still available for pre-order here at a price point of AU$149.95*.

*Any site listing of AU$129.95 is incorrect.

Official Site Launches for Upcoming Live-Action ‘Death Note’ TV Drama

“Ryuk the Shinigami here. Damn, I’ve dropped my death note again… Look forward to watching the new confrontation between Light and L from July on NTV. I’m looking forward to Sunday nights… Heheheh!”. This is my translation of official an Twitter post.

Following on from the announcement in today’s issue of the Weekly Shounen Jump magazine, NTV has launched an official website for the live-action TV drama adaptation of Tsugumi Ohba’s manga series Death Note. Currently, the website only says that the actors to be playing Light Yagami, L and N will be announced soon.

In the live-action film series, produced by NTV in 2006, Tatsuya Fujiwara portrayed Light Yagami and Kenichi Matsuyama portrayed L. Near was played by child actor Narushi Fukuda in the spin-off film L: Change the WorLd.

The official website for this adaptation can be found here.

Arkham Developers Send Mortal Kombat Cakes to NetherRealm

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It is always nice to see camaraderie among AAA developers. To congratulate them on releasing Mortal Kombat X, Batman Arkham developers Rocksteady Studios sent an awesome Mortal Kombat cake to their fellow Warner Bros. Interactive team members. Here’s the cake, posted on Twitter by NetherRealm’s Ed Boon:

That’s right! Two bloody “kakes”, one with Sub-Zero and Scorpion’s severed heads stacked on one another. After cutting the severed head cake today, the NetherRealm team got an even bigger surprise:

FATALITY!

Mortal Kombat X is available now on Xbox One, PlayStation 3, and Windows PC while Rocksteady’s Batman: Arkham Knight will be released on June 24, 2015, also for Xbox One, PlayStation 3, and Windows PC.

Fantastic Four Full Trailer Released

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Many have been critical of Josh Trank’s (director of 2012’s Chronicle) upcoming Fantastic Four film re-imagining over at 20th Century Fox, even after the reveal of the teaser trailer in January. But today brings a full trailer for Fantastic Four and it looks pretty great! Check it out after the jump:

Fantastic Four, a contemporary re-imagining of Marvel’s original and longest-running superhero team, centers on four young outsiders who teleport to an alternate and dangerous universe, which alters their physical form in shocking ways. Their lives irrevocably upended, the team must learn to harness their daunting new abilities and work together to save Earth from a former friend turned enemy, Doctor Victor von Doom.

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As a fan of Marvel’s first family, I look forward to Trank’s interpretation of the comic. Do I wish it were part of the Marvel Cinematic Universe? Of course. But since Fox does not seem to be letting go of the Marvel properties they have (X-Men and Fantastic Four), I will at the very least try to appreciate when they bring in a wealth of talent in an attempt to make us forget 2005’s Fantastic Four or 2006’s X-Men: The Last Stand.

Fantastic Four will be released in theatres on August 7, 2015, starring Miles Teller, Kate Mara, Michael B. Jordan, and Jamie Bell. It is directed by Josh Trank based on a screenplay by Simon Kinberg, Jeremy Slater, and Trank.

Complete Your ‘Sailor Moon Crystal’ Cosplay with Official Wigs!

Based on the character designs from Bishoujo Senshi Sailor Moon Crystal (Pretty Guardian Sailor Moon Crystal), Sailor Moon, Sailor Mercury, Sailor Mars, Sailor Jupiter and Sailor Venus character wigs are now available in Japan. These premium high quality wigs are the result of a collaboration between Airily and ACOS.

More than 20 years after the Sailor Moon manga first debuted, these are the first ever official character wigs for Sailor Moon. A natural finish was used for the parting and the nape of the neck. The wigs are designed to feel familiar to the skin.

For pictures and price details for each of the wigs, visit this page. Images of these wigs being worn by people in complete cosplay outfits can be found here.