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High Strangeness Dated for May 6 for PC and Wii U

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The first successful gaming project on Kickstarter was Barnyard Intelligence’s adventure RPG High Strangeness. The game was Kickstarted by 36 backers in September 2009, during the infant days of crowdfunding. It has been a long road for both the backers and Barnyard Intelligence, but High Strangeness will finally launch on May 6 with the help of Majesco’s indie label Midnight City.

The game is inspired by the likes of Chrono Trigger, Legend of Zelda, and StarTropics. Lead developer Ben Shostak is merging classic 8-bit and 16-bit art style and gameplay elements in what they dub as a 12-bit adventure. High Strangeness features worlds with two distinct visual styles done in 8-bit and 16-bit graphics.

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High Strangeness will launch on May 6th for PC and Wii U.

Hoopa Unbound Form Coming to Omega Ruby & Alpha Sapphire

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Following on from the announcement yesterday of a Western release for Pokemon The Movie: Hoopa and the Clash of Ages, the Pokemon Company have announced a few more details of the star of the movie Hoopa and it’s Unbound form for the Pokemon series latest games. Hoopa Unbound weighs in at a very heavy 490 kg, stands at 6.5 meters tall and will have the Magician ability which allows it to steal most hold items when hitting the opponent with a damaging move. It also sports the unique typing of Psychic/Dark, previously exclusive to the Malamar line.

As with most event legendaries, Hoopa can not be met in any game through normal means. Apart from the event seemingly being limited to the 3DS titles Omega Ruby and Alpha Sapphire, no specific details were released on the event to get Hoopa or how users will be able to use Hoopa’s Unbound form. The Pokemon Company have said to keep an eye on the news. For now, enjoy the video of Hoopa Unbound in action below.

Bladestorm: Nightmare Review

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Bladestorm: Nightmare
Developer: Omega Force
Publisher: Koei Tecmo
Platforms: PlayStation 3, Xbox One, PlayStation 4 (Reviewed)
Release Date: March 17, 2015
Price: $59.99 US – Available Here, $89.95 – Available Here

Overview
The Warriors games from Omega Force have been a yearly staple for Koei Tecmo over the years and while recent years have saw the company create various Warriors titles that tied into other franchises, many of these games still feel quite similar to one another. However all the way back in 2007 the company released a different type of game called Bladestorm: The Hundred Years’ War. Featuring a setting far different than fans were used to and a number of gameplay changes, Koei Tecmo has now re-released the title eight years later with a number of improvements under the name Bladestorm: Nightmare. The question is, have these improvements made Bladestorm: Nightmare a title worthy of purchasing?

Story
Set during The Hundred Years’ War that was waged between France and England throughout the 14th and 15th centuries, players step into the role of a player-created mercenary looking to make a name for themselves on the battlefield. Rather than fighting for glory or to try and prove that one side is correct in their thinking, you are out to make money as well as become as famous as possible and this means that your loyalty is easily bought as players will regularly be able to choose between which side they want to fight on in major battles.

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This means that one fight could see the player taking on the French while the next time around they are facing off against their previous English allies without a second thought. While most of the story is delivered through simple text briefings around the battles and in conversations held between characters in the tavern, there are CG cutscenes scattered throughout the campaign and players will see a lot of historical and original characters not only fighting against one another but interacting in these scenes.

Joan of Arc, John Talbot, and Edward the Black Prince are just a few of the historical figures that are weaved into the story and players will fight alongside them throughout the game even though most of the battles that give you an option on whom to fight for do not matter in the long run, there are pivotal skirmishes that do determine who will win the war so be prepared for that. This standard scenario is the same as the original release and is rather refreshing as it not only gives players a fresh untapped piece of history to explore but a feeling that their character actually has a chance to change things.

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Moving away from the standard story, there is also a brand new Nightmare scenario. As the English and French are battling against one another, an army of demons appear from nowhere and begin laying waste to both armies. With creatures such as dragons, griffins, large Cyclopes, and more trying to eliminate humanity while also turning a major historical figure evil, the sides must band together to fight this new foe and players are right in the middle of it.

Unlike the more open feeling main storyline, Nightmare offers a more focused storyline that not only fleshes out the characters better but also features a number of interesting twists in what becomes a lengthy campaign to accompany the already very lengthy main storyline.

Gameplay
There is a reason that I mentioned the Warriors games at the start of this review and that is because while many fans may be entering Bladestorm: Nightmare expecting the same type of gameplay, they’ll instead be treated to something that feels like more of a combination of simple Kessen tactics mixed in with basic Warriors combat. The reason for that is that while players do have their own character to control and fight with, they are always accompanied by a small squad of soldiers that follow the basic commands the player can issue.

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As you enter a battle players can choose what type of squad they want to initially lead, such as a squad of swordsmen, archers, cavalry, pikemen, and more (including some of the fantasy creatures from the Nightmare scenario eventually). Each of these squads comes with three commands that serve as special attacks with all three featuring cooldown times and they all follow the player’s wishes, meaning that whenever you wade into battle and start swinging they’ll be right there with you.

As you fight in the fields you will come across other squads of different types and you can change to being in command of that unit, leaving our previous one to defend the area. This allows players to change their weapons on the fly which is incredibly useful as all troop varieties have their strengths and weaknesses against other squad types. It is worth noting though that players must be trained in certain squads first in order to take command of them which requires items as well as some rather in-depth customization between fights as you adjust your player’s equipment and weaponry, train your squads and more.

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That being said, the actual combat options are quite limited as there really is very little variation to the moves players can use. Each squad features different movesets which is nice, but for the most part players will simply be holding down one button to command their soldiers to perform standard attacks at will until the enemies fall down with the only change up being the occasional use of a special attack whenever the cooldown timer finishes or triggering a ‘Bladestorm’ special attack when your morale meter is full.

This becomes an even bigger problem when you consider the massive size that many of these battlefields feature. While it does make for intense looking sequences on the battlefield as you lead a battalion of over a hundred soldiers, featuring different unit types that can eventually be combined into a large force, into battle against a base filled with enemies, the time it takes to travel between most destinations is often a simple straight jog (or ride if you happen to be a mounted squad at the time) where you’ll encounter very few enemies outside of the occasional lone squad.

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It doesn’t help that the AI is mediocre at best. The enemy AI is rather suicidal at times and almost always reacts late to any attacks you initiate, even if you are charging straight into them. Allied AI isn’t much better as it generally falls on the player to make actual changes on the battlefield but they do a somewhat decent job at least protecting areas you’ve already came through.

Visuals & Audio
Even though the base game was made over eight years ago at this point, it is easy to tell that Bladestorm: Nightmare has made quite a number of improvements to the graphics of the original game but unfortunately they still fall short in a large number of areas. There are numerous issues with textures, stiff animations, and terrible pop-in rates but I must say that the fact that there is no slowdown despite having upwards of three-hundred soldiers fighting at one time makes for an amazing visual experience, even if it doesn’t look that great up close.

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The same can be said in regards to the title’s voice work. While some characters feature fitting voice work that match the time period, there are others that sound extremely stilted, like they were phoning it in. Thankfully the actual soundtrack is fantastic as there are countless orchestral themes fitting the time period of The Hundred Years’ War and these songs are a real treat and offer a different feeling from what fans are generally used to.

Overall
Due to the limitations of the combat system and poor enemy AI often creating bland fights Bladestorm: Nightmare there is a fairly repetitive feeling to the title despite the unique ideas it introduces but those who can embrace the squad combat mechanics will be in for quite a treat as Bladestorm: Nightmare offers two very lengthy campaigns, with the newer of the two being far more engrossing and exciting, while treating players to a fresh setting and unique gameplay experience with armies battling one another on a large enough scale that players can invade enemy strongholds with an impressive army riding at their command.
6-5-capsules-out-of-10
Capsule Computers review guidelines can be found here.

Check out the Shocking new Terminator: Genisys Trailer

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So yeah, Paramount Pictures just released the second full-length trailer for their upcoming Terminator: Genisys, and it is a fair bit more shocking than the first. I don’t even want to talk about it and instead just show you all what’s up:

So, yeah. That’s a thing apparently. Let’s be honest, this is a huge plot twist for the franchise and while I am excited as all hell to see how it plays out on screen, I can’t help but wonder if it is was something that might have been better suited for audiences to find out in the cinema itself. What are your thoughts? Let us know in the comments below and remember to stay tuned to Capsule Computers in the lead-up to Terminator: Genisys’ July 1st release date. Oh and one final thing, Terminator and Game of Thrones have teamed up for a cool little video and a few pics that you can check out below.

Stealth Inc 2: A Game of Clones Review

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Stealth Inc 2: A Game of Clones  
Developer: Curve Digital
Publisher: Curve Digital
Platforms: PC, PlayStation 4, PlayStation 3, PS Vita, Xbox One (Reviewed)
Release date: April 3rd, 2015
Price: $14.99 USD/$19.85 AUD – Available here

Overview

Curve Digital reveals its latest platformer, A Game of Clones, in the puzzle crunching franchise, Stealth Inc. The clones are back in action and the challenges are more demanding, blood crushing and gut-wrenching, with a degree of difficulty that has remained in the shadows since The Lost Clones. Is what lingers in the darkness a stealthy execution of the sequel or carbon copy of the original?

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Story

The time has come for the clones to depart PTI Industries . . . but what exactly is the organisation using the “clones” for? The sequel takes a step forward in the narrative progression of the Stealth Inc series, however the big reveal is not entirely what players would expect [I’ll refrain myself from spoiling too much]. The game begins with Malcolm Alderman, Snr. Quality Assurance at PTI Industries, who is a tad frustrated with his inability to top the leader board as “employee of the month”. Essentially, this man is the one trying to score the most kills for his test subjects. Players are tasked with controlling one clone to rescue all of the others – before it is too late. While the story touches on the purpose of the clones and their futile existence, it also provides comedic relief for the very dark and sinister title.

Gameplay

Stealth Inc 2: A Game of Clones provides players with a series of thought-provoking test chambers. As with the predecessor, the gameplay is immersive, skill-driven and requires a high level of concentration, patience and quick reflexes. The goal is to remain hidden from detection, while moving through 5 distinct and structured areas and a total of 60 individual levels. What stands out in Stealth Inc 2, is the creative combination of traps and gadgets that play a significant role in the clones survival. For example, players are able to release vents of smoke into fans to cover up specific camera feeds; creating the perfect path for sneaking amidst the shadows.

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To be the stealthiest clone, players need to adapt to their surroundings and take their time to measure the safest course of action. Unfortunately, luck is not the solution to solving the puzzles in Stealth Inc 2. All players can do, is try their best to avoid lots of moving security guards, including robot dogs and what appears to be ghastly from Pokémon.

Once players have progressed further into the game, they will be rewarded with in-game clothing items and tools to overcome the obstacles in each of the levels. Meet the Inflate-a-Mate buddy – a toy designed for destruction and chaos, which can be used as a canon to trigger in-ground explosions, a booster for jumping great heights to reach platforms, and block for casting shadows from the evil cameras and killer bots. What is even more impressive, is the Jack Boy robot hijacking tool, which allows players to take control of the security robots and use them as their own personal laser gun!

Stealth Inc 2: A Game of Clones also returns the ‘level editor’ feature from the original game, a great way for players to create their own puzzles and share them with friends. The community levels are a fun and engaging way for players to practice their stealthy skills in the new creations of the Stealth Inc universe.

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Visuals

The magnificent world of Stealth Inc is brought to life with the amazing 2D artwork and design. Lead artist, James Mason depicts the PTI Industries as a dark and sinister nightmare, where clones are confined to a maze of never-ending trap doors and bloodcurdling experimentation. It is the traffic light goggles that remain the most distinctive visual feature for players, who need to constantly be aware of their clone’s visibility. The most exciting element is venturing into unknown territory – into a new trap or secret area on the map – which adds a degree of tension and uncertainty to every movement. Thankfully, there are silent cinematic clips (with subtitles) to ease players into the intense puzzler. As the story progresses, players see the clones plotting their escape and the distressed employee, Malcom, who refuses to accept defeat. Malcom’s hilarious taunting is the graffiti that appears on the wall in the game, which taps closely into the players’ minds and reactions.

Audio

Ricky Honmong reinforces the musical essence of the Stealth Inc franchise, with the new release. The drone of clones wandering aimlessly in the dark, the flashing sirens to keep players on their toes and mechanical backdrop to the PTI Complex and Cloning Labs. The quick in pace beats and rhythm of Stealth Inc 2 dissolves the feeling of time – making the player a “lost clone” of the puzzle world.

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Overall

Stealth Inc 2: A Game of Clones fits in the ultimate puzzler category, one which attracts a large audience of gamers across the ‘suitable for all ages’ bracket. The added humour is a bonus for the truly sadistic levels, of darkness and overkill. Having the right mindset and level of patience to carry through Stealth Inc 2, will determine your opinion and overall satisfaction with the game. There is nothing wrong with throwing a tantrum and yelling absolute blasphemy through your house, as you smash your controller (or keyboard) in the process. Trust me, you’ll feel a lot better in the end after surviving A Game of Clones. Best of luck minions – I mean clones!

8-5-capsules-out-of-10

 

Pokémon the Movie: Hoopa and the Clash of Ages Western Release

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The latest Pokémon feature film, Hoopa and the Clash of Ages was today announced to be receiving a worldwide release.The 70 minute animated feature will feature the newly revealed legendary Hoopa and perhaps the largest legendary roster to be featured in any Pokemon film to date with the newly released trailer which is embedded below showcasing many well known powerful Pokemon such as Groudon, Dialga, Giratina, Rayquaza and more!

Hoopa can summon Pokemon through its magic rings and also has an alternate form called Hoopa Unbound that will be revealed in the new film. Hoopa’s Unbound form will make it 13 times taller and 50 times heavier than it’s standard form and it will also change into a dark/psychic type Pokemon, making it only the second Pokemon to have that typing outside of Malamar. The film will release on July 18th in films in Japan and on Cartoon Network sometime late in 2015 for the U.S. and other regions.

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Indie Gala Every Monday Bundle #55 Now Available

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Indie Gala and Capsule Computers’ Every Monday Bundle #54 is the perfect autumn companion or even a spring one, if you prefer to stay indoors. This weeks bundle contains six great indie games that will make autumn and winter zip right on by.

Call of the Ninja! – A puzzle platformer inspired by the classic game Lemmings.

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Aerena – This competitive turn based strategy game comes with a free AERENA skin pack that is packed with new skins for both ships and champions.

Cubicity – A physics-based puzzler starring Seamus, who flies with a little help of some rope.

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Bard to the Future – A silly platformer about two LARPers who go back in time to fight a time travelling cyborg pirate.

The Bluecoats: North vs South – The modern reboot of the classic Commodore game North & South.

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Damned Nation Reborn – Players will find a suitable structure to create their safe haven against the zombies, while desperately searching for survivors to help defend against the relentless hordes.

For the first 24 hours of the sale, the bundle is only $1.89. Grab your copy at Indie Gala before the price goes up.

Rockstar Editor Coming to Grand Theft Auto V PC

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Rockstar Games genuinely wants to make it clear that the PC version of Grand Theft Auto V is going to be the definitive edition. First, those 4K screenshots. Then, the trailer presented in gorgeous 60 frames-per-second. And now, just a day before this version is to be released, Rockstar hits us with the new Rockstar Editor!

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What is Rockstar Editor, you ask?

Yes, that’s right. Rockstar has created video editing software for Grand Theft Auto V‘s Story mode as well as Grand Theft Auto Online and built it right into the PC edition. Players will be able to record and edit video taken from the game as well as use Director Mode to create their own stories with whatever style they want. Then, they will be able to upload their videos to either YouTube or Rockstar Games Social Club right from Rockstar Editor.

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But the best part of this news is that Rockstar Editor will be available for use when the game is released tomorrow, April 14. I think it’s time for PC gamers to apologize for all the mean things they said about Rockstar Games. Go ahead…you know who you are.

First Trailer for Marvel’s Ant-Man

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With Joss Whedon’s The Avengers: Age of Ultron just a number of days away, some may forget about the other Marvel superhero film we’re getting this summer: Ant-Man. Now, we’ve seen a teaser and the hilariously epic poster, but Marvel has released the first full trailer for the Peyton Reed addition to the Marvel Cinematic Universe today and I am now counting the days until I get a chance to see this film.

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Now, without further ado, the first trailer for Ant-Man:

Ant-Man tells the story of Scott Lang (Paul Rudd), a con-man and thief trying to turn a new leaf, who is approached by Dr. Hank Pym (Michael Douglas) to be the new Ant-Man. Armed with a super-suit that allows him to shrink in scale while increasing strength and giving him the ability to speak with insects, Lang must work with Pym and Hope Van Dyne (Evangeline Lilly) to pull off a heist that could save the world.

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Marvel’s Ant-Man will be released July 17, 2015. Directed by Peyton Reed (Bring It On) with a screenplay by Adam McKay (Anchorman films) and Paul Rudd (Role Models), based on a screen story by Edgar Wright (Scott Pilgrim vs. the World) and Joe Cornish (Attack the Block).

JumpJet Rex Interview with Shawn Blais and Mike Gaboury of TreeFortress

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Hot off their last game — Bardbarian — TreeFortress‘ programmer Shawn Blais and artist Mike Gaboury are back with a new game. JumpJet Rex is an indie platformer currently available on Steam Early Access that calls back to the heyday of Mario and Sonic. After playing JumpJet Rex for a while and playing levels over and over, trying to beat my fastest time, I had the chance to speak with Shawn and Mike about their new platformer.


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JumpJet Rex hearkens back to the 8- and 16-bit games that many of us grew up with. What games inspired you to make JumpJet Rex?

Shawn Blais: Surprisingly enough, the core mechanics were inspired by the infamous Flappy Bird! We created the initial prototype in the Game Boy Game Jam #3 and wanted to recreate that intense feeling of old school difficulty that Flappy Bird had. Once we decided to turn it into a full game, we drew on many of our favorite titles from the early ’90s, such as Mario, Mega Man, Double Dragon, and Battletoads. We also threw in a healthy heaping of modern time-trial mechanics inspired by titles such as Trials HD or Action Henk.

The game seems built for speedrunning. Can you tell us why? Also, what other games does the team like to speedrun?

Shawn Blais: Surprisingly enough we’re not big speed runners! The focus on Speed emerged somewhat organically. Early in development we experimented with awarding people three stars for each level; one for basic completion, one for “No Deaths” and one for “Target Time”. Once we implemented that, the entire game loop began to click in a really fun way so we decided to run with it.

We’ve also been very careful to include tons of fun stuff for players who like to take a more deliberate pace, such as a ton of hidden collectibles and fun achievements.

I feel as if the platformer has all but disappeared from AAA game development, but still alive and well in the indie game space. Why do you think that is and do you think we may see a resurgence of AAA platform titles in the near future?

Mike Gaboury: Platforming is a pretty tried and true formula, not much is being done to mix it up, which is why the Marios and Sonics of the world have pretty much dominated by AAA publishers in that genre – they do what they do quite well.

While more of the same is fine, we think people want something new now. Luckily enough with the rise of the indies, devs can take more chances. With the ability and freedom to create new ideas, as well as lower costs of development, we are seeing people come up with great new concepts that can change what we, for so long, thought was set in stone!  Ideas are contagious and I’m sure we’ll see a wave of platformers in the next few years.

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The game is currently available in Steam Early Access. Can you share some benefits and drawbacks to having an open audience play-test your game during development?

Shawn Blais: Early Access has been a bit of a mixed bag for us. We’ve gotten some great ideas, and have a few members who are really dedicated to the game, but we did not really get the traction we needed to achieve our testing goals.

It could be that 2D platformers are just not a great genre for Early Access, but it also seems that Early Access is suffering from a significant stigma these days, as a number of titles have failed to deliver over the past few years, so many people seem to have soured on it.

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You recently added “Rage Quit Rex” mode to JumpJet Rex. Can you tell us a bit about the differences in play style?

Shawn Blais: Rage Quit Rex attempts to give you that old-school feeling of having only three lives with no continues. It’s all about sweaty palms and excessive cursing! It’s designed for gamers who really want to test their platforming abilities and the play style is much more cautious than in the normal game, as you have just three deaths to pass all 40+ levels. We anticipate many thrown controllers and smashed keyboards!

When do you hope to officially release JumpJet Rex?

Shawn Blais: We’re not announcing the date yet, but sometime in April would be a pretty good bet.

Great! I look forward to playing the full game.


You can play JumpJet Rex now on Steam Early Access for Windows PC, Mac, and Linux. Be sure to visit TreeFortress on their website and follow them on Twitter.