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The Witcher 3: Wild Hunt Preview

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From its humble beginnings as a small Polish book series in 1992, The Witcher has exploded into a multimedia franchise. Books, songs, a TV series and of course video games of various genres have turned The Witcher into a bona fide global sensation. Now, two years after their last installment, CD Projekt RED are back with The Witcher III: Wild Hunt. While the game is still a few months away from release, I got to sit down and play a bit of Geralt’s next adventure and after almost three hours with the game, I can say that I am excited and cannot wait for the game’s May 19th release date. So sit back, relax and let me regale you with tales of monster hunters, horses and giant bears.


 

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Set after the events of The Witcher II, Witcher III starts off in a dream sequence where new players can familarise themselves with the controls and mechanics of the game. The Witcher II gave players a similar tutorial area should they need a refresher course. Un like Witcher II however, this time around the tutorial forms part of the main plot and cannot be skipped. However players can opt out of any part of the training that they feel comfortable with.

The Witcher III: Wild Hunt is set to be the concluding chapter in Geralt’s stort but players who arent intimarely familiar with the franchise wont find themselves at too much of a loss when learning the game’s plot. Summaries of previous adventures and one-off throw away lines manage to create a narrative style that embraces both new and returning players. one allusion in particular happened early in the game where Geralt recounts an injured soldier talking about the merits of certain monsters and how their eating of dead flesh prevents disease and plague (which happens during the tutorial prologue of The Witcher II) – If you hadn’t played the previous game it comes across as a humorous anecdote but it adds a bit of a story link for those who have.

After the little dream sequence, Geralt wakes up along with fellow Witcher; Vesemir. There, players are introduced to the new horse riding mechanics. I’d like to take a step back and talk about the size and scope of The Witceher III. Although I havery only spent a short amount of time in this world, but I can already tell that the map is absolutely massive. Horses are the bare minumim that you will need to get around this colossal landscape. The developers have previously stated that the map is roughly “30 times” as big as The Witcher II and “20%” larger than Skyrim, and I am prepared to believe those statistics. Rivers, townships, dense forrests and magnificent castles are just some of the landmarks that you will come across during your adventure with the game. Luckily horses aren’t the only way to get around, with fast travel and boating, being damn near vital to traverse the world.

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Like previous Witcher games, Geralt travels around the vast, wide world and helps out where he can all while working towards a particular goal (or two). Bulletin boards make a return as a way for Geralt to earn a little bit of extra cash on the side. It is always a drag in games where the side missions feel like boring repetitive chores and although it is still too early to tell, it looks like this may not be the case here. A tonne of mission variety is key here, with  some missions involving the famous monster hunter looking for lost soldiers, investigating the arson of a blacksmith’s shop or if he’s lucky; engaging in some hard-core monster hunting. More than the variety though is the fact that each of the side missions is introduced with a nice sized chunk of story. The fact that we are introduced to the people and their plight really helps them feel substantial and like they matter in this big wide world (as opposed to just being excuses to level up/earn some quick cash).

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One of the things I’ve always found hard to get into with The Witcher games was its combat. It had a pretty steep learning curve that really put it apart from other action RPGs. This time around, the combat feels so much more fluid and responsive while still keeping the same fundamental principals of the series. Swordplay interspliced with magic spells is still the go here and it has never felt this good. This new installment seems to retain the same style of preparing before heading into battle theme going on that again has always helped set The Witcher apart from other games in the genre.

One particular segment involved a royal party being invaded by werebears, forcing the player to assist some NPC soldiers in hording off the attack. The fight is difficult and requires careful planning and isolating the bears one by one to ensure survival. Thinking, planning and THEN acting is definitely the name of the game.

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I want to take a moment here to talk about the new mini-game that is being introduced into the game; Gwent. Gwent is a card game that puts two players against each other in all out war. Kind of a medieval version of Hearthstone or Magic: the Gathering, Gwent has you putting soldiers in various positions on the field in order to rack up the damage and sling it at your opponent. I didn’t spend too much time with Gwent during my demo but the game intrigues me. While it doesn’t add much to the overall universe of The Witcher, it is a cool little addition that card gamers will surely get right into. There are two decks being released as part of the colcollector’s edition of the game and I wouldn’t be surprised to see them released as a stand alone package down the line (I know that I would want to pick up a set if they became available).

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In terms of visuals, The Witcher III is absolutely beautiful. The two year difference and jump in hardware from The Witcher II has really allowed for a tonne more detail in terms of environment and character models. Geralt’s age is shown clearly on his face and his scars look lifelike and show the wear and tear of a man with a sordid past. Clothing, hair and even the light foliage of a field all pop and look great. It probably isn’t the best looking game currently available, but the fact that it looks as good as it does with the size of the game being so large is the most impressive feat. Loading times are close to nothing, and despite still being a few months from release the game ran buttery smooth.

If I have one complaint about this latest installment in the game is that some of the controls were a little clunky. This was especially true of the horse-back movement where the game seemed to not respond to my commands regarding the speed of my steed. I would tap and hold the required buttons only to have my horse stick to its slight canter instead of bursting out into the sprint that I desired. On the flip side however, with such long stretches of map to cover, they have made it so you can just hold down a single button and your horse will follow the well worn paths, meaning that you don’t have to screw around with light changes in direction just to get to the next town.

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While my time with the Witcher III: Wild Hunt was brief, it was engaging, exciting and downright fun. The series’ mature themes and knack for storytelling still run within the heart of the game so you can all rest easy on that front. I sadly didn’t get to experience any of Ciri’sCiri’s gameplay and still know very little about the story BUT that just means I have all the more to look forward to when the game launches on May 19th.

Indie Gala Every Monday Bundle #44 Now Available

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Indie Gala and Capsule Computers launched Indie Gala Every Monday Bundle #44 today. This week’s bundle contains seven indie games for one low price.

Luna: Shattered Hearts: Episode 1 – An action RPG platformer set in Luna, a place much bleaker than it’s lovely name.

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Sugar Cube: Bittersweet Factory – A cute action puzzle-platformer featuring a flipping background tile mechanic that changes the level.

Save the Furries – A 60 level platformer that will have players using crazy items like pinball flippers to guide the Furries to safety.

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Basketball Pro Management 2014 – Manage your basketball team and take them to one of 35 championships in this sports management sim.

Words for Evil – An innovative RPG that uses four different word games to battle monsters, unlock chests, defuse traps, and cheat death.

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Dwarf Tower – A strategic combat game inspired by Sea Battle, Worms, and FTL: Faster than Light.

Indie Gala Every Monday Bundle #44 is discounted during the first 24 hours of the sale, so be sure to pick up your copy at Indie Gala before the price goes up.

Dying Light Launch Trailer Preps for Tomorrow’s Launch

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Parkour zombie shooter Dying Light is launching tomorrow, so Techland has readied a launch trailer for the game featuring plenty of free running, breath taking jumps, lots of gore, and a short teaser to the game’s plot.

The game is set in the fictional city of Harran, Turkey. A zombie outbreak has shut down the city and Kyle Crane has been sent in to complete a secret mission to locate a missing military officer in the city. Dying Light features a free-running mechanic that will give them the flexibility to escape the zombie hordes and attack from above.

Dying Light will be launching around the world on January 27, 2015 via digital download for PlayStation 4, Xbox One, and Windows. North and South American gamers will also be able to get their hands on the boxed retail copies on the same day. Gamers outside of North and South America will have to wait until February 27, 2014 to get physical copies of the game. The Be the Zombie DLC will be released to all gamers for free to make up for the delay.

Final Fantasy Type-0 HD screenshots highlight the Eidolons

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As previously described in the last trailer for Final Fantasy Type-0 HD, a number of the members of Class Zero will be able to summon “Eidolons” to do battle. Once a player sacrifices one of their characters, they will summon creatures such as Ifrit, Shiva, and Bahamut into battle for a few minutes to deal massive amounts of damage to your opponents.

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In these new screenshots for Final Fantasy Type-0 HD, Square Enix has shown what a few of the Eidolons will look like once they are summoned into battle as well as a few other characters. Once summoned into battle, these Eidolons will be able to gain experience points and the more you use them, the longer they will be able to remain in combat.

New Final Fantasy XV screenshots focus on combat

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A new set of screenshots for Final Fantasy XV have been released today by Square Enix and these new images happen to focus on a few of the combat mechanics that players will be utilizing once the title is released on the Xbox One and PlayStation 4.

In combat, players will be able to block as they choose, parry attacks if these blocks are timed properly, or simply dodging out of the way. Also shown in these images is Noctis’ Spiral Stab ability, the characters trying to sneak around a Behemoth in the wild, and Noctis’ ability to quickly close ground on enemies by teleporting.

Blackguards 2 Review

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Blackguards 2
Developer
: Daedalic Entertainment
Publisher: Daedalic Entertainment
Platform: Mac, Windows (Reviewed)
Release Date: 20 January 2015
Price:  $34.99 USD (Steam) $29.99 USD (GamersGate)

Overview

Blackguards 2 is returning to Mengbilla. After the events of Blackguards, Cassia of Tanos is on a quest to take overthrown Marwan off the Shark Throne and take it for herself. The game is based on the popular The Dark Eye pen and paper RPG game, using both the ruleset and the campaign world.

Story

Cassia of Tanos has been tossed into the dungeons underneath the arena by her husband Marwan. There, she faces death or madness at the hands of the spiders that inhabit the maze like dungeon. Her years of imprisonment leaves her permanently scarred and slightly insane, with only a book and the spiders to keep her company. After her escape, Cassia pledges to destroy her husband by taking the Shark Throne from him before she kills him.

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First, Cassia recruits the three surviving gladiators from Blackguards. Takate, Naurim, and Zurbaran have gone their own ways since their adventure, becoming lazy and allowing their battle skills to dull. Next, she frees the bloodthirsty mercenaries who have been imprisoned for their brutal ways. Now, with a growing army of capable fighters, she marches on the Shark Throne, knocking out the Creators on her way to Marwan.

Players who did not play the first game or have forgotten the plot will not feel too out of place. Blackguards 2 is a self-contained story that is enjoyable on its own. The plot is pretty standard, but definitely continuing on Blackguard’s dark and adult-oriented theme. I found the plot to be like a nice shade of paint for the walls. Interesting enough to accent the game, but too bland to be memorable. The game’s plot is forwarded through conversations between battles and some light narration before the fight. The interactions are well written, but there is little room for serious character development which contributes to the plot’s blandness.

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Gameplay

Blackguards 2 is a tactical RPG first and foremost. Combat takes place on a hex grid map that will be instantly familiar to pen and paper RPG players that use miniatures in their campaigns.  Combat has not changed much since Blackguards, as combat runs using The Dark Eye ruleset. For North American RPG gamers, The Dark Eye may not be familiar, but it is actually the most popular RPG system in Germany. In North America, The Dark Eye has always been eclipsed by the likes of Dungeons & Dragons.

The game does not work on a true class system. All characters can theoretically learn every skill, special ability, and magic spell in the game if there was enough AP. Since AP is only awarded after a battle, there is a cap on how much AP can be earned in one game, so players will only have real flexibility with Cassia’s skills. It is simply too expensive to change the “class” of one of the three gladiators, as they come with a decent amount of AP already invested. It won’t be a huge hassle for most players, but power gamers or those particularly against a certain class type may find it annoying.

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The battles have a good range of difficulty. Certain fights can be made easier based on successful interrogation of prisoners and purchasing intelligence from the beggar who spies for Cassia. After every three attacks, Marwan will send his forces out to retake lost territory. This addition to Blackguards 2 sounds a lot more impressive on paper than it is in real life. It is simply an extra battle where players will need to wipe out the enemy. Using a hero in the defense will lock him out from the next battle and losing the battle will require players to retake the territory. Because its objective is no different from most battles in Blackguards 2, these defense battles feel more like filler than actual content.

The combat is decent. It is obvious that Blackguards 2 is using a tried and tested rule set. The character stats are complicated enough to provide depth, but simple enough to understand so that new players are not overwhelmed. Success is heavily reliant on good character placement and controlling the battlefield.

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There is a little more to do between battles now. Beyond spending AP on new skills and purchasing new gear for your characters, players can now interrogate prisoners. Based on a prisoner’s behaviour, Cassia will choose one of three options to gain the psychological upper hand. If successful, players will get a small bonus, such as extra intelligence for an upcoming fight. It is a nice little distraction between fights, but a small one in the greater picture.

Blackguards 2 has the exact same controls from Blackguards, for better or for worse. Players control characters in combat using a ring of actions, some which can be placed on the hot bar. Unfortunately, some of the most irritating parts of Blackguards’ controls are still present. For the most part, the game responds to players clicking the hex they want to interact with, instead of the character they want to interact with. It feels a little unnatural, but the real trouble begins when there is something like debris blocking the hex. The debris blocks the click from being registered, leaving the player to find some small uncovered part of the hex to interact with.

Visuals

Blackguards 2 has solid visuals. The models and textures are well done and the UI is well organized. The game ran without a hitch in my testing.

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Audio

Blackguards 2 has an excellent cast of voice actors that could easily match AAA titles on the market. The entire game is has full voice acting, and it is an absolute pleasure to listen to. The music and sound effects are just as solid.

Overall

Tactical RPG fans and those who enjoyed Blackguards will enjoy Blackguards 2. It is a good RPG, but it is hard to shake the feeling that that it is more of an expansion pack than a true sequel. Sure, Blackguards 2 isn’t the only sequel guilty of such a crime, but the game does not really add much beyond a new story campaign. It has a solid audio/visual presentation and the combat is enjoyable due to its usage of a tried and true ruleset, but the game still suffers the same wonky controls from the previous game. I strongly recommend picking up Blackguards first before deciding if Blackguards 2 is worth a purchase.

7-0-capsules-out-of-10
Capsule Computers review guidelines can be found here.

Guild Wars 2: Heart of Thorns Expansion Pack Announced at PAX South

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Guild Wars 2 will finally be getting its first full expansion pack. Guild Wars 2: Heart of Thorns was announced today by ArenaNet President Mike O’Brien and Guild Wars 2 Game Director Colin Johanson at PAX South.

Guild Wars 2 Heart of Thorns will bring a slew of new features and the setting of Jaguuma Jungle to the buy-to-play MMO. Professions are getting overhauled with the new Revenant profession and profession specializations. A new mastery system will bring a new progression path to the game. Guilds will be able to create and upgrade their own guild halls. Finally, PVP will be getting a major content upgrade with the new Stronghold game mode and a new map for World vs World.

No word on pricing or release date for Guild Wars 2: Heart of Thorns has been announced. For those who have yet to play the base game, now is a great time to get in, as the game’s price has been slashed to an all time low of $9.99 USD for the duration of PAX South.

Fake Colours Review

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Fake Colours
Developer: Forthright Entertainment, Beyond-Limits-Games
Publisher: Forthright Entertainment
Platform: PC (reviewed), OUYA
Release Date: Out Now
Price: $9.99 – Available Here

Overview

Fake Colours has made its appearance on the Steam store after being approved through the Greenlight process. A simple 3D puzzle game, Fake Colours involves moving cubes to its relative colour at the opposite end of a grid. This doesn’t sound too complicated, however, as the player proceeds through the levels, new puzzle elements are introduced ensuring puzzles get more complex as the game goes on. Brought to you by a group of developers called Beyond-Limits-Games, Fake Colours is the first game they have released so lets see if they have created a good first impression.

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Gameplay
As highlighted in the overview, there is one main objective in Fake Colours. Three different coloured cubes – red, green and blue – need to traverse across a squared grid to reach their highlighted matching square. Cubes can only travel on the grid in their respective colours, so for example, a blue square cannot travel across a red or green path.

The mechanics will change a little throughout the game, as you can make bridges to help cubes cross different coloured routes and smaller cubes that change the colour of the cubes that pass through them. These new elements of gameplay will be explained in a text tutorial before the levels that introduce them so don’t worry too much if it sounds confusing at first.

Once you solve the puzzle, you will be presented with the time and number of moves that you completed it in. If you score 100% on the puzzle, it means that you finished the puzzle in the lowest amount of moves possible. This is where the replay value of Fake Colours will be found. Perfectionists will definitely strive to get 100% in all of the levels and this is by no means an easy task, as in the later levels there are a plethora of possible routes you can take.
Once you have finished all 30 puzzles, a time attack mode will be available to play where you can attempt to beat the puzzles as quick as possible.

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I would have liked to have seen some kind of multiplayer element, such as a versus mode to see who can finish a puzzle first or some leaderboards for the time attack mode. The single player though more than makes up for this, puzzles in general are created well and the trickier ones can cause a few head-scratching moments as you deliberate your next move.

Audio
The audio is a little limited in Fake Colours, from the music to the sound effects you will encounter when moving the cubes around the board. Although the electronic track during the main level mode is relaxing and suited to the gameplay, it tends to get stale and monotonous very quickly as it’s on an endless loop. Understandably, the soundtrack to the game is not the highest of priorities in the development of a puzzle game, but a larger selection of music tracks would have been nice to see.

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Visuals
Graphics are clean and sharp with a neon-like presentation. This suits the space background very well although there is only one background to look at throughout the entire game. It’s understandable that the background has to be kept in a uniform colour tone as too much colour may confuse the player throughout the levels, however, just a couple more backgrounds would do wonders to keep the game fresh and inviting.

The least pleasing element of the visuals is the presentation of the menus. They are large and use both bland fonts and colour. They appear to be rushed and tacked on at the last minute leaving the space management of the title screen non-existent. Besides that, the title screen gives off an ‘amateurish’ feel, certainly not good for a first impression.

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Players have two graphical presets – low and high – to choose from, but due to the content of the game they are the only options the developers needed to include. On the other hand, the launcher offers a host of resolution options to select and windowed mode is present.

Overview
Fake Colours is a solid first entry from Beyond-Limits-Games and offers a competent puzzle experience. Once you get past the poorly presented menu and level screens, you will find a nice collection of puzzles to complete and perfect. It remains to be seen if there will be more content available in the future, but I feel at the price it’s available for now, it’s adequate for the game in its current state.

7-0-capsules-out-of-10

 

 

NEKOPARA Vol. 1 Review

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NEKOPARA Vol. 1
Developer: NEKO WORKs
Publisher: Sekai Project
Platform: PC
Release Date: December 29, 2014
Price: $9.99 – Available Here

Overview
It is almost hard to believe the blooming popularity of PC visual novels in the West. There was a time that the closest fans would get would be an anime adaptation or a translation through unscrupulous means. Now not only is the effort to bring visual novels official English releases, but there are even a few that are being released in English right alongside their Japanese release.

Such is the case with NEKOWORKs and NEKOPARA Vol. 1 which was released in English the same day it was available for purchase in Japan, offering both an all-ages version as well as an 18+ version. That being said, this review will cover the all-ages Steam release but there will be mention of the other 18+ version here as that aspect is far from hidden.

Story
Kashou Minaduki is a man from a long line of Japanese confection makers but unlike the rest of his family, he wants to be a pâtissier that makes Western style deserts. As such he chooses to suddenly leave his family without saying a word to anyone in order to follow his dream. Once Kashou leaves and prepares to open his shop “La Soleil,” he finds that two large and heavy boxes have been left inside the shop and they happen to be making noise.

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Despite moving without telling anyone, it seems that two catgirls, the youngest ones named Chocola and Vanilla, from home have chosen to follow him on his dream. You see, in the world of NEKOPARA catgirls exist and are usually taken care of by families as pets but occasionally are also taken in as workers or even lovers. Society has seen this as normal and no one bats an eyelash at the fact that a few catgirls may be running around, though there are specific restrictions in place as, despite possessing humanoid features and intelligence, their baser feline instincts still kick in.

Anyways, despite his best efforts to contact his little sister Shigure and send them home, Kashou eventually concedes that his initial choice to leave home and his dismissive attitude towards Chocola and Vanilla once they arrive is doing hurting these two catgirls. It may make some sense that he would initially reject the idea of living with the pair as he is trying to set out on his own, but the way he reacts towards Chocola and Vanilla is disheartening at the start thanks to the way that the pair immediately pulls on the reader’s heartstrings with how they react and their likable personalities.

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Thankfully once he accepts their entry into his new life and brings Chocola and Vanilla on as waitresses to help him out in his bakery, the story settles into a warm pace that may raise a few complications occasionally but tells a heartwarming tale that will leave readers laughing and smiling. In fact, the bakery setting is very fitting as the best way to describe NEKOPARA Vol. 1 is incredibly sweet since once the initial hurdle is cleared, we follow Kashou as he learns more about caring for Chocola and Vanilla as well as their growing bond.

Chocola and Vanilla make an extremely enjoyable pair as Chocola’s never ending energy balances Vanilla’s quiet personality accented with biting humor. Now Chocola and Vanilla aren’t the only catgirls in NEKOPARA as Kashou’s brocon sister Shigure has managed to raise four other skilled catgirls and she is more than willing to help her beloved older brother in learning how to properly care for his newfound “Catpanions”. While this means training them so that they can obtain “Bells” which provide some form of independence, which means helping them avoid playing with feather toys and various other catlike reactions, it also means taking care of their baser needs.

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As mentioned earlier, the erotic origins of NEKOPARA Vol. 1 are still quite apparent in this release. The context of both Chocola and Vanilla going into heat as well as the scenes leading up to and following removed events make it very obvious to tell what is happening. It is worth noting that three total scenes have been removed from this all-ages release and a few CGs have been mildly altered but other than that the dialogue remains the same. This shouldn’t put off too many readers though and I find Sekai Project’s decision to simply snip the scenes without altering the story to be for the best, as it leaves the story intact and causes no disconnect between events as readers can easily infer what happens.

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With NEKOPARA Vol. 1 leaving readers with a charming ending, it is clear that there is plenty here left to be told, partially thanks to the title’s relatively short length. While this first volume ends on a very pleasing note it also leaves NEKOWORKs with plenty of potential to build off of. Kashou’s family situation, which is hinted at being quite dire thanks to his decision, is barely touched upon. Plus outside of Shigure, the rest of the characters in the story receive very little development. The other catgirls; Coconut, Cinnamon, Maple, and Azuki, play small roles where readers will only get to know some of their personalities and it would be great to see them given more of a spotlight in future volumes.

Gameplay
Now NEKOPARA Vol. 1 is a true kinectic novel, which means that there are no decisions to be made by the player. Players will simply read along however they wish to, whether it be at their own pace or by setting the text to continue automatically. One thing that is interesting to note is that players also have the option to display more than one text language at a time, meaning that if you so wish, you can have the original Japanese writing above the English translations.

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Other than that, there is very little else for players to concern themselves with other than accessing the “Extra” section where you can view previously seen CGs, movies, or listen to the music from the game. One more thing that may interest some, is an option that controls the “Chest Bounciness” of the characters which is not only rather hilarious to use but also a notable inclusion considering the effects the “E-Mote” system has on the game.

Visuals
Now this E-Mote system is something that is unlike anything else most visual novel fans have seen. The only artwork in NEKOPARA that is static are a few of the CGs and backgrounds. Everything else is animated in some form as every character that is portrayed is not only gorgeously drawn but completely animated to the point that characters will walk towards the screen as they interact with Kashou or lean in from the side as they listen in on conversations.

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These animated character models really bring the game’s already impressively cute character design to another level. The characters will move their lips as they talk, move around a bit on the screen according to the context, and the catgirls’ ears will move depending on their moods and what they are saying. It really does bring out the best in the dialogue and the characters while giving NEKOPARA something special to call its own.

Audio
Another nice touch is that, outside of Kashou, all of the dialogue in the game is voiced. Chocola, Vanilla, Shigure, the rest of the catgirls, and even miscellaneous characters are voiced in some way. The voice actors for these characters do a great job with their roles and it helps that the game features an option to adjust the dialogue volume for specific characters as Vanilla’s softer tone of voice can occasionally be difficult to hear compared to Chocola’s louder enthusiastic one.

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As for the background music, there are a number of nice sounding tracks spread throughout the visual novel, though most of these are standard fair considering the slice of life genre this title is aiming for. That being said, the opening theme song “Taiyou Paradise” is very enjoyable and will be hard to avoid listening to again.

Overall
NEKOPARA is off to a great start here in Vol. 1. Chocola’s and Vanilla’s personalities do make them the stars here, the lack of character development for the rest of the catgirls and the short length is disappointing. However this is the first in what will likely be a series with at least one more release and it is clear that there is potential to be tapped in the next volume. What is told here in this volume is a sweet charming story that follows Kashou as he builds a new life with the two catgirls that followed him from home as he set out on his own path in life told in a way that I can’t wait to see continue.

8-5-capsules-out-of-10
Capsule Computers review guidelines can be found here.

Pokken Tournament New Fighters & Footage

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Not much is known about the so-far-arcade-only title Pokken Tournament, but that has changed thanks to a live stream held yesterday in Japan with the games producer Katsuhiro Harada and head of The Pokemon Company Japan as well as a bunch of very excited Japanese Pokemon fans. A few matches were played unveiling game mechanics, new stages and even new playable Pokemon.

The game will be played with a D-pad and standard face buttons, even in arcades. Battles take place in a fairly small 3D arena, similar to the Naruto Storm series but with slower movement. So far, there are 5 playable Pokemon including Machamp and Lucario and the newly announced Pikachu, Gardevoir and Suicune.

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Each Pokemon has a gauge they can fill and then use up to enter a Burst Mode, which is either a more standard powerup (such as Pikachu getting surrounded by a lightning aura) or that Pokemon’s Mega Evolution. Each Pokemon has a number of weak and strong attacks which can be comboed, special moves and ultimate attacks. You can see Pikachu use Volt Tackle in the video below. For defensive options it seems you can perform a standard block or do a side step. Pokemon can also jump and perform attacks in the air.

Another interesting similarity to the Naruto Storm games is that you can take two supports into battle with you and then summon them at any time, picking one of the two supports before the round starts (matches are best of 3 rounds). These Pokemon included Snivy, Emolga, Fennekin and Lapras who performed different attacks. The game will have a single player mode, local two player and also online mode so you can vs other people in arcades.

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There is no word of a Wii U release as of yet (or even a release outside of Japan), but we don’t see why this wouldn’t come to Nintendo’s home console given the popularity of the series and that the Wii U has not received a full fledged Pokemon title as of yet. Check out the full live stream video below with commentary and let us know your thoughts on this Pokemon/Tekken crossover title. You can check out our mock roster for the game here.