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Tears to Tiara II: Heir of the Overlord Review

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Tears to Tiara II: Heir of the Overlord
Developer: Aquaplus
Publisher: Atlus USA
Platform: PlayStation 3
Release Date: October 11, 2014
Price: $39.99 USD – Available Here

Overview
Before Tears to Tiara II: Heir of the Overlord was announced for Western release, the Tears to Tiara name was likely known to only a few niche circles. Originally an SRPG eroge on the PC in 2002, Tears to Tiara was never officially released in English, even when an all-ages version was released years later for the PS3.

In fact, outside of an anime adaptation for the first game and guest appearances in Aquapazza, both of which have been released in the West, many people will be uncertain about picking up Tears to Tiara II. You can rest easy however, as not only does this game tell a separate story, the story it has to tell is a massive one.

Story
Seven years prior to the start of Tears to Tiara II, the Divine Empire invaded the land of Hispania after its ruler, Hasdrubal Barca, attempted to revolt against the Empire and was crushed. Due to his actions, the people of Hispania have spent the last seven years under the iron fist of the Empire, dealing with brutal taxation, rampant corruption, slavery, and worse.

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The last member of the Barca bloodline, Hamilcar Barca, survived the death of his father but appears to everyone as an incompetent boy who follows the orders of the Empire without question. Weak, cowardly, unreliable, Hamil does everything he can to try and keep his people safe from the Empire’s harsh punishments. That all changes when a woman named Tarte enters his life and sees through his façade.

As he spends time with Tarte, the Empire continues with their plans to bring Hispania to its knees, revealing in horrible fashion that they are going to destroy everything the citizens hold dear and force them into complete unwavering servitude or death. Faced with this ultimatum, Hamil sheds his old personality and unleashes seven years’ worth of boiling hatred in a massive show of power that leads the people of Hispania into open rebellion against the Empire.

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Despite the power of a Goddess on their side, Hamil, his elite unit, and the rest of the forces of Hispania are facing a powerful opponent willing to use any means necessary to rule the land and stamp out this nuisance. Where the majority of JRPGs tend to focus on stories with fluffy themes and minimal drama, Tears to Tiara II is more of a throwback as it features not only numerous serious themes at times but also a focused storyline that makes intelligent use of unpredictable twists and world development to create an enthralling story.

To top that off, thanks to the length of the story and the tighter focus on a core cast of characters, we are able to watch most of the cast grow over the course of the game. While a few standard and predictable stereotypes do surface from time to time, these moments are few and far between as Aquaplus has managed to craft a world where players will become invested in seeing how everything unfolds.

Gameplay
It is a very good thing that the story in Tears to Tiara II is everything that fans of the genre would want, as the title is more visual novel than SRPG. In fact there are times where you will easily go over an hour or two before entering the next battle as you watch the story progress through character interactions. One thing that is problematic about this design however is the fact that the save system was not designed like a standard visual novel where players can save at any time.

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Instead players will need to save at specific intervals throughout the story, which can be problematic at times, especially during some of the excessively lengthy event sequences. That being said, outside of events players will have the opportunity to save the game at any time at their home base or before the beginning of every battle, which is expected but a nice change from the way it is handled in the story.

As for the battle system, Tears to Tiara II is an SRPG that follows some very standard rules that don’t really break the mold outside of a few unique systems. All combat takes place via turn based combat on a grid battlefield. At the beginning of battle you select as many characters as the battle allows to enter into the fight, though wounded fighters can return to the “Quadriga” which is a chariot and in here they will not only be healed but other units can be deployed in their stead.

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Every action in combat gives players experience points, including opening chests, using items, healing allies, and of course attacking and defeating opponents. This makes Tears to Tiara II a game that is less punishing title that allows players to level weaker characters without risking defeat, but it is still one that requires quite a bit of grinding. As for being defeated, it is entirely possible to lose battles if you do not pay attention to a number of Tears to Tiara II’s somewhat unique mechanics as the AI can be quite punishing on harder difficulties.

Being a grid based game, the direction of player attacks matter as rear attacks will deal more damage and considering every melee attack results in a counter of some sort, proper planning is necessary for dealing with large threats. This is where chain stocks, the elemental cycle, and the ability to threaten enemies comes into play. Chain Stocks increase whenever players take action or receive damage and whenever one bar is filled, players can either increase the power of a magic skill or attack more than once per turn.

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As for the elemental cycle, every character in the game is given an element of some sort and each element is strong and weak against others. Picking fighters with an advantage over their opponents allows for the player do deal extra damage and takes less in turn, but be careful as every turn the element gauge will rotate and give certain elements a boost in strength making proper planning a necessity. The same can be said about threatening opposing units. Because magic users and distance fighters are weak to melee attacks, players can position other fighters in-between enemies and these squishier allies, forcing these enemies to stop and deal with the melee fighter before advancing on.

There is also a “Rewind” system that allows players to return back to previous turns and try to change how things unfolded. It is worth noting that although you can rewind turns, the same actions will result in the same results, meaning a missed attack will continue to be a missed attack unless you change something. This makes the system far less punishing than it could be as players can rewind from the brink of defeat and try a completely different strategy. Add that onto the fact that players can also choose to play on a tame easy difficulty, or swap before battle to easy if they ever come across a battle they are struggling with, and you’ll find that Tears to Tiara II can be relatively easy for those who would rather enjoy the story without struggling, or as hard as you want it to be for those who want a challenge.

Visuals
When it comes to the artwork of Tears to Tiara II: Heir of the Overlord, the game is mixed. The character portraits displayed in dialogue sequences not only feature a nice amount of detail but also a number of different poses to keep things fresh throughout the lengthy events. It also is nice that many of these events are interlaced gorgeous CG event screens to help spice things up and display important moments.

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Unfortunately the same cannot be said about the actual character models and environments in the game. This is due to the characters all being designed to have chibi bodies and equipment with lower detail. Add this to the fact that even strong skills are rather lackluster looking and the battlefields are all rather predictable looking and poorly detailed and you’ll find that many battle sequences are sadly disappointing.

Audio
With Tears to Tiara II being such a massive game with a heavy focus on dialogue, it is a bit disappointing that Atlus chose not to give the title an English dub. This decision does make sense though when you consider the untested nature of the property in the West and the sheer size of the game’s voice work. It also helps that those who are familiar with anime will find that the main heroine, Tarte, is voiced by Rie Kugimiya who sports an extremely familiar and likable voice. In fact many of the characters in the game feature voice actors with a long list of anime series in their repertoire, making the Japanese dub quite a treat for anime fans.

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The soundtrack in Tears to Tiara II has an impressive range. There are inspiring orchestral, soft piano music, heavy rock sequences, and more types all designed to properly fit the tone at the time and every single one of these tracks fit the style and theme of the game perfectly without a single one feeling out of place.

Overall
Tears to Tiara II: Heir of the Overlord shines its brightest during the visual novel sequences as players will be treated to a well-rounded and developed cast of characters taking part in a stellar storyline that is expertly told. That being said, the length that some of these dialogue sequences can run without intermission can be daunting at times. This leaves the familiar combat system as something of an afterthought at times, meaning this game may not be for everyone; however those that are looking for an expansive storyline should look no further than Tears to Tiara II.

8-0-capsules-out-of-10
Capsule Computers review guidelines can be found here.

Call of Duty: Advanced Warfare’s Season Pass Detailed

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Activision have released details of Call of Duty: Advanced Warfare‘s ‘Season Pass’ with a trailer. Embedded at the bottom of this article, the trailer takes you through the four DLC packs, bonus weapons and Atlas Gorge, an additional multiplayer map available at launch.

The four DLC packs are titled as follows: Havoc, Ascendance, Supremacy and Reckoning (in order of release). Havoc will be available come January, 2015. All of this for the “low price” of AU$64.95, which is including a $10 saving compared to purchasing the various DLC separately. I think we and Activision have different definitions of the term “low price”. Regardless, to learn more, click here. And for those who simply have no patience to speak of, pre-order the Call of Duty: Advanced Warfare Day Zero Edition now for up to 24 hours early access.

Exclusive PS4, Xbox One and PC Content For Returning GTA V Players Detailed

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The Dodo seaplane: It may take a little firepower to get your hands on this highly versatile GTA classic.

Rockstar are going about the “remastering” process the right way. The developer is not just adding a fresh coat of paint to Grand Theft Auto V, but is adding content. We’ve known for a while that returning players would received additional incentives and in-game bonuses, and now we are privy to those. Read on below for Rockstar’s breakdown of what original PS3 and Xbox 360 players can expect, exclusively for their dedicated souls:

New Events & Rewards – Encounter new events happening all across the world, and complete the challenges they present to unlock exclusive new vehicles like the menacing Imponte Duke O’Death and that veritable GTA classic bird of flight, the Dodo seaplane. The Imponte Duke O’Death: As you might expect, when you first stumble upon this near-indestructible mayhem machine, trouble will follow. Deal with it judiciously and this beauty’s all yours.

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Murder Mystery – As Michael, follow a trail of cryptic clues to unravel a grisly murder mystery. Put the clues together and you’ll unlock two Noir Style Filters, which will give your Story Mode gameplay and Snapmatic photos the feel of a gritty old school crime classic. Get to the bottom of a murder mystery that strikes right at the heart of Los Santos’ most cherished industry.

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Weapons: The Rail Gun & Hatchet – Obliterate your adversaries with the high-powered, high-velocity Rail Gun. This piece of experimental military technology also has its own set of Shooting Range Challenges at your local Ammu-Nation shooting range. Or hack and slash foes up close and personal with the brutal Hatchet melee weapon. The futuristic new Rail Gun unloads powerful rounds of explosive ammunition upon foes.

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Wildlife Photography Challenge – There are new species of animals across Los Santos and Blaine County, and the LS Tourist Board needs someone to document them. As Franklin, catalog unique animal species scattered across the map to unlock the special Kraken Sub. Completing the Wildlife Photography Challenge will unlock the Kraken Sub.

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Stock Car Races – Win a series of new Stock Car Races to earn unique custom Muscle Cars adorned with logos from some of the companies that made this country great. Finish first in the new Stock Car Races to earn new Muscle Cars.

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Monkey Mosaics – A mysterious street artist is tagging walls all across town with his simian-inspired silhouettes. Track down and photograph them all to earn new monkey outfits (available to all players) and a special Go Go Monkey Blista exclusively for returning players. Take to the skies in the faster and more maneuverable Xero Blimp.

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New Vehicles – Grind up the Los Santos freeways (and over anybody in your path) with the Cheval Marshall monster truck and take to the skies in a faster and more maneuverable Blimp, compliments of Xero Gas.
There will also be a bounty of content for all players, new and returning, to discover – including a fleet of classic GTA vehicles and a few more surprises we’ve got planned that you’ll have to discover for yourself come game day. Few objects are an obstacle for the intimidating Cheval Marshall.

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Finally, as previously announced, GTA Online characters and progression will be transferable across generations of console, and it doesn’t matter if you played GTA V on the Xbox 360 and want to purchase it on the PS4, as long as you use the same Rockstar Social Club membership in signing in and transferring your data. And anyone who pre-orders the new version will receive GTA$1M ($500k for Story Mode and $500k for use in Grand Theft Auto Online) as an extra thank you.

Check out the poster below for a visual summary of the content listed above. Grand Theft Auto V will release for the PS4 and Xbox One November 18, with the PC version dropping on January 27.

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Razer Announces Leviathan Sound Bar Featuring aptX Technology

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With more and more devices streaming audio through Bluetooth, Razer has created a new speaker system. The Razer Leviathan Sound Bar is a two piece audio solution featuring a sound bar and a subwoofer unit. The sound bar can provide virtual 5.1 surround sound using Dolby Virtual Speakers technology paired with two 2.5 inch full range drives and two 0.74 inch tweeters. A 5.25″ downward firing subwoofer rounds out the combo.

The Razer Leviathan Sound Bar is designed to work with televisions and computer set ups using three different tilt angles. It accepts optical, analog, and Bluetooth connections. Razer has added aptX codec support for better quality audio on supported devices. Three preset equalizers are included with the sound bar, which are designed for gaming, music, and movies respectively.

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“The opportunity to produce a precision-engineered surround sound solution for high-performance gaming, movie watching and music listening, and make it versatile to use in any setting, was a very exciting proposition for us,” says Min-Liang Tan, Razer co-founder and CEO. “The Razer Leviathan delivers what music aficionados, movie buffs and gamers alike are looking for to improve their entertainment setup.”

The Razer Leviathan Sound Bar will be released worldwide in November 2014 for an MSRP of $199.99 USD/$279.95 AUD. Pre-orders can be made at the official Razer store.

Borderlands: The Pre-Sequel Review

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Borderlands: The Pre-Sequel
Developer: 2K Australia
Publisher: 2K Games
Platforms: Xbox 360 (Reviewed), PS3, PC
Release Date: Out Now
Price: AU$79.95 – Available Here 

Overview

Like many of you, I am always hesitant when a new developer takes over an existing franchise, it usually ends up in a game that doesn’t quite reach the same heights of its predecessors. Well 2k Australia have picked up the ball from Gearbox and brought up Borderlands: The Pre-Sequel, a game set in-between Borderlands 1 and 2 and shows us the rise of Handsome Jack from a Hyperion worker to the comical villain we meet in Borderlands 2. While the game is still all about the guns, the loot and the wacky characters, it suffers from more than a couple of issues..

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Story

Borderlands: The Pre-Sequel takes place in between the events of the first and second games and at its core is about one man’s rise to power and fall from grace. Handsome Jack with his over-the-top cartoonish villainy and massive hero complex was without a doubt one of the stand-out characters of Borderlands 2 so it is nice to see a little depth to the character here in the Pre-Sequel.

Even though we play as a Vault Hunter, this really is Handsome Jack’s story. Starting off as a Hyperion worker, we are there alongside Jack as he goes from heroic savior to homicidal madman and it really does offer a lot more to Jack than we see in Borderlands 2.

The narrative of Borderlands 1.5 is the same fun, wacky humor as it predecessors, it does suffer a little bit in some areas. A lot of the jokes this time around feel incredibly forced, and while there are some genuine laughs to be had (the Bogan Gun may be the funniest thing I’ve ever seen in a video game) a lot of the content is either cringe-worthy, or makes me wonder “why?”

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A lot of the “Why” moments revolve around the series’ returning characters. More specifically, that they felt out of place and forced. Characters like Mad Moxxie, Tiny Tina and Mr. Torgue all felt like their inclusion in the game was nothing more than fanservice. Now, I am not inherently against fanservice, but here the characters are included just so they can say “hey, remember this character you loved in the last game?” as opposed to offering anything of substance.

The second problem I had with a good number of the game’s characters is that their sexuality was a big part of whoever they were, no matter how minor a character. Now don’t get me wrong, I don’t have a problem with homosexuality or homosexual characters in games, but the arbitrary use of sexuality made a lot of these characters feel forced and shallow. One particular character, whom we never actually meet (only speak to via ECHO) has us putting up pamphlets when she suddenly mentions her ex-girlfriend’s tendency to look down on her. It is out of the blue and isn’t funny, isn’t charming and it doesn’t add any depth to the story. It almost feels like the writers were trying to be hip and cool by including as many homosexual characters as they could, but the end result is that it dilutes a romantic subplot (Athena and Janey’s) that could otherwise be quite poignant.

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Gameplay

Since the first game, Borderlands has become a unique mixture of FPS, and loot-based RPG (with a heavy emphasis on the loot) and this is still as true today as it was back then. You play as one of four Vault Hunters, each tying into the story of Pandora and Handsome Jack in some way (including Claptrap, who alone could fill the game’s fanservice quota). The best part about the four new vault hunters is how differently they play to any from the previous games. Athena’s Aspis shield blocks and absorbs damage before she flings it around the room like Xena meets Captain America, Wilhelm is all about robotics and uses his two airborne drones to provide support, Nisha goes absolutely bezerk with her guns, getting increased ammo, auto-aiming and firepower, and lastly Claptrap will randomly take on the abilities of past vault hunters (as well as a few of his own). The huge differences in play styles from the previous games made it really difficult for me to pick who I would do my play through as, and after picking Athena I realised I had made the right decision and probably had some of the most fun I have ever had with a Borderlands character.

At its core, Borderlands: The Pre-Sequel is still all about its loot, and there is nothing more satisfying than surveying an area that you have cleared of enemies and seeing the different glowing bars that indicate the power and rarity of the loot you have found. The game’s ability to randomly create weapons is still by far one of its most impressive features and one that keeps me coming back over and over again. Now additional chests have been included that use Moonstone (one of the game’s new resources) to open and typically have rarer loot than your ordinary chest.

As if loot wasn’t enough, this game introduces a brand new machine in the form of the Loot Grinder. If you put in three pieces of loot that you have discovered, the machine will grind them up and pop out something a little better for your troubles. While the machine requires very specific “Recipes” to create loot, and the fact that we aren’t told these recipes in-game, it still alleviates some of the frustrations that can come with the randomness of a game like this.

Moving Borderlands off of Pandora and onto its orbiting moon Elpis has allowed for some clever new gameplay changes that help the Pre-Sequel to stand out from the other two games in the series. Firstly, due to the difference in gravity, players can now jump much higher than they usually did, which leads to some impressive mid-air combat that just couldn’t be done in previous games. The game is definitely a lot more “floaty” and slow moving while on the surface of the moon as opposed to being inside one of the many atmosphere-controlled locations, creating two very distinct game environments.

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Another new feature that arises as part of being set on a moon is the need to regulate your oxygen supply as an additional resource. Early on, players will get an Oz Kit which allows them to temporarily breathe in the vaccum of space. You will need to either pick up oxygen tanks from fallen enemies, enter an atmosphere controlled area or just find one of the air pockets along your journeys in order to keep yourself breathing. Oz is also used to perform the game’s impressive new double jump moves, so it is a resource that needs to be carefully manages… sort of. Oz should have been a lot more important than it really is, in the final product just about every humanoid enemy will drop an oxygen canister upon death so there is never any real fear of running out. Not only that but running out only causes your health to decline slightly, so there is no urgency to it. I would like to see the resource brought back but next time with a little less oxygen available to players so that it does become a careful resource instead of just another little bar on your HUD.

Borderlands: The Pre-Sequel’s biggest flaw is definitely its map and level design. Elpis and the Hyperion station both look amazing, but when you run through them, you will discover that there is little to nothing littering the environment (which is actually smaller than the previous games) and it is often difficult to figure out whether or not the developers intended for players to use the environment to climb higher or to simply time their jumps correctly. Often I would navigate my way up to the top of a structure by jumping up ledges and supports only to reach the top and realise that it wasn’t how the game intended me to get up there. While it sounds liberating and like the player has a choice in how they approach certain situations, it really isn’t and just feels like confusing and disorienting level design.

One section of the Hyperion base requires players to use Jump Pads to get from one area to the other. It is a nightmare that is confusing to navigate and takes way longer than it needs to (not to mention that making one wrong movement could have you plummeting to your death). Not only that, but a fair few of the game’s side-quests have you traversing this area back and forth, making it feel like an absolute drag.

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Visuals & Audio

Borderlands has a very distinct visual style that has become synonymous with the franchise, and it is great to see it used in a brand new way here in the Pre-Sequel. Elpis looks nothing like Pandora, and the differences change how the game feels both thematically and mechanically.

As you would expect from a moon, Elpis is grey and rocky and well… moon-like, but that allows for some really beautiful imagery to pop up, especially in the areas that are filled with Lava or Ice. The orange glow of a lava pool really looks spectacular against the backdrop of Elpis and on more than one occasion I wished I could nab a screenshot for a computer wallpaper.

Visuals aren’t all impressive however as there is a notable amount of texture pop-in while playing. Sometimes you will be in the middle of a mission before the textures fully load, which can lead to some seriously ugly looking encounters. This has always been a bit of a problem with the Borderlands games but it just feels so much more pronounced here

The audio in Borderlands has always been great and adds a lot to the experience. Character voices are always stellar and the unique sounds that the guns make really bring this comical wasteland to life. This time around, the Vault Hunters interact with other characters and help flesh out the story a little more. The Pre-Sequel is also told as a recount by Athena to Lilith, Modecai and Brick, so their inclusion in the cast helps tie it all together. I played through the game as Athena, so it just seemed right that she would be telling the story but unfortunately it is a little more jarring to players who are going through the campaign as one of the other three characters.

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Overall

Borderlands: The Pre-Sequel has its problems, but despite them it is still a fun game. As with previous titles in the series, it is about three things: guns, loot and wacky characters, and it has these in spades. As you might expect, the action gets more exciting when playing online with friends and the bullets really start flying. It may lack a bit of the charm and soul of Borderlands, but it is still a solid entry in the series and one that will tie us all over until the inevitable next-gen Borderlands 3.

7-0-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Assassin’s Creed Unity Phantom Blade Replica Now Available

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Whether you are collecting hidden blades from Assassin’s Creed or looking for the finishing touch for your awesome handmade Arno costume, McFarlane Toys has you covered. The new Assassin’s Creed Unity Phantom Blade replica is a life size wearable collectible that features a functional hidden blade, a retractable crossbow, and a firing dart. Although the blade and dart is made from thermoplastic, the replica is designed for those 17 years and older.

As a bonus, those who purchase the Phantom Blade replica will get a code that can be redeemed for a French Calvary Pistol for free in Assassin’s Creed Unity. The Phantom Blade replica is available now in stores for $59.99 USD. Assassin’s Creed Unity will be release for PlayStation 4, Xbox One, and Windows.

Roccat and Alienware Announce Exclusive Partnership

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Roccat and Alienware announced their exclusive partnership that will bring Alienware’s AlienFX lighting system together with the Kone XTD gaming mouse, Isku FX gaming keyboard, and Tyon gaming mouse. A new set of drivers for these three devices will be released at the end of November that will enable them to receive lighting commands through AlienFX. AlienFX supports over 80 games like Middle-earth: Shadow of Mordor and Gauntlet. 

“Alienware and ROCCAT are a natural fit,” says Frank Azor, Alienware’s CEO. “You look at what ROCCAT brings to the table in terms of quality, fantastic in-house design strategy, and their forward-thinking team from top to bottom, and you see a studio that fits our PC Gaming philosophy on every level. AlienFX combined with ROCCAT’s new Tyon gaming mouse, the Isku FX, the Kone XTD? It was a no-brainer, and we believe fans of our brands will agree.”

Indie Gala Giving Away Copies of Realms Of The Haunting For Free!

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Celebrate Halloween with Indie Gala by getting a free copy of the retro adventure game Realms of the Haunting. Crammed with old school FMVs with actual actors, Realms of the Haunting is a mix of first person shooters and point and click adventuring. The game was originally launched in 1996, but has been updated to run on modern computers via Steam.

To get your free copy, be sure to head on over Indie Gala. All you need to do to get your game is to set your Steam profile to public, join the Indie Gala Steam group, and provide your email. A link to activate the game will be sent to your email. You can set your profile back to private after you receive your activation link.

Metrocide Hands-on Preview

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Metrocide
Developer: Flat Earth Games
Publisher: Flat Earth Games  
Format:
 PC (Previewed), Mac
Release Date: October 20, 2014 (Early Access)
Price: US$6.99 – Available Here

I haven’t been so quickly frustrated playing a video game in quite a while. Directly tying into that statement, I’ve also never wanted to kill so many do-gooder civilians in my life (in-game people, you’re safe). Metrocide brings out the worst in me, but I’m happy I stuck with it, until I no longer could (more on that shortly), to see the larger potential of the title. The latest title from local Australian developers Flat Earth Games – brothers Leigh and Rohan Harris – is in Early Access right now, so please don’t let any qualms/issues I express here inform your decision-making in whether or not to purchase Metrocide. It’s got a way to go, which means it can only get better.

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Metrocide is an arcade stealth-shooter set in Metro City, a cyberpunk dystopia that is uncharacteristically inhabited by altruistic vigilantes, street-cleaner bots and police who actually try to do a good job! I’m not so sure this is a dystopia…otherwise, it is dark, drab and pleasantly nostalgic due to its familiar aesthetic tropes in the genre, defined by classic films such as Blade Runner (1982) and even Dark City (1998). Playing as notorious contract killer T.J. Trench, I ventured Downtown, the first district made available to the player. Beforehand, a comic-strip style cutscene plays to introduce the player to the world of Metrocide. As you progress and unlock these “comics”, they will appear in the main menu for your re-viewing pleasure. Metrocide gives the player a top-down perspective, with navigation dictated by the direction of your mouse cursor with the ‘wsad’ keys or arrow keys (your choice) allowing you to move relative to it. So, what’s your goal in Metrocide? To assassinate people; enough of them to be able to buy your travel papers and proceed to the next area. There are a multiple contacts of Trench’s within Metro City who will provide a slate of targets.

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Each mark has differing attributes or conditions; some are required to be hit quickly, and some may carry their own protection or have trackers on their person. At first, most will be unarmed. All have varying credit payouts attached to the job. In this initial stage of the game, 2000c is the required amount for moving on up in the world…and it’s not easy to acquire. Once you select your target, the navigator at the top left of the screen will direct you to their approximate location. Starting off with a basic pistol that needs to charge to fire, I quickly learned, and it was explicitly reinforced by the game, that it is a crappy gun. The target has time to attempt an escape, and the pistol only has a certain range. If they escape your proverbial reach, it becomes that much more difficult to execute them for a few reasons: they could lead you into a busy area, civilians could see you with a gun and report you, or they might reach the police station before you can catch them. With every report made, police presence is upped in the vicinity. If you can avoid their overhead drones for long enough, they will close the case or crime scene. Metrocide is all about executing these jobs as stealthily as possible, and that means a lot of patience, which I sometimes don’t have.

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Waiting until the target unwillingly walks into a zone devoid of peering eyes, security cameras, pesky vigilantes who want to take it upon themselves to avenge them and nosy, taddle-tale citizens will test that patience. Players must be mindful to unholster their weapons and do the deed as quietly and quickly as possible. Then, comes disposing of the body; the river that runs through the city, along with open manholes, are your options. Eventually, you will unlock tools and other weapons, such as lures and shotguns, respectively. Both are worthwhile investments, especially the latter, which shoots without delay or build up. It is loud, but extremely effective. Unfortunately, my playtime was cut short because of a bug that pretty much hindered my progress past a point. With the shotgun equipped (ammo clip not depleted) I would click the left mouse button, but Trench wouldn’t shoot…he instead just stood there, having alerted the mark who is armed and, well, murders ol’ unresponsive Trench in self-defence. Strangely enough, the game registers my “successful hit”, whilst also acknowledging my death, failing to bring me back to the main menu or city to continue due to this confusion. Oh, and there’s no saves in this game. So I had to replay everything…only for it to happen again. And I am not going back to using that damned pistol!

Again, the game is in Early Access, so hopefully the familial duo can crush some bugs, perfect the visual language so that the elements on screen are easier to read, and also give some better player guidance in terms of implementing tutorials for tools, which I did not encounter (I tried the whole keyboard before finding out that ‘z’ dropped the lure). Metrocide is challenging to say the least, and it only gets harder with more cops populating the space with every not-so-clean kill and, trust me, you will not be a flawless assassin.

Perks and Specs Detailed in New The Crew Customization Trailer

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Racers got another in-depth look at the customization options for Ubisoft and Ivory Tower’s upcoming racer The Crew. The trailer features a look at the vehicle specs available for drivers. By changing specs, players can take their car from the smooth race tracks to the rough and tumble off-road races in the country side. The trailer also touches on the perks that provide bonuses to all cars.

The Crew is an open world racer that miniaturizes the varied driving landscape of America. Ubisoft is accepting closed beta registration for PlayStation 4 and Xbox One players at their official site. The closed beta kicks off in November. The Crew will launch for PlayStation 4, Xbox 360, Xbox One, and Windows on December 2nd, 2014