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Pro Evolution Soccer 2015 Hands-on Impressions

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This game is perhaps the hardest I have ever had to play. It might not be because the gameplay is particularly difficult, although I have read that Pro Evolution Soccer (PES) 2015 does pride itself on being a very technical game which players can gain mastery over slowly. My main problem was simply that I am not a console gamer and playing this on a Playstation 4 in a limited space of time within which to learn the controls meant that my analysis of the gameplay will be limited. From what I’ve read, the difficulty curve in the series is quite steep and is considered a feature amongst the fanbase for its level of detail in control and gameplay. Rest assured that I believe all this complexity is still present in droves in the newest iteration.

The demo copy that I was able to play did not have a tutorial (except for a two sided sheet which had a controls map) which meant that I was lost with what exactly to do with most of the session. Nonetheless, I persevered and I did my best to try and stack the odds in my favour in such a way to overcome my severe, non-console gaming handicap.

The game allows you to choose teams from a variety of football (soccer) leagues, including the English Premier League. These teams are all accurate to their predicted line-up in the coming year with the correct players, numbers, and uniforms. Unfortunately, I am largely ignorant of the state of European soccer (or any sport which takes place in meat space, in fact) so I can’t report on the purported accuracy of the players as they have been recreated in the game. The graphics look good close-up with only a minor uncanny valley effect present with the models. Luckily, the camera will spend most of its time zoomed out to give you an overview of the action.

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In order to stack things in my favour, I chose to play as Real Madrid (they had a high rating according to the game) and chose to start a match. Before play started, I was able to plan out my team line-up and determine starting players. The screen showed me a lot varying stats for all the players as I cycled through each of their profiles, but since I could not make an informed decision; I simply chose to play with the default starting line-up. At this stage I was also able to determine the team’s formation and play on the field. I opted for a play which favoured ‘possession’. I chose this play because if there’s one thing I’ve learnt about soccer from all those years in little league teams it’s this; as long as you’ve got the ball, the other team (probably) can’t score.

So the match started with my team kicking off after I spent a good minute trying to figure out how to pass the ball. As you may have anticipated; things didn’t go well for me and by the end of the first half I was losing 4 to nil. Needless to say, I did not win that game in way which even the pre-recorded AI commentators could not believe happened.

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The AI was largely solid and proved to be far more capable than I, while I ran whichever player I was in control of around the field. My AI team mates were able to defend fairly effectively and blocked a number of the plays that the opposing team did. This effectively meant that the computer was playing against itself, but since I still had not figured out how to sprint/swap players; I was happy to have something come out in my favour. I was at least decent when it came to corner/goal/penalty kicks where the game takes a bit of a slower turn and I actually had time to read the control map. I also tackled someone successfully near the end of the second half… unfortunately it was my own team.

Overall, I have no idea what to think of this game. I could see that this game certainly has a certain appeal to players of very technical sports titles, but without a tutorial you would be completely out of your depth… thereby stopping it from being a party game with pick-up-and-play appeal.

For more of our EB Expo coverage, click here.

New Senran Kagura: Estival Versus screenshots show off new characters

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A number of new screenshots for Senran Kagura: Estival Versus have been released courtesy of Famitsu and in these images not only are we given a glimpse at how the combat will look, but also a chance to check out the in-game models for three of the four playable characters.

As revealed last month, the above characters are Renka, Hanabi, and Kafuru though the fourth playable character Sayuri is not shown. You can check out the new screenshots for the game below and die-hard Senran Kagura fans will want to keep an eye out for Senran Kagura: Estival Versus when it is released in Japan on March 26th for the PlayStation 4 and PS Vita.

Rune Factory 4 to finally be released in Europe as a digital download

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Although Rune Factory 4 was released in North America back in 2013 and was one of my favorite 3DS titles from that year, the European release for the game just never came to fruition. Although a release was planned, it was eventually cancelled entirely, leaving fans without any chance to play the game outside of importing not only the game but a North American 3DS.

Well, it looks like XSEED is going to try and bring the game over once more. Speaking with Siliconera, XSEED’s executive vice-president, Ken Berry, stated that the company is trying to get the title released in PAL regions. However until they passed certification with Nintendo of Europe, they didn’t want to make any official announcements. When Rune Factory 4 is released, it appears that it will only be available through the eShop as a digital download.

Log Horizon 2 anime license picked up by Sentai Filmworks

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Since they licensed the first season and are currently planning on releasing it the first half of it on November 25th, it should come as no surprise that Sentai Filmworks has licensed the second season of Log Horizon which began airing this past Saturday. They are planning on releasing Log Horizon 2 on home video sometime in the future.

Log Horizon 2 continues the story of the original series, which is an adaptation from Mamare Touno’s light novel series. It is worth noting that unlike the first season, which was animated by Satelight, this second season is being handled by Studio DEEN and although many of the character designs have remained the same, the characters’ faces do appear to have taken something of a hit with this transition.

Naruto manga to end in five chapters

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For the past couple of years, the Naruto manga has been reaching a crescendo and in recent months it seemed like the story would finally be coming to an end. Although the latest events in the manga pointed towards an impending conclusion, the drawn out nature of the series led fans to believe that the climactic battle would continue for quite some time and maybe extend past that, but instead it seems it will be ending quite soon.

Today the official website for Weekly Shonen Jump revealed that Naruto would be coming to an end on November 10th, five chapters from now. Naruto started running back in 1999 and if there indeed will be five more chapters released, then the series will conclude on chapter 700.

Alien: Isolation Hands-off Impressions

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The Creative Assembly’s, Alien: Isolation is just as frightening as the 1979 sci-fi phenomenon, ‘Alien’ by Ridley Scott. The video presentation by the creative lead, Alistair Hop at the EB Games Expo over the weekend, showed the first gameplay demo of the survival horror title. And let me tell you, it was enough to make me jump in my seat and hold onto the person next to me (as embarrassing as that is to admit). Believe me, Alien: Isolation is the perfect example of its genre, a truly terrifying game that will creep inside the back of your mind and trigger the true meaning of fear.

The demo features Amanda, who is on board a remote space station, Sevastopol, to retrieve the flight recorder, in the hope that it will provide answers about the disappearance of her mother, Ellen Ripley, fifteen years ago. In Alien: Isolation, players are pitted against a sole Alien presence and can only survive each mission by using stealth, improvising solutions (like hiding under a desk) and scavenging as many resources as possible. While players are able to craft together items they collect, such as ethanol and batteries for creating weapons, there is no guarantee that it will take down the ruthless threat. For example, in the gameplay demo we watched Amanda used her flamethrower against the Alien, which didn’t work out so well for her . . . When players come face to face with the Alien, there is literally nothing they can do to avoid death.

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Luckily, players are able to use the portable motion tracker as a way of keeping tabs on the Aliens movements. The device captures Alien activity within the directed radius, with a dot that beeps and flashes when the enemy is extremely close. Yet, the motion tracker is imperfect, because it fails to provide information regarding whereabouts the Alien is moving within the space station. Are they crawling in the vents above you or hanging around the corner of the room you’re hiding in?

The impending sense of doom and the gut wrenching sensation that comes with every noise, every flicker of darkness and every haunting hiss of the Alien nearby, is the driving force that defines Alien: Isolation. When players die (and they will again and again), they are sent back to the last saved check point and must go through the same area until they complete the mission. It’s important to note that the game patterns of the Alien’s movement is never the same (highly unpredictable), therefore players have to be extremely cautious and quick to respond in every aspect of the game.

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After watching the gameplay demo, I can honestly say that The Creative Assembly and Sega’s reboot of the Alien franchise will surely impress survival horror fans. If you dare face the horrors of Alien: Isolation, the game will be available tomorrow on Playstation 4, Playstation 3, Xbox One, Xbox 360 and PC. Head to the EB store here to order the game now!

For more coverage from EB Games Expo and hands on previews, please follow the link provided.

Grisaia no Kajitsu anime adaptation licensed by Sentai Filmworks

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Sentai Filmworks has announced that they have acquired the license for the recently debuted anime adaptation of Grisaia no Kajitsu. They have not announced exactly when they are planning on releasing the title but a home video release is planned sometime in the future.

Grisaia no Kajitsu is based off of an adult visual novel that is actually currently being translated for a possible All-Ages only release by Sekai Project. As for the story, it follows Yuji Kazami, a student with a dark past who is sent to the private Mihama Academy where only five female students, all of whom have traumatic pasts that are darker than Yuji’s, live and attend class.

Until Dawn Hands-on Preview

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Poor Ashley…or Chris. In Until Dawn, difficult choices are given to the player, ones that will determine the shape of the story moving forward. Sound familiar? It’s a philosophy that started – at least to this extent – with Indigo Prophecy and continued with Heavy Rain, both developed by Quantic Dream. But while the latter had you playing four lead characters, Until Dawn gives you eight, and yes, any of them can die thanks to your choices, and the story will continue to unfold accordingly.

That’s a clear and specific inspiration for the team at Supermassive Games, but hear the premise of eight school friends arriving at a remote mountain resort for a reunion and another, more plot-oriented influence comes to mind: Friday the 13th, specifically the 2009 reboot. The setting here is eerily reminiscent of the (massive!) cabin from that film. And finally, as I discovered at the end of this demo, a little Saw is sprinkled in to up the sense of danger and bolster the immediacy of importance of what are literally life-or-death decisions. But, let’s start from the beginning. The build we played at the EB Games Expo 2014 is the same shown at Gamescom back in August. It puts players in control of Ashley until the very end, where they take command of Chris (for the seconds that it lasts). The two are searching for their kidnapped friend Sam, performance captured by Heroes star Hayden Panettiere, who isn’t the only well-known actor starring in the game, with Rami Malek (The Twilight Saga: Breaking Dawn Part 2, Need for Speed) and Brett Dalton (Marvel’s Agents of S.H.I.E.L.D.) joining the cast. Unfortunately for them, they’ve found themselves in a delightfully cheesy, interactive slasher film.

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Don’t be put off by the afore-mentioned”cheese” by the way; it, along with the numerous jump scares, are done in the best way possible, as pure homages to the prior mentioned schlocky horror influences that we love to watch (admit it!). Before gameplay actually begins, the player is asked a few quick questions as part of a survey. I noticed that I was presented with fewer questions than I’ve seen from previous builds. This time is was only asking your gender, whether you like to play in the dark or with the lights on, or if you are more likely to investigate a noise rather than run away from it. I have no idea what importance this survey has, but I’m assuming it’s just for general feedback/data collection purposes. Being originally designed as a PlayStation Move release, remnants of the old Until Dawn still remain; utilising the gyroscope in the Dualshock 4 moves Ashley’s flashlight, while the right thumbstick moves the somewhat rigid camera. It takes some getting used to, but considering the camera can barely be budged, I don’t see why the movement of the flashlight isn’t assigned to the right thumbstick and wherever you aim it informs the slight movement of the camera. I guess Supermassive (or Sony) insisted on the game making use of all of the PS4’s capabilities.

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As you examine objects, turning them over and inspecting using the gyroscope, Ashley and Chris butt heads over the supposed apparition in the basement. Progressing further, there are two points where the player an engage Chris in conversation, choosing between two responses that are emotionally fuelled, i.e, opting for a “Sympathetic” response on the topic of Sam being taken. This is another way in which Until Dawn is similar of Heavy Rain, which Supermassive is referring to as “Butterfly-Effect Interface.” I also collected 2 out of 2 clues strewn throughout the underground area, which apparently influenced what ws said between the duo, although the exhibition was fairly noisy and I couldn’t make out what was expressed. At least we have an idea of the depth in branching dialogue and storylines. That being said, while the game is non-linear in that respect, after I opted to investigate a noise, dividing the two and leading Ashley to hide in the shadows from the peering eyes of the clown-like killer, she ended up slowly and quietly backing up through a door to return to exactly the same outcome if you were to follow Chris and avoid the source of the noise. At least the scissors I picked up earlier came into play and she stabbed the murderer…

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Yet, he was unphased, and proceeded to knock Ashley out cold. Captured, Chris and Ashley awaken to find themselves strapped to chairs, sitting at a table with a gun laying upon it and a spinning saw descending above their heads. Here is where the player inhabits Chris, spurred on by intercom (see Saw) to make a decision: Chris’s life or Ashley’s. I shot myself without hesitation…because Chris was more scared than his female counterpart! What a chicken…he deserved it. Okay, Ashley cried way too much, but at least she showed some guts, so there’s my justification. And this is where the demo ended. Before signing off, I must point out how stunning Until Dawn looks, exploiting the reworked Killzone: Shadow Fall engine Umbra3. The emotion in the eyes and expressions of the characters have been extremely well preserved as well. All in all, Until Dawn has great potential to be that sleeper exclusive hit for Sony, much in the same vein that Heavy Rain was. The comparisons are obvious, but Until Dawn may be even more successful in their approach and execution. If you’ve ever wanted to play out an 80’s slasher film, here’s your chance.

WWE 2K15 Hands-on Preview

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“FINALLY!” We get to go hands-on with WWE 2K15! Having skipped the prior two entries in the WWE video game franchise, I have suffered from withdrawal for quite some time now. I started watching professional wrestling when I was 6 years old. I used to purchase every game for every damn console! Eventually, Yukes got lazy. They know it’s true. Now, with 2K in charge of the IP, and Visual Concepts taking the lead, you better “bo-lieve” WWE 2K15 is the first title in a long time to feel different. And different doesn’t necessarily always mean better, but after having 6 matches or so, in this case I believe it will.

The EB Games Expo 2014 build has not been updated, featuring just four superstars: Cesaro, Goldust, John Cena and Randy Orton. Two match types were available: Standard Singles and No Holds Barred. To be entirely honest, I was more concerned with how the core wrestling mechanics felt, so four of the six matches I played were vanilla match-ups. Naturally, the first new element gamers will notice is the collar and elbow tie-up at the outset. Essentially a game of rock, paper, scissors, the feature mimics the beginning of the majority of one-on-one contests in the WWE, leading you into a chain wrestling battle for initial dominance. Once you are in the advantageous position, the players enter into a battle to find a hot spot by rotating the right thumbstick. If you’re opponent has found it before you, you can wrench them using “X” (we played the PlayStation 4 version) or hit them with “Square”, which resets the position of the hotspot. Considering you can’t physically move in these positions, assigning the rotating input to the left thumbstick would make more sense and be all the more intuitive, as, in the game’s current state, you have to either take your thumb of the right thumbstick to wrench or hit your opponent, or hold the controller in a way that you are controlling the right thumbstick with your left thumb.

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The tie-up battles are a nice addition purely for authenticity’s sake, however they don’t really lead anywhere, with the competitors ending up separated at its conclusion. A nice tweak to this system would be that the “winner” of the battle ends up in a front headlock grapple where they can then execute the real move of the match as reward. Speaking of, after a certain duration and fatigue level, pressing “X” turns from entering a collar-and-elbow tie-up to the basic front headlock grapple, where you can then pull of one of four directional moves, Irish whip your opponent or strike them. If you go straight into initiating grapple move with a directional input accompanying it, that will perform one of a set of four other manoeuvres. And anything you may have heard about the fatigue system is true…running, even for short bursts, will deplete it significantly and prevent you from executing big moves, along with your finisher should you have it stored/ready. It forces you to play that much smarter and methodically. Perhaps the game could be a little more lenient, but maybe other superstars might have higher stamina to begin with, because in real competition, there are superstars who run for days, so to speak. Look at Daniel Bryan, the Usos and others. A lot of their offence is found at the end of a run-up, and stifling that too much could take the fun out of playing those particular characters.

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That being said, the fatigue system is a welcome addition overall, because it adds a layer of realism that was missing in previous titles. The labouring of breath, the struggles to get up, the crawling to the ropes for support and even pronely inching towards your incapacitated opponent just to get your arm over their body for a pin are prime examples of the realistic benefits of the system. Even climbing the ropes becomes a chore for a tired superstar, which can not even be achieved by all superstars this go around, with only a select number having that skill of top-rope attacks in their repertoire. In this regard, the game almost feels like an RPG, but realistically is simply more of a simulation than ever before. Also tied to fatigue, whipping an opponent into any turnbuckle early will see them bounce off instead of staying there. Another appreciated tweak is the fact that, if you attempt a grapple manoeuvre too close to the ropes, your character will physically lead the opposing combatant to the centre of the ring before executing. If there’s one thing I couldn’t stand in the past, it was people doing suplexes at the edge of the squared circle, and the characters sliding inwards because of the invisible barrier on the ropes. Manually, you can also drag, lift up or turn your opponent using the right thumbstick.

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Pins are much harder to get out this year, especially after a finishing move or heavy damage has been doled out. On the flipside, as it relates to finishers, charged finishers in particular can be very easy to time and reverse, purely due to the fact that there is a build-up and the supposed victim has an opportunity to anticipate the “Counter” icon. That is an element that definitely needs to be tweaked before release, otherwise matches may become quite easy in general. To close, I want to share something that happened in my match as Cesaro (everyone wants to pick him) against Randy Orton. Firstly, his OMG Giant Swing is cool to witness, but doesn’t exactly feel like a big deal. I think the developers have made certain signature moves OMG moments so they don’t have to choose between which get assigned to “Triangle” as a pure “Signature”, which deprives it of its deserved lustre. However, I was on the floor outside the ring when Randy decided to try and jump on me from the top rope…and I caught him with a classic Cesaro uppercut! THAT was an OMG moment, and it was beautiful. Then, in the ring, I unwittingly countered a move to stack Randy up in a powerbomb pin position and won the match. The animations are so smooth, as are the counters, that it becomes a joy to watch as well as play (obviously). It’ll take some (attitude) adjustment, but WWE 2K15 will be the best WWE video game since Here Comes the Pain. “And that’s the bottom liiiiine!…”

Dead Island 2 Hands On Preview

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Deep Silver have returned from the bloody shores of Dead Island and Dead Island: Riptide with an appetising follow-up, that is set to be released in spring next year. While the survival horror franchise was originally developed by Techland (Dying Light), Dead Island 2 is the making of Yager Development (Spec Ops: The Line), who have taken zombies to the luxurious streets and beaches of California. Currently, the game is in the alpha testing stages, but that didn’t stop other fans and myself from joining the queue to play the demo at the EB Games Expo this weekend.

The twelve-minute introduction to Dead Island 2 is just as players would expect it to be; a non-stop hack ‘n slash zombie killing frenzy. An exact replica of what Gamescom demoed earlier this year. So it’s no surprise that the eight player co-op session features a few basic tasks to complete and the chance to go as crazy as you want to . . . in putting an end to the dead. In my first attempt at the demo on Friday, I decided to explore the open-world and kill any of the zombies in my way for my own self-amusement. When I returned to the Dead Island 2 arena on Saturday, I put my game-face on and set out to complete the three main objectives within the time limit.

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In the first two tasks, players must scavenge scraps of metal material, tools and batteries and explosives, that will help in assembling weapons of mass destruction. Having collected enough equipment within the convenience store, I was then able to modify my spanner with the shock mod and upgrade to a fire blazing gun; both an electrifying solution for clearing the infected zone of zombies. The ability to modify weapons has been improved since its addition to the Dead Island series, with one of the most unique weapons being the ‘home strike’; a baseball bat with a bowling ball on the end, which allows players to launch zombies in the air like pins from a bowling alley.

The final mission is set along the highway, and demands players to defend the party behind the bar from an angry horde of zombies – of all sizes, shapes and tones – the raggedy walker types and big runners. Without your teammates behind your back, this section can quickly get out of control. Fortunately, I was able to tag alongside a feisty shooter that cleared most of the zombies for me and I managed to kill 58 zombies in total during the round.

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Towards the end of the game, there were a few noticeable glitches in the open-world of California, particularly during the swarm of zombies. I encountered a rather intimidating troll-faced zombie in convenience store, who trapped me in a corner and because of the proximity between us, I was unable to swing my arm back and attack him with my spanner. Thankfully, a fellow teammate took pity on me and blasted the dead weight to smithereens. The terrain is beautifully designed within the game, as well as the physical appearance of the zombies – who in fact are the faces of employees from Yager Development, scanned into Dead Island 2. Essentially, players who purchase the game next year will be spending the majority of their time chasing after Yager zombies!

In all seriousness though, I feel that Dead Island 2 wasn’t satisfying enough for me to want to continue playingI understand that the demo at EB Games Expo is a work-in-progress, so it’s understandable that a few minor issues still need fixing and will be resolved (hopefully) by next year. However, my main concern is the lack of story and emphasis towards a “never-ending” cycle of zombie killing for co-op gameplay will deter players from the game. While the co-op components of the game, namely the side missions, are fun and engaging, particularly with the new weapons system, I think that the competition (a.k.a. ‘Dying Light‘) may just have the winning vote in the zombie killing field. I am interested to see how the tide will fall come the release date on April 21.

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Dead Island 2 is planned to be available in 2015 on Playstation 4, Xbox One and PC. For more coverage on EB Games Expo and hands on previews, please follow the above link.