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Deep Silver ask what You want in the Dead Island 2 Collector’s Edition

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Continuing what has now become tradition for the publisher, Deep Silver are asking Dead Island fans what they want in the Dead Island 2 Collector’s Edition, set for release in Spring, 2015 for the PlayStation 4, Xbox One and PC.

By midnight of July 14, be sure to click through and complete the linked survey to have your say. Plush toys, license plates, a real zombie… these are just some of the options for inclusion in the collector’s edition. For those unaware, Dead Island 2 picks up from the end of Dead Island, and also the upcoming Escape Dead Island, several months later after the military has placed California under full quarantine. It will feature “seamless multiplayer for up to eight players who cooperate, compete or simply coexist in a truly social, new-gen multiplayer experience”. I’m still wondering how they will include a real zombie!

Destiny Collector’s Editions Revealed

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Activision and Bungie have pulled back the veil on their Collector’s Edition offerings for Destiny. Fanatics with some money to spend will have three options to choose between: the Digital Guardian Edition, the Limited Edition and the Ghost Edition.

The latter two are only available while supplies last, as they include some premium items. Check out the official video embedded at the bottom of this article, which shows the developers talking through the editions and their contents. For more information, click through to visit the ‘where to buy’ page on the Destiny website. I’m a collector myself, and a real-life replica of the 343 Guilty Spark… I mean Ghost, is pretty damn cool. Destiny releases on September 9 for the Xbox One, Xbox 360, PlayStation 4 and PlayStation 3.

Pokemon Omega Ruby & Alpha Sapphire Bring Back Secret Bases

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In what is sure to be exciting (but not all that surprising) news for all the Pokemon Trainers out there, Nintendo’s upcoming Third Generation remakes; Omega Ruby and Alpha Sapphire are going to be bringing back one of the best gameplay features from their original iterations; the Secret Base. The Secret Base is a customisable area that trainers can show off their individuality by setting up decorations, mazes and even traps for passerby to visit. You can also create certain battle rules in your Base, turning it into your very own Pokemon Gym!

After creating your Base, you will be able to share it with other players around the world with StreetPass, or by creating and sharing QR codes. When you are inside a player’s Base, you can invite them back to your own where battling them will bestow you with a variety of skills like faster egg hatching and instant Pokemon leveling up.

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I personally was never a big fan of the original Ruby and Sapphire games, but the new enhancements to the Secret Bases have me ridiculously excited for Omega Ruby and Alpha Sapphire. Will you be picking up one (or both) of these games at launch? Let us know in the comments below and remember to stay tuned to Capsule Computers for all the awesome Pokemon news as it becomes available.

Learn how Call of Duty: Advanced Warfare’s sound has been reworked in latest video

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Today Activision and Sledgehammer Games released a new behind the scenes video for Call of Duty: Advanced Warfare and while the last video focused on the game’s art direction and graphics, this time around the video highlights how the team at Sledgehammer worked on implementing proper sound design into the game.

Audio Director Don Veca explains how the company has re-worked the way guns will sound in the title and also how players will likely never hear the same sounding impact in the game. You can check out the full video below and keep an eye out for Call of Duty: Advanced Warfare when it is released on November 4th for the Xbox One, PlayStation 4, and PC.

Imouto Paradise! release date announced and pre-orders opened

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Fans who have been waiting for MangaGamer to announce the release date for the Adults Only PC title Imouto Paradise! will be happy to hear that the game has been given a solid release date and it is now set for release on August 22nd. Imouto Paradise! can be pre-ordered here (18+ Only) for a discounted price of $40.45 compared to the title’s normal price of $44.95.

Created by Moonstone, the story of Imouto Paradise! follows a boy named Souichirou Nanase who is on summer vacation. While a quiet life over the summer might be boring, he has five little sisters in his household that keep him company. These girls range from the motherly Aya, tsundere Rio, mild mannered little Hiyori, spunky Koharu, to the quiet and mysterious Michika.

Each girl will have a route of her own and as one would expect, a harem route sounds like it will also be available.

Divinity: Original Sin Review

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Divinity: Original Sin
Developer
: Larian Studios
Publisher: Larian Studios
Platform: Mac, Windows (Reviewed)
Release Date: 30 June 2014
Price: $39.99 – Available Here

Overview

With the help of over a million dollars in crowdfunding, Larian Studios has released a prequel to the Divine Divinity series. The brand new tale will be familiar to Divinity veterans, while laying the foundation for new players. Divinity: Original Sin stars two Source Hunters on their quest to prevent the end of time. The game supports co-op, splitting the party of four characters between two players. Divinity: Original Sin also boasts extensive modding support through Steam Workshop, allowing modders to create their own epic campaigns.

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Story

Divinity: Original Sin serves as a prequel to the Divine Divinity series. The game focuses around the two source hunters, known as Roderick and Scarlett by default. Initially, the duo is summoned to Cyseal to investigate the murder of a local councillor, after the mystical energy known as source is suspected. Their adventure soon turns to a much larger goal, after a magical misfire leads them to the end of time. A maelstrom draws nearer, threatening to end the infinity of time itself. Our two source hunters have been placed in the unique position of not existing in the threads of time, allowing them the chance to steer the world away from its impending doom.

Though the overall plot is a little archetypical at time, Divinity: Original Sin’s writing is solid. The story is strong and the world feels alive. The game is littered with extra side quests and NPCs that seem to have lives beyond serving some sort of quest requirement for the players. NPCs tend to be a pretty chatty bunch, with extensive conversation options. The weakest link seems to be the random conversations the two source hunters have. Often times, the conversations feel corny and forced. This most likely stems from the fact these conversations are supposed to define each source hunter’s personality stats.

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Gameplay

Divinity: Original Sin is an isometric RPG. Players will have full control of character creation for their two source hunters. Though the game provides a few standard “classes” to start off with, these are completely optional. Divinity: Original Sin opts for a classless system, where all abilities and talents can be purchased as long as the stat or skill requirements are fulfilled. Skills are broken down into eight skill categories. Ability points spent in these categories raises the number of skills that can be learned from books, which are purchased from NPCs. The classless system works well, though I find tracking down books can be an expensive pain and the system is not really newbie friendly. The requirements for skill advancement are not clearly spelled out. I spent a few levels trying to figure out when I could advance my character skills. On the other hand, requirements are very clear for talents.

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Combat is turn based, with each turn equaling a short amount of real time outside of combat. The game transfers seamlessly between real-time exploration and combat. Once the player makes the first strike or is spotted by the enemy, the game automatically rolls for initiative and combat begins. Divinity: Original Sin forgoes traditional grid or hexagon shaped battle maps for a more freeform method. Distances are measured in meters as characters can move around freely, more closely mirroring table top miniature combat systems. I believe Larian Studios struck the right balance with their method, as it feels more natural. There is room for improvements, though. Certain area of effect spells do not always alert the player that they may be risking friendly fire. I have lost track of how many lightning spells have resulted in accidentally stunning my own party members. Some sort of warning during the preview phase would be appreciated.

An important part of combat is the environmental effect system. A wet character will take more damage from air based abilities like lightning bolts and hacking away at a zombie can spray poisonous guts everywhere. Careful use of the environmental effects can create choke points to help control the flow of combat, which allows the free roaming movement in combat to shine.

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It is important to note that combat is not scaled to the player’s level. Instead, enemies will remain at a certain level. If a quest is too difficult, players will have to return at a later time. Unfortunately, finding out the quest may be just slightly out the player’s reach may happen in the middle of a battle where the enemy simply overwhelms the party. The quick save function will probably be the player’s best friend, as Divinity: Original Sin is rather merciless due to its lack of scaling and hints on level range.

The sneaking system is very good. Initiating sneak will break the character away from its group and hide the player under an object, Metal Gear Solid style. The screen will darken and the enemies’ line of sight are shown as bright cones. Success works on a mix of stealth checks and player skill.

Larian Studio turns mundane charisma checks into a battle of wits. When the two source hunters disagree on a matter (such as in co-op play) or butt heads with a NPC, a game of rock, paper, scissors must be played. Every win will add a number of points based on the character’s charisma skill in certain types of social interactions, with results favouring the overall winner. It is a neat way to give players with low charisma scores a chance to feel accomplished when overcoming a duel of wits.

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Divinity: Original Sin supports two player co-op. The second player can drop in and out using a variety of connection methods. Because the game is DRM-free, connection options outside of Steamworks are available. A full blown game browser and direct connections are all supported, a welcomed rarity in the days of EA’s Battlelog and Steam invites. The incoming player is assigned control of certain characters by the host. The idea is the each co-op partner controls a source hunter, and the remaining two characters should be divvied up accordingly. Personally, I found not being able to send a scaled version of my own character into other people’s game a tad disappointing, as I lacked the same emotional attachments to my friend’s characters. On the other hand, I can see how bringing in a scaled version of my own source hunter could throw the group composition.

The controls are excellent for the most part. The game is controlled with the mouse, with keyboard being used for hotkeyed spells and moving the camera around. I found clicking and holding the mouse to move characters was usable, but not the best method of controlling character movements. Characters moved faster and smarter with single clicks directing characters as clicking and holding the mouse would result in the characters walking to their destination, instead of a full blown run.

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Visuals

Divinity: Original Sin does a great job of moving the isometric RPG genre into the modern age. The game boasts all the bells and whistles of modern graphics. The world is colourful and detailed. My only complaint is when the graphics are maxed out, the game uses bloom effects a little too liberally.

The UI does not break away too far from tradition. The basic ability hotbar is available at the bottom of the screen, a minimap on the top right, and character portraits on the top left. The character screens are well organized and remind me of classic pen and paper RPG character sheets. My only complaint is that shuffling characters around in the correct battle formation can be a little tricky. The positions cycle based on who is the active character. I would much rather see a battle position that is based on pre-set positioning.

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Audio

Divinity: Original Sin boasts solid sound effects and an good cast of voice actors. For the most part, the acting is spot on, though there are some misses, mostly related to over acting. Strangely enough, once the Pet Pal talent is learned, I discovered the animals tend to sound more like a terrible B movie after thought. It is almost as if the voice actor was provided no direction when in the sound booth. Luckily the animal interactions only account for a small portion of the game’s conversations.

The real shining star is the soundtrack. The music is vivid, emotional, and, at times, breaks out from the traditional fantasy epic soundtrack. Those who purchase the Digital Collector’s edition are in for a real treat, as a copy of the soundtrack is included in the game’s files in its uncompressed glory. Composer Kirill Pokrovsky may not have the name recognition like Nobuo Uematsu or Jesper Kyd, but he has created a smashing soundtrack that deserves to share shelf space with these men.

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Overall

Divinity: Original Sin is the game fans of older RPGs like Neverwinter Nights and Baldur’s Gate have been waiting for. The game contains an extensive campaign that will easily provide several weekends of solid gaming. The developers have provided the public with extremely in-depth mod tool that allow modders to create complex campaigns of their own, further extending Divinity: Original Sin’s lifespan. The game boasts solid traditional RPG mechanics and a few innovative ideas. The game could use a few tweaks to make the game a little more newbie friendly. The graphics, sound effects, and voice acting are solid and the soundtrack is easily a contender for game soundtrack of the year. Divinity: Original Sin is highly recommended for gamers and a must buy for RPG fans.

8-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Project Spark Starter Pack at Retail October 9

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Microsoft have announced that Project Spark is coming to retail this October. The Project Spark Starter Pack will release for the Xbox One on October 7 in the U.S., October 9 in Asia-Pacific countries and October 10 in Europe.

The package will include a significant amount of premium content, from the inaugural sci-fi pack ‘Galaxies: First Contact’ and the warrior champion character Sir Haakon “Hawk” the Knight to the first instalment of an episodic campaign adventure in ‘Champions Quest: Void Storm’ and much more. All of this content included in the disc-based version will also be made available digitally for Xbox One and Windows 8.1 on the same day. And if you’ve been creating since the beta launched back in December, you won’t have to worry about losing any of your content as the game will simply update upon install, so everything will remain intact.

For now, join millions of other creators and players at www.projectspark.com and check out the gallery of screenshots from the Starter Pack below.

Titanfall’s 2nd DLC Frontier’s Edge Announced

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After embarking on an Expedition, the pilots and their titans have reached the Frontier’s Edge. Titanfall‘s second DLC has been officially announced by Respawn Entertainment and EA, with a release date soon-to-be confirmed.

The map pack will take players to the borders of the Interstellar Manufacturing Corporation’s control, with the isolated mining outpost that is Dig Site, a mining hub built into the side of a mountain in Export and the exclusive beach-side resort of Haven (probably continuing the sci-fi trope of destroyed paradise). Titanfall: Frontier’s Edge will be available on Xbox for $9.99 soon. If the release pattern for the first of the three planned DLC pack is any indication, we’ll most likely be battling it out amongst these environments in mid-August. Also, don’t forget that the Titanfall season pass will net you some savings with all three DLC packs for the single price of $24.99.

Red Data Girl Review

Red Data Girl
Studio: P.A. Works
Publisher: FUNimation
Release Date: June 17th, 2014
Format: DVD
Price: $54.98 – Available Here

Overview
Anime or manga centered around a singular girl with magical powers is a fairly standard set up, of course there is always some twist or facet that makes the story stand out on its own, hopefully at least. Red Data Girl finds its unique facet known through its name, deriving from the Red Data Book listing of endangered species, thusly implying the main character, and their magical nature, an endangered element of nature. This is an interesting way to look at the rarity of someone with such magical powers, but how well does it turn out in the end? Let’s see what the series has to offer.

Story
Right off the bat Red Data Girl clues in the viewer as to the namesake of the series, unfortunately it is through a wall of text title card, but it is pretty important so it will have to slide. From the start, the show makes an effort to show off just how regular the Izumiko Suzuhara wants to be with cutting her bangs to try and fit in better at school, since she already has to deal with her hair having been braided for much of her life. What she fails to realize though is just how important something as simple a trim can mean as she ends up finding out that she is destined to become the Himegami.

The show very quickly sets how important the Himegami must be, but avoids giving any real detail as to what or who that is. This tendency to quickly cover information, but only after dragging it out over the course of an entire episode or longer. It ends up giving the series a feeling of being either the fastest slow paced show I’ve ever seen or the slowest fast paced show I’ve ever seen. From this dragging fast paced nature, Red Data Girl is able to introduce all the major characters by the fourth episode during which time the series has transitioned between two schools/school years.

Despite this somewhat wonky fast paced nature the show for the most part never really seems to be moving at a slow pace, it seems to be going at a reasonable one as new ideas are introduced then suddenly they are being handled with lightning quick speed. More often than not being solved with a lot of Deus Ex Machina. Being consistent or handling these issues may have helped Red Data Girl not feel so strange, but in the end this doesn’t really hurt the show at all, what ends up hurting it is that the show doesn’t really go anywhere.

Constantly giving hints as to the true nature of what the Himegami could be just ends in nothing major really being resolved. The major conflict seems completely unrelated to the Himegami aspect of the show altogether, only being resolved by the fact that the main character is in fact the Himegami. There are so many more aspects that could really use some more exploration, but unfortunately never get their due justice as it is just a single 12 episode series. Looking at what the show does have though leaves a lot to be desired.

Visuals
The visual look of Red Data Girl is very standard and unfortunately doesn’t offer much in terms of unique visual aspects, but does do some interesting stuff with some of the spirits that end up being dealt with. The ghost effects for a dragon and a winged man are probably some of the highlights, but there is also some nice detail put into the historical ghosts that the characters end up facing off against that also look very well done. Though in the end with nothing too standout-ish the visuals just do a fine job reaching the expected quality of a modern anime.

Audio
The voice acting in Red Data Girl is much like the visuals in that it doesn’t really go beyond to stand out. The voice acting is still deal adequately, the voices all fit the parts for both the original Japanese and the English dub, but it more or less toes the line without going above expectations. The only real highlight that can be found in the voice acting is the accent work done by the English cast for the foreign exchange students, which really says something when looking to that for a highlight.

The music for the series matches up with the other elements, but again have nothing that stands out in ones mind during or after. Though they do tend to fit the scenes and themes just fine, so there are no complaints. Both the opening and ending themes share the common theme of love, but while the opening theme “Small WorlDrop” by Annabel highlights Red Data Girl‘s theme of being trapped within ones own destiny through a more upbeat style pop song, the ending them “Yokan” by Masumi Ito is a more somber tune also focuses on the theme of fitting in.

Extras
The extras offered in this DVD release is the usual for a FUNimation release, including commentaries by the English cast, textless opening and closing themes, and trailers for both Red Data Girl and other releases. This is somewhat to be expected however as a one season series there probably isn’t much in the way of additional features. In which case this offers at least a decent amount for what the series is able to provide.

Overall
With an alright visual style, voice acting, and music Red Data Girl doesn’t stray too far to try and go beyond its means. The series does have a few interesting elements, but the problems are visible from the opening title explaining exactly from where the title derives. Plus the somewhat peculiar fluctuation between extremely fast and slow pace, that while never actually hurting the narrative makes the story seem like an awkward whirlwind that keeps the viewer guessing at what is going to happen next. While Red Data Girl only has a few stumbles the lack of anything done absolutely well makes the series only really fair as a whole, but not all that bad.

Capsule Computers review guidelines can be found here.

Criminal Girls: Invite Only censorship detailed; sounds minimal

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Last week at Anime Expo NIS America announced that they would be bringing Criminal Girls: Invite Only to the West. This surprised many gamers as the title was always seen as a game that was a bit on the risqué side, but these gamers were then outraged to hear that the game was being censored.

In the eventual fallout from the censorship which has plagued a few of the more lewder titles brought over from Japan, such as NIS America’s own Mugen Souls and Idea Factory Interational’s Monster Monpiece, many fans demanded answers as to how the game would be censored, since the actual “punishment” aspect that seemingly was removed actually is a main gameplay feature that not only affects stats but also various other story elements.

As such, NIS America has responded to these complaints on their official forums saying that these punishment games have not been removed and instead are only minorly censored. There will be a few tweaks to the minigame however, as all audio, including gasps and dialogue, in these scenes has been removed and some scenes that had little steam have had extra steam added in, though this is said to be “kept to a minimum.”

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They went on to say that no other scenes have been removed from the game and they are going to do their best to stay true tot the tone of the game without taking things too far and they do understand that some may still avoid the game because of this.

While I am not a fan of censorship in games, especially niche titles that have fan service as a main element, it is also true that there is a good chance that we might never have seen this game in the West if this decision was not made. It is strange to see that the various moans etc have been removed while Monster Monpiece kept them in place, but overall this seems minimal at best compared to removing the entire aspect like NIS America has previously done with the Mugen Souls series.