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PANZER GENERAL® ONLINE: RED ARMY sighted!

PANZER GENERAL® ONLINE: RED ARMY sighted! 

Prepare for battle with the introduction of the Red Army 

London, UK – May 27, 2014 – Today Ubisoft® announced that the Red Army is joining the fight in Panzer General® Online, the new free-to-play browser based game from Blue Byte®.

The Red Army is marching into Panzer General Online with new units, boosters and starter packs along with a new single player campaign. Players will build up their Red Army decks to fight against the U.S. and German forces in intense, tactical online matches. Now featuring the three largest armies of World War II, Panzer General Online takes history farther, allowing players to command historical units including the famous T-34 tank and the dreaded Katyusha rocket launcher.

To get started playing, sign up for the open beta of Panzer General Online though the official website: www.panzergeneral.com.

Panzer General Online is a free-to-play browser-based tactical game combining elements of collectible card games and board games. Players create their own armies of World War II units including tanks, artillery and the infantry as well as command cards that when deployed strategically, can turn the tide of battle. Featuring a single player campaign and multiplayer PvP battles, players can challenge their friends and other generals to race to the top of the leaderboards.

For the latest news on Ubisoft collectible merchandise, please visit and like the page www.facebook.com/ubicollectibles.

About Ubisoft:

Ubisoft is a leading creator, publisher and distributor of interactive entertainment and services, with a rich portfolio of world-renowned brands, including Assassin’s Creed, Just Dance, Tom Clancy’s video game series, Rayman and Far Cry. The teams throughout Ubisoft’s worldwide network of studios and business offices are committed to delivering original and memorable gaming experiences across all popular platforms, including consoles, mobile phones, tablets and PCs. For the 2013-14 fiscal year Ubisoft generated sales of €1,007 million. To learn more, please visit www.ubisoftgroup.com.

About Blue Byte, a Ubisoft studio:

Blue Byte was established in 1988 and released its first hit game in 1991: Battle Isle. This was followed in 1993 by the development strategy game The Settlers®, which established itself as a longlasting favorite. In 2001, Blue Byte was acquired by Ubisoft, and in 2004 the studio moved into the premises of Ubisoft’s German branch in Düsseldorf. The team at Blue Byte is responsible for new productions of The Settlers® and ANNO®. The studio is also active in the free-2-play genre with the web-based browser game The Settlers Online, available in several languages and currently captivating millions of players worldwide. 

© 2014 Ubisoft Entertainment. All Rights Reserved. Panzer General, Ubisoft and the Ubisoft logo are trademarks of Ubisoft Entertainment in the U.S. and/or other countries. Developed by UBISOFT /Blue Byte and Funatics.

World of Warships Developer Diaries Unveiled

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Shape up and ship out

Wargaming has released the first instalment from a new series of developer diaries set to take an extensive look into the naval warfare and fleets of combat vessels that make up World of Warships.

In the first episode, the World of Warships development team dives into the complex research that goes into creating and maintaining the game’s historical authenticity. Moreover, the team also explores the numerous tactics that may be utilised to conquer the high seas and the vehicles that will allow the player to do so. Whether it be aircraft carriers, massive battleships, heavy cruisers, or the light and agile destroyers, you can be sure that each will serve a purpose in this oceanic battlefield.

The series will continue to center on the upcoming naval MMO as the team behind it continues to explore the depths of the World of Warships. But for now, check out the first dev diary below and learn a little about the World of Warships.

WATCH DOGS™ NOW AVAILABLE WORLDWIDE

WATCH DOGS™ NOW AVAILABLE WORLDWIDE 

Further Explore The Watch Dogs Universe with the Companion App, Ebook And Season Pass 

London, UK – May 27, 2014 – Today, Ubisoft® announced that the highly anticipated open world game, Watch Dogs, is now available at retailers worldwide for PlayStation®4 computer entertainment system, PlayStation®3 computer entertainment system, Xbox One, the all-in-one games and entertainment system, Xbox 360 games and entertainment system from Microsoft and Windows PC.

Watch Dogs, tells the story of Aiden Pearce, a brilliant hacker whose criminal past led to a violent family tragedy.  Now on the hunt for those who hurt his family, players will be able to monitor and hack their enemies by manipulating everything connected to the city’s Central Operating System (ctOS). Watch Dogs lets the player use Chicago as their ultimate weapon and exact their own style of revenge.

Players can choose from a selection of different editions, offering a variety of digital and physical content. All editions can be purchased at Ubishop® by visiting http://shop.ubi.com/WatchDogsRelease.

A season pass is also available and offers savings of 25% on post launch content, including the new single-player story featuring T-Bone; a new Digital Trip game mode, plus new missions, weapons, outfits and more. For PlayStation® owners, Watch Dogs offers additional exclusive content featuring four extra missions representing one extra hour of exclusive gameplay. A unique White Hat Hacker outfit will be unlocked upon completion of these missions, as well as bonus tech points, providing new in-depth knowledge about an important faction in the Watch Dogs universe. This content will be unlockable at launch via code. For more information, click here http://shop.ubi.com/WDSeasonPassRelease.

Furthermore, take your experience beyond the console with a groundbreaking, real-time, companion game Watch Dogs: ctOS Mobile. This innovative mobile platform allows players to connect and compete with friends, even when away from their home console. The Watch_Dogs companion game delivers revolutionary dual-screen gameplay that enables you to play from anywhere, at any time. Watch Dogs: ctOS Mobile is available at launch on iOS and Android*.

Also available shortly after launch is the ebook, “Watch_Dogs //n/Dark Clouds”, written by John Shirley, author of numerous novels, books of short stories, screenplays and teleplays. The ebook storyline picks up where the video game leaves off, allowing fans to further explore the world of Watch Dogs. The ebook is a first for Ubisoft, conceived in-house and released exclusively via digital channels. It will be available in two digital formats in English, French, Italian, German and Spanish. For more information, click here www.watchdogs.com/ebook.

Stay connected to Watch Dogs by visiting the official website, Facebook page and Twitter account.

For the latest news on Ubisoft collectible merchandise, please visit and like the page www.facebook.com/ubicollectibles.

* Watch_Dogs: ctOS Mobile players don’t need the console/pc game to play. Watch_Dogs: ctOS Mobile is compatible with PS4, Xbox One, PS3, Xbox 360 and PC and requires an internet connection to run correctly, a Uplay account and a free Xbox Live and/or PSN account to play against Xbox Live and/or PSN Players.

About Ubisoft

Ubisoft is a leading creator, publisher and distributor of interactive entertainment and services, with a rich portfolio of world-renowned brands, including Assassin’s Creed, Just Dance, Tom Clancy’s video game series, Rayman and Far Cry. The teams throughout Ubisoft’s worldwide network of studios and business offices are committed to delivering original and memorable gaming experiences across all popular platforms, including consoles, mobile phones, tablets and PCs. For the 2013-14 fiscal year Ubisoft generated sales of €1,007 million. To learn more, please visit www.ubisoftgroup.com.

© 2014 Ubisoft Entertainment. All Rights Reserved. Watch Dogs, Ubisoft, and the Ubisoft logo are trademarks of Ubisoft Entertainment in the US and/or other countries. “PlayStation” is a registered trademark of Sony Computer Entertainment Inc.

‘Project Stealth’ On PC Is Hardcore Stealth-Action Multiplayer Gaming At Its Best

‘Project Stealth’ On PC Is Hardcore Stealth-Action Multiplayer Gaming At Its Best

KickStarter™ #1 Target As ‘Heartcore Games’ Announces Launch-Title!

San Francisco, May 26th 2014: Independent games developer and publisher ‘Heartcore Games’ has kicked off a crowdfunding campaign via KickStarter™ to secure funding for their groundbreaking hardcore 2 vs. 2 multiplayer stealth-action PC title, Project Stealth.

Inspired by legendary titles such as Thief 2™ and Splinter Cell™, Project Stealth is a feature-packed asymmetrical gameplay experience featuring two very unique opposing teams: on the one side is the Mercenaries, elite soldiers packing heavy firearms and bulky armor, built for the sole purpose to defend any location with their might. On the other side is the Spies, athletic ghosts that forgo any firepower in favor of devious gadgets and quick feet to outsmart and outpace their opponents. Each of the two teams have different objectives; Spies must creep through a location to ambush and deceive the Mercenaries to complete a variety of objectives, while the Mercenaries must set traps, patrol and take out any intruder. Each team has their own strengths and weaknesses. To master one team, you must master the other. Which team will you be on?

Developed with the latest Unreal4™ technology, Project Stealth includes four engaging environments, of which only two have been disclosed at this time (Lakehouse & Asylum). Each has carefully been designed and cleverly laid out to offer memorable moments during gameplay, and each has its own set of secrets to discover. Learning the intricate details of every environment is an advantage in the heat of the action, as players can develop unique strategies through play, or simply explore the beautiful scenery with friends.

With its compelling hardcore multiplayer action, addictive gameplay, and four unique and immersive environments, this incredible game has a lot to offer. Add to this a fan-locater, match-making service, and cosmetic perks, and you have the ultimate team-based game.

On offer through the developers KickStarter™ campaign is not just a phenomenal game; supporters of the project can also opt to receive a host of cool rewards such as digital audio track, exclusive early-access, tees, mugs, posters, figurines, and unique in-game skins. Project Stealth is scheduled for a release by the end of the year, pending the outcome of the crowdfunding campaign.

Support the Project Stealth campaign here:

https://www.kickstarter.com/projects/690427392/project-stealth-stealth-action-multiplayer-on-pc

And don’t forget to check out the games popular Steam community page:

http://steamcommunity.com/sharedfiles/filedetails/?id=107025551

Journalists interested in further information, developer interviews, or additional assets are welcome to contact GAME PROMOTER™ by sending an email to [email protected]. Members of the press are likewise encouraged to visit the following Hotlinks:

Hotlinks:

Game Websitewww.projectstealthgame.com
Facebookwww.facebook.com/projectstealthgame
Twitterwww.twitter.com/project_stealth
IndieDBwww.indiedb.com/games/project-stealth
Redditwww.reddit.com/r/projectstealthgame
YouTube™ Channelwww.youtube.com/user/ProjectStealthGame

Monochroma Review

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Monochroma
Developer
: Nowhere Studios
Publisher: Nowhere Studios
Platform: Linux, Mac, Windows (Reviewed)
Release Date: 28 May 2014
Price: TBA – Available Here

Overview

Monochroma is an atmospheric platform puzzler. Developers Nowhere Studios has drawn inspiration from Limbo and ICO in developing a tale about two brothers. Monochroma features a wordless story about love and sacrifice in a moody black and white world.

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Story

After an unfortunate injury, the main character is forced to carry his brother on his back. Their adventure will takes a dangerous turn as it becomes apparent that a mysterious company seems to be kidnapping children. The story in Monochroma is told without a single word. Everything is implied through the events of the game. I feel that this method of storytelling was not the right choice for this game. The physical burden the injured brother is on the main character is supposed to represent a sacrifice out of love for the brother. However, I found it difficult to build an emotional connection towards this brother when left to my own devices. Because to the gameplay mechanics and lack of opportunity to build a connection, the brother became an irritating nuisance instead of a treasured companion.

Gameplay

Monochroma is a puzzle platformer with a heavy emphasis on physics based puzzles and the mechanic of carrying the player’s brother on the back. While the brother is being carried piggyback, the player runs slower, jumps shorter, and weighs more. The player can put the brother down on the ground, but only in well-lit areas. This mechanic is actually not explained at all in the tutorial. The tutorial only shows how to put the brother down, but leaves the player to figure out on their own when and where the brother can be put down.

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The heart and soul of Monochroma is the puzzles. Unfortunately, they are extremely bland for the most part, with a few sparks of brilliance that fall short of breaking the monotony. The difficulty is not hard, but the puzzles are poorly designed. Death can come from a variety of ways, such as falling too high, drowning, being crushed by heavy objects, and so forth. Unfortunately, falling from too high of a distance will happen often. Fall based deaths in time based platforming puzzles is pretty reasonable, if not expected in a game of this kind, but the mix of a low fatal fall height and sloppy level design leaves lots of seemingly unintentional areas where the player can accidentally go careening off an edge to an early death. To make matters worse, the physics that controls the behaviour of boxes in water is too sensitive. Unless the player stands in a small sweet spot in the middle of the box, the box will eventually tip the player into the water, forcing them to restart at an earlier checkpoint. Death can make solving puzzles meaningful and rewarding, but in Monochroma’s case, death comes too often in unintentional manners. To make matters worse, the game’s pace is already pretty slow, especially with all the deaths, but having the brother on the back just makes it plain painful. The player’s slow prodding pace from the checkpoint mixed with the lack of emotional connection to the brother often left me feeling hostile towards the kid.

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Controller fans should note that the game responds to controller input; however, it turned out it was impossible to actually use the controller in the review build. For some reason, certain surfaces did not react well with the controller, but were perfectly fine when using the keyboard. I probably should have taken the hint when the tutorial did not automatically switch to controller buttons, instead choosing to stick to keyboard controls.

The actual controls in practice were ok. For the most part, the game responds well enough to commands. However, the game is definitely not the shining example of the tightest platforming controls. There are times where small fiddly adjustments will have to made in puzzles because either the sweet spot for interaction is too small or the game seems to overshoot the controls a touch.

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Visuals

Monochroma is a beautiful game. The black and white world is broken up with the rare splashes of crimson red. The game has a great moody vibe. The loading screens are wonderfully retro, but some of the level transitions are very jarring. There were a few times I expected to continue moving through the level, but instead was hit with a loading screen.

Audio

I was a bit surprised to find Monochroma is a rather quiet game. For the most part, the only sound is the player’s footsteps and the rain. The sound effects are a bit of a mixed bag. Some sound effects are spot on, while others are extremely underwhelming. Music will play during particularly tense moments, creating some amazing chase scenes. When it does play, the music is wonderful, moody, and an absolute pleasure to listen. I only wish there was more of it!

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Overall

Monochroma is a well packaged game. The visuals are slick and the music is wonderful. However, the nice shiny packaging hides something much worse. The puzzles are mostly lacklustre and the level design is rather poor, resulting in unnecessary deaths and restarts. The brother game mechanic causes the game to drag even slower. The wordless plot is pretty forgettable, causing the intended themes of brotherly love and sacrifice to be mere shadows. Monochroma is just an underwhelming game.

5-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

 

Indie Gala Every Monday Bundle #9 Now Available

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Celebrate the American Memorial Day long weekend with this week’s Monday’s Indie Gala bundle. For the first 24 hours, the price will only be a $1.49 for six great indie titles.

Circuits is a musical puzzler that challenges players to create music using circuitry.

T.E.C. 3001 is a high speed runner challenging players to leap, sprint, dodge, and slide their way through a high tech environment. The game features 41 levels, local multiplayer support, and a leaderboard.

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Day One: Garry’s Incident is a survival FPS. After his mysterious cargo teleports Garry and his crashing plane into the middle Amazonian jungle, Garry must now survive in the wild while unlocking the mystery of the cargo.

Volt stars a little battery that is on the run after escaping from the recycling factory. This puzzle platformer features more than 60 levels in four different worlds.

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Blue Rose is a visual novel about love and life. Lena has pledged her life to defending her nation. After coming to the rescue of a hidden village up in the mountains, she begins to question what and who she is really fighting for. Be sure to vote for the game on Steam Greenlight.

Alchemy Mysteries: Prague Legends is a hidden object game set in modern Prague. Eva’s plan to claim her inheritance goes horribly wrong when she is kidnapped by alchemists bent on sacrificing Eva so they can enslave the world. Eva must now match wits with the alchemists and foil their plans. Be sure to vote for the game on Steam Greenlight.

Be sure to snag your copy of the Every Monday Bundle #8 before the price goes up at Indie Gala.

GRID Autosport Endurance Gameplay Video

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Vehicular racing enthusiasts are sure to be thrilled by the latest gameplay video for the rip-roaring GRID Autosport, the next installment in the critically acclaimed and legendarily loved racing game series called GRID.

The new video focuses in on the racing discipline known as Endurance, a discipline that requires the racer to endure a great ordeal in order to achieve ultimate victory on the racetrack.

You can check out the Endurance video below for yourself to get a look at what its all about. Be sure to let us know what you think of GRID Autosport and this new video in the comments section.

Three New Characters Available for JoJo’s Bizarre Adventure: All Star Battle

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New Challengers Approach!

Bandai Namco has announced that three new characters are now available to join the fray in JoJo’s Bizarre Adventure: All Star Battle. Coming from across the franchise, these newcomers are sure to add more flair to the fighting game…not that it needed it. Joining the roster is:

  • Cool IceConsidered as DIO’s most fanatic follower. He cut his own throat to prove his loyalty, which impressed DIO so much that he gave Cool Ice some of his blood, bringing him back to life as a vampire.
  • Narc AnastasiaA psychotic murderer with a passion for analysing. After “analyzing” the woman he was dating and the person she was cheating on him with, he was sent to Green Dolphin Street Prison. Though a cold-hearted and dangerous individual, he is in love with Jolyne and so he works together with her.
  • Pannacotta FugoA hotheaded gentlemen, and a genius with an IQ of 152. Working under Buccellati, his 152 IQ ensures that he’s the team brain. He’s normally gentlemanly, but his short temper leads him to commit violent acts, eventually leading to him joining the gang. One of his roles is teaching fellow gang-member Narancia. Unable to see the logic in Buccellati’s betrayal of the organization, he leaves the team.

So with these new characters available for $2.95 a piece, head over to the PSN and nab yourself a little more variation for All Star Battle. The game itself will also receive a new update to the Campaign mode to showcase the new fighters and truly enter them into the roster. So check out the screenshots below and get a good look at the three new foes you just might have to face in this All Star Battle. Di Molto!

Transformers Cybertron Collection Two Review

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Transformers Cybertron Collection Two
Studio: Gonzo/Sunwoo Entertainment
Publisher: Madman
Format:
DVD
Release Date: 21st May 2014
Price: $49.95 – Available Here

Overview
An Autobot’s work is never done. Having already struggled to save three planets from the clutches of Megatron’s grasp for power, Optimus and his band of loyal soldiers must work to protect yet another planet from the Decepticon menace. You know, in addition to saving the whole entire universe. But, one problem at a time.

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Hot Transformer on Transformer action

Story
Having already obtained three of the four Planets Keys, things are looking up for the universe…or at least they would be if the Omega Lock was actually in the possession of the Autobots for more than ten seconds. Still hell bent on power and claiming existence as their own, both Megatron and Starscream continue to vie for the Omega Lock, effectively creating a three way battle for the fate of everything…which sets the universe’s destruction at two to one odds. Yippee. Though inherently bad for the inhabitants of everywhere, Starscream’s lust for power is beneficial for the series itself. Ever the deceitful, treacherous lieutenant of the Decepticons, this series marks one of the few times that Starscream actually obtains the power he craves. Of course being the coward that he is this doesn’t help him much, but it’s still interesting to see him semi-succeed for once. It also creates an interesting fluctuation in the Autobot/Decepticon power balance as some of Megatron’s lackeys decide that they’d rather follow the newly empowered Starcream…at least for a while. Pretty much resting on par with the Decepticon leader, Starscream loses as many followers as he gains. Though are you really surprised that Decepticons aren’t the most loyal of followers?

Similar to the series that came before it, Cybertron possesses a number of plotholes and unexplained changes that just serve to add unnecessary confusion to the series. This occurrence is most notable in the representation of characters themselves. Despite following on directly from Energon, characters are entirely different from how we’ve seen them before. Take Wing Saber for example. When we are introduced to him in Energon, he was a rather inexperienced guard who, through the guilt of failing to save his friend, transformed into a powerful ally to Optimus Prime, willing to prove his worth. In Cybertron however, he is an arrogant, disrespectful Autbot with a military record littered with violations and reprimands. He even assaulted Optimus at one point apparently. It just doesn’t make any sense. I mean why bother re-introducing an old ally if you’re just going to slap a new personality on them anyway? And don’t go thinking it’s because they wanted to re-use a design…because they changed that too. When you get right down to it, the name is the only thing that stays the same.

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They stand face to…much smaller face

Characters also suffer a rather substantial degree of power degradation over the episodes. Originally presented as a warper capable of keeping even Optimus Prime on his toes, Sideways progressively becomes clumsier as the series continues, to the point that the children use a tripwire to knock him unconscious. Not exactly a terrifying foe. Even the Autobots aren’t exempt from this growth of weakness, as seen most prominently in Optimus’ Sonic Wing Mode. Though introduced as a form capable of swiftly dispatching a Starscream enhanced by the power of the Transformers’ God, the transformation quickly becomes just another source of stock footage. Optimus even uses this immense power at one point to teach a lesson to some meagre Decepticon lackeys. As if it wasn’t bad enough that personalities fluctuated between the series, you can’t even trust power levels anymore. It’s all just one big ball of confusion and heresay.

The series also spends a great deal of time trying to justify why the children are a even necessary facet of the Autobots. Apart from Coby acting as a medic, Lori and Bud really don’t contribute much to the struggle. If anything, Bud is a hindrance to their cause, spending a fair deal of time kidnapped by the enemy. The children even reveal the secret of the Transformers existence (which has somehow been forgotten by the public since Energon) to their parents in what is a rather strange scene. Though the Autobots seem completely fine with the children explaining the situation to their parents, they do not appear to lend credence to the children’s ramblings. Instead of aiding the children’s explanation by providing physical evidence of their existence, they allow the kids to sound crazy for a good 15 minutes, wasting time that they really don’t have. For no apparent reason. Seriously, Landmine was right there, all he had to do was transform and prove their story true. He even has an internal monologue debating whether he should disobey Optimus’ orders and transform, only to have Optimus appear moments later…and transform. It just didn’t make any sense. Even this series explanations of confusing elements are confusing…

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Well, that’s one way to use a wrench…

Visuals
Following on from Energon, Cybertron utilises CGI to render the titular Transformers. Unfortunately, CGI becomes dated quite quickly, so this series from 2005 does not hold up too well. In an attempt to add detail to the 3D model, the series added an abundance of defining lines to each character…perhaps to many lines. The final designs of the Transformers wind up being visually overwhelming to a degree, a problem that is only exacerbated when you add more characters and movement into scenes. That being said, the limitations of the CGI severely restrict the Transformers’ degree of movement. Regardless of a fight’s intensity, the characters will move at an annoyingly slow pace, reducing the sense of drama greatly. Transformers will also sometimes stand completely still on the battlefield, being struck by attacks that would otherwise be easily avoidable. In a strange way, these limitations serve to support the plotholes in the series, creating situations that really shouldn’t have happened. Though, perhaps in an attempt to rectify the character’s overall lack of physical prowess, Transformers will often become cloaked in an aura of pure power, “Burning Justice” if you will. It’s…interesting, to say the least.

As this series features a much larger cast than Energon, you will undoubtedly get used to the CGI animation to a certain degree after a while. Whilst this has the benefit of making the series more watchable, it can also cause the 2D animation to become jarring at times. After spending a majority of an episode watching the titanic CGI Transformers trudge along with a minimal display of emotion, it can be kind of shocking to see faces that actually react to a situation. Though that too is something you get used to as you continue to watch.

However, there was an element to the series that was a source of great annoyance as the episode count rose. Two words that are the bane of any animation: stock footage. Honestly, we’re halfway through the third instalment of a trilogy, I think it’s safe to assume that we understand how transforming works at this point. However, the series consistently uses the same transformation sequences ad nausem throughout every episode. Even fights suffer from this replication of footage. The most notable of these being Optimus and Megatron having literally the same fight in two back to back episodes. The audio tried to save it by inserting additional lines of dialogue, but to no avail. The damage of stock footage was too great…and annoying.

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Optimus doesn’t really understand personal space…

Audio
Well there’s no doubt about it, the Cybertron possesses a…unique vocal cast. It would seem that whether Autobot or Decepticon, all Transformers are rather fond of Earth accents, leading to teams that are a melting pot of pseudo nationality. Australian, Scottish, Irish (I think), Southern (like from America)…70s DJ. You name it, they forced it. Though it certainly individualised the Transformers from a vocal standpoint, the accents are a rather strange choice if you’ve been following the series trilogy. Much like the personality changes that plagued the series, characters have adopted new manners of speaking for no apparent reason. Of course these changes serve no real purpose and characters pay no mind to their comrades sudden acquisition of culture. Even from a meta standpoint its strange, as many of the voice actors from Energon are still in this series…just as different characters.

In addition to accents or unusually stoic diction, the Transformers voices are laced with a filter in order to add a robotic sound. Though, much like the accents, the degree to which the filter is utilised varies between Transformers. Some characters are so heavily filtered that it can be difficult to understand them at points, whilst others have the barest metallic twang to their voice. The most prevalent example of vocals taken too far is the brief moment when Jolt speaks as the emissary of Primus. As both characters speak in tandem, the sheer difference between their pitch renders the dialogue quite difficult to decipher.

Extras
Not too heavy on the extras, this release features a few character bios for the more prevalent Decepticons from the series. Plus standard anime trailers. I suppose that the final episode of the series could be considered an extra if you really think about it. Though the series officially ends at episode 51, the 52 episode was dubbed in order to round off the show’s full year run. This amounts to a dub of what should have been episode 2 (which was fused with episode 1 in the English run) slapped on after the finale. So don’t be taken aback when after the end the DVD leaps back to Coby repairing Landmine. Just consider it a trip down memory lane.

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Bigger is better

Overall
Transformers Cybertron Collection Two is, as unfortunate as it may sound, a portion of a series trilogy that failed to reach its full potential. Though the culmination of so much set up and development, this final half of Cybertron just seemed like another collection of routine missions for the Autobots to complete. Sure they kept noting the black hole threatening to consume everything, but there was never a sense of urgency to anything. Not that the Transformers could move fast even if they wanted to. It also didn’t help that both Optimus and Megatron threw around the term “final battle” almost every time they met. By the third time they say it you just expect both to live to fight another day. You can’t get much worse than taking the drama out of the term “final battle”, it’s seriously one of the most dramatic events in any series. Oh well. Also, despite how much I’ve referenced it, this series really had little to do with the series before it. So many plot points established from Energon are simply ignored, or worse contradicted. What happened to the Energon cities? Why does nobody know about the Transformers anymore? Just how many human friends do the Autobots go through? All questions I’m afraid are left unanswered. All things considered, Cybertron ended well for a series that continuously managed to be alright. Though I will concede that the final episode was rather uplifting and focused on the steadfast childhood truth that Transformers are truly amazing. Just maybe not in this series…

6-0-capsules-out-of-10

Capsule Computers review guidelines can be found here.

CINEMATIC DYSTOPIAN PUZZLE PLATFORMER “MONOCHROMA” COUNTS DOWN TO MAY 28th LAUNCH DAY WITH NEW GAMEPLAY TRAILER

CINEMATIC DYSTOPIAN PUZZLE PLATFORMER “MONOCHROMA” COUNTS DOWN TO MAY 28th LAUNCH DAY WITH NEW GAMEPLAY TRAILER

Nowhere Studios today unveiled a new trailer for Monochroma, its cinematic dystopian puzzle platformer, that will launch on Windows PC, Mac and Linux on Steam on May 28th. In Monochroma players are transported to a dystopian state during the 1950’s, after two brothers witness a horrific crime committed by an evil corporation. Without cutscenes, text or spoken words, players must delve intellectually and emotionally into the story to help the brothers work together to progress past mind-bending puzzles and save the world from tyranny.

About Monochroma
Inspired by the developers’ childhood memories of moving from the countryside to urban Istanbul and the “Gezi Protests” of 2013, the most violently oppressed protest in modern Turkey, players discover the environment and follow the story through a carefully constructed black-and-white palette with splashes of red. As a result, the story is instantly understandable by players of all nationalities – without any localization required.

Spread over four chapters, discover vast ghettos built upon thousands of tenement buildings that reach into the clouds, a labyrinth of sewer tunnels, factories bellowing out industrial smoke and a city sized zeppelin hovering in the sky. The puzzles encountered in Monochroma are realistic and use physics to naturally blend with the environment.

Another Monochroma trademark is the relationship between the two brothers. Early in the game, the younger brother injures his leg after an accident, and must be supported by his older sibling. At times, the player needs to temporarily stop carrying him in order to solve puzzles. However he can only be placed near safe, bright areas—because like most kids, he’s scared of the dark. This gameplay mechanic defines Monochroma as a cerebral, methodical puzzle game that rewards players who are caring and brave at the same time. Being a responsible older sibling is mandatory—just as in real life.

To learn more about Monochroma visit: www.monochroma.com
Visit the Monochroma Blog at: www.monochromagame.wordpress.com/

About Nowhere Studios
A beacon of light in the Turkish games development region, Nowhere Studios was established in 2010 with the goal of bringing emotional and intellectual indie-minded games with top-notch production to players all around the world.