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South Park: The Stick of Truth Review

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South Park: The Stick of Truth
Developer: Obsidian Entertainment, South Park Digital Studios
Publisher: Ubisoft
Platforms: Xbox 360 (Reviewed), PlayStation 3, PC
Release Date: Out Now!
Price: $59.99 – Available Here

Overview

After three delays, South Park: The Stick of Truth is finally here! Originally to be published by THQ, the RPG was planned for release in March, 2013. It wasn’t long after it’s first delay to just a month later in April that THQ infamously filed for chapter 11 bankruptcy. In their assets auction, Ubisoft bought the publishing rights to the title, confirming a second delay to December of the same year. The final delay saw that date changed to March, 2014. Fans of Trey Parker and Matt Stone’s iconic TV show have waited a long time, and expectations were held high throughout. If the game bombed – after an entire year of delays – the disappointment would be immense. Luckily, South Park: The Stick of Truth forces us to respect its authoritah and delivers.

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Story

Welcome to South Park. You’re the new kid in town, and boy what a “quiet mountain town” your parents decided to move to. Pushed outside to go and make new friends, “the new kid” steps in as Butters is bullied by another kid. Befriending the innocent, wholesome Butters grants you an introduction to Cartman, who rules as the “Wizard King” of the KKK (Kingdom of Kupa Keep). Yes, the racism starts strong and early in South Park: The Stick of Truth. The “Grand Wizard” (pick a moniker and stick with it already!) takes it upon himself to christen you “Douchebag” and enlists you in the ever-waging war against the Elves (for whom Kyle is King) over possession of ‘the stick of truth’. Just as the conflict heightens, a new threat arises, leading to a Government cover-up, military intervention and… Nazi Zombies?! What began as a children’s game of make-believe turns into a true struggle for South Park’s very existence. Throughout the 12-14 hour experience, all major South Park characters are encountered, along with some of the more minor ones too, but every single one gets their just focus and spotlighted moments. References to hundreds of episodes worth of television can be found around every corner, with the signature South Park sense of humour and spirit in tact and permeating throughout.

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Gameplay

South Park: The Stick of Truth presents itself as a light role-playing game, although the mechanics do deepen significantly as the game wears on. That being said, the learning curve remains gradual. At times, the game will feel almost too easy, especially if you take your time to explore, sell junk, do side-quests and consequently find/be able to afford new equipment. At the start of the game, you are tasked with selecting a class, although the differences between the four available are not drastic enough to dramatically change your gameplay experience. They are: Fighter, Mage, Thief and Jew. Fighters can utilise heavy armors and two-handed weaponry, but then again, so can the others. The real thing that makes each class unique is their inherent special abilities. The Mage makes use of the elements, i.e., in South Park flavour, “Dragon’s Breath” – holding lit firecrackers in the face of an opponent – whilst the Thief is a master of inflicting debuffs, such as with “Backstab”, which causes bleeding in enemies, and “Mug”, which stuns victims. The Jew class calls upon religiously-themed abilities, such as “The Sling of David”, which can backfire and hurt the player if not executed perfectly, and “Plagues of Egypt”, which leaves the enemy awash in pestilence, rained upon by frogs, bombarded by fiery hail and sufficiently aggravated by flying insects.

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RPG fans will be familiar with much of the conditions that player can attain or place on a foe, such as “Attack Down” or “Defense Up”, but then there are states like “Pissed Off”, which results in the recipient being blinded by rage, focusing their next attacks on the attacker and being unable to utilise any special abilities until they calm down, so to speak. It’s a fantastic example of how a classic RPG element is twisted to feel right at home, tonally, within the context of a South Park game. Potions and other items can be consumed in the midst of battle, and do not take up your turn, allowing you to follow up with an attack. The aforementioned special abilities use up PP, while “fart attacks” – or magic – use up Mana, the latter of which does not replenish automatically. Juvenile, but that’s the way we like it! In battle, magic quickly became an after-thought, yet outside of battle they proved to serve a much more imperative purpose. Along your journey, teachers of the arts will bestow upon you the knowledge of a new kind of “magic”. The Dragonshout is your standard blast; the Cup-A-Smell enables the player to direct the gaseous emission; the Sneaky Squeaker can be controlled and detonated at will, distracted those within its putrid radius; and the Nagasaki… well, it’s name says it all… it can destroy boulders for God’s sake. It’s the nuke of ass-attacks.

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Modifiers can be applied to armours and weapons in order to add offensive and defensive effects such as “Does 100 Frost Damage” or “Takes 25% Less Damage from Grossed Out Opponents”. There is a lot of variety in opponents and their resistance to different debuffs. Some can even enter a riposting or reflecting stance, enabling them to counter melee and long-range attacks respectively. Active buddies on the battlefield  – of which there are 6 in total, but only one allowed at a time – each come with their own exclusive set of attributes and capabilities. Kenny, for instance, who chose to identify as a girl and dress up like a princess, can die in conflict, but needs no “Revive Potion”… instead, he is automatically resurrected after two turns, playing off his invincibility. Much like the farts, each of these characters has an ability that can also be used outside of combat. Butters, who is your first companion, can be ordered to heal an injured soul in the open-world, although this functionality is only remembered when it is mandatory to progress. Part of the reason why is that the iconography signifying where/when a moment calls for its use is very faint. The same can be said for fast travel points on the map, which are greyed out until you interact with one in the physical space. Exploration is a key element to the game, as is making Facebook friends. Doing so sometimes requires the completion of a presented side quest – specifically, Al Gore’s ManBearPig hunt features an entertaining conclusion.

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Can you remember them all? List them in the comments section below.

Any handle or access point that is painted gold can be opened/used, with junk ripe for looting everywhere you look. This junk can be sold at any merchant’s for spare change, basically, but it all adds up. Your character can be customised to the umpteenth level, and if you’ve got the money to spare, I recommend going to Tom’s Rhinoplasty and shelling out $175 for “The Hoff”. Besides costume sets, there are 30 hidden Chinpokomon to find and collect, as well as 120 Facebook friends to meet. Why is the social network so prevalent in this game? Because, for every increasingly large number of friends you make, you are granted a perk point that can be used to unlock a perk. Similarly, upgrades for your special abilities can be unlocked for every XP level you reach. As the wackiness unfolds, and you find yourself being probed aboard an alien spaceship (banned for Australia/Europe, sadly), dealing with underpants-hunting gnomes, and… shrinking and taking an excursion up someone’s rectum (“the OFLC meter is going crazy!”) – not all in the same level, mind you – you’ll periodically be dealt the tools to teleport to previously unreachable points, shrink to fit in cracks (wait for it) in the wall (ha!), blast through obstacles and use the environment to your advantage, executing simple traps and finding hidden locations/loot as you clear out an area. In all, there are more than basic RPG elements at play, giving more depth to the overall gameplay. Some of the systems could have been better integrated and differentiated, but South Park: The Stick of Truth always remains a fun time.

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Visuals & Audio

Trey and Matt made it a point to find a developer who could recreate the two-dimensional animated style that South Park employs, and after showcasing a couple proof-of-concept pieces to the duo, Obsidian were deemed to be the right fit. Now, having played through the game for myself, interacting with the environments and combing over every detail, its that much clearer from a fan/gamer’s perspective that the right choice was made. Pixel for pixel, this is South Park. A highlight, however, is visiting Canada and watching the graphics regress into 8-bit form as the nation’s blocky presentation from the animated series is taken to the next step; 8-bit musical renditions of “Oh Canada!” (and a couple other surprises) also accompany your travels therein. The game literally transforms into a take on the original The Legend of Zelda, which for true gamers is a real treat. As mentioned, visual callbacks abound, from the subtle to the not-so subtle. Cruise by each of the main cast’s homes, and enter their closets to reveal archive-like hoarders’ collections of items, costumes and more from episodes past. One in particular cannot be opened as, well… somebody refuses to come out from inside (did you see the clue?). Trey and Matt reprise all of their voice roles, and the writing is what you’d come to expect (offensive, ludicrous, gross, hysterical!). One of my favourite early Easter Eggs can be found inside Cartman’s bedroom, where you can play tracks from his Faith +1 album.

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Overall

South Park: The Stick of Truth is like playing a new season of the TV show. Its creators Trey and Matt have found excellent partners in Obsidian Entertainment who, together, have created a great, typically controversial, vulgar, hilarious, and fun RPG. It’s 100% trademark South Park, ensured by the writing and heavy involvement of both showrunners, and I see absolutely no possible, conceivable way for fans to be disappointed with the title. Some gameplay elements were undercooked and/or underutilised, and even at the Hardcore difficulty setting the combat could prove quite easy, but these perceived drawbacks are handily overshadowed by the authenticity and hysterics of the digital world and its crazy, eccentric inhabitants. One can only hope that we see some DLC in the future, as there was a fair amount of content featured in earlier promotional materials and screens that has since been cut for final release; I’d personally love to battle crab people and fight emo’s in a cemetery (they have it coming). Just promise me this, “never fart on someone’s balls”. That’s an important life lesson right there. Poetic. Oh, and that you’ll buy the game… unless you’re under 18 years old. In which case, “nyeah-nyeah-nyeah-nyeah-nyeah-nyeahhhhh!”

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

I, Frankenstein Review

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I, Frankenstein
Studio: Hopscotch Films
Publisher: Lionsgate
Format: 
Cinema 2D, Cinema 3D (Reviewed)
Release Date: 20th March, 2014

Overview

Frankenstein is a historical masterpiece that has travelled through the centuries, with a greatness of wonder and scientific legend. Director, Stuart Beattie and screenwriter, Kevin Grevioux (producer of Underworld) reconstruct Mary Shelley’s story of Frankenstein in this film adaptation, I, Frankenstein, with the aim of developing a new tale for the monstrous creation. With Aaron Eckhart taking lead as Adam, the audience should expect the buried remains to be redeemed on screen. However, not all scientific legends are designed to be resurrected.

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Story

In a modern dystopian universe, Victor Frankenstein’s magnificent invention ‘Adam’ is brought to life and cast amidst a centuries old war that exists between Demons and Gargoyles. The film quickly plunges into a series of action sequences, spliced in with scenes of the monster being betrayed or hunted. I, Frankenstein disregards the vital story, with very little screen time dedicated to how Adam was bludgeoned back to life by a madman and what came of Victor Frankenstein.

Starting at the cemetery, Adam is confronted by demonic fiends who are seeking the scientific journal of his existence for the Demon Prince, Naberius (Bill Nighy). The Demons are adamant about recreating Victor Frankenstein’s method for resurrecting the dead, to fulfil their own ends of returning descended Demons. Whereas, the Gargoyle Order are portrayed initially as the righteous side that take Adam into their “secret” headquarters to safeguard the unique creature. Only, the High Queen Leonore (Miranda Otto) is more driven to protect the journal and Gargoyles, instead of Adam.

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There were moments in the story that were completely illogical and failed to uphold succinct narrative progression. After Adam decided to flee in hiding for 200 years, he returned as the hunter of Demons, determined to find Naberius and put an end to the war for the sake of humanity. When the Gargoyle Order discovers the return of Adam, they imprison the creature instead of helping him. Funnily enough, Adam states earlier to the audience, “Trusting others is a mistake you only make once”. The changing motivations and goals of the characters within the film, especially the Gargoyles, contradict the plot and impede the storyline. I found myself questioning whether Adam should move on with his own existence and not care about whether the human race survives this war.

The most intriguing elements of the story revolved around the experimental research on rats in the Wessex Institute, where the Demon Prince, disguised as Charles Wessex, had been conducting his master plan to awaken the dead. Dr. Terra Wade (Yvonne Strahovski) serves as a changing point in the film that reiterates the reasoning behind Adam’s actions; a creature in need of a companion.

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Visuals

Cinematographer, Ross Emery does an exceptional job in capturing an amazing 3D visual experience for the audience. As each of the demons are slain and descended back to Hell, they are accompanied by an impressive looking pillar of fire that erupts forth and snakes its way through the air before smashing back into the ground below. However, the excessive fireworks display saturates the screen and becomes too overwhelming for viewers to appreciate the battle sequences. The special effects utilised for the super powered fighting scenes in I, Frankenstein are spectacular and stands as a highlight for the film. The fight between Adam and Demon Prince in Wessex Institute was glorious to witness, as well as the struggle with another Demon in the abandoned warehouse.

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One aspect that was questionable, was the fact that the film emphasised that the “war must be fought in the shadows”. Yet every conflict that the Gargoyles engaged in takes place either in the middle of the street, or ends in the utter destruction of buildings. In that same vein, the secret base of the Gargoyle Order is a giant castle in the middle of a (presumably) well-populated city.

A little visual cue that I did notice was that around Adam’s eyes were what first appeared to be thick black rings. However towards the end of the film, I noticed that the rings were actually a dark shade of green – a little nod to the theatrical past of the character where he was the green-skinned monster that we have all come to know.

Audio

Composers, Reinhold Heil and Johnny Klimek maintain an adventurous theme of music, to suit the atmosphere of the film. The fast paced and drilling succession of music climbs into a crescendo that becomes too apparent in every action-packed sequence.  Nevertheless, the score for I, Frankenstein does a good job at capturing the dark and gothic styling of the monster. If there is any real downside to the way the movie sounds, it is the fact that Aaron Eckhart uses the same voice for Adam that he does for Two-Face in The Dark Knight. Being such an iconic character in the past, it made it difficult to differentiate between the pair when watching this film. I could not help but wonder whether or not Adam was going to start flipping a coin.

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Overall

I, Frankenstein is simply an over-the-top action film that draws on Demons and Gargoyles, much like Vampires and Werewolves from Underworld. The film bastardises the rich history and impact that the original novel has left on the world. Whereas Mary Shelley’s novel, is about the hubris of man and how technology can run rampant (depending on your interpretation). The truth is that Frankenstein’s monster, Adam is misplaced in this film, which would have been better off without his inclusion. On a final note, it is important to know that Frankenstein’s Monster has become so imbedded into western culture; people have been incorrectly referring to him as Frankenstein. However, in this film adaptation, the movie manages cleverly warp that so Frankenstein is the monster’s surname (as Victor Frankenstein was his father). Unfortunately, the Demon’s still refer to him by the name “Frankenstein,” which enrages the character in much the same way that die-hard fans of the franchise do.

5-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Blackwell Epiphany Now Available for Preorder

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The fifth and final game in the long-running Blackwell adventure game series from Wadjet Eye Games is coming soon and from today onwards, The Blackwell Epiphany can be preordered to secure a heap of special preorder bonuses. For seven years Rosa Blackwell and her Jazz-era ghost partner Joey Mallone have helped the recently deceased find peace and cross over, but what they didn’t know is that their work comes a price and until now they didn’t even know it. The PC game features full voice acting as well as some excellent retro sprite work.

On April 24, preorder customers will get The Blackwell Epiphany as a DRM-free download, along with the following special bonuses:

  • Exclusive video interviews with voice actors Abe Goldfarb (Joey) and Rebecca Whittaker (Rosa) discussing their work on the series
  • Exclusive New York City video tour with series creator Dave Gilbert showing and talking about the real-world locations that inspired the Blackwell games
  • Exclusive virtual invite to the Blackwell Epiphany launch party — streamed live from Dave’s apartment the evening of April 24! (Includes a hangout / Q&A session with members of the dev team)
  • Blackwell Epiphany MP3 soundtrack
  • Free Blackwell Epiphany Steam key that can be redeemed at launch

The Blackwell Epiphany launches on April 24th and can be preordered for $14.99 from here. When it launches, the game will sell from the Wadjet Eye website, GOG, and Steam. You can check out our review of the Blackwell Trilogy by following the link.

Atelier Escha & Logy: Alchemists of the Dusk Sky Review

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Atelier Escha & Logy: Alchemists of the Dusk Sky
Developer: GUST
Publisher: Tecmo Koei
Platform: PlayStation 3
Release Date: March 11, 2014
Price: $49.99 – Available Here

Overview
In the video game industry gamers have come to expect certain titles to be released annually. There will almost always be a yearly release for sports fans or first person shooter fans, but rarely do we have yearly releases for RPG players. However for the last ten years Gust has been doing just that with their Atelier series and even after being purchased by Tecmo Koei they have remained fairly strong every year. Now that their latest entry into the series, Atelier Escha & Logy: Alchemists of the Dusk Sky, has been released have they managed to keep up their fairly impressive track record?

Story
The story of Atelier Escha & Logy revolves around the small village of Colseit, best known for their apple orchards, where both a fresh young alchemist by the name of Escha Malier and a more skilled alchemist from a major city with certain circumstances forcing him to move named Logix Fiscario, or Logy for short, have begun working for the city’s Research & Development team. Because they are new recruits they have to start from the bottom and work on building the city back up a bit and eventually expand their focus into bigger things such as why the world is currently suffering from a massive catastrophe.

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You see, one of the main reasons that Colseit has an established R&D team is due to a mysterious floating ruin in the sky that simply goes by the name “Unexplored Ruins” because no one has ever ventured there before. As such, one of the main goals of the game is to reach these ruins but as with a few of the past games in the series, the main story in Atelier Escha & Logy isn’t a major driving force although there are some very interesting and incredibly challenging revelations that occur later on in the story.

What makes Atelier Escha & Logy’s story worthwhile is something that Gust has always seemed to implement into their RPGs to various levels of success and in this title they have done an amazing job. For those unfamiliar with the Atelier series’ strengths I am talking about the characters of course. In many of my past reviews for games in the Atelier series, especially in the Arland trilogy, I mentioned that the characters in the game would make the whole thing worthwhile and that the old saying that the greatest part of a story is not in the destination but in the journey.

Well not to sound like a bit of a broken record but that description fits Atelier Escha & Logy perfectly. The characters in the game all have a goal of their own and a unique likable personality that never feels out of place in the game and will have players struggling to choose a favorite since every character, including our two leads, are developed nicely. Especially Logy as his past is only hinted at initially and is eventually developed later on in the game.

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Now as you may have noticed, we have two lead characters in the form of Escha and Logy and although players can choose to play as either character at the start, the overall story remains pretty much the same overall regardless of which alchemist you choose, although there are some unique scenes and a few developments exclusive to each character. It is also worth noting that, while Atelier Escha & Logy features a number of different endings like past Atelier games, this one has endings that are character specific so you will not be able to see all of the endings if you only choose to replay as the same character, giving this title perhaps the most replay value of the series.

Gameplay
Now anyone familiar with the Atelier series probably knows what to expect in Atelier Escha & Logy but for those who may just be looking into the series now, the game is broken down into four sections: alchemy, combat, quest completion, and exploration. All of these segments then fit into the time limit that is placed on players as they must reach certain goals in a set period of time to continue on their journey. This might sound brutal but it this time constraint is fairly forgiving if you manage your time correctly and do not make any accidental side trips as your goals can almost always be met long before the set date.

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Players will have to complete these tasks either by synthesizing items with alchemy, gathering items from exploration, or defeating a set amount of monsters and while many of these quests can be story related, it is good to spend some time on the side-quests as they can not only provide the player with additional items and recipes, but a way to test their skills and occasionally kill time.

Now before I touch upon the revamps to the battle system, it is worth noting that the alchemy system in Atelier Escha & Logy remains very simple at the forefront but incredibly complex at the same time as players will need to balance the cost vs reward of creating specific items that may need to be used to complete a request or be used in battle, the time that it takes to create such an item, and then the grade and value of the ingredients necessary to add specific bonuses to the created item.

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Despite how deep the system can be at times and how complicated players can take their alchemy, the game never feels like it throws too much at the player at any given time and allows them learn at their own pace. It is also interesting to note that although both characters are alchemists, the majority of the alchemy will be performed by Escha as she is more skilled with item synthesis while Logy is better with forging equipment.

Now as for the exploration aspect, players will need to traverse a map and explore fields to gather ingredients for synthesis and again all of these factors take time and days can pass relatively quickly when you are in the field, so it is always good to keep an eye out on what specific items you may need or where you should be heading next as gathering items from one spot can take up to half a day of in-game time when there are numerous gathering spots in one field.

As players travel in these fields or occasionally dungeon areas they will encounter a number of monsters which can be attacked on the field for a pre-emptive strike. Once players enter battle they will be presented with the standard turn based battle system that the series has used for a while but this time things have been changed around a bit. You see, up to six fighters can take part in battle now and the support gauge is now contained in one bar instead of each character having a support gauge of their own.

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Now players can only really fight with three characters at any given time, with three other fighters serving as back up. These three back up members can be called in to deliver extra damage or take a hit for the player, but they can also be swapped out with the front fighter. This is a useful tactic to move a wounded character to the back as all characters in the back will regenerate some health which is useful for difficult battles.

As for the support system, by creating a single gauge the company has made combat a more fluid affair that doesn’t limit the player too much and leave them wide open. By creating this one gauge system which fills up whenever the player gives or takes damage, it is easier for the player to call in numerous supporting attacks to deal a large amount of damage to one enemy or protect a vulnerable character from an incoming attack.

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By allowing players to have six usable characters in a fight but still limiting them to three active fighters at any time Gust has made these battles not only a bit easier but also more enjoyable as the pace has been improved significantly over past titles and feels quite fast at times. That being said, even with the refined battle system there are a number of difficulty spikes that can catch players off guard, so it is always wise to make sure you are well equipped for long journeys, especially those that involve a story mission.

Visuals
Another thing that has always been a highlight of the Atelier series is how gorgeous the games can look and I can say that although I had some concern about how Atelier Escha & Logy would look considering it is using a new engine and Ayesha lost some of the charm of the Arland trilogy, I can happily say that this game is wonderful looking. It is also nice to note that the mouth flap issue has been revised and a characters mouth actually stops moving once they are done speaking.

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The character designs are incredibly well detailed with clothing that feels unique to the series. Plus the soft coloration used in the game makes for quite an eye-pleasing experience and although the places that you can explore still are lacking in detail, they have been improved upon. It is also nice to note that the character animations and battle animations are handled nicely and work well with the new system.

Audio
It is nice to note that Tecmo Koei has not made the same mistake twice regarding the voice track option as the company has provided both the newly recorded English voice track as well as the original Japanese voice track for those who prefer that option. For what it is worth, the English cast handles the characters quite nicely with Escha being the standout of the bunch, but at least the option is there.

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Now although I found myself initially concerned for Atelier Escha & Logy’s soundtrack upon hearing the game’s intro song, I am pleased to report that Gust has continued to provide excellent pieces of background music for their games. Atelier Escha & Logy’s soundtrack is wonderful with numerous tracks fitting a variety of scenes and even though a few themes may be overused, they never wore out their welcome simply because of how impressive they were.

Overall
Atelier Escha & Logy: Alchemists of the Dusk Sky brings us the tried and true method of storytelling that has served Gust so well for so long and I wouldn’t have it any other way. With a time limit helping to keep the player focused on advancing and a cast of characters that you can’t help but enjoy, this feels like a great continuation for the series, especially when you factor in the refined combat mechanics and the nice inclusion of two playable protagonists to give players even more incentive to play through the game more than once. Atelier Escha & Logy: Alchemists of the Dusk Sky has everything fans of the series could want and might even serve as a nice entry point for those who are still sitting on the fence on this long running series.

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9-5-capsules-out-of-10
Capsule Computers review guidelines can be found here.

Check out one of Yaiba: Ninja Gaiden Z’s boss battles in these latest screens

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Since Tecmo Koei has already finished releasing their developer diary series for the game, they have chosen to release a new set of screenshots that show off a massive boss battle that players will need to go through at some point in the game.

The boss appears to be Mayan related and fairly gigantic as it seems that the boss has a number of powers to unleash. You can check out the screenshots below and be sure to keep an eye out for Yaiba: Ninja Gaiden Z when it is released next week on March 18th in North America and March 21st in Europe.

Fuuko is the focus of Conception II’s latest character trailer

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A couple of days ago Atlus USA released a trailer focusing on the first of seven heroines in Conception II: Children of the Seven Stars by introducing us to Torri and now they have released their second heroine trailer and this time the focus is the pink twintail Fuuko who uses dual pistols and frost magic in combat.

Atlus describes her as a bright and sweet girl who is one of the better attackers in the game. Check out the video below and keep an eye out for Conception II: Children of the Seven Stars when it is released in North America on April 15th.

Abyss Odyssey’s latest trailer highlights the enemy Judith

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As you may already know, Atlus is going to be publishing another title from ACE Team, the company behind the Zeno Clash games, and this title happens to be called Abyss Odyssey. Since the game was announced last week today the company has released some extra gameplay footage in what will likely become a series of video releases.

This video focuses on the Judith enemy, one of many that players will be able to possess in each stage. When an enemy is possessed you will be able to use its full skillset and as such this trailer highlights the various combos you can pull off with Judith.

Sanctum 2 Expansion Pack Now Available on Xbox Live

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Xbox 360 gamers are no longer left out with the release of the Sanctum 2 Expansion Pack for Xbox 360. The pack contains the first two DLCs released for PCs, Road to Elysion and Ruins of Brightholme. Owners will receive a new playable character, eight new maps, four new weapons, four new towers, new enemies to battle against, and new perks to use.

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Sanctum 2 is a FPS based tower defense game from indie developers Coffee Stain Studios. Players will need to defend the precious oxygen cores that keep the human population alive against wave after wave of aliens. The game features both singleplayer and co-op support for up to four players.

To celebrate the launch, Sanctum 2 is on sale at $4.94 on Xbox Live. The Sanctum 2 Expansion Pack costs $4.99 on Xbox Marketplace.

Bound By Flame Release Date Released along with New Screenshots

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Spiders Games and Focus Home Interactive released new screenshots and announced the official release date for their upcoming RPG Bound By Flame. The new screenshots show off some of the creatures players will battle in game. The beasts have varied behaviours and abilities, which will require players to carefully plan their strategy to conquer them.

Bound By Flame is an upcoming RPG that allows players to create their own unique combat style, balancing demonic magic and vicious martial combat. The game has been officially dated for May 9th for PlayStation 4, PlayStation 3, Xbox 360 and PC. A new trailer featuring new information about the combat system will be released in the coming weeks.

Infinite Crisis Open Beta Launches

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It’s a legitimate question

Get ready comic fans because Warner Bros and Turbine have just launched the Open Beta for Infinite Crisis, a DC inspired multiplayer online battle arena (MOBA) title.

Whether you fight for peace, hope, justice, mayhem or chaos, Infinite Crisis has a character for you. Batman, Superman, The Joker, Wonder Woman, and so many more. The Open Beta also adds Green Arrow, Aquaman and Mecha Superman to the fray, so feel free to dole out some good ol’ fashioned justice. The Beta also includes three maps for you to test you skills in. The recently announced “Gotham Divided” is a tri-lane map where you are able to battle across Gotham City and its multiverse variant, Gotham by Gaslight.

So whether you lean more towards heroism or villainy, visit the official site and sign up for the Beta. But before you do that, check out the trailer below and bear witness to the clash of good and evil. What do you fight for?