Since Comic-Con came to Australia two years ago, it has been taking the nation by storm; selling out tickets left right and center. Now, with this year’s Perth and Adelaide Comic-Con just around the corner the organizers and the guys over ReedPOP (organisers of events like the New York Comic Con, C2E2 and PAX Prime) have put together a sweet competition that will give winners a chance to head over to one of the biggestpop culture events – New York Comic Con.
The prize includes return flights for two to New York City, two VIP passes for all four days of NYCC (October 9-12 2014) and six nights accommodation. Better yet, the entry couldn’t be simpler! Just pre-purchase a ticket to Oz Comic-Con through their official website and you will automatically be entered into the draw. Make sure you enter for this once in a life time opportunity.
Perth Comic-Con will be on March 29-30 at the Perth Exhibition Centre and in Adelaide on April 5-6 at the Adelaide Showgrounds and will feature some of the biggest talent from the world of pop culture and nerddom including Doctor Who star Billie Piper, Shannen Doherty from Charmed and sci-fi queen Amanda Tapping, known for her roles in Stargate SG1 and Sanctuary.
Will you be packing your bags and heading to New York this year? Let us know in the comments below and always remember to stay tuned to Capsule Computers for all the pop culture news as it becomes available.
Lovers of romance anime have historically always been in conflict with each other, trying to prove that their favourite pairing is the best or ‘true’ pairing that the creator envisioned. It is not surprising, therefore, that creators often shy away from giving a real answer about who they intended to be the true couple at risk of alienating half of their fan-base. Harem anime suffer from this more than any other medium and unless the mangaka has come up with some sure fire way of pleasing everyone, concluding a series can be a real struggle. The creator of To LOVE Ru came up with a perfect solution whereby Rito will most likely just end up marrying everyone because he is bound by the laws of the Planet Deviluke. Oreimo, on the other hand, is a prime example of a series that ended up doing the complete opposite, opting to disappoint everyone equally, sparking a huge backlash on forums and fan-sites. This episode of Golden Time invoked a swarm of fan reaction and all of a sudden it seems like the fans have been split. The Linda camp is growing, but is it really because people are warming to her, or is everyone just getting sick of Kouko being so clingy?
If there was ever going to be an episode that would cement your opinion of Kouko, this would be it. I can’t remember single episode of Golden Time, or any other anime in recent memory for that matter, that did such an impeccable job of illustrating raw, genuine human emotion and for that reason alone I have to applaud J.C. Staff. Right from the very start of the episode the juxtaposition between Banri having the time of his life at the loud party with thumping music playing and Kouko anxiously pacing the silent city streets was superb. You could feel the lingering disaster just waiting to happen. As a member of the audience you felt strapped to your seat, wanting to reach out and tell Kouko to turn around and not enter the party, and when the bubble popped it was painful to watch.
Caught in the act of getting caught up in the atmosphere, Banri froze like a deer in the headlights. Distraught and betrayed, Kouko grasped for the nearest drink, drenched Banri, and as he stood there shocked and confused, she delivered the final blow by slapping him right across his idiot face. Finally. Dear god have I waited for the moment where Banri’s bad side would be shown in plain sight so he could reap the repercussions of his actions. Don’t get me wrong, I don’t think Banri is a ‘bad guy’ as such; he is simply a realistic person who, unfortunately, has lingering memory problems thrown into the mix that just confuse him further. In this situation though, he was almost entirely in the wrong. He had been having thoughts about Linda for a few episodes and a couple of times he even questioned whether his beautiful, loving girlfriend was what he really wanted which is just obscene. Nearly kissing Linda in a way similar to the Pocky game that is popular in Japan, he got his just deserts and I couldn’t be happier.
What blew me away was that it didn’t stop there. In fact, it got better. Somehow it even managed to ramp up the drama! After asking Kouko to wait for him at his apartment, Banri noticed all of the texts and calls that she had sent him and he ended up running to her once the party had ended. When he arrived we were treated, and I really mean treated, to an absolutely magnificent scene of dialogue, tears, and relationship issues that you couldn’t possibly write without having experienced them first hand. The amount of real life emotion that spilled forward from the screen was mindblowing and it made me actually feel a little bit sick when I considered some of the romance fiction I have written in the past and how inferior it was in comparison. I am not exaggerating when I say that I could feel Kouko’s hot breath as she cried and begged Banri for some form of comfort and when it was all over she clung to him despite her anger in a way that was so genuine that I actually want to give the writer, Yuyuko Takemiya, a hug because there is no way that she hasn’t been through some heartbreak in her life. There is only so much realism that you can write based off of soap operas alone.
As the episode came to a close, we saw Banri coming to terms with his feelings to Linda, at long last. He confronted her and told her that he couldn’t see her anymore. The first time her has fought Banri of the past. And as the picture of he and Linda scattered with the breeze, new photos of him and Kouko took their place. This was a big step. One that the Banri of old will not like. How will he react and how will present Banri take to his new single-minded devotion to Kouko? Stay tuned.
Golden Time is currently simulcasting on Crunchyroll where new episodes can be found each week and watched on mobile devices, consoles, smart TVs and of course on PC.
For more impressions of winter’s best and worst, head over to our Anime Impressions page.
Just before the big announcement of a solid release date – May 20 in America, May 22 in Australia and New Zealand and May 23 in Europe – we were able to go hands-on with Wolfenstein: The New Order, developed by MachineGames (headed by former Starbreeze members) and published by Bethesda Softworks. Our last in-person glimpse of the title came at EB Expo 2013, where we watched a demo of a later level introducing the Laser Cutter, set inside a Nazi base. When we finally played the game ourselves on a PlayStation 4, we experienced the first three chapters, chronicling B.J. Blazkowicz’s involvement in the height of the war in 1946 and the events that led to his reawakening in a radically different 1960, part of an alternate timeline in which the Germans have won and taken control of the entire globe with advanced technologies.
The game’s introduction is an inauspicious one to say the least, with Blazkowicz on-board a U.S. fighter plane that has taken some substantial damage. Ordinarily, tutorials don’t see players thrust into situations such as this; a panicked rush to prevent your own fiery demise. As he pilots the aircraft, Fergus Reid – a grizzled, Scottish war veteran – charges you with repairing an engine fire, before needing to cut loose some heavy cargo in an effort to keep the plane airborne. Returning to the cockpit, Nazi fighter jets surround the duo – it’s a technology that neither man has ever seen before, far ahead of its time. But that won’t stop Blazkowicz from attempting to shoot them all down! This is fight or (no) flight time after all, so we slide into the turret seat and take aim in what reminds of old school arcade shooters. The glass of the turret capsule gradually cracks and shatters as the Germans fire back, but the rational fear of being taken out, now with no armour, by a bullet to the head seems irrational all of a sudden. Why? Because this is Wolfenstein, and that would be too easy. No, we need something more dramatic… how about a flaming enemy jet hurdling towards you? Now that’s cinematic! What’s more is the fact that Blazkowicz (and the plane, for that matter) survive this head-on collision quite handily.
After being revived by the Scotsman, and witnessing more destruction as the losing side in this air battle, the two decide to jump ship to a carrier. The leap is dangerous, with another wayward plane’s spinning propeller chopping at the wing (and Blazkowicz’s heels) as Fergus and co attempt to pull us in. Once they do, we have to tend to a wreck of a man named Wyatt, who isn’t the only soldier freaking out… the carrier is full of nervous souls, clutching at their guns and wishing away the war. It doesn’t take long after literally slapping some sense into the young lad that we are overwhelmed and going down. Now on the surface, Blazkowicz is separated from the rest, with large, mechanical hounds nipping at the crashed plane, sure to penetrate its shell soon enough. Another downed aircraft across the bay has an in-tact turret, and so we dive underneath the water to stealthily swim across, avoiding the vicious bite of these “Panzerhunds”. For fear of getting eaten, you never dare satisfy the urge to come up for air and see exactly where you’re headed. To accommodate this, MachineGames actually lead you to the destination with a trail of floating corpses acting as your “cookie crumb” guiding line, which is done so quite subtly (although on paper, it sounds very overt). We emerge in safety and climb to the turret, proceeding to dismantle multiple Panzerhunds with a barrage of bullets.
Reconvening with the team, they decide it’s best Blazkowicz chance the mortar attacks and run the gauntlet, sprinting into the trenches. Now, the true FPS mechanics finally come into play! Given that we begin in 1946, the more advanced weaponry promised by the title gets into players’ hands the further they progress in the timeline. And so at first you will have little more than your trusty knife, machine gun and pistol at the ready, although the ability to dual-wield is not kept from the player. Traversing the trenches, Nazi soldiers aren’t the only foe you need to look out for, as Kampfhunds (cyborg-dogs) quickly round corners and leap at your jugular. Immediately, you can feel the weight and the impact of the gunplay, and while dual-wielding may not be the most effective offensive decision with its higher amount of kickback and inability to aim down the sights, it is extremely satisfying and fun. Pulling the left and right triggers will shoot the respective weapons, unlike in some FPS titles from the past where the right trigger shoots both guns in a dual-wield. Of course, utilising this will mean a fast drain of your ammunition, however in Wolfenstein: The New Order, ammo can not only be picked up off the ground and from fallen enemies, but can also be acquired by breaking crates which are strewn throughout each level. Sometimes there will be health items inside instead; eating more than your fair share will initiate an “Overcharge” of your health bar, basically providing you with an additional amount of health past 100/100 for a limited time.
Along the way to finding entry into the Nazi facility built into the mountain-side, we execute a couple troublesome mounted turret operators by sneaking up behind them and pulling off silent melee kills, clicking in “R3”. Eventually, we pick up an explosive and blast our way into the facility. But before walking in, we spot a lone turret to the left and approach it, detaching the behemoth. The sound of that gatling gun detaching from its mount is the most shrill, harsh, weighty metallic sound you can imagine. You are significantly encumbered whilst carrying this beast of a weapon too, with your walk speed slowed drastically. It does eat up ammo, but reattaching it to a nearby mount will reload it, however it can still overheat so as to prevent the player from spamming. An important element of the gameplay in Wolfenstein: The New Order is the multi-directional lean mechanic. At any point, the player can hold “L1” and use the right thumbstick to lean with a full range of motion, even low to the ground like in an earlier scenario, allowing you to shoot someone’s legs out from under them. This mechanic can be used in conjunction with the zoom, dual-wielding, and can be utilised with any weapon that is equipped. There’s more often than not an opportunity to stealth your way through any given area, but why do that when you can cause major devastation!
Going back to the stealth options, there are specific advantages to taking that route and most of them relate toWolfenstein: The New Order’s twist on the “alarm system” mechanic found in many video games. In certain zones, there will be one, maybe two generals in the area who are armed and ready to send out a radio signal for backup. Those signals are displayed on the top right corner of the screen, along with a general distance counter telling you just how close you are to the general/s. If you can dispatch of them, quietly, without anyone spotting you, then you’ve eliminated any chance of backup being called. And you’d be thankful for that on the higher difficulty levels, of which there are four: “Can I Play Daddy?”, “Don’t Hurt Me”, “Bring Em On!”, and “I Am Death Incarnate!” These should ring a bell for long-time fans, as they are the same difficulty level titles from the original Wolfenstein 3D. Moving on, we commandeer a couple anti-air guns to obliterate a tripodal, Nazi war machine that was completely annihilating U.S. militia with its death ray-esque blasts, and then clear a path to continue forward. Regrouping with Fergus, Wyatt and the rest of the gang, we fire grappling hooks up the façade of a building and begin our ascent. This is a great sequence whereby enemy soldiers open fire through the windows, and poke their heads out across the three columns of the structure to bombard you and cause you to fall to your death. You can jump or manoeuvre left and right to avoid the onslaught, but a shoot first policy works just fine here.
Eventually, after clearing out a multi-storey circular tower, and leaping across a considerable gap, we find ourselves in more and more danger. I wish I kept track of how many times Blazkowicz is knocked out during the first chapter alone, but the company end up inside Obergruppenführer (General) Willhelm “Deathshead” Strasse’s chamber of joy and happiness… where he strings up his poor victims by their filleted skin and initiates a procedure turning them into hulking “Super Soldiers”. Hurrying to find a key to a hidden door lock – only after accidentally triggering the flame-throwers in the room… yeah, he incinerates their bodies for some reason too – everybody escapes into the adjacent room, which looks just like another torture chamber; and we’re not far off on that prediction. Shortly after, a resultant Super Soldier from the aforementioned experiments, rises up on a platform from underneath the floor to attack us. There is very little space to run, as the square, box-like chamber denies you any cover or reprieve. All you can do is circle around him, shooting at his armour as he bum-rushes you with a clobbering, windmill style melee offensive. Unfortunately, destroying him does not lead to safety as Deathshead rears his ugly, composite face at the door, watching as the walls close in on you, almost compacting your body like a written-off car at the junk-yard.
Blazkowicz awakens after passing out from the pressure, only to find himself – along with the others – restrained against the cold, sterile floor of the familiar Super Soldier procedure chamber. Deathshand speaks disturbingly about Wyatt and Fergus’ select body parts, quipping “I like this one’s eyes” about the youngster. He then queries you on who would prove a better specimen for his experiments. It’s at this point where you must choose to send someone to their grisly demise, right in front of your eyes. At our playthrough, every journalist but one chose to sacrifice poor Wyatt… including myself. I figured I would lie and choose the decidedly weaker Wyatt in order to save the stronger Fergus. Once Deathshead leaves, Fergus escapes his shackles, but is promptly advanced upon by the guarding Super Soldier. He slid Blazkowicz a pipe before doing so, and following suit, we manage to stand up and lodge the pipe right between the armour plates of the Super Soldier, striking what can be described as a weak spot for the brutes. To avoid surely imminent incineration – and also as a form of slight payback – we cripple the nozzles before hot-wiring an exit hatch. Hot-wiring is implemented as a timed mini-game where the player must bring the two wires together with the thumbsticks; the sparks repel the wires, but the player must touch them together again another two times in a timely manner to be successful.
“Finally, freedom!” Not so fast… for as the pair leap from the great height into the water below, a piece of shrapnel from an explosion lodges right into the back of Blazkowicz’s skull. The next time we embody Blazkowicz, he is being wheeled into an asylum. Suffering from amnesia, Blazkowicz sits there in his wheelchair, watching time pass him by. This cinematic is really poignant in a way, with Blazkowicz narrating as the camera slowly pans the room; seasons change, patients come and go and Nazis periodically show up to take the inferior and put them to rest, so to speak. This breeds conflict between the resistant staff and the army men, and when things get out of hand in one particular visit, the kidnapping of nurse Anya and the barbarism on display stirs Blazkowicz’ s mind and memory. Cleaning up their mess, the soldiers decide to simply kill the remaining ill. The trigger happy soldier that started the predicament makes his way to Blazkowicz, efficiently placing pillows over the heads of the sick and executing them with a silenced bullet to the head… but this will not be how B.J. Blazkowicz goes out. Blazkowicz deftly grabs a knife off a counter beside his wheelchair and brutally thrusts it into the neck of the ruthless soldat (soldier). It’s time we leave this place, find Anya and head for the hills.
On the way out, entering specific rooms triggers flashbacks of interactions between Blazkowicz and Anya, such as the bathroom where Anya washed our fit, studly hero… she seemed to love that part of her job. Picking up further-advanced versions of the German arsenal on our way outside, we are met with a handful of soldiers. Slaying them leads to the arrival of a cavalry of drones. Though the Nazi forces were in possession of some impressive tech in 1946, this is definitely above and beyond anything previously experienced. Post dismantling the flying nuisances, we pick up Anya and jump into a vehicle. A cutscene plays shortly after departing, with Anya recovering to take the wheel in order to allow Blazkowicz to rebuff some pursuing foes. She drives them to her Polish parents’ home, and upon arriving, Blazkowicz discovers a man inside the trunk – surname, Keller. In a funny moment, Blazkowicz drags the German officer out of the boot and drops him in front of Anya’s mother, who repeatedly slaps the bejeezus out of him in a fit of sorrow-fuelled rage. The family graciously host Blazkowicz for breakfast, over which they explain to him the state of the world; it is 1960, and the Germans rule the planet. But what tips Blazkowicz over the edge is the fact that the U.S. surrendered… they “quit” in his eyes, something he never thought possible. He wants to find a resistance, and when he is told there is none other than those in lock-up, he heads downstairs into the basement for answers from ol’ Keller.
Keller implores Blazkowicz to let him go, assuring that Anya and her family “will be spared” if he does. Wrong thing to say buddy. The player regains control here and instantly, our eye is drawn to the chainsaw laying on a workbench. But hey, if you’re gonna torture and interrogate someone, it’s best to have your own protection, right? So the player must first acquire the welding mask from the drawer, and the apron from the cabinet before proceeding. The threat of a running chainsaw to the throat gets Keller speaking. Blazkowicz intends to make haste in rescuing the freedom fighters, but Anya’s father convinces him to assault a relatively nearby Nazi base beforehand. Hell, Blazkowicz wants revenge wherever he can get it! So Blazkowicz and Anya’s parents – mother at the wheel, father riding shotgun… literally, wielding a shotgun (and he makes damn good use of it too!) – pull up to the huge, solid steel gates of the compound. We get to work, infiltrating each checkpoint and opening the gates from inside. One open area holds enemies on the ground, indoors, outdoors and on walkways, which could prove a death-trap if line of sight is made and your cover is broken at any time. This is the perfect situation to become a ghost and attach your silencer, which can be done by pressing the right arrow on the D-Pad.
Finally, the last section pits us against two, hyper-advanced, oversized Nazi robots. There is usually a sufficient amount of ammunition to be found on every map, but if you fail to employ the present turrets in this battle, then you’re doomed to die… again and again. Victorious, the demo nears its end as Blazkowicz joins Anya on a Nazi-controlled train, masquerading as fellow soldiers. Blazkowicz is procuring some coffee when Frau Engel strolls past and takes a seat at a table. Blazkowicz whispers to himself “do not make eye contact, just head to the cabin”. We try to do just that, but Frau Engel calls us over. Now, there is freedom of control in this instance, so I wonder what would happen if you ignored her and kept on walking, but I didn’t have the guts to do that. I stopped, set the coffee down and sat across from her gaze. She eyes Blazkowicz up, entering into a monologue about her test; a test that is foolproof in identifying imposters. She demands you participate, asking you to pick between a set of photographs. After three rounds, she snatches Blazkowicz’s hand and points her side-arm at his head… before breaking out in hysterics. There is no test, because if you had really been an insurgent, you would have reached for the gun already. Phew! After this heart-pounding meeting, we make our way to our cabin and the demo concludes.
I am interested to see how your decision to save either Wyatt or Fergus early on affects the rest of the game. We’ve been told that, at the very least, your choice will determine an exclusive skill that you learn – lockpicking or hot-wiring – but there must be more significant differences between them to warrant a signifier at the top right corner of your in-game Journal. Separate perk trees are included for the different methods of combat, requiring you achieve a set condition to unlock bonus abilities/boosts/bonuses. E.g.,’Kill three Nazis with One Grenade’ and earn an increased maximum grenade capacity (not an actual perk, just an example of the concept, as stated). And though there wasn’t a heap of variety in this opening portion of the game, we are promised player controlled war machines and – as the existence of the Laser Cutter indicates – the acquisition of high-tech weaponry and gadgets. Also, true completionists will spend extra time collecting all the letters, gold, concept art, biographies and puzzle pieces there are available to find throughout each chapter, prolonging what already looks to be a meaty FPS experience.
It’s important to note that the build we played was weeks old, but nonetheless, walking away from the preview I felt a sense of relief.I should never have doubted MachineGames… I don’t think any of us should have. Yes, it has some audio/visual and technical hiccups, but that’s what polish is for. The former studio members of Starbreeze, who made one of the most underrated FPS titles of the last generation in The Darkness, and the universally loved The Chronicles of Riddick: Escape from Butcher Bay, are applying their knowledge and experience to great benefit with Wolfenstein: The New Order. Achtung! Wolfenstein: Die Neue Ordnung wird kommt!
The new RazerAdaro series of audio products is now available in Australia. The Adaro is Razer’s latest addition to their lifestyle line aimed at audio enthusiasts. The Adaro line is composed of four products: a set of in-earphones, a pair of wired headphones, a pair of Bluetooth wireless headphones, and a pair of DJ headphones.
The cheapest in the lineup is the Razer Adaro In-Ear Analog Earphones, which sport 10mm neodymium drivers nestled inside a milled aircraft aluminum body. The earphones come with flat anti-tangle cables and a set of ear tips in different sizes. The earphones are tuned for crisp stereo sound for $109.95 AUD.
The Razer Adaro Stereo Analog Headphones are a lightweight set of closed back headphones powered by 40mm neodymium drivers. They are tuned for a natural sound that is comfortable to listen to for long periods of time. The headphones feature plush leatherette ear cushions, an anti-tangle braided fiber cable, and a sturdy construction that will survive all of life’s adventures. The Razer Adaro Stereo Analog Headphones are available for $149.95 AUD.
For those looking for freedom from cables, the Razer Adaro Wireless Bluetooth Headphones uses the same tuned drivers found in its analog sibling, but adds Bluetooth 4.0 connectivity with aptX codec to deliver CD quality sound. The batteries are rated to last 20 hours of music playback between charges while the headphone still clocks in at a light 197g. The Razer Adaro Wireless Bluetooth Headphones have controls for playback and volume built into the headphone. A micro USB cable recharges the headphones in approximately 2.5 hours. The headphones are now available in Australia for $199.95 AUD.
Finally, the Adaro line is headlined by the Razer Adaro DJ Analog Headphones, which are designed for producers, performers, and fans of bass heavy music genres like dance and hip hop. Like any good DJ headphone, the Adaro DJ headphones are built tough with metal and resilient plastics. To make it easier to travel with, the headphones can fold down into a more manageable size when on the go. 50mm dynamic drivers power the Adaro DJ to provide thumping bass in a closed back set up. The cables are swappable in case of damage, and comes with a coiled and straight cables. The Razer Adaro DJ Analog Headphones are now available in stores for $279.95 AUD.
Find out more about the Razer Adaro lines of products at the official mini-site.
Rayman Legends Developer:Ubisoft Publisher: Ubisoft Platforms:Xbox One (Reviewed), PlayStation 4 Release Date: February 18, 2014 Install Size:4.3 GB (Xbox One) Price: $39.99 – Available Here
Overview
Originally set to be an exclusive release for the Wii U, Rayman Legends is a follow-up to 2011’s critically acclaimed 2-D platformer, Rayman Origins. The game received numerous delays on the Wii U, ultimately dropping for last gen consoles and, recently, receiving a release for the Xbox One and PlayStation 4. Can Legends reach the high marks set by its predecessor? Is the next-gen version of the game worth picking up?
Story
After a deep, century-long sleep, Rayman, Globox, and the Teensies are subjected to terrible nightmares that have been growing ever stronger with the Bubble Dreamer. Awoken by their friend Murfy, they find out that five Dark Teensies have been wreaking havoc. They set out to rescue the 10 princesses captured in the nightmares along with hundreds of Teensies who have also gone into hiding, as well as defeat the Dark Teensies and restore peace to the land.
Gameplay Rayman Legends is a deep, rich game that will keep players busy for dozens of hours. The game is packed with 120 levels, 40 of which are back from Rayman Origins. With 700 Teensies to rescue and dozens of other collectibles and challenges, Legends promises to be the sort of platformer game you can sink your teeth into – and savor every single moment.
The game is set up into several worlds placed across a series of paintings. Within each world, you’ll have several levels to play through, many of which are your standard start-to-finish platforming levels. You’ll occasionally have those broken up by speed runs, time trials, boss stages, rhythmic platforming levels, and more.
Ubisoft does done an incredible job with its level design in Legends. There are 120 levels and you will rarely, if ever, feel like you’re replaying something you’ve already worked through. The mission variety is well implemented and expertly paced, giving you a few standard platforming levels before kicking in a dash of something else to keep things spiced up.
Beyond the simple variety of the level types, you’ll get to experience a multitude of objectives. You’ll find yourself trying to outrun a wall of fire to save a princess, collect as many lums as possible in a given time limit, take the optimal route backward through a level to save Teensies tied to timed fireworks, and more. Boss battles are interesting without ever feeling boring, lending a wonderful sense of discovery as you near the end of each world. One of the finest treats, however, are the rhythmically designed music platforming stages, which have you running left-to-right through the stage, attacking enemies and jumping to the beat of remixed tunes like “Black Betty” and a hispanic version of “Eye of the Tiger.” There’s nearly no end to the fantastic variety and endless flow of smiles and laughs you’ll get playing through this game.
Each level is expertly crafted. Standard missions give you plenty of elbow room to branch out and explore, which is often needed to dig out and rescue all of the Teensies. You’ll have stages you have to run, jump, and wall-bounce through, and others where floating on the wind is your primary mode of transportation. Along the way, you’ll work to collect as many small, golden creatures known as Lums as possible for your score. You’ll also have to employ the use of your small, frog-like friend Murfy to manipulate platforms and the like in the stage, keeping the path clear and navigable for you. They’re all a blast to play through, keeping playthroughs fun and making level replays for enjoyable instead of burdensome.
One of my favorite aspects of Rayman Legends is in the way it eschews what games like the popular Super Mario franchise has always clung so tightly to – time limits and lives. Rayman is happy to be done with those painful hindrances, opting instead to utilize a helpful, intelligent checkpoint system that won’t completely break the flow of the game when it has to be called in. You can still die, sure, but you’ll never have to worry about the game ending on you because you didn’t have enough continues. It allows the game’s exploration to flower and grow, making for a more enjoyable product at the end of the day.
As you play through Legends, you’ll be rewarded with an onslaught of collectible items. Lums you collect are kept throughout the game, and the more you collect the costumes you can unlock – from a Splinter Cell inspired Rayman to a Far Cry 3 Globox and much more. On top of an excellent array of playable characters and costumes, there are both hidden and Originsstages to unlock, as well as a full collection of goofy “creatures” to gawk at and collect Lums from.
Among the embarrassment of riches, Legends also features daily challenges. These will let you jump on for a handful of quick daily challenges that let you see how you stack up compared to the rest of the world. You’re also rewarded accordingly with Lums, based on your performance. When you add in four-player cooperative play and a fun football (soccer) mode that’s great at parties, you’ve got a package you just can’t pass up.
Visuals & Audio
Ubisoft has done an incredible job with the visual design in Rayman Legends, which is only enhanced by it’s release on Xbox One and PlayStation 4. The worlds and characters are vibrant, intense, and stunning. Worlds are aesthetically unique and inviting, each with their own look, feel, and obstacles, while the larger-than-life bosses are humorous and memorable. The designers at Ubisoft did a great job utilizing visual hints and cues to direct players toward content without ever having to spell it out for the player. Most importantly, though, is that it’s all tied together by fantastic animation that’s quick to respond – an absolute must with any sharp platformer.
The audio design within Rayman Legends is also expertly designed and implemented. Sounds are used to great effect to liven an already vibrant world. The soundtrack, both the new and familiar, will have you tapping your toes and bobbing your head as you run through levels. The musical platforming levels previously mentioned are the perfect vehicle to a smile, providing twists on familiar tunes timed perfectly to the action on-screen. You’ll want to crank the dial to 11 while you enjoy Legends.
Overall
Overall, Rayman Legends is pure platforming bliss. The level variety and caliber of stage design shine through at every turn, while the beautiful visuals and rockin’ audio made the jump to next-gen even better than could be expected. The sheer breadth of content alone would be enough to easily recommend Rayman Legends, but the game’s rich quality makes it a must-have. Rayman Legends is a fun, beautiful, addictive platformer players will fondly remember for years. Rayman Legends is truly legendary.
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We’re now living in the ago of gaming where people want something totally brand-new but they also want something old-school, something that will remind them of their pasts and, you know what, some companies are actually pretty damn good at fusing the new and the old into a great game. “Coldfire Keep” developed and published by “Crescent Moon Games” is definitely a game that fits into the what was said in the above sentence; it’s a game that will remind people of the adventure titles of their youth while also giving them just enough to be able to enjoy it in a day and age where high-definition gaming is a must. Unfortunately for everything it does right it also does some things wrong but you can read more about that in the bulk of the review below.
Story
“Coldfire Keep” seems to have the type of story that, despite its taking a back seat to whatever smaller storyline or mission you’re currently working through, it continues to loom overhead while it constantly reminds you exactly where you’re heading and what all this adventuring is going to lead to. It’s the story of an old castle that, long ago somewhere through time, saw a mighty war take place. Many hundreds of years later the castle now serves as nothing but a reminder of what happened long ago though something strange has been happening within its walls as of late and, after a rogue monster trashes the nearby town, four heroes set off to find out exactly what is happening in the dungeon of the castle and how they can stop it before the forces of evil once again take reign over the land.
In my opinion the backstory for the game was glassed over fairly swiftly, it came in the form of a few paragraphs to read and told only the bare bones of what exactly happened so I’m lead to believe, as a player, the focus was not so much on what happened in the past but what you as an adventurer playing the game will make happen. It is a story that begs the player to create his or her own story through their decisions. At least, that’s the vibe I got from it. You get to choose your own team; what they look like, their combat classes, their battle statistics and even their names so I imagine it was a purposeful choice by the developers to make the story somewhat vague. The nice thing is that you know what your mission is throughout playing the game but it’s not always in focus, speaking adventurously…it makes sense.
Gameplay
Playing through “Coldfire Keep” as someone who did not grow up enjoying old-school dungeon crawling, first-person, adventure games I found it quite…tedious. As mentioned, you’re placed in first-person view and all you really need to do is move around dungeons using either gesture controls or classic controls like arrows and buttons which can be changed in the option menu of the game. Characters, depending on their class, can use physical attack and/or magical attacks to thwart enemies but it seems as though the game doesn’t entirely have its combat system worked out seeing as you miss your attacks most of the time while enemies continuously land hits and you that deal more damage than you would have assumed. Essentially you travel through dungeon floors, dodging traps, finding secrets, fighting enemies and advancing lower and lower doing the same thing again and again.
Now I’m not going to say this game is “broken” but I will absolutely say that the developers clearly have things that they need to figure out. Things like the battle system, as I briefly mentioned above, really have some kinks that need to be worked out; enemies do an amazing amount of damage to player characters, It actually took me a couple of hours just to play through the first few floors simply because none of my hits were landing yet every enemy had laser accuracy. My characters were killed in a matter of a few turns and it wasn’t like I was fighting enemy demons or anything as extravagant as that…I was killed by rats.
It was also extremely difficult to pick up items, the controls were mostly unresponsive and what was supposed to be a double tap to pick-up an item turned into 8 or 9 furious taps of frustration. If only I was over exaggerating…I played it while sitting around with some friends one night and as my frustration boiled over and I began hitting the screen one of them turned to me and said “Frank, contain your excitement” in a sarcastic manner, that is truly how hard I was tapping the screen. Look, I can honestly see why people would enjoy this game. It takes a great deal from old-school fantasy and adventure titles, essentially it is itself in a pure form and I can see that.
Visuals
For the most part I’d say that “Coldfire Keep” is a fairly good-looking mobile title. It doesn’t do anything overly spectacular and pretty much sticks to the basics when it comes to visual representation of certain things but I believe that is what gives it the feel of an old-school title. I can see it having a nostalgic look to it but, unfortunately, since I never played these types of games years ago I cannot directly relate to that feeling. The game doesn’t really give you a chance to get bored of the environments because they’re constantly changing and throwing different obstacles and traps at you so you never really get too much time to get sick of it.
Something I didn’t particularly like was the colour choices for the text throughout the game. Like most aspects of this game it was fine for the most part but there were certain pieces of text that were coloured flouro green or yellow that really stood out, especially in a game where you’re meant to believe you’re in some dark and dingy dungeon, it just didn’t fit with the theme. It mixes some nice old-school style layouts and models with an upgraded kind of graphics system and it’s hard to be angry at something like that.
Audio
The game, kind of, ditches a soundtrack to instead focus on environmental sounds like the dripping of water or the squeaking of rats which I’ve experienced in other games that do it incredibly well, “Coldfire Keep” on the other hand doesn’t do it as well as it could. Do not get me wrong here, I’m not saying that it does a terrible job when it comes to environmental sound effects, all I’m saying is that it could use some work. A great deal of mobile titles try to give players an opportunity to immerse themselves within the game, sometimes they choose the auditoral road wherein which they advise players to wear headphones because they’ve put so much effort into the sound and I think “Coldfire Keep” could have done it closer to how others have, it definitely would have made the game more engaging and possibly even a little bit scary. Music would not have helped this game, maybe just a little more attention to detail and it would have been golden. I’ll say one thing; the voice acting was quite a pleasant addition to the game, though there was no actual spoken dialogue, there was the occasional “arrgh” or “aaahh” when being attacked and they sounded pretty well-acted to me.
Overall
My job as a reviewer is to look at games from all different angles, I tried very hard to enjoy this title but there were far too many problems to even begin enjoying it. Maybe had I had some experience within this genre as a child or pre-teen than, yes, the nostalgic value of an old-school-style title such as this would have raised the enjoyment level quite a bit but as far as it goes actually being a game…it’s powerfully average. It’s not great and it’s not terrible, it’s just kind of good.
If some of the gameplay elements where tweaked and changed even a tiny bit I can imagine people (including myself) would enjoy this game so much more. Once again, these opinions are mine alone so most of you out there who are still reading this may absolutely love the sound of it, if you do than I suggest you go out and buy it in the hopes that there will soon be an update to fix the slew of semi-broken aspects with the gameplay. I don’t enjoy being harsh but I have to be honest. It’s a great game but if definitely needs work.
Capsule Computers review guidelines can be found here.
Last Friday Hanabee Entertainmentannounced three new title acquisitions to their members through email news blast. Now they have released details on each of these titles including release dates and formats. Read on for information on each of these titles release plans from Hanabee.
Familiar of Zero also known as Zero no Tsukaima is the tale of a familiar summoning gone wrong, rather than getting a magical creature, Louise the Zero gets a human instead, another magical blunder in a long line of them. Hanabee have confirmed their release of Familiar of Zero to hit shelves on the 7th of May, 2014 for both DVD and Blu-Ray. It will retail for $59.99 (DVD) & $64.99 (BLU-RAY). The release will feature an English language dub and collect all 13 episodes.
Campione! follows Kusanagi Godo, a God Slayer who must defend his title from those who wish to take it from him. Hanabee plan to release Campione! on the 7th of May, 2014 for DVD and Blu-Ray in a dual language release. It will retail for $59.99 (DVD) & $64.99 (BLU-RAY) and collect all 13 episodes in one release.
From the New World is set 1000 years into the future in a world that is on the verge of falling apart. A group of friends must uncover the dark truth of the world or fall apart with it. Hanabee will be releasing From the New World on 7th of May, 2014, beginning with Part 1 of 2 planned releases. Both releases are to be for both DVD and Blu-Ray in dual language. It will retail for $59.99 (DVD) & $64.99 (BLU-RAY) for each part. Part 1 will collect the first 13 episodes of the series.
On top of these announcements was the revelation that Accel World will be getting a Blu-Ray release now for the price of $64.99. They also confirmed that they will be releasing the second season of Little Busters. Stay tuned for further information on this as it comes to light.
Overview Nascar in many ways is like wrestling. You either get it, or you don’t. You can watch it for the injuries or the competition, and it of course has its own loyal fanbase that spend a heavy amount of time and money to celebrate the high-octane energy that the drivers bring to the sport. The video game adaptations over the years have been hit or miss, but fans still manage to see further installments due to the demand in the market. Nascar ’14 is Deep Silver and Eutechnyx next iteration of the franchise for home consoles, and one that brings a lot of tools to make the player feel as if they were behind the wheel. How does it fare? Let’s find out.
Gameplay
To understand Nascar races, you have to understand the sport – as this title is not going to go out of its way to treat newcomers with kid gloves. Players start their races out in a line and have to pass others using a very strict strategy that mixes both patience and intelligence in order to come in first when that checkered flag is waved. Go past the line? You are forced to watch a cutscene as you pay the price for the penalty. Wrecking is a hallmark tradition at Nascar, but one task you do not want to partake in as it just shows your own shortcomings – which will almost always cost you the race. Eutechnyx really fine tuned the mechanics behind Nascar ’14, and treating the fans like they are not the stereotypical beer swigging, buy anything schmucks we see outside of the sport is exactly why this game is a step above previous entries.
Controls are easy enough to learn, and fully customizable to provide a comfortable layout to anyone picking up the controller. Use the analog to move, right trigger to accelerate, left trigger for brakes and reverse. The simplistic setup comes off as very polished and shines when having to pull off tough maneuvers on the track such as drafting and tightly pulling through other racers on the track. In my opinion, drafting may be the finest attribute of the game, as even in the real deal – getting your head behind the aerodynamics of boosting off the air stream behind another vehicle can be daunting. Luckily, with patience and precision one can execute this with ease here, where they are rewarded for their efforts with great momentum that can decide the fate of an event. The AI can be a tad out of place when on the track – but keep it together for the most part to give a formidable challenge, pitting and actually attempting to win (which was an element missing in similar titles that came before this one).
Career mode is the true heart of the game, as it allows players to go through a great number of events by starting from the bottom and working their way up to legend status. Now, I am not a huge enthusiast of Nascar to be honest, but the customization and constant stream of upgrades make this mode immersive and quite fulfilling to even the lightest of followers. Each week, the player can use their stream of cash to upgrade their vehicle. These upgrades allow you to shift the weight of your car so it is more in tune with the track, get proper tires and parts, and literally control the difficulty level to balance out the AI’s intelligence. The customization also comes in while setting up each race, as players can utilize sliders for damage, gas levels, and other options to provide a little relief or up the volume of the intensity, based on the selections chosen. Once everything is in line, it is off to practice before the big event to make sure that the options selected actually show on the track. No good? Then a slight reshuffle will do some good, and with multiple practices before each race, there are plenty of opportunities for improvement and further immersion.
Online mode is detailed, but lacking a lot of other users at this moment to truly enjoy due to how early we are into Nascar ’14’s release. Online leagues have been added which allows a player to host a league and have their stats tracked for them. Up to 16 players can partake, which adds a lot of replay after one has had their fill of Career and the other modes within the game. Matchmaking has been overhauled as well, now allowing for a more skill-based session. I am not the best driver, so not being thrown to the wolves was a pleasant change of pace compared to the random online sessions seen previously.
Visuals
The visuals were truly one of the most impressive parts of Nascar ’14, as much like the gameplay mechanics, they too can be tuned to ones liking. Yeah, the tracks look authentic and the tire tread on the track adds to the experience, but turning visual damage on does a lot to bring this track full circle so to speak, with cars displaying their war wounds as they occur. Each vehicle also looks highly realistic as well, with small details magnified by shading and color, where the polish is truly evident through and through. Though it doesn’t have much to do with visuals, being able to change the camera angle to several different perspectives also lets this world be seen in new ways – just adding more comfort and customization to an already broad line-up of rich options.
Audio
The sound is the only thing I truly had an issue with during my experience – though some of that is based on taste. Having an audible assistant of sorts is perfectly fine, but during a race his constant tips and babbling about how to race can prove to be a distracting to an otherwise exhilarating session. On a brighter note, these cars sound fantastic and differ as upgrades are added. The soundtrack is where the preference comes in. I know Nascar fans are mainly from the south, but the “redneck rock” is just not my cup of tea, and these tunes are offered during every single menu – so be ready to get the volume switch out, depending on your own liking of the music.
Overall
Nascar ’14 is a polished gift to the fans, and one that will go down as one of the finest adaptions of the sport due to the level of customization alone. Sure, the gameplay has been improved and the visuals look fantastic, but its catering to the player’s needs that sends Nascar ’14 through the checkered flag, and on to a full victory for both Eutechnyx and the consumer alike. While it has a ways to go to being absolutely perfect, Nascar ’14 is the best choice for fans wanting to continue to celebrate the legacy of Nascar.
Capsule Computers review guidelines can be found here.
Every mecha-centric anime series has the same set of fundamental ideas, ideals and execution. The fact of the matter is that we as fans of the sub-genre choose to follow certain series’ over others due to their major differences despite the fact that, deep down, they are all incredibly similar. What makes a series like “Neon Genesis Evangelion” better than a series like “Mobile Suit Gundam” or vica versa?
Is it maybe that some shows stick closer to their roots? Is is maybe that some shows choose to take a path not yet travelled by others? There is no right or wrong answer to a subjective question, the point I’m making is that we don’t just follow series’ simply because they revolve around mechs and their pilots, it goes a lot deeper than that and it’s mecha animes like “Aquarion Evol” that attempt to give us more than what we expect from a seemingly simple mech plot. Does it though?
Story
Set 12,000 years after the events of the series’ predecessor “Genesis of Aquarion”, “Aquarion Evol” follows the story of a young man named Amata; a lover of old mecha movies and a strange teen that gains the ability to fly/levitate once charged with emotion. One afternoon after heading down to the cinema he works in to clean the seats he notices a beautiful young lady who cannot help but be stuck to the screen, her gaze I’m talking of…she wasn’t literally stuck to the screen. Amata and Mikono (the cinema girl) quickly become friends as they talk through the old movie that was just being played and their views on life. The two soon came into contact with an inter-dimensional force known as the “Abductors” who have travelled through the space inbetween space to collect the women from this dimension/planet to take back to their home world where women have basically gone extinct.
The “Aquarias” are swiftly deployed to combat the threat but it doesn’t seem like they’re much of a match for this particular enemy, one that will soon be Amata and Mikono’s biggest threats. The “Aquarias” are a set of massive robots each piloted by a group of boys and a group of girls, the segregation of genders came after a great tragedy involving a former soldier and his now-departed wife which came about, apparently, because of their incredible love connection. Long story short: Amata and Mikono end up inside a “Vector” (one of the three jets that fuse to create an “Aquarias”), they eventually end up destroying the crystals that stop the male and female “Vectors” from fusing together and they, along with a couple of the existing “Aquarias” pilots, fuse to create the legendary “Aquarion” the titular mech of the series. From then on in Amata and Mikono are recruited into the “Neo-DEAVA” forces who are tasked with protecting this world from the “Abductors”. There they attend a pilots school where, once again, male and female students are separated…but not for long.
“Aquarion Evol” does a great deal of things correctly in my eyes story-wise but with everything it does right it also does a few things totally wrong and while some of the things aren’t even barely big enough to mention, there is one thing that “got my goat” almost the whole way through the entire first collection. The biggest themes that run throughout this series is that of friendship, love and the bonds between humans – which are actually some fantastic themes to have throughout a series of this kind seeing as the characters are constantly connect and disconnect from each other both emotionally and spiritually. It’s the extreme focus on the coming together of the genders that really makes from some incredibly annoying scenes that have far too much of a highlight for a show where the actual focus should be on the looming doom of a planet and its female population. I will say this much; I don’t really mind when two characters enjoy each others company or even fall in love, that shows true character depth and development but when each and every single character falls into an awkward love struggle with another…well, I just can’t handle that because, let’s be for real here; it isn’t real.
I do enjoy the connecting of the two genders throughout collection 1, it was nice to see that these characters actually developed together thanks to the events of the series, they grew closer to each other and they begin to understand and accept each other…THAT is some incredible writing, not awkward conversations and unnecessarily embarrassing situations. Essentially a few episodes/scenes were only there for the sake of extreme fan service. In one of the earlier episodes the students/pilots were shipped off to the main land where they were meant to have a nice relaxing day in the local city doing pretty much whatever they wanted to, they were put in mixed-sex teams of three and equipped with an arm band that electrocuted them as soon as their “emotion levels” got too high which basically meant they would get electrocuted as soon as one of them got turned on by another member of their team. It was labelled a “training excercise” but, to me, it was just an unnecessary addition to what is brilliant anime series. The bad thing is that it was one of many, luckily the rest of the story and the series made up for what the story did wrong…thank the lord.
Visuals
I will give “Aquarion Evol” a lot of credit for the way it is put forth visually, I actually didn’t have high expectations for this series and that was simply based on the fact that I had never really heard of it until the review copy arrived at my front door not 4 days ago. I was pleasantly surprised by its high-calibre animation as well as its masterful mix between CGI and tradition animation which I can honestly say was done so much better in this series than in any other series I’ve seen up until now and that includes one of the newer mech animes “Valvrave The Liberator”. What was also so different about this series was the environments and locations where characters travelled through, lived in and fights took place; it wasn’t your typical Tokyo-esque city nor was it a super evolved sci-fi utopia…it honestly just looked like Venice (Italy).
There were canals and gondolas and the architectural structures were all design in a traditionally European style and I enjoyed that so much. Though it did take a little bit of a shift throughout the collection, you begin to notice that the city isn’t entirely tradition as the series goes on but it is also something I thoroughly enjoyed because it contrasted both modern and ancient.
The animation was smooth and fluid in motion, you barely ever saw a dip in the animation quality which is something I’m going to assume a lot of anime fans have come to terms with considering it is in literally every anime series. Everything was done perfectly, from the costuming to the actual “Aquarion” variations, everything was designed so brilliantly. I would have loved to have seen this collection released on Blu-ray rather than just DVD because I can imagine how much more crisp and clean the visuals of the entire anime would have looked. What else can I say? It is only rare that a series like this comes out of left field and leaves me speechless regarding the way it looks.
Audio
When it comes to anime series’ like this I’m not often blown away by its auditory aspects, possibly because I’m much too focused on the action scenes or the voice action but something that “Aquarion Evol” forced me to do was to take not of its soundtrack and I actually enjoyed it despite my dislike of the genres used.The series uses a great deal of classical and orchestral music, the great thing about its use was that it wasn’t only during non-combat scenes, in fact, the booming orchestral sound mainly made its home amongst the battles between giant robots and it made so much sense because, while they are creations of science, the people piloting them are spiritually connected to each other which adds another layer onto what was already a fairly solid foundation, the addition of loud and haunting orchestral scores just bind it all together and a brilliant way.
I’m not too surprised now that I’m aware a great deal of the music was done by Yoko Kanno who you may know from a great deal of Shinichiro Watanabe projects like “Cowboy Bebop” and “Kids On The Slope”. Something else that blew me away was the incredible talent of the English voice acting cast, they performed admirably! Each and every character was defined by their voice and the way they were acted out in a fantastic way and while there were some annoying characters, they were mostly drowned out by the well-written and well-acted ones. Once again, I was shocked at just how good the voice acting cast was, unfortunately they were tasked with acting out some horrendously awkward and silly scenes but I believe, for the most part, they kept their composure and acting integrity.
Extras
I’m quite impressed at what “Aquarion Evol Collection 1” brought to the table in terms of on-disc extras. As usual it came packed with trailers for the series, trailers for other series’, clean opening and closing sequences, episode commentary (which also gives you quite a large level of insight), etc. What I was actually very interested in was the featurette that was also present on the disc which worked as like a small documentary that covered the series conception, its announcement, its creation and its release. While it was really the only worthwhile extra in the release it was still something nice that I can imagine fans of the series would be really into. Even me, as someone who never watched the original series and had just finished the first collection of the second, I enjoyed it quite a bit.
Overall
“Aquarion Evol” seems to me like another fantastic anime series that is held back due to a flaw in its story regarding its characters. For the most part “Aquarion Evol” is absolutely amazing and it actually has a great overall story, unfortunately it is constantly interrupted by simple teenage struggles, the type of thing that shouldn’t really be present in a story where giant robots must fight other giant robots for the sake of each others planets. Fact is; the series was filled with “primo” animation and some fantastically suiting music as well as some of the best voice acting I’ve heard in a while. I’m actually really into this series but I still find it hard to sit through the silly scenes. At the end of the day, this is simply my opinion, a lot of you out there will enjoy this as much as I did or even moreso, if you can get over the silly teenage stuff then I’d say this is the series for you.
Capsule Computers review guidelines can be found here.