Home Blog Page 3988

Dark Souls II – Hands-On with The First Five Hours

Dark-Souls-II-Screenshot-02

YOU DIED

Words that are very, very familiar to anyone who has ever picked up a controller and stepped into the worlds of Boletaria or Lordran. The Souls franchise, starting with the PS3-exclusive Demon’s Souls, and then the 2011 smash-hit Dark Souls have managed to capture the heart, soul and emotions of gamers everywhere. Being able to crush their self esteem back to nothing with its grueling difficulty, only to reward with a rush of euphoria that few other games can match once you overcome the odds. Now, Dark Souls II looks to expand that even further.

Dark Souls II is still a little over a month away (literally), but recently I was able to sit down with the guys at Bandai Namco, grab a controller and get stuck into the complete build of the game. I left a changed man. I had seen some things, and I now know that I am ready to go beyond death.

Loading up the game takes you straight into the opening cinematic. The intro drags for a little bit but basically gives you a run down of the world and how it became so corrupted. In typical Souls fashion, we are only given brief snippets of the truth, and the rest will be for us to discover in our own time as we play through the hefty campaign. I wont spoil anything, but by the time the cinematic has ended, you will be as eager as ever to get into the action.

From the cinematic, the game dumps you straight into an old abandoned forest, completely unarmed so that you can get used to the way the game operates.  Your character will be donned in a hooded robe so that we cannot see who he or she is, as that part comes later.

Dark-Souls-II-Screenshot-11

Anyone who has played a Souls game before will feel right at home with the controls, which by and large haven’t changed much since Demon’s Souls hit the PS3 over 4 years ago. You equip weapons to either your right or left hand, and you swing them using the shoulder buttons – L1/R1 for a light attack (or to block with a shield), or L2/R2 for a stronger, but slower heavy attack. You still switch between weapons and items using the D-Pad, and all in all the whole control scheme remains by and large unchanged. The old adage of “if it isn’t broke, don’t fix it” is very applicable here, as the way the game has played has remained the same through all three games.

So after running around this little area and making sure you are acquainted with the game’s controls, you head up to a small decrepit shack, inside of which you will find a bunch of witches draped in red robes. Another cut-scene plays here, which is already a bit of a deviation from the past installments, which were very light on the cinematics. We get a bit more back story of the world, and the curse that afflicts you, before jumping into the character creator.

The character creator has all the bells and whistles you would expect from a modern RPG Character creator. The previous two games in the series have stumbled a bit with this aspect, and you might have had a character who looked perfect in the creator, but turned out having bright red skin (trust me, it can happen). While the Dark Souls II creator is by no means perfect, it is still leaps and bounds ahead of its predecessors.

Dark-Souls-II-Screenshot-17

Then the game begins. You are introduced to the little tutorial area. Much like the Undead Asylum from Dark Souls, this new area features a series of relatively easy challenges that allow players to get accustomed to the game’s mechanics. One thing that did jump out at being different was the fact that you could collect a torch, which could then be lit and aside from providing light in darkened caverns,  was also used to light sconces along the path. During the little tutorial area, I noticed a bunch of seemingly innocuous looking sconces, and decided to try my best to light them all within the torch’s 5-minute limit. I came close, but didn’t quite make it. Are there secrets and rewards given for lighting them all? I don’t know, but it is that kind of mystery and intrigue that Souls players demand from their games. Another key difference, and one that definitely impacts on the difficulty of the game is that Estus Flasks (the game’s renewable health items) Are much fewer. Once you have access to the Estus, you are initially only given a single flask, and are tasked with finding shards to unlock more.

The tutorial felt relatively easy in comparison to Demons’ and Dark Souls. Until something caught my eye. Over a ridge, I could see a giant troll, just idly standing there. I knew what had to be done next. Gamers everywhere know that feeling and that anticipation of a tough challenge ahead, it is like it is a sixth sense, and Dark Souls II had mine tingling. As I made my way over the ridge, I noticed that the draw distance for the map was incredible. I was a fair ways away from that troll, and yet I could see it clear as day. As I neared the troll’s hunting ground, and I edged ever closer to him, someone behind me spoke; “You know how there are some areas of Dark Souls that you just shouldn’t go to too early?”

CRUNCH!

Another troll had charged at me from no where and crushed my fragile body under his giant foot. “This is one of those areas.” I should have turned tail and ran away. I wasn’t strong enough to face these brutes, but if Dark Souls, and subsequently Dark Souls II thrives on overcoming the odds. I battled back and forth with the trolls for over 20 minutes, dying repeatedly as I learned their attack patterns and how far out they would chase me. Eventually I was able to lead them to the entrance of a cavern where I could slowly pick away at them. If there is one thing to say, it is that Dark Souls II still carries that lofty feeling of excitement, euphoria and bliss when you overcome one of its many obstacles. Felling the two beasts gave such a rush that I needed more.

dark-souls-ii-screenshot-15

I headed back through the tutorial area, and made my way to the next location. Finally after some off-the-beaten tracks exploring, I had reached the small hub part of the world. This desolate village had a few sparse NPCs, and was definitely my way point in the world of Drangleic.

Here is where some of the more nuanced and intricate gameplay mechanics were made apparent. Firstly, the leveling up system has changed from how it was in Dark Souls, and now more closely resembles the original method used in Demon’s. While you still collect souls from fallen enemies, and use them as your experience points, you are limited to WHERE you can level up. In Dark Souls, you could rest at any bonfire and level up accordingly – not so anymore. Much like Demon’s Souls, you are forced to talk to a specific NPC to level up. This adds a bit of strategy to the events, as the NPC isn’t at every bonfire.

I also discovered that the Bonfires in Dark Souls II are all linked to each other, and allow for fast travel between them. This is a slight let down, as fast travel was earned in Dark Souls, and it was still only usable in certain locations. Now you can travel across the map to any bonfire that you have discovered and lit. This takes some of the stress of “will I make it” out of the game, as you can just travel to the most ideal location and head off from there.

dark-souls-ii-screenshot-10

Covenants also make a comeback in Dark Souls II, and you have access to a handful of them a lot earlier in the game. Not only that, but the NPCs who welcome you into the covenants give you a bit of a rundown on the perks of joining them. This is made a lot more clear than it was in the original Dark Souls, which had you filling in the blanks a lot of the time. One covenant really jumped out at me here – The Covenant of Champions. Interacting with a large engraved obelisk near the top of the town gave you the option to join, and also a warning that if you elected to do so, the game’s difficulty would spike up dramatically.

Now, anybody who was a part of the Network Beta Test in November will know that the difficulty spike really does change things. It shifts the game basically into NG+ territory. It is a great option to have if you are a series veteran who is looking to challenge themselves from the get-go. If you are new to the franchise, or it has been a while since you played, then I would strongly advice not going down this route to begin with, as the game itself is still really difficult.

The difficulty was a big concern for players ever since the game was announced. And I can tell it with an audible sigh of relief that there is nothing to worry about. The difficult has remained in tact, and you will still be dying over and over again until you are red in the face.

dark-souls-ii-screenshot-17

The most intriguing part of the little town however, was a large pit near the center. I’m talking like 300 style. As I peered over the edge, I noticed that in criss-cross pattern descending down the pit were a series of planks. “I wonder if I aim my fall properly, will I be able to descend make my way down this pit?” No. No I was not. Although I aimed my jump perfectly, and landed on the topmost plank, it was still enough of a fall to immediately kill my character.  Speaking to a nearby merchant NPC, I saw he had a ring that reduced fall damage, albeit for an obscene price (13500 Souls). I figured I would come back later, and set off on the way to my next challenge.

I headed through some sewer-like ruins, and ended up in a castle that was ruined beyond compare. Although it was filled with rubble and broken stone, I was in awe at how great it looked. The guys at FROMSOFTWARE have really come leaps and bounds with the visuals – especially considering the first one only released in 2009. There was incredible amounts of detail on the cobblestone buildings, and even the enemies were all elegantly detailed. It isn’t a next-gen title for sure, but it really does look great.

It didn’t take me long to figure out that I had headed the wrong way and ended up in another area that I wasn’t supposed to be. Not only that, but I was still equipped with the base level gear. If you want a real challenge, then only level up a few times and forget to buy better gear. I was facing down knights that were literally twice my size, and who’s weapons could kill me in roughly two swings.  Regardless, Dark Souls II is a game about pushing forward, so I did that. I learned how to dodge all but one of the enemies, and plotted my path around them to the boss encounter at the end. Here is where things got interesting.

The boss battles in Souls games can be a bit of a mixed bag, but usually if you can find the weakness you will be set. Dark Souls II carries that torch proudly, by making bosses an exercise in problem solving just as much as they are combat. Sure there are different ways to go about it, and you will find the one that works best for you, but when facing down a 12 foot, red armored knight called Dragonrider, who’s halberd can send you flying off of his tower in one hit, you need to think somewhat strategically.

dark-souls-ii-screenshot-02

I am proud to say that after a long, long time battling Dragonrider, I eventually figured out his weakness… but that wasn’t enough. I was still too poorly equipped for the battle, and was barely doing any damage. So I decided to head down another path, and see if I could get something better. That is what has always been a favourite thing about the Souls games for me – the fact that there is no set in stone pathway that you should follow. Branching roots, secret passages and surprises galore. Even better is the fact that there is nothing and nobody even suggesting where you should go. You figure it out for yourself, usually through trial and error. There is no hand-holding in Dark Souls II, and that is amazing.

So after failing to overcome Dragonrider, I headed the other way into a small forest. The enemies here felt much easier to kill than the giant knights I was dealing with before, and it made me realise that this is the way I should have been going. Human-sized enemies that I can block and kill without having to worry about one hit KO’s are definitely the way to go.  As I made my way through the forest, and into another set of ruins – I fought undead soldiers who were trying to hinder my path, and encountered a ominous looking knight who didn’t attack, but also didn’t respond to my prompts. Even more suspicious was the fact that he could be targeted like any other enemy. Another mystery to be unraveled by playing through the game.

When I had enough souls, I decided to gear myself up a little better – I purchased a better headdress and a new weapon in the form of the battleaxe. I had planned on heading back into the forest, but the challenge of the Dragonrider was impossible to ignore – so back there I headed. It was a long battle, that really tests players on how to properly use their stamina (including when to hold your shield or not). Eventually however, the Dragonrider was toppled, and I reigned victorious. One thought entered my mind; “Now I can buy that ring.” As I entered the hub again, I purchased the ring, but before I could jump down the pit, I something back towards the forest caught my eye and off I was again.

dark-souls-ii-screenshot-18

At the end of the forest was the official first boss encounter of the game – The Last Giant. Old, withered, and decomposing but still a formidable enemy. The Last Giant used his hands and legs as weapons as he stomped around the battle area. Staying out of his reach, and running in for a few quick slices was easy enough… until he ripped off his own arm. Now his reach was doubled, and I was severely freaked out. Evolving boss battles is something that have been a part of video games for an eon, but they are still awesome to see. Having to change your strategy and your style midway through an encounter really tests the player without being unfair.

Having two bosses under my belt, I had one last job at hand – to finally explore the pit. I warped to the Hub, and headed towards the giant, ominous hole in the ground. I equipped the ring that lessened fall damage, angled my jump just right, leaped off the edge … and… fell to my death.

So that rounded up my five or so hours with Dark Souls II. I managed to defeat two trolls by exploiting their AI (in typical Souls fashion), vanquish two different bosses and fall to my death over and over again. Five hours and I have barely scratched the surface. There are still secrets to unravel, souls to collect the entire world of Drangleic to explore, and I absolutely cannot wait to do so. Seriously it is time to get aboard the hype train, because it looks like Dark Souls II will be everything we all dream it should be, and more.

You can pick up your copy of Dark Souls II and go beyond death this March on Xbox 360, PS3 and PC, so as always make sure you stay tuned to Capsule Computers for all the Dark Souls news as it becomes available.

Gran Turismo 6 Review

gran-turismo-6-boxart-01

Gran Turismo 6
Developer: Polyphony Digital
Publisher: Sony
Platforms: PS3 (Reviewed)
Release Date: Out Now
Price: $99.95 – Available Here

Overview

Since the early days of the PS1, racing fans everywhere have had one franchise to turn to when it came to the most realistic racing experience possible – Gran Turismo. Now with the release of Gran Turismo on the PS3, fans can see how far the series has come. In a market that has more than a fair share of racing games, GT6 makes its mark on the genre by keeping its driving mechanics as authentic as possible to the real world, but its biggest selling point quickly becomes its biggest deterrent as it takes away a lot of the escapism that racing games offer.  Not only that, but the game itself has its fair share of problems that overall combine with its lack of spark and life, result in a game that just isn’t very exciting for those outside of its niche demographic.

Gran-Turismo-6-Nissan-GTR
Gameplay

At its core, Gran Turismo 6 is a pure racing simulator. You pick a car and get to racing. Like the other GT games, Gran Turismo 6 features a buynch of tracks to speed along, each filled with their own unique history and appeal. Racing fans will get a kick out of speeding down their favourite racetracks in their own personal $100,00 racing machines.

It has become an industry standard for racing games to map the acceleration and break to the trigger buttons. This is because the triggers on the PS3 and Xbox 360 controller are analogue and let you manually control your speed. GT6 instead goes the other way and by default has the acceleration mapped to the X button. This really limits the amount of control you have over your vehicle, and also feels unintuitive and uncomfortable compared to other games in the genre.

Gran Turismo 6 offers two different single-player experiences; Campaign and Arcade Mode. Campaign Mode has you just starting out as a driver, and slowly climbing up the ranks to make a name for yourself (which has become such a tired racing game cliché that it is almost painful to go through). Here you will earn points to unlock more cars as you ascend in the racing world.

If there is something that Gran Turismo 6 has; it is a lot of cars. With over 1200 available for you to drive, you are almost guaranteed to find your dream car sitting there, begging you to take her for a spin. Here is the catch though; you have to buy almost every car, nothing is given away and it can take a considerable amount of time before you have accrued enough points to buy the car of your dreams.

gran-turismo-6-bmw

The fact that it can take so much grinding to unlock a car makes the game feel a lot like a feemium mobile title. The shop layout is very reminiscent of those free to play mobile games, and honestly cheapens the whole experience. Worse than that is the fact that microtransactions very much part of the game. Don’t want to earn your car, just buy it! Microtransactions are frustrating enough in free to play games, but after dropping full retail on a console title, they are downright insulting.

I can’t harp too much on the microtransactions however, as they are pretty tactfully hidden from the casual player. Unless you actively go looking for them, you likely wont see them anywhere in the game. There is no prompt or pop-up reminding you that they are there, and they are more of an option than a necessity. The microtransactions only really affect the campaign mode, as arcade is a different beast all together.

Arcade mode makes you feel like you are sitting back in your local Arcade, putting a few coins into the machine to race against your friends. You get to select the track you want to race on, the car to drive and even things like the weather conditions and the amount of laps to race (up to 99). It is definitely more fun than the campaign mode, but suffers from its own problems. The biggest problem is that you only have around 20 cars to choose from, so all those cars you have unlocked in the campaign are unusable here. 20 is a fair number of cars, but considering the roster of 1200, it feels bare bones.

Gran-Turismo-6-03

The other big problem is that you are always put in last place and have to make your way through the pack. This is pretty standard fare for racing titles, but where it falters is in the fact that the cars you are racing against are a random assortment of the 20 that are available. This means that by the time you cruise past the slower cars, the higher-end machines have already sped so far ahead that catching them is almost impossible.

While some aspects of the gameplay do suffer a bit, the physics is one area of the gameplay that really does excel. More specifically, the way that weight is distributed on your car as your drive. Each car handles differently, and the way that weight shifts along the car as you turn really adds to this. While the physics engine is great for steering, it does nothing for the way that the game handles crashes. It happens far too frequently that you will crash into a wall at top speed, only to bounce off and go among your merry way, with no change in gameplay or control.

The GT series has never been want for eccentricities, but GT6 takes it to the next level… Literally. Now, you are able to jump into a (wait for it) Lunar Rover and race to your heart’s content on the surface of the moon. That’s right, you can speed down the Sea of Tranquility and drift among the craters and chasms that make up our orbiting satellite.

Gran-Turismo-6-Goodwood-01

Visuals & Audio

The way a game looks and sounds plays a big part into how much you can suspend your disbelief and get sucked into the experience. This is especially true of racing games, where cars should all look and sound a particular way as they go round a bend or as they shift into gear. Sadly, this is an area where GT6 really does fall flat.

GT6 for the most part isn’t a “bad” looking game, but it isn’t a great one either. It sits safely in the middle of the scale. Vehicle models for the most part are well drawn and highly detailed, but they are often lost amongst the muddle of bland racetracks.  The way that cars crash also leaves a lot to be desired. In much the same way that they don’t do much to the way you drive, your car wont find any visual differences in your car, even after a head-on collision.

It isn’t all bad, as at just he right angle the light can shine through a tree, or come over the horizon and makes the game look absolutely amazing. Detail really pops and the cars speeding around you all look like they have come out of a factory lot. The sad part is that these sections of brilliance are the needles in the haystack. Most of the time the game looks average at best, with some sections even looking decidedly last-gen.

While the visuals can have their moments of beauty, the audio is a little worse for wear. Any car enthusiast will tell you that the way an engine roars as you shift gear is as iconic as the look of the car itself. That is why it is such a shame that the cars sound like rusty blenders when driving.

Gran-Turismo-6-Goodwood-03

Overall

Gran Turismo 6 feels like an extension of Gran Turismo 5. The game hasn’t come very far since the last instalment and it really shows. Launching as a PS3-exclusive game at the same time that the Xbox One and PS4 launched already put it at a disadvantage, and the fact that it doesn’t bring too much more to the table than its predecessor puts it even further behind in the pack. All-in-all, Gran Turismo 6 is a racing game for racing enthusiasts and doesn’t offer much else for the casual racing fan… Unless you want to drive on the moon.

6-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Disney Infinity: Jack Skellington Review

disney-infinity-jack-skellington-screenshot-01

Disney Infinity: Jack Skellington
Developer: Disney
Publisher: Disney
Platform: Xbox 360 (Reviewed), PS3, Wii U, 3DS, iPad (Reviewed)
Release Date: Out Now

Disney Infinity is an absolute behemoth of a game. From its five different Adventure campaigns, to the ever-evolving Toy Box mode, there is always more to see and do.  We just recently took a look at the Wave 2 figures for the game. Wave 2 brought in the classic characters from Toy Story, as well as new favourites like Anna, Elsa, Rapunzel and Wreck-It-Ralph. However, eagle-eyed readers will have noticed that we omitted a very important character in our review. Jack Skellington, the Pumpkin King and wannabe Santa Clause was the figure that kicked off wave 2, yet we left him out of our review; why? Well because ole Jack is so iconic that he deserves special treatment.

jack-skellington-screenshot-02

Disney Infinity has had the hard task of carefully recreating some of Disney’s most famous characters so that they fit the game’s aesthetic, all while making sure that they all kept their look and charm that made them so lovable in the first place. To that end, Jack’s new look nails this to a T.

When you think of Jack Skellington, you immediately picture his elongated limbs and his perfectly round head (complete with his strange teeth and empty eye sockets) and this has been retained perfectly. The figure itself is rather tall, almost reaching up to Ralph’s height, but still has that thinness. The figure looks great on a shelf, and his black/white colour scheme really makes him stand out from the rest of Disney Infinity’s brightly coloured crew.

jack-skellington-screenshot-01

The figure is one thing, but when you put King Skellington onto the Infinity Base it becomes something else entirely. There is no proper way to describe how Jack moves other than to say it is authentic. Nightmare Before Christmas was a stop-motion clay film, and Jack’s movements are very reminiscent of that animation style. He moves, walks and attacks like he does in the movie – probably more so than any other Infinity character to date.

While he looks and acts like he does in the movie, it is also exciting to note that Jack SOUNDS like he should. Chris Sarandon, who has voiced Jack in all of his non-singing appearances reprises his role here, and 20 years after first taking on the roll, still fills it with such class that it is impossible not to love it. Sadly, Jack doesn’t do any singing in Infinity so Danny Elfman doesn’t make any appearances. Although that being said, you can trigger the “This is Halloween” tune in the Toy Box.

When it comes to actual play-style, Jack acts as a combination of the Monsters U and Wreck-It Ralph characters. His primary attack is a monster scare. Like the Randy, Mike and Sully before him, Jack can sneak up on unsuspecting enemies and scream them into oblivion.

disney-infinity-jack-skellington-screenshot-02

As if that wasn’t enough, Jack can also throw his pumpkin bombs. Pumpkin bombs work in much the same way as Ralph and Vanellope’s cherry bombs and allow jack to protect himself and deal damage to any number of enemies from afar. I was a little disappointed that Jack didn’t get any truly unique abilities or attacks, but at least what he does have is very authentic to the character and his film.

Jack is one of the coolest Disney Infinity figures to be released, and I can tell you first hand that it is an amazing sight to place him into the Toy Box and use the two world-change Power Discs to turn your playground into Halloween Town. Even better is when you place the Curly Mountain into your world, and place Jack on its peak while “This is Halloween” plays in the background – simply awesome.

Disney-Infinity-Jack-Skellington-screenshot-03

Jack delivers on all fronts, and while it would have been great to have him be a little more unique when it comes to gameplay, it is hard to fault the work and creativity that has gone into bringing him to life here. Sadly though, with all the excitement behind the Pumpkin King, and of course his loyal fan-base; the Jack Skellington figure has become quite a rare commodity. It almost entirely sold out during the pre-order period, and is currently only available at four different EB Games stores Australia-wide and is going for more than double his RRP on sites such as Ebay.

8-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Next Xbox One Update to Include Storage Space Management and More

Xbox-One-01

Those who own an Xbox One have a lot to look forward to, as a ton of new updates are coming to make the platform even more user friendly. These updates are all based on feedback, and include adjustments to storage space, the return of the battery power indicator (why did that go anyway?), and much more.

Here is the official statement on what to expect from Microsoft when the update hits February 11th:

· The ability to see and manage your storage space. With this update, you will find it easy to find how much space your content takes up and better manage your content. You can also control your install lineup and more easily manage your download queue. We’ve separated My Games and My Apps into separate lists, so you can easily create separate queues for both. Now you can pick the order in which you want your content to load and we’ve added a boot progress indicator so you can better track updates while they load.

· The battery power indicator is back! You can see it right on the home screen, so you can easily track how much battery life is left on your controller.

· And, you will be able to use your USB keyboard with your Xbox One.

These are just a few of the many updates we will be shipping on February 11. We’ll share more details on these and other upcoming features in the coming weeks. We have several surprises in store that we think you’ll love.

March 4 system updates – countdown to “Titanfall”

titanfall-screenshot-03

Titanfall has a lot coming with it, and Microsoft and Respawn Entertainment seem ready to make sure the console is in perfect shape for the release, which is a good thing considering how big the game claims to be. Mark the date of February 11th, and prepare for these updates now!

Nintendo Remind us of the Large eShop Wave for this Winter

shantae-pirates-curse

Yes, we have a lot to look forward to for the next few months. Nintendo have stepped in to remind us about the large amount of titles headed to the Wii U and 3DS’ digital eShop, and the list for the Wii U in particular is quite long. You have the big dogs, such as Shantae and the Pirate’s Curse by WayForward, along with other favorites that are just seeing a port such as Ittle Dew.

Check out the list for yourself:

eshop-quarter1-list-01

We will keep you update when the “Q1” titles receive dates, so stay tuned for that an more right around the corner.

Strider Official Release Date Announced by Capcom

strider-announce

Strider is a name we’re glad to see again. It has been a while since we heard anything at all however from the remake that Capcom announced last year, but now a release date has risen – and its not too faraway.

On February 19, the iconic hero will make his return to consoles with Double Helix (who recently published Killer Instinct) leading the way, launching on digital platforms such as the PS4, PS3, Xbox One, Xbox 360 and PC February 19th. Remember, there is a lot to this remake, as it not only includes a survival and speed-run mode, but online leaderboards and completely re-imagined visuals. Under two weeks away from a game that has a lot to live up to, but appears to be packing in the content for fans new and old. Yeah, I am down with that.

Drakengard 3 release date announced and English trailer released

drakengard-3-collectors-edition
Click the image above for a larger version.

While we knew that Drakengard 3 would be making its way West, we did not know when it would finally be arriving on our shores. Well today that information was revealed as Square Enix has announced that Drakengard 3 will be released in North America on May 20th where the title will be available as a digital download and at retail, with a $79.99 collector’s edition that can be found above. As for Europe and other PAL regions, the game will be released as a digital download on May 21st.

There are also some special pre-order details for gamers in North America depending on when they pre-order the game. The breakdown of the pre-order bonuses can be found below:

  • Tier One: players who place their pre-order from today through March 3 will receive a special Japanese voiceover DLC and automatically unlock the two yet-to-be-announced bonuses;
  • Tier Two: from March 4 to April 8, pre-ordering the game will unlock the two remaining unannounced bonuses;
  • Tier Three: from April 9 until launch, players will receive the final unannounced locked bonus only.

As far as the aforementioned collector’s edition, it will only be available through Square Enix’s online store and only 5,000 copies will be made. It includes the following:

  • All three tier pre-order incentives mentioned above
  • The Complete Novella
  • Official Soundtrack CD Sampler
  • Prequel Stage DLC – Play as Zero’s sister, One, in this additional level
  • Caim Costume DLC – Protagonist of the original Drakengard (Once equipped, stamina consumption decreases by half when using a skill)
  • Giant Baby Hat DLC – For your in-game dragon companion
  • Drakengard 3 Collectible Poster

Saints Row IV Blings Out with Their Latest Bout of DLC

Saints Row IV has had a decent amount of DLC already out for it, plus Volition and Deep Silver has kept a pretty steady stream of it to boot, so it comes as no real surprise that they release more DLC today. The real surprise however is in the amount of it that has come out today.

Saints Row IV gets 5 brand new DLCs today a wide variety of content from several money based abilities in the Bling Bling Pack, to FREE costumes designed by fans in the Reverse Cosplay Pack, to a new weapon called The Polarizer also designed by a fan, plus content packs with College Daze and Game On.

For a better look at what some of these DLCs will be adding, players can check out the images in the gallery below, but for more information on everything the Bling Bling Pack brings players can watch the trailer embedded below. Those interested in the DLC can download it right now for Saints Row IV on Steam and Xbox 360, while PS3 will be getting it next week.

Assassin’s Creed Freedom Cry Now Available Seperately

assassins-creed-iv-black-flag-freedom-cry-03

Ubisoft have announced that the single player adventure Assassin’s Creed: Freedom Cry will now be available as a stand alone product on the PS3 and PS4 on February 19th and the PC on February 25th (Sorry Xbox gamers looks like you’ve been left out). Previously the game was available as DLC for Assassin’s Creed IV: Black Flag, but the purchase of that game is now no longer required to play Freedom Cry on listed platforms.

Assassin’s Creed Freedom Cry tells the story of Adewale, a man born into slavery. Once a pirate and now a trained Assassin, Adewale is shipwrecked in 18th-century Haiti, home to the most brutal slavery in the West Indies. In an effort to get back to the sea, Adewale assists the locals in exchange for a crew and a ship. The more he fights for freedom from slavery, however, the more he is drawn into the Maroon slave community, forcing him to face his vicious past. In the game, Adewale will take his new crew and set of weapons, including a machete and a blunderbuss, to assassinate enemies and free slaves, delivering merciless justice in plantations and cities alike. No stranger to the sea, Adewale will command a fearsome brig to take down slave owners in the Caribbean.

If you’d like to see that description of the game in action, check out the new announcement trailer below and let us know if you would like to see more games take the stand alone game route as opposed to being DLC.

Dogs of War Online enters Open Beta

0

Dogs-Of-War-Online-Screenshot-01

The time has come to open the floodgates as Dogs of War Online enters its Open Beta phase. Developed by Cyanide Studio, the title offers a free-to-play strategy experience for Steam and PC users. While the game sat in closed beta for over four months, Dogs of War Online had tens of thousands of users that participated in a world of Confrontation miniatures. In hopes of further fine tuning their product, the development team released the open beta on Steam to garner more input from the public prior to full release.

For any turn-based strategy lover this is extremely tough to pass up! It’s free – no brainer. Take a look at the trailer below, and if that gets your jiblets going find the download here.