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Hands-On with The Sims 4

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The Sims 4 from Maxis and EA is by far one of next year’s most anticipated games, and we hardly know anything about it yet! The Sims franchise is lucrative to say the least, and has a die hard fanbase that are always eager for the next installment, the next improvement and the next lot of stuff they can make their Sim do. At this year’s EB Games Expo, I was able to sit down with a very early build of the new Create-A-Sim and see if the game looks like it will live up to the hype.

As I said, I was only playing around with the Create-A-Sim and it was a very early build, but I was quite impressed with what I saw. In the past, Sims games (especially Sims 3) relied on a series of sliders and switches to change the appearance of your avatar. It worked brilliantly, but would often take an incredibly long time to get your Sim looking perfect. Well gone are the days of sliders and switches, as The Sims has introduced an elegant new mechanic; just using your mouse.

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Now in The Sims 4, players can simply click on a feature that they want to change, and by moving their mouse around, will watch the body part morph in real time. Want a smaller, thinner nose? Just click and drag the nose upwards and slightly to the left, and presto – supermodel nose job in a fraction of a second. This method of input is not only incredibly satisfying, but also eliminates a lot of the frustration of previous Sim titles where you can’t figure out why your Sim doesn’t look the way you want it too. With over 18 different body parts for you to alter (eyes, ears, nose, mouth, cheeks, chin, jaw, eyebrows, neck, shoulders, chest/breasts, upper arms, forearms, stomach, hips, thighs, legs, and butt) you can make your Sim look EXACTLY how you want them to, in absolutely no time at all. I was able to create a teen heart throb, and a drop dead bombshell in under 5 minutes each, and I don’t even play Sims that often.

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The new design also allows for more realistic looking Sims (as well as the converse, ridiculous looking ones) including enhanced breast and butt visuals, which I am told is something the fans have been clamoring for since the first Sims game. Sadly, since I was playing on such an early build, I only had a few clothing options to choose from, so I wasn’t able to attire my Sim as well as I felt they deserved, but still character builder itself was awesome.

It will be interesting to see how the game continues to develop, and what other improvements Maxis will add to the premiere life-simulator. We still don’t know exactly when Sims 4 will launch, other than it is set for 2014, so for all that sweet Sims 4 news as it becomes available, you had better be sure to stay tuned to Capsule Computers.

Hands-On with Dark Souls II

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As a huge fan of both Demon’s Souls and its spiritual successor Dark Souls, I was cautiously optimistic of Namco Bandai’s Dark Souls II, especially when it was announced that the series’ new director; Tomohiro Shibuya wanted the series to be more accessible. I, like many players assumed that this meant the game would be easier. Well, at this year’s EB Games Expo, I was able to pick up a controller, go beyond death and put my fears to rest.

Gameplay-wise, Dark Souls II takes a lot from its predecessors. The series has definitely maintained a “if it isn’t broken, don’t fix it” approach to its controls, and as such I was immediately familiar with the button layout and how to maneuver my wayward character. Everything has carried over from Demons/Dark Souls and long-time fans of the series will love this as they can get straight into the business of dying over and over again. It is also great that the controls have stayed the same through the series, as they are really intuitive and easy to grasp (leading credence to the old saying of ‘easy to learn, difficult to master’).

Visually, the game looks stunning. It definitely isn’t a next-gen experience, but putting Dark Souls II up against the original Dark Souls, which is only 2 years old (Exactly 2 years old at time of writing, happy birthday Dark Souls) it is clear to see how far the team have come. Everything retains that dark, dank and foreboding appearance of the past games, while looking more detailed, and more crisp. The lighting is particularly noticeable and really makes a lot of the game features come to life (or death, as the case may be).

I know what  you want to hear about though: The game’s difficulty. Well put it this way: in the small area I got to try out, I walked down a corridor that was elegantly designed with stone carvings along the walls, and at the end was a powerful looking wizard. Remembering a certain boss battle from Dark Souls, I thought to myself “Ok, I guess I hide behind these stone golem carvings to avoid his magical attacks.” Well, I was half right. Hiding behind the statues allowed me to avoid the wizard’s blasts… Until the statues came to life and brutalized my unsuspecting self. Not only did these stone statues attack me mercilessly, but they did so with the precision of ninjas, being able to break my defense before hitting me another two times in quick succession.

The very quick death reminded me that I was indeed playing a Souls game and need to be more tactical with my approach. So, I switched to the magic staff, a long-time “get out of gaol” free card for the series. Equipping the Soul Spear spell, I went back against the four stone ninja-soldiers. I can now officially tell you that magic is still powerful, but is by no means the go-to answer it used to be. While the Soul Spears were managing to deal a little less than 1/3 of the soldier’s health bar, they barely flinched and continued to make mince meat out of my poor soulless character.

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After finally making it through the long corridor, I was able to challenge a Mirror Knight boss encounter. The Mirror Knight stood about 1.5x my height, and was donned in the most reflective armor I had ever seen. Not only that but his body-lengthed sword, and mirrored shield made him an imposing looking foe. He was slow, but was able to summon what can only be described as the thunder of Thor himself into his sword, which he then used in a Zelda-esq slashing motion, sending an arced lighting blast through the room. The battle was intense, and retained all the difficulty, challenge and charm that Demons Souls and Dark Souls had.

My time with Dark Souls II was brief, but from what I’ve seen already, I am super excited for more. The beta will be running next week for PS3 users, and if you haven’t signed up for it then check out how to do so here. Since it is coming next week, stay tuned to Capsule Computers for our coverage, including a longer look at the game. As always, for all the Dark Souls news as it becomes available, stay tuned to Capsule Computers.

Limited Edition Oreimo Kirino Figure Pre-Orders Begin

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WARNING: This post contains a massive spoiler relating to the last OVA of Oreimo season 2, just in case you haven’t seen it yet (you have been warned).

Whether you liked the last episode of Oreimo or hated it with a passion, there is no doubt that you cannot get the final wedding scene between Kirino and Kyousuke out of your head. Why not relive that special moment with a limited edition figurine of Kirino in a wedding dress. The 1/7 scale titled “Kousaka Kirino True End ver.Figure” features the lovable otaku holding a bouquet of flowers whilst walking up a flight of stairs. The wedding dress on the figurine is the same dress she wore in the anime when she tied the knot with her older brother.

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The figurine is only available through the Dengekiya website and will set you back by 15,750 yen ($157.50 USD); the pre-orders have started and will continue until the end of this month. Although spending that much on a figurine seems absurd remember it does stand at 22cm high, also the elegant design and detail put into this piece is very impressive (check out the above pic). Now all they need is one of Kyousuke in his suit and the couple (for a brief period of time) will be complete.

Exciting Roles For Spike Spencer

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Anime fans have an announcement that will get them into fevered excitement – the completion on the dubbing of Evangelion 3.33. Fans of the Evangelion serieswill also be glad to hear that famed voice actor Spike Spencer will be reprising the role that gave him his initial acclaim. The dubbed version will make its anticipated premiere at this year’s New York Comic Con next Friday at 8 PM EST on the Main 1-D stage, although no official release date has been set. This instalment is the third in a planned four part series which is a re-imagining of the original 26 episode series, which also included Spencer as a featured voice actor.

This, however, is not the only exciting project that Mr. Spike Spencer has coming up. His slate of upcoming work includes projects for networks like Nickelodeon as well as other games and anime roles that he can’t discuss quite yet. He has some current projects, though, that can be discussed such as his role in the already released title The Bureau: XCOM Declassified as character Agent Kinney, in which he had the chance to work with actor Neal McDonough and director Mike Csurics. He has also been involved with the MOBA game Strife as the character Rook and as Shrew on the Nickelodeon show Peter Rabbit.

Konami Gains New Worldwide Technology Director

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Things are being shook up for development giants Konami in the near future. The company has announced that they are adding the experience of Julien Merceron as they appoint him to the position of Worldwide Technology Director, a position that covers the company’s dealings in Europe, Japan, and the U.S. Merceron has a plethora of experience in the video game industry to draw from for his new position, which includes a successful stint with Square-Enix. He will oversee the refining and enhancement of the company’s video game development technology.

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The main reason behind Konami’s choice of Merceron for this position comes from his outstanding track record with other companies and top selling series, which includes programming on the Rayman series. After working on Rayman 2, he became the Worldwide Technical Director at Ubisoft and played a part in the formation of Eidos Montreal and Eidos Shanghai. His programming skills have also paved the way for smoother animations as a standard. Konami are very excited about this position shift as Konami Digital Entertainment, Inc. President Tomoyuki Tsuboi commented;

Julien Merceron is lauded in the industry for his leadership in game design and development. Mr. Merceron will help us gain a technical edge in the highly competitive digital entertainment market through contributions to upcoming titles, making them more engaging and exciting for our customers.

One of his first assignments since his start in the position is to work on the developer’s new next-gen engine dubbed “Fox Engine” which will be put into use on the upcoming instalment of the Metal Gear series from Kojima Productions.

Hands-On with Ben 10: Omniverse 2

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It started when an alien device did what it did

At EB Expo 2013, I got the chance to try out the Omnitrix, not literally unfortunately, and try my hand at High Voltage Software‘s newest title Ben 10: Omniverse 2. Get ready to blast your way through invading aliens as the baddest kid to ever save the day: Ben 10.

The core gameplay I experienced playing Omniverse 2 is that of a classic beat em up game. Once you enter certain rooms, enemies begin to appear. Naturally you must destroy them all in order to progress, ploughing your way through the spawning enemy forces. From what I played, the level threw two types of baddies at me, one was the simple footsoldier, in this case Incurseans, along with more powerful robotic turrets. The trade off being that these turrets are stationary, not that it helps them against Ben’s alien powers.

During my brief glimpse of the game, I was only able to play as three of Ben’s fifty five or so transformations, all of which are unfortunately not in the game. In this case, I was given access to the classic Four Arms, along with the newcomers Bloxx and Crashhopper. In combat, each of the different alien forms possesses its own unique fighting style. For example, the tank that is Four Arms moves comparatively slowly to the other forms, but hits a lot harder. Crashhopper is quick, but requires more strikes to bring down an enemy. Bloxx is different still, being able to construct a clone to draw enemies attention, as well as being able to launch projectiles.

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Human: The greatest alien there is

The main benefit of this being a Ben 10 title, is that you are free to switch between these aliens at any time in combat, though this must be done during an idle phase, as you cannot transform mid attack. Defeating enemies yields green orbs crucial to your continued effectiveness. As you remain in alien form, a gauge slowly drains over time. When this hits zero, you’ll hear the familiar time out buzz and return to regular Ben Tennyson. Reverting to human form reduces your abilities to the point of simple punches and kicks. Though, due to the fairly benign difficulty level, you can still defeat most of the enemies the game throws at you. Minus the turrets, who remain stubbornly resistant.

In between these beat ’em up rooms, the game shifts into an on rails runner for a short time. These sections present five types of roadblock, which you must correctly navigate, or suffer damage. The trick to retaining your health is understanding your alien transformations and the unique skills they possess. For example whenever a large pit blocks your path, switching to Crashhopper allows you to jump over it with ease, whilst stubborn walls can be destroyed by Four Arms. These running sections comprise of three lanes for you to switch between, choosing which obstacle you wish to tackle. When turns in the track arise, you are given the option of choosing a path. Different icons denote the end point of each path, for example the Omnitrix symbol leads to an object that increases the time you can spend transformed.

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Four Arms are better than two

However, probably the best factor of the game, especially from the standpoint of a fan, is the voice acting. The cast from the Omniverse series returns to voice each of the characters and alien forms. In my brief glimpse I noticed the voice of Bumper Robinson as Bloxx, leading me to believe he will also reprise his role of Rook. Dee Bradley Baker also voiced Crashhopper, so expect almost every other alien form to keep its series voice. Dee Bradley sure is a busy guy.

Ben 10: Omniverse 2 is a game obviously directed towards the younger fans of the television series. The gameplay itself is a fairly watered down version of the beat ’em up style and the game is fairly forgiving damage wise. That being said, it definitely retains the new art style adopted by Omniverse and the returning cast only serves to further the experience. It’s hero time!

Hands-On with Adventure Time Explore the Dungeon Because I DON’T KNOW!

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The fun will never end!

What time is it?
If you don’t know the answer to that question then you probably won’t understand 90% of what I’m about to talk about. At EB Expo 2013, I got my hands on Wayforward‘s latest addition to the cartoon franchise full of candy and science: Adventure Time Explore the Dungeon Because I DON’T KNOW! It’s time to explore Ooo like you never have before, for reasons undisclosed.

The game itself brings back the dungeon crawler genre, throwing you into a, you guessed it, dungeon deep below the magical land we all love. Find keys, open doors, plunder chests and defeat skeleton minions. All the trademarks of this classic genre. Being the series that it is, Explore the dungeon utilises a somewhat irregular style. Rather than opting for regular 3d, it employs an isometric style. Sometime known as 2.5D or pseudo 3D, it is an illusion of depth created by a slight angle, imagine top down but more…diagonal.  These visuals definitely give the game an old school air, akin to the early games that it’s based off. The pixel based art style furthers this concept, retaining a trademark of older games and blending it with the new age, quirky style of Adventure Time.

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Sweet, innocent NEPTR

The overall aim of the game is to proceed downward. On each floor of the Secret Royal Dungeon is a set of stairs, this is where you must go. Reaching said stairs will allow you to move to the next floor, one flight of steps closer to your goal…not that I’m sure what it is…Or how far down it is…or why we’re doing this. I guess that’s why the games is subtitled Explore the dungeon because I don’t know…expect this humour to pop up a lot in the game, and this article for that matter. Why? I don’t know. Haha, referential humour.

During my all too brief time with the game, I got the chance to play as Marceline the Vampire Queen. One of the best aspects for fans of the series is the fact that the voice cast from the series returns to bring their characters to life in the game. From Finn, to Jake, to even Lady Rainicorn, they all sound just how you want them to. Playing as Marceline, you are able to wield her axe bass in combat. This serves as your standard attack and can be charged up to unleash monster damage. A sub-weapon is also acquirable, by picking them up from the dungeon floor. Unlike the primary, character specific weapon, these tools are interchangeable and more generalised. Along with a regular melee items like the bamboo blade, there are some ranged weapons to aid you in your battles. Want to throw hard boiled eggs at skeletons? Go for it. Got a hankering to launch poor defenceless kittens at demons? You’re a sick, twisted individual, but sure why not. Its all in good fun I think. (No animals were harmed in the making of this game…not permanently at least) These projectile weapons do use ammunition, but it can be easily replenished by finding an ammo bag somewhere on the dungeon floor.

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It’s a fungeon!

Adventure Time Explore the Dungeon Because I DON’T KNOW! is chock full of the humour that makes the show the hit that it is. The game is absolute oodles of fun to play, more so if you’re a fan of the show. However, even if you’ve never watched a second of Adventure Time, for which I pity you (something that can be remedied by clicking here and here), the mechanics are still solid enough to keep you entertained. Unfortunately I didn’t play the game long enough to see the “huge reveal” promised, not too surprising, what with it being at a convention and all, plus the line behind me was getting anxious. Though I’ll be sure to discover it once I buy the game proper. Mathematical!

Hands-On with Lightning Returns: Final Fantasy XIII

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Lightning does strike twice

At EB Expo 2013, I was able to get my hand on a demo version for Square Enix‘s upcoming title Lightning Returns: Final Fantasy XIII. Ever since the ambiguous climax of Final Fantasy XIII-2, fans have been curious to see what happens afterward. Now we have the answer: Lightning returns. Set 500 after the adventures of Serah and Noel, this stern soldier with locks of pink makes her journey back to the world she left behind…Let’s go back for a second. 500 years! I’ll let that sink in. Though the previous title saw travel across the timelines, it’s still a large leap for the central time period of the game. This calls into question the storyline and raises curiosity regarding the presence of XIII mainstays Hope Estheim and Snow Villiers. That Hope definitely gets around.

For starters, the overworld has received some improvements over the last two instalments. With the inclusion of jumping, climbing and even sprinting, the overworld is more fluid than it has been before. Sprinting however is not unlimited, as a bar will drain over time, reducing you to a brisk jog. This function should allow you to dodge some of the more persistent enemies, should you not want to fight them. Once again, combat is affected by how you engage the enemy in the overworld. Should you sneak up on them, they begin with up to 25% less health. But if they get the jump on you, the battle begins in their favour. That being said…

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You’ve been…Thunderstruck!

The combat system in Lighting Returns follows the trend of the series and makes drastic improvements over the previous title. One of the major new elements of note is the ability to move Lightning around the battle field, simply by using the left analog stick. Though this is fairly limited, it is definitely and upgrade from the last game. This is now an option due to the alterations in the attacking mechanics. Rather than scrolling through a list as you did previously, attacks are now set to the controllers face buttons (Square/Circle/Triangle/X for Playstation and X/Y/A/B for Xbox). This allows you to  attack with little to no break in between, though as always the number of strikes you can throw is metered by your ATB (Active Time Battle) gauge.

The largest change comes to combat in the form of the brand new Schema system. Replacing the paradigm system of the previous two titles, schema allows you to switch between a number of different power sets. Each of these comes with a different outfit for Lightning, providing some variation in the visuals, which is a nice touch. Each outfit also possesses its own ATB gauge, allowing you to switch between schemas to compensate for a drained gauge. This gives off the feeling that combat it more consistent than it has been in XIII, ramping up the pace from Lightning’s previous jaunt across Pulse.

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Now 20% cooler

Though it should go without saying, the game looks fantastic. Once again you are pitted against complex and extremely detailed beasts, such as the Anubys, all who are gunning for victory. Lightning herself is more visually varied with the inclusion of multiple outfits. Her victory animation also changes depending on the schema active at battle’s end. Though I only explored one enclosed area in the demo, it was very intricate and ornate, a staple of the XIII saga. From my brief glimpse at the third instalment to the XIII saga, I didn’t get the chance to fully appreciate the new time based gameplay. That being said, I definitely noticed the clock counting down on the screen. Though I’m unsure of how fast the time drain is in regards to story progression, it certainly gives off a vibe of impending doom.

Overall, Lightning Returns serves to fix the problems present in the previous titles and improve gameplay in general. From what I saw, I’m definitely curious to discover how Snow fits into the plot and why he chose the dark, broody look. Plus Hope is back, which is always good.

Hands-On with Pokemon X and Y

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Which will you choose?

Before we start this article, are you a boy or a girl? That’s right Pokefans, your favourite creatures are back for the biggest instalment the franchise has ever seen. For the first time in history, these monsters will be hitting the pockets of fans worldwide at simultaneously. At Nintendo‘s booth at EB Expo 2013, I was lucky enough to get my hands on a demo for the newest Pokemon adventure: X and Y. A demo specifically constructed to showcase the new elements of the game, it included a mix of elements that will assuredly pique-achu your interest.

Alright let’s talk about the Donphan in the room: the graphics. For the first time ever, the handheld versions of Pokemon have received a visual upgrade and they. Are. Awesome. The 3D graphics are very clean and simple in their presentation, retaining an old school feel whilst bringing it into the next gen. I’ll admit, when I heard about the 3D graphics, part of me worried how they would come across on a 3DS screen. But my fears have been put to rest. The style came across well on the 3DS XL, the system I demoed the game on, and is in no way visually imposing or confusing. When exploring the overworld, the game no longer locks in a top down perspective. X and Y sees the introduction of a more free form camera, shifting from an angled glimpse to behind the back perspective, depending on the situation. The game also receives some new variation in its assets, for example flower patches have been added to the list of areas where you can discover Pokemon.

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Welcome to the wonderful world of Pokemon…again

In addition to the visual enhancements of the overworld, the control scheme has also received a few enhancements. First of all, characters are no longer locked into a four direction movement grid. Feel free to move in any direction you want, left, right, left-right, right-left…south. These new travel options can be aided by the brand new pair of roller skates your player obtains. These allow you to glide pretty quickly around areas, like the running shoes of previous generations. In X and Y however, the roller skates are used automatically when you use the analog stick. This removes the tedium of having to equip your bike or hold down B to run. A small complaint I know, but Pokemon fans will understand the benefit of the upgrade. You are still able to walk if you so desire, by using the D-pad. But why bother when you can skate or better yet ride around on a Pokemon? You heard it folks you can now use your some of your select companions as mounts to dash around the Kalos region. The demo I played provided me with Skiddo, half goat, half motorcycle, all boss. Only the Skiddo, Gogoat and Rhyhorn have been announced rideable at this point and, in the demo, I didn’t get a chance to experience the true benefits of these mounts, being locked in an enclosed area. Still cool though.

Ah, the battle system. That turn based realm where dreams are made…then possibly eaten. Just like the overworld, battles have had their graphics ramped up considerably. As much as the 3d style affects the pokemon, their movement has also been improved. Pokemon will now react to attacks, both used and received, livening up the visuals of battle. The camera will also react to attacks, cinematically zooming in and out as battles wage. Just as in the console releases, your Pokemon also possesses a brief fainting animation, another small touch that adds to complete the experience.

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Be afraid. Be very afraid.

My brief excursion into the new world of Pokemon also gave me some time with the new mechanic that’s taking the world by storm: Mega Evolution. Provided with Mewtwo because why not, I was thrown into battle against a terrifying foe: Crobat. (Who, sarcasm aside, is an awesome Pokemon) Naturally against impending doom I had not choice but to unlock the true power of Mewtwo. One of the greatest aspects of Mega Evolution is that it does not use up a turn in battle. Before you choose your attack, simply click the Mega Evolution button, your Pokemon will then power up and strike. Efficient and deadly.

I was only granted a brief audience with Pokemon X and Y, but i relished every minute of it. This next endeavour into the world we all know and love so much will prove to be a memorable one. Get ready Pokemon trainers. Mega Evolution, Fairy-type…goatorcycles. The game has it all and we…Gotta catch ’em all!

Hands-On with Ratchet and Clank: Into the Nexus

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Once more unto the breach

During EB Expo 2013, I was lucky enough to get my hands on the latest instalment in the Ratchet and Clank franchise: Into the Nexus. As the fourth and final instalment of the Future series, the game picks up after A Crack In Time to lead you on another rollicking space adventure.

Everybody’s favourite Lombax is back and this time he’s heading straight into the nether regions…better known as the nexus. You know, censorship and all that. After the four player co-op bonanza known as All 4 One and the tower defence excursion of Q-Force, Rathcet and his robo-buddy clank are returning to their classic formula. With platforming a plenty the duo are, as they always have been, fearful of the countless bottomless pits that seem to plague the galaxy.

The game plays identically to the main series titles that have come before. When I picked up the controller, I immediately threw my wrench into a stack of crates and collected the sweet bolts within. No tutorial needed. The controls weren’t broken in past games, so why fix them now? Furthering their return to the main series is the appearance of some characters who haven’t been seen in a while. Talwyn Apogee is back, passing you order over the space walkie-talkie, probably isn’t called that, along with Cronk and Zephyr. Harking way back to Going Commando, the Thugs-4-Less crew is also around again to get in your way. Though they aren’t to much trouble because of…

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They’re having a ball

Guns. Let’s face it, whenever you play Ratchet and Clank it’s what you want to see. Wacky, over the top, beyond-explanation weaponry that you can turn against your foes. Let me tell you, with what Nexus throws at you, your enemies will be cowering in fear, or shaking with frostbite, or helplessly circling their demise. Following the trend of quirky transformative weapons, this game grants us the Winterizer, which reshapes your target into a festive snowman version of themselves, complete with candy canes. Also joining the arsenal is Vortex Grenades which, upon detonation, release a localised ball of gravity for bad guys to helplessely spin around.

But I digress. The game is called Into the Nexus, so naturally expect the Nexus to come into the gameplay. At certain points in the game, you must scan an area with a flashlight, in search of dimensional anomalies. Once shone at the correct area, it will start to glow purple, indicating a Nether Rift. In these rifts the gameplay shifts to a 2d side scrolling platformer which, as Clank, you must navigate with the aid of gravity powers. Flicking the right analog stick reverses gravity, shifting it so that you now run on the ceiling. Naturally, this becomes progressively more difficult, requiring quick thinking and skill to navigate this topsy turvy world. You must also attract the ire of a Nexus creature by slapping it in the face. Sufficiently enraged, you must lure the creature back to the entrance of the level, without getting hit of course. Completing this returns you to regular gameplay, wherein the wall the rift appeared has now shattered, allowing you to progress.

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Ho-Ho-Holy crap!

The game also introduces a new gravity mechanic when playing as Ratchet. At certain points in the game, you will come across two purple circles affixed to walls or tracks. Using a new gadget, you must connect them with a gravity tube, allowing you to travel between them. This concept plays out similar to the Excursion Funnels in Portal 2, though unlike Portal, Nexus allows you to determine which way the gravity current will flow.

From what I got the chance to play, this epilogue to the Future series is oodles of old school fun. After their venture into slightly varied styles, Insomniac Games is taking Ratchet and Clank back to the formula that made them gaming superstars. I mean they’re getting their own movie for crying out loud.