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Hands-on with PlayStation 4 titles Driveclub, Knack and More

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Sony was generous enough to invite members of the press over to their EB Games Expo 2013 booth the night before the first official day of the show to get some hands-on time with their slate of titles across all platforms ahead of the 40,000-odd expected crowd. Of particular note, we played multiple major PlayStation 4 release titles and have some impressions to share.


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Driveclub: Playing Driveclub allowed me my first look at the PlayStation Camera, which is tiny! It was hooked up expressly for the purpose of taking your picture for use in the local leaderboards. Once you’ve accepted the usage of a photo, the demo allows you a choice of two cars. For me, the options were: the Maserati Gran Turismo MC Stradale and the Mercedes Benz SLS AMH Black Series. Alongside their key attributes, such as acceleration, braking, etc., there was also a difficulty tag, with the Mercedes apparently falling under ‘Hard’, even though I had an easier time handling that vehicle.

Before a race starts, Club Standings are shown to remind you of your friends’ dominance. Club Challenges are also presented for you to attempt to achieve. Overdrives – which are bonus tasks that grant extra rewards – are listed, and Face-offs tell you which main competitive elements you will tackle during a race. For example, throughout the 2 laps, there will be sections where a Drifting challenge is posed to you. At the end of the highlighted section of track, you will be compared to the current leader. They basically add variation and keep the experience as fresh as possible. Unfortunately, I found myself floundering under the pressure.

In regards to controls, Driveclub leans more towards the tuned, realistic “simulation” approach. There was some stuttering at moments, but I put it down to early code. Racing games usually need a lot of varied content/modes to keep me interested though (which is rare nowadays), and even with the intermittent social challenges, I’m not sure if Driveclub would sustain my interest. It may for you PlayStation loyalists though, and if you are a primarily social, multiplayer-focused racing gamer, then Driveclub will hold you over until the next-gen iteration of Gran Turismo.

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Killzone: Shadow Fall: My time with the PlayStation brand’s lead first-person shooter was very short, as I only experienced a single multiplayer match. Warzones make their return, allowing you to customise your objective-based playlist for any combination of tasks/modes in a given match. We played alternating between Search and Destroy and Capture and Hold. Any multiplayer shooter fan will be familiar with these game types, the former requiring the setting of a bomb at a specified location and the latter tasking a team with keeping control of a checkpoint.

The ability to customise absolutely every single aspect of a match imaginable is impressive and a great appeal. In this entry, there are only three classes available: Scout, Assault and Support. These are very common, well-defined roles in FPS’, and nothing too drastic differs here. Also, gameplay-wise, if you’ve played Killzone 3 at the very least, then you will have no problems picking up Killzone: Shadow Fall and getting into the groove of things quite easily. And it goes without saying that the game looks amazing.

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Knack: Now Knack was the pleasant surprise of the bunch; I admittedly had little expectations for what I perceived to be a “kiddy” title. The demo consisted of portions of various chapters throughout the campaign. First up was a look at Chapter 19 – ‘Inside the Fortress’. Here, Knack has very basic attacks and no special abilities as of yet. Surely 19 chapters into the game, he would, but this was probably the particularly easy, opening section of the chapter. The camera is fixed, with the right analog stick mapped for directional dashing. ‘Square’ is your attack button and ‘X’ is jump. Combine the two and you can pull off a Kano-esque rotating ball attack mid-air. Throughout there are yellow crystals which you can break in order to fill up your special attack meter, of which there eventually is 3.

There are also destructible objects and somewhat hidden walls/gates that hold upgrades, pick-ups or unlocks behind them. After getting through the basic goblins – which can be deadly when you are at your most basic form – the demo abruptly fades out and then back in on Chapter 21 – ‘Catacombs’. Here is when the special abilities come into play as you face knights with laser swords, morning stars and more. Executing special attacks is two-staged: press ‘O’ once to initiate and then a second face button, each with their own unique attack. ‘O’ results in a focused shockwave, ‘Square’ with a sustained, tornado-like storm and ‘Triangle’ with a radial blast. Unfortunately, on every usage of a special attack, the game’s framerate suffered heavily. Again, early days… I hope that’s it.

Absorbing wood found across the levels, Knack gets bigger and attains more health, although every non-defended hit cuts Knack down a peg, sometimes literally. Chapter 31 – ‘Heavy Machinery’ introduces more platforming and timing-intensive elements. Eventually, we get to Monte Verde where ‘Tanks and Planes’ is the name of the game. Knack starts off huge in this part of the demo, out on the streets, scaring civilians as he stomps through. As the title suggests, your adversary becomes that of a higher-powered variety. In his enlarged state, Knack can pick up numerous heavy objects – including tanks – and hurl them. If the demo is any indication, Knack will provide players a widely progressive and evolving experience. Simple, yes, but fun. And we didn’t even scratch the surface of the puzzle component.

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Hohokum: Honeyslug’s explorative indie title Hohokum is calming, for sure. But I had absolutely no idea what I was doing, and have no idea how to accurately describe it. The developer has previously stated that it is all about relaxing in the space and enjoying the musical, colourful experience. There were three worlds available to explore in the demo: ‘Lamp Lighting’, ‘Kite Village’ and a steampunk inspired world. The gameplay is simple as you control the ‘Long Mover’, interacting with objects simply by brushing by them. You can speed up or slow down, and despite my disorientation, there is a core objective in each world.

Apparently, the lightbar on the Dualshock 4 changes colour to reflect the level, although I don’t know what purpose that serves when it is so imperceptible. In the end, this type of game is best experienced at home, with good noise-cancelling headphones on. During a loud, crowded industry showcase, it’s hard to be engrossed with such an artsy (oh no, I said it!) title that promotes a state of serenity and tranquility. However, Hohokum certainly has the capacity to bring a little peace and joy to your lives when it releases later this year for the PlayStation 4, PlayStation 3 and PS Vita.


We’re seeing a good spread of genres covered for the launch window of both the Xbox One and PlayStation 4, so there should be something for everyone. It was a bit disconcerting to experience performance issues, but what is important to keep in mind is that the consoles on-hand at the show are dev kits and the gameplay is of early code, across the board. Although, I personally haven’t experienced these issues with any Xbox One games. Take that for what you will. Either way, this November/Holiday Season is going to be very interesting.

Pirates of the Caribbean: Isles of War Available Now!

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Disney Interactive has released Pirates of the Caribbean: Isles of War, a new, multiplayer, online “Facebook experience founded in the lore of the hit films”. Players will engage in real-time naval combat against their friends and AI pirates as they sail across the Caribbean trading and plundering to your hearts content. Do you have what it takes to be the greatest pirate in all of the Caribbean. Players who are fans of the Pirates of the Caribbean franchise will notice Jack Sparrow, Davy Jones, Hector Barbossa, and other lively sorts will be featured in Pirates of the Caribbean: Isles of War.

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Finding adventure on the high seas is a dangerous, but possibly prosperous, proposition. Victory in combat will bring spoils, while defeat will force the player’s fleet to return to base for repairs, although a ship will never be truly destroyed. As players build stronger bases and fleets, more powerful enemies with greater rewards can be unlocked and discovered by truly intrepid pirates.

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Features:

  • Build multiple fleets and battle enemies in five-on-five, real-time strategy, naval combat action.
  • Explore the open Caribbean world to encounter a wide variety of enemies and allies.
  • Construct and upgrade buildings to gain more resources, better ships, more types of officers and stronger base defenses.
  • Gather resources through plundering enemies, trading with neutral towns and other players, and harvesting from a base.
  • Engage with other players by building alliances or competing in massive player vs. player battles.

Intense swashbuckling action is now available HERE on Facebook!

Mad Max Hands-off Demo Impressions

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Prior to the EB Games Expo 2013, Warner Bros. invited members of the media to get a closer, more intimate look at their showcase of titles coming out in the next year, with developers from Techland (first-hand impressions of Dying Light), WB Games Montreal (hands-on with Batman: Arkham Origins) and Avalanche Studios present. The latter are well known for the Just Cause series, and are responsible for the development of the upcoming Mad Max video game. We cycled through in groups and sat in on a closed doors demonstration of the Gamescom Demo followed by an informative Q&A.

The demo was played by Senior Game Designer Emil Krafting, using a Dualshock 4 controller for the PC build, and was especially exciting because, for those of us who were unable to fly out to Germany and observe it back in August, this was our first in-motion glimpse of the game. It kicks off with Max in a dried out seabed called ‘The Great White’, hoping to raid a nearby camp for scrap metal that he can then use to upgrade his ‘Magnum Opus’ – a new vehicle that the mad one builds after losing his famous ‘Interceptor’ to a Warlord at the beginning of the game. More specifically, Max wants to acquire a ram guard, and there just so happens to be a car in the possession of some testy raiders, that not only features this part, but is also equipped with a rare V12 engine.

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Max may be a solitary soul, but venturing into a live and dangerous camp full of raiders, the perimeter of which is being overseen by stationed snipers, is almost guaranteed suicide. Enter Chumbucket, a ‘blackfinger’ – or master mechanic, in basic terms – whom Max meets in the Wastelands (which is the purposely ambiguous setting, so don’t ask if it’s set in Australia). The deformed ‘Chum’ becomes an ally for Max, who needs his help to actually upgrade and build the ‘Magnum Opus’… Max finds the resources, Chum puts it all together. What does he get out of this partnership? The satisfaction on working to create the ultimate in combat-worthy vehicles, which he reveres almost as you would a God.

Chumbucket is a constant presence in the game, hanging onto the back of your car as you drive and providing physical support in the way of manning harpoons. An early example of this functionality involved harpooning a tower one of the aforementioned snipers were set atop, and then driving away, using the force and pulling power of the accelerating car to bring down the structure. These are the only instances where ‘Chum’ is controllable by the player. Before this, Max unfolded his ‘longshot’ rifle, used the scope to zoom in and marked the snipers in the distance in order to keep them visible on the mini-map and player view. After taking one out and then advancing to the above tower, Chum would guide the player by communicating viable attack strategies and warning when they get too close while trying to be stealthy.

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How you play these raids – and anything for that matter – is largely up to you. That second sniper could have succumbed to a surprise sniping himself, or the tower could have been rammed through and destroyed that way as well. Sneaking into the compound, Max stealthily chokes out one ‘commander’ type raider, before being spotted and having to resort to flat-out, hand-to-hand fighting. People are surely sick of this comparison, but the reversal element of the combat system is very reminiscent of that featured in the Arkham franchise; enemies have red indicators that signify to the player when to counter. Otherwise, it’s a matter of landing multiple shots until Max finishes them off in brutal fashion.

Though the shotgun is Max’s weapon of choice, ammo is scarce, and so melee options are the smarter way to go. The ‘thunderstick’, for example, is an explosive weapon that can be lanced into an enemy’s chest, crackling like a lit dynamite fuse before blowing the victim to smithereens. Lowering the vehicle with a crank mechanism, Max gets in and rams through the wooden gate out of the camp. While Max is on-foot, Chum does not follow, and when in another vehicle with the objective of returning it to base – which at this point happened to be a stronghold called ‘Jeet’s’ – Chum will drive the Magnum Opus back for you. After leaving the hostile area, things don’t get much safer as Max is set upon by vengeful raiders who want their prized possession back.

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Initiate car combat; a heavy gameplay pillar for the title. For the purpose of demonstrating just what Max can do, ammunition was infinite, but in the final version, just like fuel for traversal and food and water for your health, ammunition will not be abundant. The only thing that will never require ammo, and is therefore limitless, is the harpoon, although that can only be utilised in-vehicle with Chum riding along. Using the combination of a speedy V12 engine and powerful ramming ability, Max ploughs through one enemy vehicle, before shooting out the tires, drivers, and blasting the gas tanks of others. When simultaneously driving and aiming, the game enters slow-mo and allows you to toggle between targets.

Arriving safely at Jeet’s, work begins on incorporating the newly acquired parts into the Magnum Opus. In the garage screen, players will be able to tinker with the engine, chassis, wheels and bodywork – including paint treatment and the “shell” of the auto-mobile – and the car’s weight and attributes update accordingly. As a side note, this was not shown to us (maybe it hasn’t even been implemented yet) but Max himself can also be upgraded. When Max is satisfied with his newly customised and enhanced ride, it is time to head out to ‘The Jaw’. Along the way, a random event is encountered, where Max must destroy a specified vehicle in a convoy. There will apparently be hundreds of different random encounters waiting for you in the dunes.

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The demo ended after reaching and tearing down the heavy gateway to ‘The Jaw’. In the ensuing Q&A session, it was confirmed to us that Max’s main motivation is getting his beloved Interceptor back, and escaping to the solace of ‘the Plains of Silence’. The game is not directly tied of any of the films, past or future, and the main story could potentially take 15 hours to complete. In terms of the size of the world, which will be split up into regions, Krafting promised one with the scope of Just Cause 2 at the very least, though even the map has not been nailed down yet at this point. If you’re ever stranded on-foot, Max can call on Chum to bring him the Magnum Opus, which can never fully be destroyed; only damaged to the point of breaking down and needing repairs. The player will have to fend for himself in this case whilst Chum gets cracking.

And finally, we all noticed a message appear mid-screen during Max’s travels in a particular area that read “There is a Scarecrow nearby”. When we enquired, it was explained to us that scarecrows are erected across each region, signifying the regional faction’s dominance. When destroyed, their threat level drops. Mad Max is still relatively early in development, but all in all, it definitely exceeded our expectations. It is due for release on Xbox 360, PS3, Xbox One, PS4 and PC sometime in 2014. Stay tuned to Capsule Computers for more on Mad Max, hopefully sooner rather than later.

Jack Ryan: Shadow Recruit Poster Unveiled

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Click to view in full size

The one sheet for Jack Ryan: Shadow Recruit has been released by Paramount Pictures. Due for release on January 1 2014, Shadow Recruit is the fifth movie to feature the Tom Clancy penned character, played in this iteration by Star Trek’s Chris Pine after turns from Alec Baldwin (The Hunt for Red October), Harrison Ford (Patriot Games, Clear and Present Danger), and Ben Affleck (The Sum of All Fears) . The film also stars Keira Knightley and Kevin Costner, with Thor director Kenneth Branagh popping up in an acting role as well as directing.

Shadow Recruit is set in the early years of Jack Ryan‘s career with the CIA, following him as a young analyst who uncovers a Russian plot to crash the US economy with a terrorist attack. The film is something of a reboot for the series, running in a different continuity from the previous Jack Ryan films.

Click on the image for a full size version of the poster, or check out the trailer below.

Armored Core: Verdict Day Review

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Armored Core: Verdict Day
Developer: From Software
Publisher: Namco Bandai
Platforms: Xbox 360 (Reviewed), PlayStation 3
Release Date: September 24, 2013
Price: $49.99 – Available Here

Overview
From Software and Namco Bandai have been delivering the mecha warfare Armored Core games since the series’ premiere on the original PlayStation back in 1997. With over a dozen titles across five platforms (six with Japanese mobile games), the Armored Core franchise has proven it has staying power. How does Armored Core: Verdict Daytheir newest entry, hold up? Is it worth your time or will we be picking its scrap off the battlefield? Let’s find out.

Fatman ferries you around with his Stork
Fatman ferries you around with his Stork

Story
The future is a dark and unforgiving place. The apocalypse has occurred and the remnant has split into three warring factions. Sirius is made up of folks with access to natural resources, Venide is a militant faction that absorbs smaller groups as they roll over them, and the EverGreen Family, though small, boasts superior technology. With the factions at each others’ throats, the road has become wide open for your mercenary squad to sweep in and make some sweet cash.

Wanna go toe-to-toe with the big boys?
Wanna go toe-to-toe with the big boys?

Gameplay
One of the aspects of the Armored Core franchise that has helped it hold mindshare of the faithful over the years is its intensely deep customization. Verdict Day continues to deliver, and in spades.

Fans who’ve played Armored Core V will be able to bring over their save files, including their customized ACs (or Armored Cores) and banners. Everyone starting fresh will be given a basic AC with a few options to get up and running. As you play through missions, you’ll earn money and new parts to keep your inventory filling up. You can jump into the parts store and buy the things you need as well.

ACVD features intensely deep customization
ACVD features intensely deep customization

As any long-time Armored Core fan knows, the sheer number of options available in terms of AC customization can be overwhelming. There are several points on your AC that can be customized – everything from legs, arms, and head, to core, boosters, weaponry, and more. Within each of those categories lies hundreds of options, each with several stats you’ll need to take into account when building out your dream machine. For those willing and wanting to take the dive, hours and hours can be spent just lining out what you want. On top of that, you can design your own custom emblems and paint jobs with great detail. Verdict Day delivers enough to keep fans fat and happy for quite some time.

On top of customizing your own AC, you can take both friends and friendly bots into battle beside you. If you want some backup for a particularly hairy mission, you’re able to assign a UNAC (Unmanned Armored Core) to join you. If you want, you’re free to customize several of them to compliment your playstyle as well. This further provides a sense of accomplishment for your time invested in building out the ACs and can give you some much needed reprieve in tight situations.

In Multiplayer, you'll fight over control of the world.
In Multiplayer, you’ll fight over control of the world.

The story in Verdict Day is, at best, a moderately performed effort. Most of the narrative is told in pre- and post-mission radio chatter from two of your mercenary teammates: a former merc named Maggie and a transport pilot codenamed Fatman. The story is nothing special, and Maggie and Fatman’s lines feel on par with something out of a cheesy made-for-television Syfy movie.

On top of a mediocre story, the mission structure is, by and large, lacking in any real variety. The vast majority of the time, you’ll go in to a mission, wipe out everything that moves, and grab your paycheck. Missions occasionally pit you against other AC pilots, providing a much better dynamic game experience, adding variety to the otherwise mundane mission structure.

On top of the single-player campaign, you can create or join a team for online play. This is where some fantastic variety and added features come in. Joining a team online will let you participate with and against other AC pilots from all over the world. It’s great to have a sense of camaraderie with other players, even if you’ve never met them before. You’re can even invite them into your single-player campaign missions to help out. On top of that, you can square off against other teams to fight for overall world domination. It’s a well designed and rich multiplayer suite, making the jump from ACV alone worth the price of admission of fans wanting its feature set.

UNACs can accompany you into battle
UNACs can accompany you into battle

Any teammates not in missions can freely chat with one another. Once someone joins a sortie, however, they’re removed from the team’s voice chat with no warning. It can be a bit jarring at first. It makes sense that they would want to give you a dedicated chat channel for sorties during a mission, but it should have at least been a toggle. What if you’re playing a sortie alone?

The controls in Verdict Day feel well thought out and responsive. Zipping around the battlefield, boosting to and fro to avoid incoming fire, switching weapons, and more feel great once you get used to them. The game controls well and feels empowering in the process, though it may take you a few missions to get the hang of the scheme.

Visuals
Visually, Verdict Day can be a bit rough. The UI is rich with deep-seeded menus casual player will likely be intimidated by. More off-putting, though, is a lack of fidelity that feels out of place, especially this late in the generation’s life cycle. Particle effects from lasers, explosions, and more fail to carry the believability other games have managed to with the same hardware. Every mission’s aesthetic feels samey, too – deserts with broken down buildings occasionally pockmarked with sand dunes or elevated roadways for some variety. It would’ve been nice to have more variety in level design.

Enemy ACs can provide unique challenge
Enemy ACs can provide unique challenge

Audio
Verdict Day‘s audio feels a bit lacking. As mentioned earlier, voice acting delivery feels B-grade at best, often due to cheesy dialogue or awkward timing of delivery. The music ranges everywhere from interesting to downright annoying, virtually ensuring you won’t seek it out on iTunes.

Overall
Overall, Armored Core: Verdict Day is a solid entry for fans who know what they’re getting into. In spite of rough looking visuals and mediocre-to-bad audio design, the fun gameplay and deep customization do a fantastic job carrying Verdict Day. If hours of tweaking doesn’t appeal to you, though, you’ll probably want to avoid this title.

7-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Jackass Presents: Billy Meets Cinnamon

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Paramount Pictures have released another hilarious instalment of the highly anticipated comedy; Jackass Presents: Bad Grandpa. As shown in the previous exclusive clip ‘Broken Ride’, fans can expect that the duo, Billy (Jackson Nicholl) and Irving Zisman (Johnny Knoxville) will get up to a lot of other wild expeditions across America.

The new clip ‘Cinnamon’ (featured below) entails Billy interacting with a voluptuous blonde outside a females clothes store, who he believes to be a stripper, called ‘Cinnamon’. Based on the official trailer, Jackass fans can expect to see Billy perform his own outrageous stripper routine on stage-perhaps inspired by his meeting with ‘Cinnamon’.

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Check out Jackass Presents: Bad Grandpa in cinemas nationwide on November 14!

Battlefield 4 Xbox 360 Beta Gameplay Released

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The Battlefield 4 beta has officially gone live for everyone earlier this morning, and DICE has released a gameplay trailer which gives us a good indication of current-gen console performance. This might be the first, definitive look at the Xbox 360 version so check it out below.

The beta was live on October 1 for pre-order customers and existing Battlefield 3 Premium members but was temporarily shut down to prep its open status. The beta contains one map, Siege of Shanghai, along with two game modes.

Battlefield 4 is due for release on October 31 for PC and current-gen systems, with the Xbox One version to land on November 22 and the PlayStation 4 version on November 29.

Lone Wolf: Blood on the Snow Gets Author Interview

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BulkyPix, the publishers behind the upcoming iOS game Type:Rider, released an interview video with author Joe Dever today regarding his upcoming title Lone Wolf: Blood on the Snow.

While the Lone Wolf adventure game book series has been around since 1984, the newest game from the award-winning series will blend both books and video games together. Blood on the Snow will be the first act of a completely new story written by Dever. It is being developed by Forge Reply and Atlantyca and will be released on iOS and Android platforms this coming November.

For more information, you can check out the game’s official website here. Also be sure to check out the video player below this article for the interview with Joe Dever.

Titan Comics At New York Comic Con!

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Titan Comics is going to kick it off in a huge way this year at the New York Comic Con with the release of brand-new comics, brand-new collections, crazy panels and awesome guest signings! Advanced copies of comics like “Miranda The She-Wolf” by Chris Claremont, famous for The Uncanny X-Men, and John Bolton who is famous for Man-Bat as well as others, will be available to the public! Monty Nero and Mike Downling’s “Death Sentence” will also make it’s début which is going to be a fantastic comic for crowds to get their hands on. On the Saturday of the Con, Jim Steranko will join Dave Elliot at the Titan Comics booth for an exclusive signing. He will be signing 300 A1 Annual prints with the money going to the “Heroes Initiative”. Si Spurrier will also be at the Titan Comics booth to sign his fantastic, smash-hit comic “Numbercruncher”.

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On the Sunday of the Con from 3:45pm to 4:45pm, Titan Comics Senior Editor Steve White will be holding a panel with Si Spurrier, Dave Elliott and Monty Nero. Audiences will get a taste of what it is like behind the scenes of comic book creation and will be hearing about some cool announcements from the creators of comics themselves. Now that was just a little bit of an overview but if you are going to NYCC this year I suggest you look at the list below this paragraph to see all the Titan Comics events and activities. For any and all other information on the event or on Titan Comics themselves remember to follow them on Facebook (Here) where updates about what is going on will be frequent so you can always stay on top.

Portfolio Review: Titan Comics

Friday October 11, 1:45PM – 2:45PM, Room 1E05

Steve White, Titan Comics Senior Editor will be holding portfolio reviews on Friday at 1:45PM – 2:45 PM.


Signing: Death Sentence – Monty Nero,

Location: Titan booth 2142

Saturday October 12, 10:30AM – 11:30AM


Signing: A1/Hero Initiative NYCC exclusive print – Jim Steranko

Location: Titan booth 2142

Saturday October 12, 12:30PM – 2PM


Signing: Marada The She-Wolf – Chris Claremont

Location: Titan booth 2142

Saturday October 12, 3:30PM – 4:30PM


Signing: Numbercruncher – Si Spurrier

Location: Titan booth 2142

Sunday October 13, 12PM – 1PM


Signing: Death Sentence – Monty Nero

Location: Titan booth 2142

Sunday October 13, 2PM – 3PM


Panel: Titan Comics –The New Wave

Location: Room 1AO1

Sunday October 13, 2013, 3:45PM – 4:45PM,

Sonic Boom animated series announced by SEGA

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It seems like SEGA’s little blue hedgehog just hasn’t been able to stay out of the limelight for these past few weeks. With the impeding release of Sonic Lost World less than a fortnight away, and with the recent announcement regarding Sonic’s appearance in Smash Bros WiiU/3DS, fans of the blue blur have plenty to look forward to game-wise. But in other news of a more TV oriented nature, SEGA made an official announcement on their official blog page yesterday that Sonic and friends have also been slated for a new Cartoon Network television series in 2014!

The working title of the series is called “Sonic Boom”, and is planned to be a large 52 episode series of shorts, running at eleven minutes each. This short-cut story formula is a pretty familiar one to Cartoon Network, airing shows like Teen Titans Go! in a similar capacity. Aside from the blog post detailing the aims and aspirations for the Sonic Boom series, the SEGA post was also accompanied by the screenshot above, showing four very clear silhouettes, easily recognisable to members of the Sonic fanbase.

Or are they? Sonic’s and Tails’ designs look pretty standard, but Amy Rose and Knuckles have undergone a serious re-design, with the former appearing a bit more… shapely than her video game counter-part, and the latter looking like he’s really been working out. With Sonic TV series in the past meeting with relatively strong success, one can only hope that this series is also one to put under Sonic’s “HITS” as opposed to “MISSES”.

You can check out the official announcement for more details at the SEGA blog page HERE.