Paradox Interactive have announced that they will be releasing a live-action mini-series to tie in with their newest grand strategy game, Europa Universalis IV. The series, entitled “Frenemies,” shows just how far regular folks will go to achieve global conquest in a game of Europa Universalis IV. Fragile alliances, diplomatic intrigue, and more are merely some aspects of the chaos that ensue.
On top of the mini-series, Paradox has also begun a contest they’re calling the “Rewrite History Contest” for fans to create their own in-game events and share them in the Paradox Interactive forums. The winner will have their events placed into the official game in a future update.
For rules on the contest, you can visit their forums page here. You can also check out the first episode of the mini-series in the video player below this article.
Nordic Games has sadly announced the end of an era for the SpellForce series as SpellForce 2: Demons Of The Past – the final add-on – will be releasing for PC on October 24th.
Demons of the Past maintains a blend of RPG and RTS gameplay in its 5 new maps, 50+ quests and number of side quests totalling to 25 hours worth of fresh gameplay to explore. Players will also be able to conjure new spells and acquire new weapons along the way. Following on from the previous expansion, Faith In Destiny, players can now conclude their tale and make a final determination on the fate of Eo. The swansong will include both familiar and new faces to help tie the story up in a nice bow… although don’t expect them all to be of help to you in your journey.
Gennaro Giani, Localization and Production Manager at Nordic Games, said;
Demons Of The Past is the final add-on for SpellForce 2. We’ve gone all-out to ensure it’ll be a fulfilling and conclusive end to the ever-popular series. The compelling story will make players want to fight to save the world of Eo from evil. Fans of the SpellForce series are amongst the most involved and motivated. With the new content we’ve tried to make sure it has exactly that unique and magic SpellForce feel to it.
The stand alone add-on is available to purchase from Steam priced USD/EUR 19.99, GBP 17.99, and all other reputable outlets, including brick-and-mortar stores.
Continuing our look at each era included in the ‘30 Years of Wrestlemania‘ mode of WWE 2K14, the gallery at the bottom of this article includes screenshots of the “Attitude Era”, spanning Wrestlemania 14-17.
Just the other day, we shared screens from the “New Generation“, and the day before that the “Hulkamania Years“. Now, we take a shorter trip down memory lane… and maybe make a pitstop in hell along the way, as we relive the hellish battle between the brothers of destruction, The Undertaker and ‘The Devil’s Favourite Demon’ (back then he was just a minion) Kane at WM 14. And of course, ‘People’s Champion’ The Rock defended his WWE Title, not once, but twice against the same man in Stone Cold Steve Austin at WM 15 and WM 17. Finally, Wrestlemania 16 featured a rare-for-the-PPV fatal 4-way match between icons and greats, Triple H, Big Show, The Rock and Mick Foley.
Stay tuned to Capsule Computers as we share screenshots of the remaining included eras as they are made available. WWE 2K14 from 2K Sports releases November 1st nationwide for the Xbox 360 and PlayStation 3.
Whether you’re new to the series or just looking to take a trip down memory lane, you’ll find comfort knowing that The Duke Nukem Platformer Pack is more than happy to facilitate.
The Pack includes the original Duke Nukem (1991), the sequel Duke Nukem II (1993), and the more recent Duke Nukem: Manhattan Project (2002). It amounts to less than 250 megabytes of space and should be able to run on even the most basic systems, making it a good addition to any collection.
Story
Aside from Duke himself, no real overarching plot exists. Each game has its own supervillan or mad scientist who’s only goal is to destroy Earth, leaving Duke as the only hope for salvation. In Duke Nukem (1991), Duke battles Dr. Proton, a madman determined to take over the world with his army of Techbots. In Duke Nukem II, the world is again at risk, this time by Rigelantins who’ve kidnapped Duke and forced him to plan their war to enslave Earth.
In Manhattan Project, Manhattan is in danger from a mad scientist by the name of Mech Morphix, who is metamorphosing creatures with radioactive sludge to take over New York City.
Gameplay
Duke Nukem, the 1991 release, is the first game in this pack. It’s an interesting entry to play if you wanted to see the roots of the Duke Nukem franchise and it’s challenging enough to hold up to today’s standards. Navigating each level, the aim is to find the exit while exploring, collecting points, and taking out a small variety of enemies.
This formula is entertaining enough to keep you playing, but after a few levels, the nostalgia wears off and you’re left with a game that isn’t fully thought out. Its apparent that the levels, though large, are rather chaotic, and it’s quite easy to get lost while trying to find the last key or exit to an area. These small problems are easy to overlook, especially with the knowledge that this game was released in 1991. All considered, Duke Nukem still manages to be fun and though it isn’t the star of this pack, it’s worth a few play-throughs.
Duke Nukem II, on the other hand, is mind-boggling good. It truly feels like a sequel should feel: updated, optimized, with additional features, and a better look compared to Duke Nukem (1991). The levels are well thought out and tougher. It’s harder than Duke Nukem while also bringing in more elements; like the ability to shoot up, instead of just left and right. It’s here that you can tell why the franchise became such a huge success in the 90s.
The levels are large and give you a sense of exploration, while remaining easy to navigate. The scenery is ranged, making every level feel unique and, unlike the first, enemies are more numerous and dangerous. At many points, I truly felt challenged and as a result, I found myself returning to play Duke Nukem II again and again.
Sadly, Duke Nukem: Manhattan project, though more recent, only exists to hinders the platforming side of the Duke Nukem franchise. The staples that were forged in the earlier Duke Nukem platformers were shunned, here, and instead we were left with a this.
The difficulty and exploratory elements of the earlier games are lost on Manhattan Project. The maps feel very linear, forcing you towards an objective, all while encountering unchallenging enemies and easily navigated terrain. The world, though graphically up to date, is bland compared to its predecessors. The feeling of exploration is completely gone and the levels begin to bleed together as one large and forgettable experience.
It’s only made barely playable by the antics and dialog of Duke, himself. This controversial side of the franchise wasn’t introduced until Duke Nukem 3D, where vivid sexuality, pornography, obscenities, drug use, and graphic violence gave Duke his famous personality.
Visuals
Surprisingly Duke Nukem (1991) doesn’t have any of the iconic visuals that later editions to the franchise do. It’s also obvious that Duke Nukem was made in the early 1990s. Nothing is visually striking, even for its time, and in most cases it isn’t noteworthy at all. Scenes are bland and unmemorable, enemies aren’t menacing, and even Duke looks like a cookie-cut action hero; lacking his vulgar language and babe magnetism.
Duke Nukem II, though only coming out two years later, had vast improvements in the visual department. From the main menu to the ending credits, Duke Nukem II’s updated graphics brought a better experience. Enemies no longer look like toy robots, instead they’ve been replaced with armed guards and monsters. The levels themselves look completely different; giving a darker and perilous vibe. Now, almost two decades later, the visuals are still striking.
Manhattan Project, released in 2002, brought with it a 3D engine and a overhaul to the visuals of the earlier platforming tittles. This step away from the earlier 2D platformers, in 2002, may have been exciting at the time, but now feels like nothing more than a cheap gimmick. It adds little to the gameplay and instead decreases the fun; honestly an improved 2D sequel to the original platformers would have suited this franchise much better.
Audio
The audio in Duke Nukem and Duke Nukem II are a real treat; it takes you back to a time where bloops and bleeps took the place of High Definition Sounds. The audio in Manhattan Project is one of its only redeeming features; the ability to hear Duke’s quips and insulting phrases almost makes the game worth playing.
Overall
If you’re wanting a challenge or looking to revel in the past, the Duke Nukem Platformer Pack will surely provide. It might be rough around the edges but it delivers a good experience for the price. It is a testament to the fact that some games never get old; its too bad that the Manhattan Project couldn’t have been left out in lue of one of the greatest games of the 90s: Duke Nukem 3D.
Capsule Computers review guidelines can be found here.
Lost Planet 3 was only just released worldwide for the PlayStation 3 and the Xbox 360. The Lost Planet franchise is one of Capcom’s most popular franchises, alongside a few others, and there’s a real serious fan-base behind the series, you can definitely see why though; giant monsters, awesome weapons, grappling hooks, they’re all awesome things that gamers love. Now we’ve been given a Lost Planet comic book and I’m sure fans of the games and the franchise itself are pretty pumped to get their hands on a bit more of that Akrid-killing action. Lost Planet: First Colony is here, it’s a small comic but it gives fans of the game a little more insight into what happened before the actual games themselves. Here we have issue two and, well, read on to see how well (or not so well) it turned out.
Story
Issue Two kicks off exactly where Issue One ended so if you aren’t up to date head here to check out my review of Issue One. We’re thrown right back into the deadly tundra as we journey with what is left of the team which, at this point in time, is three of God knows how many from the ship. The tension between the three has grown thick and you can tell because the characters aren’t exactly subtle about it, there’s a lot of yelling and name-calling yet the captain is still enough of a leader to risk her life for the other two. They continue on despite being one man down. They make camp for the night and a bit more character development is shown when the commander, half asleep, springs to action when woken up. It’s something small but it shows a great deal of Jane, personality-wise. She’s a soldier, a mercenary, a killer and even while sleeping or “resting” she uses instinct to defend herself, if anything it brings her closer to the Akrid around her considering they both work off of their instincts and reactions. I just thought it was a nice touch. After their little camp is attacked by Akrid, the team meets a group of “former” NEVEC soldiers who help them out of a jam but on the condition that they come aboard the ship to help them get off of the planet. This is where the plot thickens and this is where I started to enjoy this comic a lot more than the first issue.
I’m not going to say too much at all because this is where it all happens, at this point in time we’re getting real close to the end of the comic yet this is where all the substance is. We’re introduced to T-ENG which you’d know from the game; it is the main source of power for the soldiers and it is harvested from the corpses of the Akrids, within the comic this has just been discovered which is where the “origins” side of things comes in to play. It’s nice to have seen something like this because it’s such a big focal point within the games. One of the characters even mentions that the T-ENG is what will draw scavengers and bandits as well as soldiers to the planet, which is a major reference to the series of games. Already this comic has outdone it’s predecessor when it comes to substance. We’re introduced to another key character and a fair bit of information is released with regards to the story and what is to come of it. I love the way it ends because it flat out says “To Be Continued…In Lost Planet 3”. It went down exactly as I hoped it did and, while it still seemed rushed and characters didn’t exactly interact well, it made up for what Issue One Lacked. Just trust me when I say that the comics are great as part of a franchise, if these were just the comics on their own, they really wouldn’t hold up very well but considering it’s just a little add-on to the Lost Planet name, they are a nice touch.
Artwork
What can I say about the artwork that hasn’t already been said? We see a lot less of the outside environments, the last half of the comic takes place within a semi-secure compound, I believe it used to be a ship that crashed and was turned into a safe living area and that’s exactly what it looked like so they got it spot on. We got to see more of the actual people without the constant environment hazards around them and it was a nice change of pace. The biggest thing to stick out, for me, was the way the glow of the T-ENG was illustrated , they somehow made it look like it had a solid form yet it was also somewhat gassy and beaming with light, they managed to make the actual thing look warm, it’s called Thermal Energy and they made it look warm…all I have to say is “Well done!”. The art style never really changed from issue to issue, I think they were illustrated close to each other so there was no time for the artist’s style to change, it was also set in a less-chaotic environment so the illustrator had less of a chance to go wild with the art. That doesn’t mean it still wasn’t great though! It sticks to the same level as it did in the first issue, which was fantastic so no complaints here!
Overall
Let me lay it down for you, big time: You cannot just read half of this comic, you can’t, if you’re going to invest in this comic you have to read the whole thing because just reading the first half doesn’t do the complete title justice. Look I’m not saying this is the greatest story in a comic, even in the second half it’s still poor for the most part, but for the other parts that are good and have a great deal of substance, it’s worth reading the entire thing. It’s great for fans of the series and it leads into Lost Planet 3 just as well as I thought it would in my last review. Give it a shot. I’ll leave you with one thing: Some comics take the integrity of a series and just crumble it, this one does not, Lost Planet First Colony was done in a way that, while it doesn’t blow you away, it also doesn’t make you dislike the series. It’s intention was to inform fans just that little bit more and that’s exactly what it did, yes it had the potential to be better but we can’t have everything. Capsule Computers review guidelines can be found here.
Cognition Episode 4: The Cain Killer Publisher: Phoenix Online Studios Developer:Phoenix Online Studios Platforms:PC (reviewed), Mac, iPad Release Date: September 19, 2013 (PC/Mac); TBA (iPad) Price: Episode 4: $9.99; Season Pass: $29.99 – Here
*Discounts occuring through 9/26* Full Season Pass: $19.99; Single Episode: $7.50
Detective Bundle (Face Noir and Cognition Full Season Pass): $29.99
Overview
The past year has been quite the exciting rollercoaster as the previous episodes in Cognition have been released. We first began with our main character Erica Reed when she experienced the tragic death of her brother Scott in Episode 1: The Hangman. Then we discovered that more than one particular serial killer was on the loose in Episode 2: The Wise Monkey. Episode 3: The Oracle opened our minds to disastrous truths behind the killings with fingers pointing the blame in a plethora of directions, and other characters prove to be a ‘psion’ like Erica as well. All of which lead up to Episode 4: The Cain Killer as the serial killer has been revealed, and the man hunt begins. But who is truly the hunter or prey? Let’s find out.
Story
‘The Cain Killer’ is all about the storyline and tying up any loose knots created in part of the previous episodes. To bring everyone up to speed, we know who the Cain Killer’s identity. It is Cordelia Smith’s half-brother Keith – worth noting that his father is that creepy old guy we met in the Enthon Towers in ‘The Oracle’. So we can already imagine since their has been some questionable family issues that this brother feels some sort of detachment. Erica shot her partner on accident due to a futuristic vision she saw – thanks to impeding visions from Cordelia – and the once contained Keith got away. And so the man hunt begins to bring closer the end.
At the very beginning of part IV, we encounter playable flashbacks prior and immediately after Scott’s death (Erica’s brother) which happened three years ago. The event that occurs prior to the murder deals with finding the Cain Killer’s next victim. The moments that occur thereafter lead us to the cemetery playable at the start of ‘The Hangman’. We then are recapped with a video encasing the murder which carries us to the family lakehouse owned by the Smith’s. We are now looking through the eyes of Cordelia and conveying her voice and actions towards Keith. Our words do matter and can either cause direct harm or comfort to the parties involved.
In essence the game follows a linear format that provides some deviations to the story according to your personal actions. Though some actions may result in death, others’ create new dialogue to be encountered or completely missed – if they’re dead…
Gameplay
Phoenix Online Studios went a different route when creating this portion of the series in terms of gameplay. There was a bit of sacrificing playing elements for cinematic pieces, but the overall delivery provided an excellent forum for an interactive story. Not too unlike Telltale’s “The Walking Dead” episodes, ‘The Cain Killer’ enables the player to pick from a queue of options when speaking/interacting with characters and then in turn effect the possible outcome. Outcomes can range from unlockable dialogues to an immediate death – especially your own. How the developer’s implemented this was through the use of a character ‘likeness’ element. This element is presented to the user as an empty portrait of the character that is being interacted with located on the bottom right corner of the screen. As the dialogue progresses and a certain ‘degree’ of likeness is attained, varying events may occur. For instance, the screenshot below shows that Stelios – the supplier – is not going to shoot me as I have not given away my identity and seem amicable to his standards.
Beyond the ease of making choices that determine life or death, you will experience puzzles that will test memory, quickness, and sheer luck with guessing. Keith – the Cain Killer – has purposefully brought the two psions, Erica and Cordelia, together to test their mental abilities in cracking a few riddles left for them in the basement of the lakehouse. Beyond the creepiness of touching items that belonged to each of the Cain Killer’s victims, Erica must use her abilities to associate carved wooden pieces with a circular dial placed in the center of the room. By combining the prowess of both psions, the puzzle can be easily decoded by looking into the past and future for clues.
Beyond the regular matchmaking of inventory items and environmental objects, a fighting sequence requires you to pull of subsequent attacks in order to beat down your foe. While some other portions of the game are not timed, this section requires immediate action or else… Blind the bastard and give him a quick in-step (if you know what I mean).
Visuals
Detail is consistently brought to the forefront of the Cognition series as each episode has not left me disappointed. The environments provide for a colorful and artistic adventure that only ends as the credits roll. While it is easy to catch what is a cut-scene from the comic book art style of Romano Molenaar, the palette for both environments and cinematic seem remarkably close and offers a near seamless transition from one event to another.
Though Phoenix Online Studios did well to comb the title for any bugs, an instance occurred while I played the released version. During the investigation room scene with the creepy old man – Skorobeus, Erica is given several options to deal with her commanding officer once he enters the room. On such option results in what is suppose to be Erica being handcuffed on the table but merely shows her slouching over in mid-air while the arresting officer is standing in the same position. With that being said, the team did a great job administering other more prominent fixes before the actual game was released.
Audio
Erica’s voice actor is top notch. Raleigh Holmes deserves recognition for displaying a range of emotions while “keeping it real”. I felt her voice met every expectation I had of a strong female character undergoing catastrophes at each new corner. Phoenix Online Studios were lucky to snag up this talented voice actress.
Another aspect that tends to be overlooked at the end result is the soundtrack of the title. With as much time an energy the developer’s placed into this series you should expect to have a purchasable soundtrack. Eerie and gently flowing all at once, the music draws you in and creeps you out at specific moments of the game. The final trap scene placed for Erica gave me the sense of immediate urgency. Though you are not truly timed in this section, you tend to panic very easily when death is all around you.
Overall
Whether or not you have purchased the previous episodes, this would be a great time to invest in a quality adventure series. Phoenix Online Studios offers a complete season package of the four episodes, sells episodes individually, and also allows you to upgrade from a previously purchased episode. Those who are concerned that point-and-click adventures are not worth their time have not played Cognition: An Erica Reed Thriller!
Capsule Computers review guidelines can be found here.
Today a new trailer for Hyperdimension Neptunia Re; Birth 1 was released for Tokyo Game Show and this video, which can be seen below, we see the numerous upgrades that have been made to the original Hyperdimension Neptunia which was released for the PlayStation 3 many years ago.
As you can see, the game will have gameplay features from Hyperdimension Neptunia V such as the ability to jump, a refined combat system and obviously a major improvement on the game’s graphics. Currently Hyperdimension Neptunia Re; Birth 1 is set to be released in Japan on October 31st. Currently there has been no word of NIS America‘s plans for this version of the game.
Overview
I keep up with my horror flicks rather well, but one film that has always eluded me is none other than Psycho II. This sequel came out over twenty years after the original film, and while not many can say it lived up to the original, it certainly put forth the effort when it came to continuing Hitchcock’s legacy. With Anthony Perkins back as Norman Bates and a story that sticks closely to the first, its easy to say now that the man who went on later to pen scripts for Child’s Play, Fright Night, and several other memorable romps (Tom Holland) most certainly kick-started his career with one of the most overlooked follow-ups of all time. Over 31 years later, Scream Factory have re-released Psycho II yet again for the Blu-ray generation, but is this just another case of an unnecessary release, or was another trip back to that old motel worth the ride? Let’s find out.
Story Psycho II starts in no better way in my opinion. You have a black and white filter to remind us of the sheer terror of the original kicking off this sequel, with that famous shower scene filled with the blood curdling screams of Janet Leigh that set the tone for a new type of horror that we as the viewer are about to witness. The film officially opens a few moments later in a courtroom, with Lila Loomis in hysterics as Bates has just been freed due to a plea of insanity. That is the entire plot of this film. Rather than a true horror movie, Psycho II is all about continuation of this world that so many wanted to re-visit. Bates is a free man and has been sent back to the place where he murdered a good number of people in his mother’s name. People can change however, and the now free son is set to get back to the life he never had.
Right off the bat, you probably notice a huge hole in this plot. Bates is being sent to the exact same place where he went nuts, and not one character aside from Loomis thinks that this may be a bad idea. Norman eventually lands a new job as kitchen help in a diner, where he quickly meets a very naive waitress by the name of Mary. Mary is sweet and innocent in her own little way, but dealing with her own mistakes from the past while trying to get away from her overbearing mother. While other characters in the film react harshly to the idea of Bates restarting his life, Mary is the only one who seems to have sympathy for his past, which quickly makes him grow fond of this mysterious young woman. Being the not-so-smart female that she is, Mary thinks it is a good idea to bunk up with the former killer while she sorts out her own issues at home. Yes, it is bizarre, but so is humanity at times, and the human emotions that run through the veins of Psycho II make it hard not to care about Mary and event Norman Bates himself.
As the time rolls on, Mary and Norman are beginning to get a little close, despite their differences. The only problem is that a prankster has been sending notes and placing phone calls to try to trigger his inner killer, and dealing with that huge weight and the struggle to stay normal brings our character to a crossroads. It doesn’t help that Lila Loomis is still spying in on Bates and his young acquaintance, or that some of the Fairvale citizens are turning up dead while everyone points their fingers at a likely target. That is our tale here, and there is a good amount of betrayal, suspense, and honestly decent acting jobs that hold everything together well enough. Psycho II is not one of those films that tries to top its predecessor by doing something different, but instead uses the original atmosphere to create something new. It is all about trust and public perception, which it nails in a smashing fashion.
Towards the end, the gears that keep this flick running smoothly start to wobble as we get a twist that take us back to the original even further. The problem is, I felt that the end result was very sub-par and could have been handled in a much more clever manner. Psycho II saves its thrills for the finale, but doesn’t produce a result that feels real. Throughout the film we have a man who is extremely torn and battered due to his own past, and that makes him likable for the most part. You don’t want it to be Norman Bates. He cannot be the guy who is killing everyone, but yet in the back of your mind you are just like the townspeople and cannot resist painting his face as the killer (crazy how humanity works, right?). When we get to those last moments, all of that is negated so that the movie can try to produce a scene to make itself into something memorable, but delivers a confusing replacement instead. It is extremely inconsistent with the characters we just followed for over an hour, as this film did not need to shock us like the first to be good. It sure as hell tries however, and that is probably why we have a sequel that doesn’t quite top the original.
Extras
It is always a pleasure to listen to good commentary. Holland takes care of this by bringing his present knowledge to the table as he looks back at his creation. Fans of Perkins will also be pleased to discover that Scream Factory have unearthed some older interviews regarding Psycho II and have included them, along with an interview with the director Richard Franklin and others who participated in the film. The other features include the theatrical trailer, some TV spots, and a sleek slipcover with reversible cover art for the Blu-ray itself, mainly including the many crazy faces of Norman Bates.
Visuals and Audio
1982 was a long time ago, and if you try to pop in a VHS or even a DVD release of Psycho II, you’re more than likely going to be disappointed compared to the new, crisp picture that this release displays. Of course being in color certainly gives it an edge, but this film’s visuals truly have stood the test of time as there is very little to none in terms film tearing. The special effects are somewhat minimal, but as it was the early 80’s, Psycho II takes quite a brutal approach when it comes to showing a kill take place, leading to a decently powerful result. I was also surprised to see that despite being twenty years, the actors who made a comeback (Perkins and Miles) also still fit perfectly in Fairvale, with nothing but a few greys and wrinkles seeming to have changed during the large gap.
Jerry Goldsmith’s score for the film is absolutely outstanding. There is a good number of scenes that may not even have one tense moment, but that is quickly triggered by these tunes that strike with an impressive impact. Much like Twin Peaks and other features set in small towns, the soft, more subtle tones for the audio set us in to this quiet little community, with the motel being the centerpiece of all of the insanity. I honestly had the volume set up a bit too loud at first as I expected the film to suffer from a bit of rust, but I was blown away (quite literally) of how clean this original music comes through.
Overall Psycho II is not a memorable film as the original Psycho just had such an impact on the industry, this follow-up just could not hit that same mark. That doesn’t mean it is a bad film, as the acting is good, the music is chilling, and the story is compelling. However, trying to live up to the original and be an unforgettable horror movie that shakes the genre is what hurt this release long ago, but this Blu-ray is here now and ready to give this generation of horror fans an opportunity to some further insight on what they probably missed out on years ago. Psycho II is a clever film with an intent to shock audiences, and if you are looking to take another trip to the Bates Motel, this collector’s edition will make quite the satisfying dish.
Capsule Computers review guidelines can be found here.
Ubisoft‘s PC service Uplay is getting another upgrade; they announced Uplay PC 4.0 will be available for members in October 2013.
A new array of features is being introduced to the Uplay PC 4.0 such as the integration of the system Twitch TV, which is the world’s leading video community for gamers with more than 45 million users a month. This popular system enables members to share gaming achievements and other in-game moments by broadcasting their game play videos to their friends. Other cool improvements includes a ‘social wall’ to keep players up-to-date with their friends’ activities and a download manager that allows auto-patching and progressive download of games, which means more time playing and less time waiting.
It has been confirmed that Uplay 4.0 is to be available on PS4 and Xbox One, which comes out later this year. Uplay members will be able to seamlessly access the full scope of Uplay services on the next-generation consoles using one unique profile.
Above all, the biggest benefit for gamers is the Uplay Win program, which rewards Ubisoft’s loyal fans both in-game and in real life. Gamers will be able to receive additional in-game content such as items and accessories as well as invitations to consumer and industry events. Ubisoft’s upcoming games that will have the integrated Uplay and Uplay Win includes the highly-anticipated Assassin’s Creed IV Black Flag, Just Dance 2014, The Crew and Watch Dogs.
With Tokyo Game Show 2013 in full swing, a number of new trailers have been released and one of these trailers happens to be for the recently announcedPhantom Breaker: Battle Grounds Overdrive. Not only has this trailer given us a glimpse at the game’s various upgrades, but it also has revealed a new tidbit of information.
While its still unknown exactly what will be added to this version of the game, it does appear to have characters from Phantom Breaker: Extra this time around when it is released on the PlayStation 4, though at the moment no release window has been given for the game.