Also, movie-goers from Sydney and Melbourne have an additional 20 unannounced titles to look forward to. Any guesses?
The Japanese Film Festival will arrive in various Australian cities this spring season at different dates, so be sure to check out the Ticketing & Venue section of the website.
The preorder incentive for the upcoming Thief game has just been announced by publisher Square Enix and developer Eidos-Montreal. Looking to take things back old school as an homage to the Bank mission of Thief II: The Metal Age, the exclusive preorder mission “The Bank Heist” pits players with infiltrating the Stonemarket First Bank to steal a precious family heirloom.
Designed to test the player’s mettle as they work to circumvent exclusive security measures found only in this preorder mission, players will also be able to collect unique loot and secrets for their trouble. Plus, players will also be able to race against the clock to be the fastest of all their friends to sneak into the Bank and retrieve the Star of Auldale.
Those wanting to see a bit of what the preorder mission has to offer can view the trailer embedded below to see Garrett in action. To get the exclusive mission, you’ll have until the game releases on February 28th, 2014 to preorder Thief for Xbox 360, PS3, Xbox One, PS4, and PC, which can be done from their Website.
Just nights ago, in celebration of the upcoming release of BEYOND: Two Souls from Quantic Dream, exclusive to the PlayStation 3, Sony hosted BEYOND The Game: Live Forum. The event saw both film and gaming experts from across the world attend here in Sydney, to discuss interactive entertainment and its meteoric rise, no doubt helped by David Cage’s contributions to the genre.
The Writer and Creative Director at the critically acclaimed game development studio travelled from Paris to join the esteemed panel (we also got an interview with Mr. Cage the day after, which you can read here). Cage spoke of his personal experiences throughout the development of BEYOND: Two Souls. The game’s casting director Suzanne Goddard-Smythe, spoke about the “evolving requirements of actors and the skillset needed to remain competitive with the emergence of this new entertainment category.” 2013 Tropfest winner and film director Nicholas Clifford, and Sydney University film lecturer Dr Bruce Isaacs, rounded out the panel and brought their own specialist perspectives to the conversation.
Logie Award winning Australian actor and writer, Robert Carlton hosted the evening and live Q&A. The panel in its entirety can be viewed directly below. Just want the highlights? Check out the video embedded at the bottom of this article.
“BEYOND: Two Souls is by far the most ambitious title Quantic Dream has worked on to date. We wanted to create this emotional journey into the life of a character and tell her story through fifteen years. Blending the frontiers between video games and films was one of the challenges we had to face: we wanted to create an experience that would be fully interactive with a strong story that the player would tell through his actions rather than through cut scenes” – David Cage.
BEYOND: Two Souls releases October 9th nationwide.
Relic Entertainment has released the first downloadable content for their recent strategy hit Company of Heroes 2, titled Case Blue for the game’s Theatre of War mode.
The mini-pack is based on the devastating German assault of the same name upon Soviet Russia during 1942 and includes two new solo challenges, two AI battles and a co-op scenario.
Eligible pre-order customers along with owners of the Collector’s Edition (retail or digital) will receive the DLC for free. Otherwise, players will be able to purchase it on Steam.
Two new multiplayer maps will be made available for free from the same update. Rostov, a six player map centred around a frozen river, and Kharkov, an industrial city littered with choke points.
Released by SEGA, Company of Heroes 2 is the sequel to the original 2006 RTS that focuses this time on the Eastern Front and the savage conflict between Nazi Germany and the Soviet Union. Check out our review of the game from earlier this year.
Half informative, half sexy, and altogether definitely one of the funniest promotional videos for a video game that I have seen in a long time. The boys over at EA Australia brought us an … interesting guide to FIFA 14 celebrations today, employing a team of Australia’s finest models straight from the gym to demonstrate a handful of Tim Cahill’s favourite celebrations from the new FIFA title.
If they can stop laughing for a few seconds, fans can learn how to do the Muevelo Shuffle, The Punch and Dodge, and The Gallop Dance (Gangnam Style Anyone?).
FIFA 14 is being released on current-gen consoles tomorrow, with a midnight launch event being held in Australia tonight to celebrate. Next-gen consoles will have FIFA 14 available on launch.
Leave us your thoughts on the video in the comments below.
David Cage, head of Quantic Dream and Creative Director/Writer on BEYOND: Two Souls made the trip down under to promote the upcoming title, which features Hollywood superstars Ellen Page and Willem Dafoe. It was our privilege to grab some interview time with him and pick his brain on the game. It was a pleasure to speak with such a humble, nice and endearing figure in the industry.
I just quickly wanted to touch on the success of Heavy Rain. I am someone who obsesses over numbers and keeps an eye on sales and box office numbers for films and stuff like that, and Heavy Rain is one of those rare titles that had the standard drop off, but then a resurgence. Every time I looked back at the charts, it seemed to hit another million and pick up its second wind, and then a third wind… did that fact have any impact on the relationship between Quantic Dream and Sony, in the sense that maybe it was validation for a concept with such uniquely dramatic and confronting themes for the industry at the time?
Not really, but it is something we do see now, three years later, like “oh, wait a minute. We keep selling Heavy Rain games worldwide”, which is a great thing. I met some retailers – I think it was in Asia – who told me that now when people buy a new PlayStation 3 console and they ask “what are the games that I should buy?”, the retailer keeps says “this game, this game, this game and Heavy Rain“. So, that’s great, and also there is the word of mouth – gamers talking about this game that they should try it. So, no, I think the relationship of trust with Sony was really based on the initial reactions to the game when it was released and to the fact that press and gamers seemed to respond very positively to the experience that was also something very different from other games at the time.
Yeah, after it came out it instantly became my favourite PlayStation 3 title. And I remember – annoyingly – having to defend it against people who would naively state that it wasn’t a video game, but an interactive movie. I pushed it on everyone I could.
But you know, different people have different expectations about what a video game should be. Some people think that video games should be “fun” in a special sense, like having a gun or driving a car and having this action… and other people think “no, that’s not as important. What matters is what you feel when you play”. And it’s true that we make games for this category of people having this type of expectations.
Yeah. And what confused me was when Fahrenheit (Indigo Prophecy in NA) came out in 2005, there wasn’t this reaction and although, of course, they’re not the same game, they do share the same essence, soul and design/storytelling philosophies. And everyone loved it. Then Heavy Rain comes out and it’s suddenly an issue…
While I think that the essence of the two games was probably very similar, Heavy Rain probably had better implementation; probably a better story or a story that resonated better, maybe better technology… and I think game after game, mentalities evolve. And before Heavy Rain, very few people were interested in interactive storytelling or emotion in games. But then Heavy Rain arrived and then more games tried to explore this route, so now with BEYOND: Two Souls it’s less of a shock, I would say for some people. So yeah, slowly but surely this idea becomes accepted – that games may not only be about shooting, but about telling a story.
So, moving onto BEYOND: Two Souls, remind us of how long the script is for the game and how long it took to write?
It was 2,000 pages. It takes about a year to write.
And what was your writing schedule like in that period of time?
Oh, it’s working very hard… usually I work all week. I work a little less on the weekend, but usually it’s six days a week. And working 12 hours a day, 12-15 hours a day, so it’s quite intense and it’s a strange process because you really live in your story for a year. So it’s kind of disturbing… it changes a bit your social interactions with people and, you really live in your world for a year.
We’ve heard briefly about your personal inspirations for the story this time around, but were there any specific influences coming from other media, films, games…
There were a couple of scenes where I thought “okay, this is an homage to this thing” and I really enjoyed doing it. Maybe people will see it, maybe they won’t. But, you know Heavy Rain was really belonging to a very specific genre, which was film noir/thriller. What I tried to do with BEYOND: Two Souls is something probably more original and more personal, and there are probably references here and there to different films and books or whatever. [And some subconscious as well]. Yeah, but at the same time I think the overall journey is something I believe is more original probably than what I’ve done in the past.
And what was the whole process like of creating these characters, and then reaching out to Hollywood names like Ellen Page and Willem Dafoe for the roles? Was it a case of not worrying about the obstacles involved in getting them because you just had them in mind from the get go?
Well actually there are two processes. In the case of Ellen and Willem it was a little bit special because I had their names in mind pretty much as I was writing the script very early on. And when I was done with the script, I was pretty convinced that only Ellen Page could be Jodie Holmes because it was her; it was clearly the best actress for the part. So we just contacted her and hoped that she would accept, and the same thing for Willem, and we were very lucky because they said “yeah, that’s interesting – let’s do it!” But that’s not the normal process, because for the rest of the cast for example, we work with a casting agent named Suzanne Goddard-Smythe – she lives in LA – and she is a casting director for films and TV series. And usually, what we do is just talk about the characters and say “okay, we need this type of person, and this is his part and this is the kind of role he has”, and then she meets, sometimes 200 or 300 actors, chooses maybe 80 and then she makes a short selection of maybe 5 that I meet in person. And then I meet these actors and make my choice. So, that was the process for Eric Winter and Kadeem Hardison who are in other roles, and most other actors who are in the game.
And so, in particular, did you find that Ellen and Willem – or actors of that calibre and that name recognition – are generally more open to working in the medium now?
Yeah, in the case of Ellen and Willem, that was really the case. I mean, for Ellen we just sent her Heavy Rainand some press reviews, and the script for BEYOND: Two Souls and told her why we thought she would be amazing in the role. And then we met, and explained in more detail what shooting would be like, and yeah, she was just interested in the experience that was something new to her and I guess she was interested in the script and it was as simple as that. But you know, you can meet different actors; some actors are just interested in money and will do anything if you give them the right amount of dollars. And some people are not interested at all; they just don’t want to hear about video games because they think all video games are the same and they don’t want to be a part of this. So there’s different people will different reactions – you just need to find the right fit between the talent that you need and also the right mindset for these people. And this is exactly what we got with Ellen and Willem; they just wanted to try this new thing that was totally new for them and they wanted to be a part of it. That was the ideal situation.
What do you think was the biggest challenge for yourself and the team during the developmental cycle for the game?
Oh my God, the entire thing was a challenge to be honest; it was actually much bigger and more ambitious than we initially thought, and there were production challenges, technical challenges… and you know, initially we feared that working with Hollywood actors would be the biggest challenge and actually, that was the smoothest part because they were extremely professional and they came very well prepared. So honestly, working with them was a walk in the park. But there were some technical issues, especially when we worked on the ghost part, because usually you optimise your engine so, for example, what’s behind this wall doesn’t exist at all so we don’t need to think about it. But now, we had this ghost who could go through this wall and see what’s on the other side, or he could go very high and have a very large view of the sets so that’s another issue in a matter of optimisation. So we had to come up with very detailed environments and characters that could hardly be optimised because, as a ghost, you could get really close to anything and have a very large view of everything, so that was the ultimate challenge.
We didn’t want any loading screens during the game, so when you load your first scene there is a loading screen, but once it’s loaded you can play the entire game without seeing another loading screen. And that was another challenge because, actually, the game is streaming in the background all the time just to pre-load what’s coming next. So that was another challenge. And also, the nature of the experience that is always very different… you know, there are not two scenes that play the same way, and even within the same scene, gameplay can change very significantly. And there were some very challenging parts. There is a scene where Jodie runs down a slope and, my God, we spent a month for 30 seconds of gameplay, just to make it right and have the camera where it’s supposed to be, have the right pacing and just give you this feeling of being chased and you just running as fast as you can, and that took a lot of time. And there are many moments like this in BEYOND: Two Souls that may be very short in the final experience, but took a lot of time to be made.
And so you’ve actually gone to a few film festivals such as Tribeca because of the connections to the game and the nature of the storytelling; have you received some sort of gauge for the reception from that community to the project? A community who may not have been familiar or educated on the medium at all beforehand?
You know, it was a great honour to be the first game to be a part of the Official Selection of a film festival, especially when it’s as prestigious as Tribeca. So it was interesting because I think – the people at Tribeca – they wanted to talk about the different forms of storytelling, and they thought that what we were doing was exactly what they were looking for. So it was a great opportunity to put a game like BEYOND: Two Souls in front of an audience that was a film audience. And it was interesting because they didn’t know what to expect. They heard about the game, they knew it was featuring Ellen Page, etc., but at the same time, when I talked to people in the theatre before they could see the projection, they thought “oh, is this going to be about shooting, is this going to be about driving… what kind of video game is this?”
So there were a lot of pre-conceived ideas about what a video game was supposed to be. And actually, we showed them this scene where Jodie is a homeless girl, and she lives under a bridge and needs to find a way to make money to buy some food… and I think they were a little bit taken by surprise [Laughter]. And it was good. And that was also the first time that Ellen Page could see an entire scene, and she told me she was really surprised too. I mean, she shot all these things, but when you shoot things alone on an empty suit in this mo-cap suit, you don’t realise how it’s going to be and what the final result will be when it’s going to be filmed and with the music and all this stuff. So I think she was really pleased with the result.
With Heavy Rain, you had the four main protagonists and at certain points, they can die, but the story continues and is obviously shaped by their passing in many ways. With BEYOND: Two Souls, you have only one in Jodie, and so that concept of continuing after death can’t really work. We know you’re not a fan of retry screens, so with those facts in mind, how branching can the game get? Will there instead be decisions made that may not lead to death, but an entirely different section or path that you maybe wouldn’t ordinarily seen if you played it another way?
Oh yeah, of course. The first thing I want to say is that we didn’t try to replicate the experience that was Heavy Rain. Heavy Rain is Heavy Rain; it had its own style, tone, language… but BEYOND: Two Souls is a different experience where we’re trying to explore different moods. And depending on how you play, there will be entire parts or scenes that you will see or miss. It really depends on how you play and there will be many different consequences to your actions. Although Jodie can’t die the way that characters did in Heavy Rain, many other things can happen.
From the more recent footage that we have seen, it’s become clear just how varied the situations, locales and experiences are that Jodie gets into. Again, not to compare anything to film, but in terms of storytelling techniques on a whole, we see it more often in film where a tone can flip across the acts and it draws people out of their engagement and comes across disconnected and abrasive. Did you ever have that thought or concern in the back of your mind when writing the story out?
You know, actually, that was never a concern for me because I had the entire story in mind and knew what kind of journey it would be. I was fine with this idea that it could be a little bit disorienting for people at first to jump through time and see her as a kid and then a teenager and then an adult, but I knew that slowly that would build something stronger; as the pieces of the puzzle would fall into place, all of these things would start to make sense and it would create a very interesting dynamic for the narrative where the player – instead of just watching the story being told – would actually have to connect the dots by themselves and really see the consequences of something before seeing the causes, which would create this momentum that I was looking for. And that’s really the feedback we have from the first people that played the game, is that “oh, we were a bit lost at first, but things fall into place and it truly makes sense and makes the experience stronger”. So that’s what I was hoping for, and from the first people that played the game, this is what seems to happen.
That’s good to hear. And finally, just quickly, we saw with the Dark Sorcerer demo that you guys are exploring emotions and genres outside of what we’ve seen so far. A comedy game in particular is something that hasn’t been done much, especially not in the last decade or more. Do you think that genre could be the basis for an entire game, would you be willing to explore that further and do you think it would require some supporting elements from other genres, like action, to stay interesting or engaging?
The Dark Sorcerer was just a prototype, so it’s not our next title, but I really enjoyed making it and I think there’s definitely the potential to create a comedy game. And I think it can be really interesting and funny to do and to play. I don’t think you need to incorporate, necessarily, action elements or anything. I think you could create a game that could be a romance, for example, just be a love story or just be a comedy. You don’t need the action element necessarily to make it interactive. And that’s something that will still need to be demonstrated but that’s something we strongly believe in.
Yeah, because that would be a wildly different experience, again…
Yeah, it would be fun. Who knows, maybe we will do it someday.
Awesome, well thanks so much again for your time!
Oh thank you.
We want to thank David Cage for taking the time for us, and to PlayStation Australia and Hausmann Communications for organising the interview and making it possible. BEYOND: Two Souls comes out October 9th nationwide, exclusive to the Sony PlayStation 3. You can download a demo come October 3rd.
One thing with gaming consoles is that the sounds it makes quickly become part of your daily life. The ‘ping’ as you switch on your Xbox 360, or the ‘click’ you hear as you cycle through options on the PS3’s menu become part of the overall experience. While these become part of the trademark of the consoles, one thing gamers always really care about is the sound the fan makes.
How many times have you heard, or have you yourself said “the fan on this console is too loud!” Or even the opposite “I can barely hear the fan, it is awesome!” Obviously we want the consoles themselves to be as quiet as possible to not interrupt our gameplay experience, and Sony, being the smart cookies that they are, are well aware of that.
Uploaded today on the Sony UK PR Instagram account was this brief 30 second video. The video just simply showed the upcoming PS4 console, and let us hear the power-on beep that many players will soon be accustomed to, as well as the almost silent fan that the console will be running.
Quiet isn’t it? I had to listen to the video a few times on max volume, as my computer’s fan was louder than the PS4s. What do you think? Was the fan quiet enough, or do you need there to be absolute dead silence while you are gaming? Let us know in the comments below and remember that you can hear that satisfying ‘beep’ and the whisper quiet fan of the PS4 when it launches November 29th. Always remember to stay tuned to Capsule Computers for all the PS4 news as it becomes available.
Overview
The Infinity Blade series has blazed quite an impressive path on the iOS platform by repeatedly pushing the mobile platform to its utmost limits all in the name of being an epic game. With Infinity Blade 3, we once again get a game that is epic in all the right ways but one that undoubtedly feels strained by the limits of its platform.
With Infinity Blade 3, ChAIR push the iOS platform to breaking point – sometimes literally – creating what is ultimately a game that should’ve graduated from mobile to console long ago.
Gameplay
Infinity Blade 3 is undoubtedly the most ambitious game of the series thus far. It is really the pinnacle of the series and it is hard to imagine how it can top this if the series remains on mobile. The limitations are plain to see but regardless of all that the game plays quite well despite a few crashes here and there. It is a mighty big game weighing in at well over 1 gig in size but it is every bit as big inside as well. The world of Infinity Blade 3 is vast and deep, filled with countless adventures and battles to be undertaken.
The game requires iOS 7 to run and is optimized for iPhone 5. However the game runs well enough on older devices providing the update to iOS 7 has been done. There is times in which the game can crash in particular intense portions of the game which is of course troublesome but its not so common that it ruins the experience.
Much like its predecessors the game features a simplified touch based combat system requiring you to tap, swipe and hold in order to battle it out against some truly fearsome opponents. It is simple and easy to understand meaning that just about anyone can jump in and grasp the control scheme for the game.
It is about as close as you can get to a console game experience on a mobile device and with the expanded world and gameplay mechanics this is definitely a good direction for the series. Unfortunately the game is beginning to show signs of finally hitting the glass cieling that is the limits of the mobile platform. It might be time to think of moving to something bigger and better for Infinity Blade.
Regardless of all that, the game is a lot of fun and features a compelling story if you are so inclined as to explore it. It is a nice game to play if you have some time to sit down and focus. It might not be the best game to play on-the-go however due to its intensity and ammount of attention it requires to play to any successful degree. If you can find the time to commit to this mobile game however you’ll find yourself more than happy with the hack and slash fun it offers.
Visuals and Audio
The star of the show for Infinity Blade 3 is without a doubt it’s jaw-dropping visuals. The aesthetics on display here are simultaneously gritty and beautiful, creating an appealing juxtaposition of the grimmer sides of reality with the more inspiring sides of it. The world of Infinity Blade 3 is well crafted stylistically with harsh realism in mind. This may very well be the best looking game on the iOS and ChAIR should be applauded for their excellence in aesthetic design for this game.
Infinity Blade 3 also features a suitably dark soundtrack brimming with brooding tracks that amplify the sense of despair that surrounds the game. There are several more energetic tracks that instill a feeling of victory and hope. It all comes together quite nicely in what amounts to a very well rounded soundtrack.
Overall
If there was any game that needed to break free from the mobile platform it was Infinity Blade 3. There is a glass ceiling hanging low over this game and it is clear that a series this epic in scale can’t stay on mobile forever. This is a huge game that is every bit as fun as it’s predecessors but it suffers several issues due to the limitations of the platform in which it is on.
Fans of the Infinity Blade series will surely not be disappointed with the latest chapter in the epic tale of clashing swords and the brave warriors that wield them. It is every bit as good as those that came before it and even improves upon them. It is not the best game to play on the go, but if you are serious about your gaming you will likely want to devote some serious time and attention to this epic hack and slash. The battle is on and the blades are swinging, Infinity Blade 3 is a great game that pushes the mobile platform to its limit.
Capsule Computers review guidelines can be found here.
An indie game studio, Risen Games, has announced their next new game, Adrift, which is now seeking funding on Kickstarter, if successful on Kickstarter, it will be available on PC, Mac, and Linux if successfully funded, and will fully support cross-platform play. The new studio attempts to design their projects in a way that projects their love of gaming, they always work with the goal of creating original and addictive games that are free of ads.
The new Adrift game is a little old school arcade feel with a unique mix of genres that seem to work well, it involves co-operative play, tower defense, dual-stick shooter, and even a RPG component. There is an option to go solo or team up with up to 5 others, players can choose different classes and abilities and are pitched against the hazards of space, including deadly asteroids and roving pirates, which they must repel in order to protect their tiny colony ship. Adrift is designed so player can customise the game in each play with many strategies to defend and win the game.
Kingdom Hearts HD 1.5 ReMIX Developer:Square Enix Publisher:Square Enix Platform:PlayStation 3 Release Date:September 10, 2013 Price:$39.99 – Available Here
Overview Years ago when Square Enix announced a partnership with Disney to create a game called Kingdom Hearts, few could have predicted how memorable the franchise would become. By combining Square Enix’s capabilities with numerous Disney characters from our past, the PlayStation 2 title remained one of the best games on the platform.
Since then, numerous Kingdom Hearts titles have been released, albeit ones that have been all over the board as far as the series’ story goes. As such, Square Enix has taken three of games from the series and brought them together in HD for Kingdom Hearts HD 1.5 ReMIX. Does this HD collection of nostalgia manage to bring back the fond memories of the original titles or does it fall into a jumbled mess?
Story Kingdom Hearts: Final Mix, the enhanced version of the original game that was never released in the West until now, begins with Sora and his two friends, Kairi and Riku, working together to build a boat. They have lived on Destiny Island with their families for years and while peaceful, they want to find adventure. However just before they are about to leave the island, Sora meets a cloaked man talking about the world.
Unfortunately the appearance of this man is only the tip of the iceberg for Sora as the island suddenly comes under attack from shadow creatures called the “Heartless.” Even after he obtains a mysterious weapon called the Keyblade which possesses the ability to defeat these enemies, Sora and his friends are sucked into oblivion.
Sora awakes to find that his world has been destroyed and that he is now alone in a strange place called Traverse Town. Here he meets up with Goofy and Donald Duck, the two of whom are on a mission from Mickey Mouse to find the keybearer and try to put an end to the darkness that is enveloping the various worlds. Kingdom Hearts then follows the journey of this trio as they make their way through numerous Disney worlds and defeating various monsters all in an attempt to not only possibly prevent further disaster, but to reunite Sora with his long lost friends.
The overall storyline for Kingdom Hearts remains the same as ever, with players venturing into numerous worlds and seeing key moments of Disney movies carried out from a new angle as they play a part in how everything is prevented. Despite seeming impossible, the combination of Disney characters and Sora’s own personal goal make for a heartwarming story full of friendship, loss and love that makes it wonderful to experience, even if it’s for the second time.
The bulk of the actual story takes place throughout Kingdom Hearts: Final Mix but it does continue a bit in Re:Chain of Memories which sort of acts as a bridge between the first game and its sequel where Sora’s memories are brought into question and Organization XIII is introduced for the first time.
Finally there is 358/2 Days which provides a roughly three hour movie since all playable sections have been removed and it looks deeper into the origin of Roxas. These two inclusions serve to expand the players’ knowledge of the franchise and considering the lesser appeal of these two games when they were originally released, this may be the first time that many have actually heard these pieces of the story.
Gameplay Kingdom Hearts HD 1.5 ReMIX comes with three titles bundled in one disc and players are able to choose between these whenever the game starts up. As mentioned earlier, these games are Kingdom Hearts: Final Mix, which serves as the main attraction for this HD release, Re:Chain of Memories, and 358/2 Days which has been reduced to cutscenes only.
The gameplay of Kingdom Hearts remains very much the same as gamers remember it, as combat relies heavily on simply button mashing and maneuvering around enemies. Players unlock various abilities that can be equipped and customized, new Keyblades and accessories to equip and more, to make Sora and his allies a better match for the player’s fighting style but for the most part, everything in the first game remains structurally similar.
It is worth noting that since this is the ‘Final Mix’ version of the game there are a number of new weapons introduced, a few new scenes, that aren’t voiced, and other additions never found outside of Japan so this is clearly an enticing bonus on its own. However there has been a change in the way the camera works as well. Players are now able to control the camera with the right stick, making it a bit easier to control but this only slightly alleviates the camera issues that plagued the original release of the game.
For those who don’t know, Re:Chain of Memories was actually something of a card game where players still fight against enemies, but they do so using cards that they have gathered. It is possible to gain a pre-emptive strike if the player strikes an enemy before engaging in combat, but these fights tend to be more technical than flashy. This card system can be frustrating to learn, especially the combo system, but it does feel more satisfying than slicing away at enemies like what is found in the first game.
Since 358/2 Days is only available as a movie, there is no real gameplay to speak of, which is unfortunate since including the full game would have been better. That being said, players are able to skip chapters and rewatch scenes whenever they feel like, making it more akin to a DVD included with two HD versions of past games more than anything else.
Visuals Considering the age of some of these games, especially the platform that 358/2 Days was released on, Kingdom Hearts HD 1.5 ReMIX easily lives up on the HD part of its title. The game’s visuals are sharp and look better than they ever have before. The numerous colorful worlds that players visit are striking and look absolutely wonderful when the player first enters them. That isn’t to say there aren’t issues still, as there are a number of areas that are rather barren and feel lifeless and backgrounds tend to be pretty bland more often than not.
Cutscenes are impressive looking, with the details on characters really shining through, though there is some pixilation here and there. The newly revamped movie style of 358/2 Days is nicely handled as well, which is quite a task considering the game originally was released on the DS.
Audio Kingdom Hearts HD 1.5 ReMIX has managed to retain its impressive English voice track and although the newly added scenes in Final Mix aren’t voiced, the entirety of 358/2 Days has been given voice work for the first time ever.
As for the soundtrack for these games, there are numerous songs that will instantly trigger nostalgia within players who have played these titles before. They are wonderfully produced here and sound better than they actually did originally; making them great fits for the action and scenes that they are paired with.
Overall Kingdom Hearts HD 1.5 ReMIX could easily have been a simple cash-in on a series that many gamers are fond of. However Square Enix has went the extra mile by bringing us the best version of Kingdom Hearts 1 and pairing it with another great title and pretty much the entirety of the story offered in 358/2 Days. With more Kingdom Hearts in the future, this HD release easily provides the best way for fans to reminisce and enjoy these games anew or for new players to jump into one of the most overly complex franchises in recent years.
Capsule Computers review guidelines can be found here.