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Tokyo Game Show 2013 Breaks Attendance Record

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It seems that every year the Tokyo Game Show sees more and more attendees visit during its four-day period. This year a total of 270, 197 visitors passed through the doors, 46,444 more than the previous year.

Of note, over 100,000 people attended during both public days on each day, exceeding the record of 94,989 visitors in 2012. Expanding the area from Hall 1 to Hall 9, rather than up to 8, played a role in enhancing TGS and including more attractions like the Indie Game Area, Dating Simulation Game Area and the Cloud Gaming Area.

The next Tokyo Game Show is scheduled to be held at the same venue from Thursday, September 18 to Sunday, September 21, 2014. If anyone was lucky to attend TGS 2013, sound off in the comments below!

Be sure to check out our full coverage of the announcements and trailers right here.

Nihilumbra Review

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Nihilumbra
Developer: Beautifun Games
Publisher: Beautifun Games
Platform: LinuxMac, Windows (Reviewed)
Release Date: 25 September 2013
Price: $9.99 USD  – Available Here – Greenlight Here

Overview

Nihilumbra is a puzzle platformer by Spanish indie developers Beautifun Games. The title was originally released on iOS. With the PC release, Beautifun Games has added HD textures to compliment the platform’s larger monitors.

Story

Nihilumbra is a dark tale about a creature born from the depths of The Void. Our hero quickly chooses a humanoid form and begins its escape. The Void is chasing it mercilessly, bent on reabsorbing our hero.

As its name suggests, Nihilumbra is a dark game. The story is told through statements and questions appearing in the landscape while a male voice narrates. Beautifun Games did an excellent job in creating an interesting presentation.

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Unfortunately, the biggest flaw in Nihilumbra is the pacing in its emotional journey. I found the tone to rise and fall awkwardly as it cycled from really dark moments to a hopeful and sometimes defiant tone. The transition between the these moments are abrupt, with some occasions going from the dark voice of depression and gloom to the next sentence full of hope and desire. I feel the dance between bipolar emotions was a good fit for the game, but simply fell short in its execution.

Gameplay

Nihilumbra is a puzzle platformer that provides players with five special abilities. These abilities are represented by a single colour and can be painted on surfaces to create a variety of effects. The abilities will need to be mixed and matched to conquer the puzzles the hero will encounter. A new ability is introduced in every new world. Nihilumbra contains five worlds plus a special Void Mode that will allow players to replay all the new levels with a challenging new twist.

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The five abilities provide unique gameplay elements. Beautifun Games takes full advantage of the abilities in crafting the puzzles. For example, one puzzle will require the player to use the mud ability to sneak past a sleeping monster while another will use the same mud ability to pin monsters safely in a corner while our hero proceeds forward. For the most part, Nihilumbra is right on the mark on difficulty level. In the main game, there was only one puzzle I could think of that required a little bit of luck to complete successfully. The first half of the game can easily take three to five hours to complete, with Void Mode taking substantially more. The difficulty curve in Void Mode compared to the regular story mode is vastly different. Veteran puzzle platforming fans will have plenty to occupy themselves with in Void Mode as it is extremely challenging.

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The weakest part of Nihilumbra’s gameplay are the final boss levels in each world. In the end, the hero is chased by The Void and must finish puzzles under the pressure of time. Unfortunately, the player’s advancement is locked to the camera which slowly follows the plodding Void. Often times, I found myself anticlimactically standing at the far edge of a screen waiting for the camera to advance which caused unnecessary interruptions in what should have been an extremely tense moment. I would have preferred to see the player be allowed to move at their own pace at the cost of The Void advancing faster.

Nihilumbra and the PC seem to be a fit made in heaven. The touchscreen controls translate well to the PC. The hero is moved with the traditional WASD combo that will be familiar to all PC gamers. Ability swaps can be done through the old UI which requires the user to click the orb in the top right portion of the screen or by using the 1-5 keys. The void ability is permanently bound to the right mouse button. The controls work very well on the PC, my only complaint is the fact it is not possible to bind keys to personal preference.

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Visuals

Nihilumbra has five different worlds. Each world is based on the ability acquired in the level. The purple and black void clashes wonderfully against the serene, yet lifeless world. The monster design is interesting to look at and fit well with the game’s theme. Important gameplay elements like box types and monster types are instantly recognizable, a boon when completing sequences while being chased by The Void. Small touches like our hero sneezing in the cold mountains and sweating profusely in the volcano are wonderful little touches that create a complete and believable world.

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On the technical side, Nihilumbra runs smoothly on modern PCs. There are options to lower the graphic quality by using the older standard textures for those with less powerful computers. The only problem with the game’s graphics is that the game is locked to fullscreen mode. Gamers who prefer to play in windowed mode will be completely out of luck.

Audio

The audio experience is probably the best part of Nihilumbra. Composer Álvaro Lafuente steals the show with his wonderful soundtrack. Nihilumbra’s music is moody and melodic. Each piece helps build each world’s mood and the soundtrack is definitely worth picking up at four dollars. The narration’s voice acting is spot on. The actor delivers an excellent performance which is mixed with a slight echoing effect that becomes the hero’s inner voice. The sound effects are thoroughly enjoyable. Each ability has its own little sound and the monsters can make some really horrifying noises. Nihilumbra’s sound direction is all around a pleasure to experience.

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Overall

It is easy to see why Nihilumbra won iTunes’ Best of 2012: Hidden Gem award. Nihilumbra is boasts solid puzzle platforming action with some unique ideas. The gameplay is supported by excellent visuals and a fantastic audio experience. Unfortunately, Nihiumbra falls short due to its awkward story that feels more like an unpleasant emotional yo-yo then an uplifting tale of triumph over darkness and despair. At $9.99, Nihilumbra is a must buy for puzzle platformer fans. I also highly recommend the game for anyone looking for an interesting and modern take on a classic genre.

Capsule Computers review guidelines can be found here.

Batman spinoff ‘Gotham’ snapped up by Fox

james-gordon-batman-comicFox TV has acquired the rights to develop Gotham, a live action TV show following the pre-Batman story of Commissioner James Gordon and his rise through the Gotham police force. In addition to following the career of Gordon the series will also feature some of the most famous villains of Gotham City. Batman will make no appearance in the show.

Gordon has been a prominent figure in the Batman universe since the first comic was published in 1939, and played a major role in Christopher Nolan’s recent Dark Knight Trilogy where he was played by Gary Oldman.

Bruno Heller (Rome, The Mentalist) and Warner Bros. TV created the series, with Heller remaining on board. Fox has already ordered an entire series, bypassing the pilot stage of production. The show is thought to be arriving next year and marks the second recent venture into a spin off TV series by DC Comics after the launch of Arrow.

Potential cross-over between the two shows could be limited. Arrow airs on a different network, and the pre-Batman period that Gotham takes place in would make any collaboration especially difficult.

The Gotham reveal comes as Marvel’s Agents of S.H.I.E.L.D makes its much hyped debut.

Dead Rising 3 Interview with Mike Jones

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During last night’s Xbox One Media Event, we got some hands on playtime with Capcom‘s upcoming Xbox One exclusive Dead Rising 3. After mowing down zombies with a motorcycle/steamroller combo vehicle with flamethrowers on the sides (just in case there are people out there who thought Dead Rising was getting too serious) we got the chance to sit down with the game’s producer Mike Jones of Capcom Vancouver. We had a tonne of questions about the past, present and future of the series, and Mike was more than happy to oblige.

NOTE: The interview contains a few minor spoilers for the game, and also some adult language.


Hi there ladies and gentlemen, this is Andrew Day, Vicky Martin and Zac Elawar here for Capsule Computers and we are talking to Mr. Mike Jones, the producer of the upcoming Xbox One exclusive Dead Rising 3. So without further adieu, lets jump straight in.

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V. So first question; what inspired Dead Rising to begin with?

Like the first, first? So I can’t take credit for that. That was all Keiji Inafune and the guys back there. I mean, we’re standing on the shoulders of giants right now.

V. So then what inspired YOU to do Dead Rising 3?

Well so Dead Rising 3 is obviously the third installment in a series. It’s an evolution of a franchise and for us its been this sort of story of growing, evolution and anteing up. So, the first game you’re in a mall, second game; casino resort, third game and now we’re in a fully open world streaming city. So we wanted to just make it the biggest, baddest, most ambitious game we could. More zombies than ever before, more weapons than ever before, it is a bigger and badder Dead Rising than we’ve ever made. So what inspired us was to outdo ourselves, right? So what we wanted to do is solve all these problems that we couldn’t solve on the current generation consoles.

Working on Xbox One allowed us to still have the number of zombies, number of weapons, number of physics objects, number of Ai that is being calculated on screen, cross co-op, all on screen, all streaming, no loads, and that was the technical challenge we set out to solve when we were making Dead Rising 3, technically. From a gameplay standpoint, we wanted to bring player choice, player freedom and all the fun of the game to the surface. So we wanted to let you play how you wanted to play; take it seriously if you want to take it serious, be goofy if you want to be goofy, take the combo weapon system and make it more accessible, make a combo vehicle system and just let people have FUN killing zombies. So those were kind of our guiding lights early on; player choice, bigger-better, no loads, full streaming open world.

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V. Plus nightmare mode?

And nightmare mode! Yeah! So well the other thing ; I get asked a lot about this and I’ve seen myself quoted online. We’re totally divided in the Vancouver office right. Like half of the dev team is like “fuck the timer, fuck all that shit, it is annoying. I hate that. It’s not fun! Like, I just want to have fun and kill zombies and make combo weapons and do whatever!” While the rest of the people are like “No! That’s what made the game fresh, made it unique and made it awesome when it first came out. Made it Dead Rising.” And in the end we were just like, “you know what, fine. We’re never going to make you two agree. So we’re just going to make two different modes of the game.”

We’re going to make regular story mode so you can play at your own speed, no time pressure, auto saves, all that shit, explore the world – the world’s huge now, there’s tonnes of stuff to explore, tonnes of collectibles to find, blueprints, challenges, side-missions, psychos, all that kinda hidden stuff. BUT if you’re a super crazy, masochist Dead Rising fan and you like that hardcore nonsense; we got a timer, only manual saves, you gotta start over, it’s gonna be painful; Nightmare Mode, right. And we have that if you want to play that way, it’s again player choice, it’s totally up to you.

But we have one player profile save, so if you want to play regular mode and level your dude up, then go to nightmare mode and play like a New Game+, you can do that. Or, if you get stuck in Nightmare Mode you can go over to Regular Mode, level your guy up, and then go back type of thing.

Z. So your character improvements carry over between game modes?

Absolutely. I mean that’s how DR1 works right? You died, you fuck and then you restart, and you do it again. So we have totally kept that.

Z. You mentioned the auto-save stuff, and I was going to ask about that but you’ve pretty much answered it. One of the things that frustrated me the most in Dead Rising 1 was the saves.

So you’re on the other side of the fence, you just wanna like “Look, I just wanna go in and kill zombies and have fun, and fuck around with my buddy, and not be on a schedule!”

Z. I just don’t want to HAVE to find this place just to save the game because then if I die, I’m screwed just because I forgot to save the game.

Exactly, yeah. Well that’s what we found, we have a huge audience, we’ve got a lot of fans. Some of them love the convenience of modern gaming, some of them love the hardcore, masochistic rules of previous Dead Risings and there’s no way to resolve both of these expectations, so we just have to make two modes.

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V. Are there still different levels of difficulty in regular mode?

No, so the way it works is we have a difficulty curve as you go through the game, and the state of the world will change, number of zombies, zombie mutations, we have human enemies that show up. So there’s going to be a whole difficulty curve as you go through the game, but regular story mode is tuned one way, Nightmare Mode tuned one way and it has its own difficulty curve, and is actually probably the most difficult Dead Rising you’ve ever played. But there isn’t like “Easy – Medium – Hard – Hardcore,” levels of difficulty. It’s more like you play regular mode and it’s tuned a certain way.

A. I know that in previous Dead Rising games, as you play through the story you need to reach a certain point before you can unlock the whole map. Is that still the case here?

No, so in DR3 we kind of a prologue, or an ‘intro sequence,’ that we’ve created that’s sort of linear and teaches you about the gameplay systems and combo weapons and stuff like that. Just how the world and the game systems work, but once you’ve finished that opening sequence; you have access to the entire world. NOW, as you go through the world and you complete story missions, the state of the world changes; the number of zombies, the mutations of zombies, the human enemies, what’s going on in the world is going to change as you go through the game. But no you have access to everywhere. So if you wanted to spend the first 5 or 10 hours of your gameplay experience collecting all the blueprints, and finding all the collectibles and leveling your guy up, you can totally do that. If you just want to bee-line through all the story missions, you can do that too.

Z. Something I was interested in was, when you mentioned the Psychos. In past games, Psychos were those ‘boss’ characters. Like the crazy clown (Adam) and all that. Are you following that same sort of system where they are the boss battles?

Well ahh, yes and no. So yeah there are. So our paper-thin social commentary has always been that humanity is the real evil right, not the zombies BUT to answer your question, there’s actually a whole set of story bosses that are a little bit more serious and straight forward, and all the Psychos are either side missions or they are hidden and you need to find them, and they are WAY crazier. So, we have a whole set of story bosses, and we have a whole set of Psycho boss battles.

We actually put a lot more effort into our boss battles this time around. They actually have staging, they have patterns, they have environmental effects. It is actually a proper boss battle; it’s not just that you whack a dude 100 times with a crowbar until he dies. So we think people will get a lot more out of our boss battles this time around, and the Psycho battles as well, but we do have story bosses as well as Psycho battles and they are totally separate. The Psychos are our chance to go a little bit loonier, and a little bit crazier, where as the story bosses we wanted to keep more straightforward, down the middle, classic horror style.

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A. I know some of our fans out there wont really know, so I was wondering if you could shed some light on the ‘7 Deadly Sins’ theme on some of the Psychos?

Yeah so ahhh I’m trying to remember what we’ve talked about, because we’ve tried to keep some of this secret, but yeah there are Psychos based on the 7 Deadly Sins. We have talked about Greed, who is an ex-surgeon, and he harvests people’s organs because he’s trying to sell them on the black market and make a bunch of money. He’s crazy and he’s one of the darker ones.

Sloth was really difficult to design, I’m not gonna lie. I think we’ve released some information about him recently, he’s kind of like this lazy dude who sits in his house and he’s got all this home automation shit. So he’s got like remote controls, and he sends drones after you and locks you into his house and tries to kill you. Who else have we talked about… I don’t think anybody else, It’s all kind of secret right now. We want there to be some surprises up our sleeve when people actually play the game you know.

A. So part of Dead Rising’s charm has always been its humor, and its little jabs at other video games and especially other Capcom stuff itself. Can we expect more of that for Dead Rising 3?

Oh yeah we’ve got tonnes of Capcom easter egg stuff in the game. We’ve got costumes, we’ve got weapons; I think we showed off our Dragon Punch [item] that lets you Shoryuken, a combo weapon from Street Fighter. We also have an electrified Blanka mask where you can zap zombies. We have a whole bunch of surprises up our sleeve we haven’t announced, like Servbot from Megaman. We have a bunch of Capcom easter eggs, cause we’re Capcom Vancouver, so of course we’re gonna sneak that stuff in.

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Z. There’s something actually I was wondering, in terms of the technical aspects of the game is the frame rate with the new hardware. How have you found that, because there are an insane amount of zombies on the screen.

Oh yeah. We’ve got more zombies on screen, more weapons on screen, physics objects, AI that we’re calculating, huge world, fully streaming, we’re syncing up over a network for co-op. Yeah and we actually got dinged, everybody online was freaking out around Gamescom, they were like ‘oh the frame rate looks shitty,’ and it’s like ‘dude, we’re still working on the game. We’re still optimizing it. It’s not finished.’ That’s the last thing you do, once it’s complete and you have all the world built, all the missions built and everything in there, THEN you start optimizing. Then you start getting the frame rate up there, getting the performance up there.

People have noticed, I’ve seen articles hit the web just last week when we were at Tokyo Game Show, from our Gamescom build to our Tokyo Game Show build. It is similar content, and a similar area of the world so people who saw it at Gamescom and saw it at Tokyo Game Show were like “oh shit they weren’t lying, they actually did optimize everything, and the framerate is totally solid now,”and we’re like;

“See? We’re not done, we’re still working on it! Give us a break, there’s two more months till we come out! We’re human beings too! We have feelings too!”

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Z. Because when Vicky and Andrew were playing it, I was looking over and I noticed that with the Roller Horn (A Steam Roller crossed with a Motorcycle) just rolling over zombies, and with the flamethrowers that there was no stutter, no frame rate drop, no nothing.

Sure, and I’ll be the first to admit; with Gamescom we had some frame hitches and problems. Since then we updated some shit, we optimized some things.

Z. The only time I think I saw any stutter was with the traffic cone sound blaster, and it was only for half a second and then it was gone. So you guys have it nailed.

Well there’s a LOT of physics going on there! Listen to me when I tell you that we’re still working on it. That build is weeks old, and we have guys in Vancouver RIGHT NOW who are staying up until 3am to solve that problem. We are also working on new hardware, with a new SDK, as a day one launch title; a lot of people don’t understand the balance in this. We re-wrote our entire engine for Xbox One, and then we were getting new development shit, and new information about the hardware, and we were working with Microsoft trying to optimize everything and it is insane what our development team has been able to do. We’ve just been thrilled working with Microsoft and how our team has risen to the challenge to make the biggest, most ambitious Dead Rising yet.

V. What do you think the response will be when you do release the game?

People are going to be like ‘fucking awfu-‘ no. I think that Dead Rising fans are going to get a whole lot out of the story, a whole lot out of the characters and a whole lot out of the background we’ve got there, as well as the gameplay system. All the stuff they’re used to is gonna be there in spades. It’s gonna be more convenient; you can combo anything, anywhere. We’ve got more weapons, more zombies, more missions, a larger world than we’ve ever had before.

If you are an open world action gamer we’ve got that. If you just wanna get in and play with your buddy online, we’ve got that too. Tonnes of zombies, you can goof it up if you want, you can take it seriously if you want, but for Dead Rising fans, I think the boss battles, the Psychos, the player customisation. Whether you are a Dead Rising fan or an open world action gamer, the player freedom is what we’ve really tried to invest. The leveling, visual customisation, weapons, whether you want to engage in the missions or not, we just wanted to give you like a huge toy box and let you do what you want to do.

What we really really hope is that once the game comes out, that people just start to discover all this crazy, anomylous, like sandboxy stuff that we never planned. I’m really looking forward to seeing people’s speed run videos, and their crazy co-op videos. Things like “this weapon and this weapon is just crazy,” or “you can do this thing on this mission,” and we just can’t wait to see all the sandboxing and improvisational, crazy stuff that people do when we let it out there into the wild.

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Z. One more thing we should mention is the Smart Glass integration. So what can we do with the Smart Glass App.

Well we basically turned your phone… into a phone. It actually adds side-missions to the game, you get random mission calls, it has its own story that folds into the mainline story. You complete the missions and you actually unlock support applications; item finders, weapon finders, survivor backup, military grade support like air-strikes, sniper fire, military grade flares etc.

At E3 at our announcement, people were like “Why can this mechanic guy just call in an air strike?” But there is a whole story reason for that; you gotta find the PDA, you gotta hook up your smart glass, you gotta complete the missions, you’ve gotta hack into the military network and THEN you can call in airstrikes. But we’re hardcore gamers, we just wanted to add something that was going to be convenient and add to the experience, it wasn’t just going to be gimmicky, and a lot of people who have sat down with our Smart Glass think its really, really cool, we had a lot of fun developing it and it actually becomes this cool couch co-op thing.

You can be playing and hand it to your buddy and be like “Dude, where am I supposed to go? Dude, find me a gun! Dude, call in an air strike!” So its been a lot of fun to work on the smart glass stuff, and we hope people enjoy it.

A. With Dead Rising 2, instead of a demo we got Case Zero and then afterwards we got the Case West epilogue. Any chance of something like that coming out for Dead Rising 3?

Well obviously we can’t do a Case 0 because we’re a launch title on Xbox One so we can’t make it any earlier than day one. But yeah, we definitely have some DLC in the works, we’re still trying to figure out how we want to expand the game, and we wanna do some cool stuff that we think fans are gonna enjoy, and hopefully once we’ve got it figured out we will let you guys know more details.

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A. And last quick question before we let you get back to the party. For those who are kind of on the fence between Xbox One and PS4, is Dead Rising 3 worth the investment in an Xbox One?

Absolutely! This game could not exist on 360, this is an Xbox One exclusive for a reason. We’ve got a long partnership with Microsoft; Dead Rising 1 was exclusive, Case Zero and Case West which you just mentioned were also exclusive. We’ve been super thrilled to partner with Microsoft with trying to bring our dream game to life on Xbox One, and if you like Dead Rising, if you like zombies, if you like open-world action games, if you like freedom, if you like goofing around, if you like FUN, you’ve gotta play Dead Rising 3! And its only on Xbox One. I dunno what else to tell ya.

A. Alright, thank you very much!

Thank you


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“If you like FUN, You’ve gotta play Dead Rising 3!” Well after that sentiment, I sure am convinced. Thanks a heap to Mike Jones for spending some time with us, and shedding some light on some Dead Rising 3 stuff that we didn’t know about, and for having a good time while doing so.

Dead Rising 3 will be available as a launch title for the Xbox One when it launches on November 22nd, so remember that for all the Dead Rising news as it becomes available, stay tuned to Capsule Computers.

Hands-on Xbox One Impressions

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Last night Microsoft hosted an exclusive event for the Xbox One at Challis Studios in Potts Point, Sydney. The VIP evening invited guests to see upcoming first party launch titles and the new Kinect 2.0, meet developers from Crytek and Capcom – interview with Dead Rising 3 producer Mike Jones here – and have some hands on time with the highly anticipated console. Members of the Capsule Computers crew each spent time playing the Xbox One to form the following impressions:

Ryse: Son of Rome: Gladiator mode was on offer, which is the multiplayer aspect of the game. It definitely has some good value and we can see it being a fun and competitive hack ‘n slash game. However, what’s holding Ryse: Son of Rome back generally is the lack of polish, especially on the presentation side of things (tightening up cameras and clipping specifically). Touches like having the spear pick-up actually appear on the character and maybe putting a bounding box around characters once they have engaged in an execution so others can’t get in the middle of it would be appreciated. These are all minor things that can be altered/fixed in the next month and a half. Oh, and it’s not all quick time events; there is a large element of timing and using the right attack for the right opponent.

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Forza Motorsport 5: The demo only consisted of one track with five cars to choose from (including the McLaren P1), so there isn’t much to say other than this was the first instance of feeling the rumble cores in the triggers and the feedback adds another layer to the driving experience. The left trigger rumbles on brakes and the right on acceleration, with 3 levels of intensity depending on your speed. If you slam the breaks at high speed, for example, the rumble gets quite powerful. And of course, graphically it looks great… shocking, right?

Dead Rising 3: The rebuilt engine allows for more zombies, more weapons, more map, more EVERYTHING. It will definitely be the Xbox One’s killer app when the console launches in November, and, well… motorcycle/steamroller combo vehicle with flamethrowers… need I say more? The framerate has already been tightened up and optimised since the Gamescom build too, so that was very encouraging to see.

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Killer Instinct: Button-mashing proved effective for the fast-paced gameplay, but that doesn’t translate to strong combos. Killer Instinct is much more technical and skill-based than most other fighters we have played, and there is interesting button mapping with the light, medium, heavies on X, Y, RB (punches) and A, B, RT (kicks). Each editor had their favourite character, although Sabrewulf was universally recognised as a fantastic starter choice.

Kinect Sports Rivals: The motion-controlled sport series is impressive and lives up to the hype Microsoft conveyed for Kinect 2.0 with the Xbox One release. Kinect 2.0 responds to multiple people and can accurately track even the slightest body movements and gestures, such as opening and closing your fist when mountain climbing.

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It should also be noted how comfortable the Xbox One controller feels. The thumbsticks are smaller but have that great grip texture around their edges, and the D-Pad, well, you don’t have to worry. The only concern we had was with the shoulder buttons not giving as much feedback as we’d expect, but then again with more use, we could get used to them. Don’t miss out on your chance to preview the Xbox One at EB Games Expo in October before the release November 22.

SEGA Retro Accessories Announced!

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Tommo, Inc. an American video games publisher and whole sale hardware/software distributor, known for Jump Super Stars and Jump Ultimate Stars, has teamed up with SEGA® of America, Inc. to produce Iphone5/5S  accessories commemorating 25th anniversary of the Genesis console as well as the Game Gear, Saturn, and Dreamcast consoles.

The accessories will include headphones, external speakers, Iphone 5/5S covers, battery chargers; all will feature ‘highly stylized Sega-branded designs.

“SEGA is among the most iconic brands in all of gaming and we are thrilled to offer North American Fans brand new must-have items to add to their SEGA Retro collections,” said Tommo CEO Jonathan Wan.

“We are excited to be partnering with Tommo to bring cool and relevant products to the marketplace,” said John Cheng, President & COO, SEGA of America. “We hope that these great accessories bring a smile to the faces of our fans as we celebrate our SEGA heritage.”

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The full collection of SEGA Retro Tommo Mobile accessories is expected to be announced in the coming months. You can find all these products and more information here.

The Music of Grand Theft Auto V now Available on iTunes

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Rockstar Games have released The Music of Grand Theft Auto V (game review here) across three volumes for purchase on iTunes at $16.99 each, or $44.99 for the entire compilation. While for San Andreas and Vice City, volumes represented each of the radio stations in the game, Grand Theft Auto V‘s collection explores the Original Music, The Score and The Soundtrack respectively. Here is an official description of each volume:

Volume 1: Original Music

The first volume of this compilation is a collection of brand new music from a wide array of artists including Wavves, Twin Shadow and Tyler, The Creator – along with The Chain Gang of 1974’s “Sleepwalking”, which was featured in the game’s Official Trailer.

Volume 2: The Score

GTA V is the first entry in the series to feature a dynamic original score composed and engineered to be completely responsive to the player’s actions within both missions and open world gameplay. The score was composed in a one-time collaboration between a team of legendary producers and composers including vanguard German electronic band Tangerine Dream, Woody Jackson (Red Dead Redemption, L.A. Noire) and renowned hip-hop producers The Alchemist and Oh No. For The Music of Grand Theft Auto V: Volume 2, the stems of the game’s interactive score are layered, mixed and arranged into an album of songs by acclaimed producer and DJ, DJ Shadow.

Volume 3: The Soundtrack

The collection of music in GTA V is the biggest and most ambitious in the history of the series. Volume 3 features select songs from across the game’s unique in-game radio stations. Snippets from all 17 in-game radio stations are also now available for your listening pleasure on the Music page on the GTA V official site. Featuring tracks by Bootsy Collins, Flying Lotus, Bob Seger, Jai Paul, Toro y Moi, Waylon Jennings and more.

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The volume title links above will take you to their respective iTunes store pages. Check out the full tracklist below:

The Music of Grand Theft Auto V – Volume 1: Original Music

  1. Oh No – Welcome To Los Santos
  2. BJ The Chicago Kid – Smokin’ and Ridin’ (feat. Freddie Gibbs & Problem)
  3. Twin Shadow – Old Love / New Love
  4. Neon Indian – Change Of Coast
  5. Wavves – Nine Is God
  6. Gangrene – Bassheads
  7. Flying Lotus – Stonecutters
  8. HEALTH – High Pressure Dave
  9. OFF! – What’s Next?
  10. Tyler, The Creator – Garbage
  11. Nite Jewel – Nowhere To Go
  12. A$AP Rocky – r – Cali
  13. Age Of Consent – Colours
  14. Marion Band$ – Hold Up (feat. Nipsey Hustle)
  15. 100s – Life Of A Mack
  16. Favored Nations – The Set Up
  17. Yeasayer – Don’t Come Close
  18. The Chain Gang Of 1974 – Sleepwalking

The Music of Grand Theft Auto V – Volume 2: The Score

Tangerine Dream, Woody Jackson, The Alchemist & Oh No, DJ Shadow

  1. We Were Set Up
  2. A Legitimate Business Man
  3. A Haze Of Patriotic Fervor
  4. Los Santos At Night
  5. North Yankton Memories
  6. The Grip
  7. Mr. Trevor Philips
  8. A Bit Of An Awkward Situation
  9. No Happy Endings
  10. His Mentor
  11. (Sounds Kind Of) Fruity
  12. Minor Turbulence
  13. Chop The Dog
  14. A Lonely Man
  15. You Forget A Thousand Things
  16. Impotent Rage/Am I Being Clear Now?
  17. Fresh Meat
  18. Therapy And Other Hobbies
  19. Rich Man’s Plaything
  20. The Agency Heist
  21. Hillbilly Crank Dealers’ Blues
  22. Welcome To Los Santos (Outro)

The Music of Grand Theft Auto V – Volume 3: The Soundtrack

  1. Flying Lotus – The Kill (feat. Niki Randa)
  2. Lee “Scratch” Perry – I Am a Madman
  3. Jai Paul – Jasmine (Demo)
  4. George McCrae – I Get Lifted
  5. Kausion – What You Wanna Do
  6. Charlie Feathers – Can’t Hardly Stand It
  7. Weirdos – Life of Crime
  8. Mexican Institute of Sound – Es Toy
  9. Joe Goddard – Gabriel (Soulwax Mix) [feat.Valentina]
  10. Bootsy Collins – I’d Rather Be With You
  11. Bob Seger – Hollywood Nights
  12. Dan Croll – From Nowhere (Baardsen Remix)
  13. Problem – Say That Then (feat. Glasses Malone)
  14. Waylon Jennings – I Ain’t Living Long Like This
  15. Yellowman – Nobody Move, Nobody Get Hurt
  16. Simple Minds – All the Things She Said
  17. Toro y Moi – Harm in Charge
  18. Hot Snakes – This Mystic Decade
  19. Cashmere Cat – Mirror Mau

Haikyu!! Volleyball Manga Gets Anime Adaptation

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haikyu-anime-revealFans of the sports manga Haikyu!! have reason to be excited. News has broke that an anime adaptation of the popular Shonen Jump volleyball manga series has been green-lit.

The news has come through the form of posters the have begun circulation through Japanese book stores announcing the anime adaptation. The anime adaptation of Haikyu!! is set to be produced by Production I.G. who previously adapted another Shonen Jump sports manga to critical acclaim (Kuroko’s Basketball).

No date or casting details have yet been revealed for the Haikyu!! anime series. Stay tuned for further updates on this upcoming anime series as news comes to light.

Source: Yaoran!

YUZU and Hyadain to perform another Hunter x Hunter song

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hunter-x-hunter-the-last-mission-posterThrough their official site pop-rock duo YUZU confirmed they will once again perform another ending theme song for Hunter x Hunter this time in collaboration with Hyadain. The new theme will also serve as the theme song for the upcoming Hunter x Hunter: The Last Mission film.

The song itself is titled ‘Two Sides of the Same Coin’ and will likely debut in the Hunter x Hunter anime series once the critically acclaimed Palace Invasion story arc begins. Hunter x Hunter: The Last Mission will premiere in Japanese cinemas on December 27th, 2013.

Stay tuned for further updates on the Hunter x Hunter anime series as they come to light.

Scribblenauts Unmasked: DC Comic Adventure Launch Trailer

Scribblenauts-Unmasked-banner
With the launch of the latest incarnation of the popular Scribblenauts franchise, Scribblenauts Unmasked: DC Comics Adventure, Warner Bros Interactive Entertainment have released a brand new launch trailer to promote the release.

The latest game in the Scribblenauts series brings all the imaginative creativity of the franchise to the world of DC Comics. The heroes of DC meet the creations of your imaginations in Scribblenauts Unmasked: DC Comics Adventure.

You can check out the launch trailer for the game below. Scribblenauts Unmasked: DC Comics Adventure is available now on Wii U, Nintendo 3DS and Steam. Get ready for all your favourite heroes to get unmasked with Scribblenauts!