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Microïds bring to light Dracula 5:The Blood Legacy

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Anuman Interactive’s adventure game label, Microïds, have saved their last announcement at Gamescom to reveal their development of Dracula 5: The Blood Legacy. The last episode of one of the most successful adventurous and supernatural sagas, concludes Ellen Cross’s journey to resolve the series of mysterious paintings explored in Dracula 4: The Shadow of the Dragon.

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Franck Berrois, Product Manager for “Dracula 5: The Blood Legacy” says “we are delighted to be able to reveal the outcome of Ellen Cross’ investigation that began in “Dracula 4“. Players eager for explanations will still have to wait a bit more but will soon get all the answers to the mysteries on hold”.

Dracula 5: The Blood Legacy takes players on a journey around the world, with original and varied puzzle games and encounters with characters whose motivations are ambiguous. Dracula 5 will be released in the fourth quarter of 2013 on PC, Mac, iOS and Android.

Check out the official website here for more information and don’t miss out on Anuman’s booth A023e-Hall 4.2 at Gamescom!

New Deus Ex: Human Revolution Director’s Cut Screenshots and Video

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At GamesCom 2013, Square Enix released three new screenshots and a walkthrough video for their hotly anticipated director’s cut version of critically acclaimed action game Deus Ex: Human Revolution.

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As you can see, the screenshots highlight the game’s updated Wii U, PlayStation 4 and Xbox One visuals which bring the game into the next generation graphically. They also showcase how the game utilizes each consoles tablet features, using the Wii U Gamepad, the PS Vita and the Mirosoft SmartGlass to great effect.

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You can check out the walkthrough video from the event below. It showcases the FEMA Camp level and how it plays out in the director’s cut version which includes a revised Barret boss fight. The game is slated for a release at some point in 2013, however no solid date has been given since the title was delayed. Stay tuned for information as it comes to light.

Asphalt 8: Airborne Races onto iTunes

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Gameloft’s newest title in the Asphalt series of arcade racers hit iTunes today. Asphalt 8: Airborne‘s most notable new feature is the physics engine that will allow players to send their car flying through the air while executing death defying tricks in licensed luxury cars.

The game has a roster of 47 vehicles, 80% of them new to the series and all of them sporting a realistic damage system. Players can participate in eight different seasons across 180 events. Those looking to challenge other drivers can take it online in nine player races. The game also features asynchronous multiplayer for those looking to challenge friends living in different time zones.

Asphalt 8: Airborne is available on iTunes for $0.99.

Shelter Review

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Shelter
Developer: Might and Delight
Publisher: Might and Delight
Platforms: Windows (reviewed), Mac
Release Date: 28 August 2013
Price: $9.99 – Available Here

Overview

Might and Delight’s unique title Shelter, available on Steam, is a game with an interesting concept; players are tasked with the role of a mother badger protecting her young. While this may seem like a simple concept at first, the game quickly reveals that there is more to this challenge than meets the eye.

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Story

This game lacks traditional storyline which forced the developers to make the title driven more by concept than story as you traverse the games’ large wooded areas. Instead of a weaving story, the game unfolds its various features and hazards. The role of antagonist is played by the game world the developers have created, filled with challenges that drive you to see whats around the next corner. The lack of a set storyline may put off some gamers, but given the idea behind the game forcing some sort of story would have taken away from the overall experience they were trying to achieve.

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Gameplay

The gameplay in Shelter is one of the things that the developers hoped to set their title apart from the rest of the Steam crowd, and for the most part they succeed immensely. You start off with four lively badger cubs in your den, but there is a fifth one that is extremely pale and laying on the ground. This is how the game introduces one of its main play mechanics; the act of gathering food to keep the young ones alive. You pluck a vegetable from the ground of your den and feed it to the sickly cub to get the game started. This is followed by small tutorials as you approach gameplay elements while the game walks you through these initial encounters. After the tutorial, you become quickly aware one one fact; the game lacks a HUD. Instead, the game gives you visual cues as to the hunger levels of the cubs through their fur color, the lighter the coloring the closer to starving the cub is. This seems like an easy task until you realize that there isn’t enough food to forage in order to keep all of them at optimum hunger levels. This is where the game sets up another challenge by adding a sneaking element to the hunting.

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There are larger animals in the game, such as foxes, that will feed multiple cubs. This is easier said than done however, as the foxes will not let you catch them and require a stealthy approach as you stalk them through the bushes. There several challenges presented in each level other than the feeding and hunting however, as the environment itself will provide dangers to your cubs.

One of the ever-present enemies in the game comes in the form of a large bird stalking you from the skies which requires you to pull some Solid Snake style moves to keep your brood safe. One level puts you leading the brood through a night in the forest with strange noises permeating from the surroundings. Sudden sounds will cause the cubs to run through the darkness in fear and leaving the surrounding cone of light around the mother signifying the only safe area. If the cubs get too far away then they will be eaten by unseen creatures with no trace left.

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As interesting and difficult as these bumps in the road can be, they may also be the game’s saving grace. These distractions are unfortunately too few and far between to keep the game from feeling like a digital walk in the woods. Except for the various challenges featured in each level (forest fire, giant eagle, etc.), there is a lot of repetition involved with playing. Every level is generally the same exercise of find food, dodge various obstacles, then follow the trail to the end of the level and then repeat. The game’s interesting concept, while creative and intriguing, is not enough to keep gamers sucked into the action. While gamers are rewarded for sticking out through the adventure, the initial experience may turn them off before they can get to the juicy bits which is a shame for such an original idea.

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Visuals/Audio

One area where the game really shines though is its interesting take on the game’s environments. Shelter’s graphics have an almost cartoon vibe to it, calling back memories of the Katamari Damacy series of games except mixed with an oil painting. The world never seems to lose its charm as just looking around at the forest can become a little distracting compared to the levels’ actual goals. The developers also have done well with the incidental music they have put in it. Present but never overbearing, sparse but not boring the game’s music fits perfectly at just about every turn.

Having a sound reminiscent of modern day jazz, the music is used in lieu of an HUD in some areas such as the strummed chord when the cubs eat to the building swell of intensity as you’re stalked by a giant eagle as you run for your life with sparse drumming builds into a full band as it closes in. The ambient sounds used to bring the woods to life is on par with the music however, as they work as a team.The forest sounds keep the world lively while there is no music playing and vice versa making for an aural delight almost the whole time. Without a doubt the music and sound effects in this title is one of the ways the developers have really stood out.

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Overall

Shelter is a game marching to the beat of its own drum and it marches confidently. Although it has some shining moments in gameplay, the repetition of the core mechanic may keep some gamers from the treat in the center. This is partly made up for by the great combination of ambient sounds and the perfect use of minimalist incidental music that makes the environment great along with the colorful and vibrant forest to traverse. If only the gameplay kept you hooked long enough to really experience what the developers wanted you to.

6--capsules-out-of-10

Capsule Computers review guidelines can be found here.

Splinter Cell: Blacklist Sneaks Onto UK Shelves Today

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It has been a long  time coming, but finally the latest instalment in Tom Clancy‘s award winning Splinter Cell franchise has landed on shelves in the UK. Splinter Cell: Blacklist is the sixth chapter in the Splinter Cell story. It tells the story of Agent Sam Fisher as he tries to take down a terrorist organisation who are executing a series of attacks on the USA nicknamed The Blacklist.

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This exciting new instalment sees a fresh actor taking on the role of Sam Fisher as he creeps, slides, and crawls his way through the shadows into one of his darkest missions to date. Bringing back such popular game modes as Spies vs Mercs as well as a revamped co-op mode, Black List promises to be one of the last great gaming experiences of a dying console generation.

Published and developed by Ubisoft, Splinter Cell Blacklist is now available to purchase on PS3, Xbox 360, Wii U, and PC in the UK.

Capsule Computers Podcast Episode 089 – Saint’s Gnomes

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Hello Saints! Welcome to CC Unplugged, the show where we talk to you about games and other stuff you play. Yeah, that was a awesomely generic description, but this show is far more intriguing. Dustin Spencer, Travis Bruno, and Luke Halliday are back and ready to talk about the things they are doing, and chat a little bit about Gamescom and other news stories that are catching their ears.

So grab a power dildo baseball bat, tell your friends, and prepare to get UNPLUGGED!

 

 

SUBSCRIBE: iTunes Podcast Channel | Podcast RSS Feed

DOWNLOAD: MP3 (right click/save as)

Be sure to listen to our past CC Unplugged episodes here.

SPONSOR PLUG

Special Mention to our partners over at Razer, us here at Capsule Computers are geared by gamers, for gamers. Check them out on Twitter and Official Website.

Final Fantasy X|X-2 Gets Music Battle Trailer

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With Gamescom going on, loads of exciting news and videos have been released. Square  Enix has gotten into the action to get fans of the Final Fantasy X series excited for its upcoming HD remaster.

In the newest video, which you can see in the video player below this article, we get to see just how big a difference the move to remaster the classic RPGs will be. The first half of the video we see and hear gameplay and battle theme music from the original release of Final Fantasy X. About halfway through the video, though, the swap to HD is made and we’re treated to both the updated visuals and, notably, the reworked music.

Fans of the original games should definitely check out the video and see the differences for themselves.

Hachioji P & kz Interview – SMASH! 2013

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Hachioji P and kz(livetune) are a couple of the biggest named DJ’s in Japan today. Working with the voice audio directing software, Vocaloid, they have made a name for themselves in the Japanese music industry. The two musicians work most predominantly with the Vocaloid character, Hatsune Miku, who is also the most recognisable of all of the Vocaloid characters.

During their visit to Sydney for SMASH! which they would be DJ’ing for: Vocaloid Night, they were able to sit down with us for a quick chat about their work.


How are you enjoying Australia so far?

Hachioji P: The Seasons are totally opposite.

kz: The weather is pretty cold, Australia is quite livable as the weather is quite bright here and as are the people.  The food that I have been having so far has been good. So it’s one of the places most closest to Japan in my view.

I want to talk about a while back, when you guys were younger, did you think that you would be in this position at this age?

Hachioji P: In my early years, I didn’t learn piano or any instrument at all. Without any experience I started doing  music work just for fun. From there it seemed impossible that I would be in this position now.

kz: I came from a professional angle, and from a young age I have always wanted to be a professional musician and be in this kind of business. So I’m very happy about things.

In terms of the speed that I’ve been able to move, this pacing is due to the fact that all of the creators around my age have been able to help each other. I’ve been able to find my own space in that crowd and that is very special for me.

What drove you to use Vocaloid as a medium, so to speak?

Hachioji P: Because its a program, it does things that people can’t do and that’s something that really appeals to me. So I create songs where people just aren’t able to sing it, so that’s one of the key points about my work. So it’s just things that Vocaloid can do that other people can’t.

kz: Similar to Hachioji P, I think that the way you can use the software to do whatever you want, not so much with the melody, but with the lyrics. I’ve focused on lyrics a lot because there’s really no limits to what you can do with that. It creates a world where I can do something, like with my main song — “Tell your world” — where I was able to express what I wanted with that song.

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Is that a part of the reason you choose to use Hatsune Miku more predominantly over the other Vocaloid characters?

Hachioji P: That’s because when I heard the voice of Hatsune Miku, I thought that the voice was very beautiful and it had a very high vocal range which works very well with the techno sounds. Because of that it matches my creation style so I use more Hatsune Miku in my work.

kz: Firstly, in terms of using the software, Hatsune Miku is easier to use and get into as a creation tool. With the other Vocaloids you can make them sound similar to real peoples voices. You can get to sound really close. However, I like to make it sound machine like, which makes it sound unique in that sense.

What has been the highlights of your careers as DJ’s so far?

Hachioji P: It’s a bit hard to say the number one, but it would have been my major single debut in japan which was a really a big turning point for me. The next would be my gig at the Rockin Japan festival which I had wanted to go to for a long time. To be able do that was really fantastic.

kz: Rather than the number one, it was recently that I realised through Twitter and other social networks that there are all these people out there, telling others and myself, that their favourites songs are from me. And that they’ve been listening to my songs. And it’s a wonderful thing that people have been enjoying my work all around the world.

In terms of one of the most happy things I was able to do, I did an event with Zedd, he’s a really big DJ in the world, and I worked with him to create a really big event. And that event was in Japan which was in Nicofarre which is the base of Nico Nico Douga live. The site where you can see everyone write things across the wall live.

Is there anything that you would like to promote or talk about before we go?

Hachioji P: In terms of promotion, because the internet and etc are big things these days I’m happy that a lot of people from other countries are able to get in contact, or see me and do interviews and the live shows that I appear on. So I would be happy if you could spread the word.

kz: Firstly, I am in the process of making a new song, and in the future, I will announce the details of that new song so please look forward to it.

Because it’s the first time I am here in Australia, I would be grateful if I could come down here again. So if people who come to see us tomorrow have a great time and let everyone know how much of a great time they had, we would be able to come back again.


We would once again like to thank both Hachioji P and kz(livetune) for their time during the interview. Just remember that you can check out our coverage of SMASH! here and our coverage of the Vocaloid Night event here.

BEYOND: Two Souls Being Scored by Hans Zimmer and Lorne Balfe

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The passing of Heavy Rain composer Normand Corbeil early this year was a devastating loss for the community. It also left large shoes to fill for the soundtrack of the upcoming BEYOND: Two Souls by Quantic Dream. Though I personally doubt anyone can even hope to replicate the emotion in Corbeil’s work, David Cage and Sony have spared no expense in hiring the biggest and best replacements possible.

And so, Sony is proud to announce the addition of two more Hollywood powerhouses to the team in legendary composer Hans Zimmer and, in some ways, his partner in crime Lorne Balfe, who works out of Remote Control Productions – Hans Zimmer’s film score company. Zimmer needs no introduction… he has received a total of 10 Golden Globe, 10 Grammy, and 9 Oscar nominations with the latest being for Christopher Nolan’s Inception (although he was robbed of a nod for The Dark Knight Rises). Lorne Balfe has written additional music for numerous Zimmer movie projects, and was lead composer on Assassin’s Creed III (that amazing main theme!) and Skylanders: Giants.

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David Cage spoke on the opportunity to work with the duo;

I have always been fortunate to work with very talented composers on my games, from David Bowie to Angelo Badalamenti or Normand Corbeil. Working with such talented people as Hans Zimmer and Lorne Balfe has been an amazing experience. They did a great job at creating a very original soundtrack for the game, allying strong themes with very original sound textures. The soundtrack creates a fantastic landscape for the emotional journey of Jodie Holmes, and gives her a voice that players will remember.

Both Hans and Lorne also commented on their work for BEYOND: Two Souls;

Hans stated; One of the reasons I really enjoy the whole gaming world is because we are looking for that next thing where we can become immersive, that can involve us, that can really go beyond entertainment.

Lorne added; This game is so interesting. People ask, is it a film or is it a game? That’s the big thing and there is no difference, not to me. You could sit there and watch it as a film so the way of musically trying to tell the story is the same process.

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You can view a developer diary entry on the soundtrack’s creation featuring the two below. BEYOND: Two Souls will be released this October, exclusively for the PlayStation 3.

New Trailer for The Last Door

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Indie Spanish developer The Game Kitchen, has released a brand new trailer for their free, PC and Mac, point-and-click horror adventure title The Last Door.

You can check out the video embedded below. We have reviewed the first two chapters of the atmospheric title, and spoken to the developers for an exclusive interview. Scheduled for this September is the release of Chapter 3, ‘The Four Witnesses’, which will follow suit in being exclusive to the original Kickstarter backers, before becoming available to the public two months later. Even though the team hasn’t accrued the required €10,000 to develop it, we hope it can be completed and it’s not delayed for too long.

On that note, keep an eye on Capsule Computers as we will (hopefully) be reviewing future instalments.