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Scourge: Outbreak Review

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Scourge: Outbreak
Developer: Tragnarion Studios
Publisher: Tragnarion Studios
Platforms: Xbox 360 (Reviewed), PlayStation 3, PC
Release Date: July 3, 2013
Price: 800 Microsoft Points  – Available Here

Overview
Scourge: Outbreak is a third-person shooter in the vein of other titles like the Gears of War franchise, but it’s aiming to set itself apart with its story, characters, and gameplay systems. How does Scourge: Outbreak hold up? Will it be a break-out success or should it be scourged? Let’s find out.

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Story
Players will take control of Echo Team, an elite squad of mercenaries hired by The Tarn Initiative, as they aim to take down the evil, power-hungry Nogari Corporation once and for all. When their supposed allies, Alpha Squad, sabotage their dropship and run amok, it quickly becomes apparent that Echo will be facing much more than the Nogari soldiers. Can these Ambrosia-powered special soldiers stop the outbreak of a dangerous substance, take down the Nogari Corporation, and square up with their former allies?

Gameplay
On its face, Scourge: Outbreak is a standard cover-based third-person shooter. You’re given four different characters to choose from, and then you and the rest of Echo squad head out to complete the mission.

The four characters meet your typical archetypes: Stonewall, the leader, heavy-weapons expert Mass, stealthy assassin Shade, and Amp, the girl with special powers. Each character was supposed to feel uniquely different and be equipped with special powers. The problem is that each power is virtually the same and all of them are nearly useless unless you’re healing a downed ally.

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It’s also somewhat disappointing that once you start a game, there is absolutely no way to change the character you’re playing as. Since they’re not that different, it isn’t really a big deal, but it would have been nice to be able to switch on the fly (like FUSE allows you to do) or at least switch up at checkpoints or between missions.

As far as the campaign is concerned, there are only four “missions” to complete throughout the game. That sounds a lot shorter than it actually is. Each mission will take you a couple of hours or more to work through. That’s good for folks that want to be in this world for a while, but it feels like it overstays its welcome.

Like the Gears games or any other good third-person shooter with a cover mechanic, jumping behind cover is intuitive. The catch is that, as often as not, you’ll still take fire. It doesn’t help that, though the enemies seem to have middling intelligence, they’re amazingly accurate when blind firing. Most of them also must have gone to football camp with Peyton Manning, as they’re fanatically accurate with grenades. While we’re discussing the topic, the Nogari must be infusing their soldiers with adamantium, because even the lowest soldier can take two or three rounds to their brain cage before being killed.

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The ability to command teammates is an interesting idea, though we’ve seen it in other games. For the most part, it works OK. Its weakness comes to bear when you send a teammate into a dangerous situation. Even if they complete their task, they may never come back to the group without your command. Otherwise, they do a good enough job covering you and picking you up as you work through the world, though.

One of my biggest gripes with the game’s story mode is its objective tracking. It’s completely non-existent. You may be told what you have to do in a quick cutscene, but if you look away for a second, there’s absolutely no way to go back and find it again. There are no waypoint markers in the game and no menu items or anything to tell you in text form what to do. Either of these would have been a huge help at times.

The game has an experience system built into it. It’s wonderfully satisfying to see experience pop up and why when you mow down a foe. Unfortunately, it feels like it goes into a giant black hole. In reality, it’s going toward overall upgrades, but they never tangibly make a difference. This ultimately leaves what could have been a great game mechanic feeling  underutilized.

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Scourge: Outbreak also ships with a full Multiplayer suite. A major issue, though, is that the entire multiplayer component is virtually dead on arrival. I was entirely unable to find enough people to create a competitive game with.

Visuals
Scourge was built on Unreal Engine 3. While powerhouses like Epic have shown that a lot can be done with said engine, Tragnarion struggles to pack the same punch. Environmental textures can look pretty muddy at times. To their credit, the characters have some interesting designs (with glowing effects and such) but watching them in motion tells the hidden truth – animation feels stiff or, at the very least, awkward and unnatural. Menus and other UI elements feel low resolution and out of place as well. Overall, the game looks like a late-era last-generation Xbox game or, at best, a very early Xbox 360 title.

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Audio
Scourge‘s audio is a mixed bag. The soundtrack is  fine – nothing fantastic, nothing painful. Guns sound solid when they’re firing, too. The spoken dialog in the game has both ups and downs. Some of the script and delivery are Grade A cheese, but it’s an admirable effort. Because of the voice acting, characters feel like they have distinctive personalities that would otherwise be totally gone, and that’s a plus.

Overall
Overall, Scourge: Outbreak feels like it was trying to do too much. In an age when the market is filled with triple-A titles in the same genre like Gears of War and FUSE, your game has to be top notch in every way to compete.

Scourge’s gameplay feels uneven. While it has a few neat ideas, they were lost along the way and feature creep caught up with them. The game looks rough all around and the competitive multiplayer component probably should have been cut in favor of a cleaner overall experience.

Unfortunately, with so many other good third-person shooters on the market, I could only recommend this game if you’re sick to death of the alternatives.

3-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Iwata: Ports Were Not Successful on Wii U Due to Being Ports

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During a recent sit-down with investors, Satoru Iwata spoke about the hard time the Wii U has been having with third party support. In the conversation, the unsuccessful attempts for success with the platform’s launch library were brought up, and Nintendo’s President had this to say:

Admittedly, there are currently a small number of announcements of new games by third-party software developers for Wii U. The attitude of Japanese developers and overseas developers are a bit different, and for overseas developers, some certainly announced that they would not release their key titles for Wii U, but other big publishers have made all of their main titles available for the platform. In this sense, we can say that this is not a universal trend but each software developer has its own thoughts. Naturally, it is desirable that many developers support Wii U and release a lot of games for the platform as soon as possible, and we think there are two things we must do right away.

He then continued with:

There were so many games released by third party publishers for Wii U during the launch period, but most of them were converted from other platforms and therefore could not enjoy brisk sales. As a result, some software developers have become pessimistic about Wii U.

There is a ton of finger pointing going on here, but let me bring you some enlightenment. Back when these ports were shown at E3 of 2012, we knew this was going to happen. Prior to even being announced, Mass Effect 3 was already on the market three months before the event, and without porting the entire trilogy, there really was no incentive for users to take the lesser version. Madden and Fifa flopped as well, but for the reasons of cut content and using the prior year’s engine for a console that could handle the current technology. This, I am afraid to say is EA‘s own doing for these titles failing to find a market, as Nintendo should not be held accountable for lazy port jobs published on their own console. Sure, I welcomed all three of these titles, but why would you even think you would have success on the Wii U to start with if you half-ass your own launch line-up? While other ports fared better and at least tried (such as Darksiders II, Call of Duty: Black Ops II, and The Amazing Spider-Man), those titles were still months old at release, and were not going to gain ground on a console where the average consumer is trying to test the capabilities of a new platform.

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Moving on, ZombiU was also a flop, which was an original IP, failed to garner success. ZombiU was an interesting title with a lot of promise, but it was the mixed critical praise that paved the road here. I personally loved the game, and it was obvious that Ubisoft put a lot of care into its release, but when your install base is made up of around 70% Wii owners looking for the next Mario, a rated M title may not be the way to go.

Nintendo plan to do what Nintendo does and pick up the pieces of a bad launch, moving forward with consistent releases rather than a boat-load at once, which should get more consoles in the hands of the public – and garner the interest of third party publishers yet again. The magical little question of the day is however, Why even bother with EA at this point? This is the company that has claimed to have lost faith in the console already numerous times, yet has delivered nothing of merit since the Wii U’s launch. If you remember, the 3DS has this same exact problem, and it wasn’t until Nintendo started the same strategy that the handheld had a turnaround and became the best-selling platform worldwide. We shall see how the Wii U goes, but lets just hope Nintendo turn to the likes of Capcom, Sega, and other companies that actually put forth the effort into their products, rather than hoping ports will capture the crowd from the Playstation 3 and Xbox 360’s install base.

Ubisoft have No Plans for ZombiU Sequel; Peter Moore Weighs in

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Sad news for the few of us out there that loved ZombiU. Making a recent statement to GamesIndustry, Ubisoft CEO Yves Guillemot claimed that the Wii U survival horror title was not even close to making a profit, and was a huge loss for the company. This reasoning is why Rayman Legends was delayed for a multi-platform release, and why the company is going to do more monitoring before taking any big risks.

“We must find a way to ensure the creativity of those games could have a big enough audience,” he said. “We hope it will take off. At the moment, we’ve said ‘let’s do through Christmas and see where we are from there.'”

The good news? Rayman Legends is still coming to the console, as well as Assasin’s Creed 4, so there has been no total abandonment. I respect Ubisoft, as they took a risk, and it didn’t pay off. Even with that, they seem to have further plans to built a resume with the platform as Nintendo seeks to expand first-party support.

Meanwhile, on the dark side, EA‘s Peter Moore had this little ray of sunshine to share with us about his own thoughts of the Wii U:

“We were there with four games for them [at launch],” he says. “It’s been a disappointment when you look at sell-through and, as a company, we have to be very judicious where we deploy our resources.”

“The lack of online engagement that we see on Wii U [is troubling],” says Moore. “It’s so integral to what we do. They’re so small it’s hardly worth running the servers. It seems like a box that’s out of sync with the future of EA – which is one that gives a real social feel to our games. The Wii U feels like an offline experience right now.”

The lack of online engagement is troubling you say? Well, that does tend to happen when you cut out half of the online features for your games, and expect gamers to settle for playing an inferior version of an already old release (Madden and Fifa, I am looking at you here). Meanwhile, Monster Hunter has a robust gathering of players on a regular basis using the servers, and the Wii U communities remain rather active. But, hey, maybe you can put out Madden ’14 on the Wii U once the sales start moving in 2016? That would not effect your bottom line at all.

Ubisoft, I salute you for trying – even though the result was not successful. Peter Moore – Just stop it already.

Xbox Live News with Pipper – June 9, 2013

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Welcome to another episode of Xbox Live News with Pipper. Once again I am your host – The Poid Pipper, and I am here to share with you the world of Xbox. In more recent news and some major backpedaling, the Xbox One has appeased at least some of its potential inventors by retracting previous requirements of an always online console and inability to share purchased games. But another way to make followers happy is to heavily discount recent releases with the current product. Let’s take a look at the current releases and deals for Xbox Live.

Deals of the Week

NameDiscount DatesPrice
Dishonored GonDJuly 10 to July 15Varies
The Knife of Dunwall400 (50% off)
Dunwall City Trials200 (50% off)
Battle: Los Angeles400 (50% off)
Void Walker’s Arsenal160 (50% off)
MGRR Jetstream400 (50% off)
MGRR Raiden Custom Body80 (50% off)
MGRR Bladewolf320 (43% off)

New Releases

Seems to be a rather skimpy couple of weeks to take advantage of any new releases. Check out Capsized and The Walking Dead: 400 Days for sure!

NameRelease DateMicrosoft Points
(Games)
Capsized (Namco)6-July800
(Games Add-Ons)
Call of Duty Black Ops II Vengeance (Activision)3-July1200
The Walking Dead: 400 Days (Telltale)6-July400
(Games on Demand)
Body and Brain Connection (Namco)3-July
Ninja Gaiden 3: Razor’s Edge (Tecmo)3-July

Sales & Specials

Some specials and sales have been going on this month already, and others are beginning to sprout their pretty little heads. Here is a quick look at what’s taking place this month:

NameDiscount DatesPrice
Games with Gold: Defense GridJuly 2 to July 14Free to Gold
Ultimate Game SaleJuly 3 to July 8Varies
Kinect Central: Mass Effect 3 OmegaJuly 3 to July 8600 (50% off)
Robocop and Fast & Furious Avatar SaleJuly 3 to July 850% off
Kinect Central: Power Ranger Super SamuraiJuly 10 to July 15Varies
Just Dance 4 SaleJuly 10 to July 15Up to 50% Off

Be sure to tune in July 19th – July 21st as Microsoft is hosting three presentations at PAX Australia! The Xbox One will shown live for the first time, so mark one of these days down to see a live stream. Alternatively, if you live in the U.S. and cannot afford the trip across the Pacific, Comic-Con 2013 is occurring the same weekend and will have Microsoft attendance as well. If you cannot make either event and want to watch live streams, might as well grab your favorite console to “Play Hard or Don’t Play At All!”

Splinter Cell Blacklist Gets Liquid Natural Gas Plant Demo

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In the latest Splinter Cell Blacklist trailer, Ubisoft are showing off six whole minutes (that’s 360 seconds, folks!) of stealth gameplay footage. A global terrorist unit known as “The Engineers” are attacking a liquid natural gas plant set on the coast of Louisiana.

The Engineers have disabled the facility’s cooling mechanisms. They then wrecked a tanker into the facility, turning it into an inferno. Agent Sam Fisher has to maneuver his way through the burning facility, climbing over rails or anything else in his way, to reach the center of the facility and turn the fire containment systems back on. He’ll encounter a few baddies along the way as well.

You can check out the latest trailer of Splinter Cell Blacklist in the video player below this article. Be sure to check out their official website here as well.

Guncraft Gets Full Twitch Integration

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Exato Games, the indie developers behind the upcoming FPS/Mincraft mash-up, Guncraft, announced today that their new title will feature full Twitch integration. That’s really ironic, seeing that we just recorded our own Guncraft livestream yesterday in the form of a CC Impact episode. (Hint – you should go check it out!)

Exato will be using Twitch’s own SDK (Software Development Kit) so the game can have native support of the livestream giant for players everywhere to enjoy. This will allow you to show off the world you’re building, the gun your designing, or your own deathmatches in real-time!

Twitch will be completely ready to go when the game launches this Thursday, July 11, on Desura, GOG, Green Man Games, Rain Digital Games, and the official Guncraft website. It will also be coming to Steam later this summer as a Greenlit game.

To celebrate the launch, the dev teams will be utilizing the new Twitch functionality to livestream games on their Twitch site here. You can also check out their official website here.

Deus Ex: The Fall on iOS Thursday

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Developing powerhouse Square Enix has announced that the mobile installment of the popular Deus Ex franchise, Deus Ex: The Fall, is set to be released on iOS this Thursday.

The game was handled by Square Enix’s mobile division in Europe with a collaboration with Eidos-Montreal and N-Fusion, the team behind the previous installment Deus Ex: Human Revolution. Gamers should not be fooled by the mobile platform as this title is a full story driven game. As well as the expected action elements fans can also expect the RPG elements that set it apart from similar titles.

The title has been developed to run smoothly on the iPad2, iPhone 4S, as well as the IPod 5Touch and higher versions on each product. The game is available for download for $6.99/£4.99/5.99€ from Apple App Store for the respective platforms. More information on the game as well as updates on future projects can be found at the developers official site.

 

 

Voice Actress Nendoroids Now Available

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Two famous voice actresses have been transformed into Nendoroids, allowing fans to further show their support for only 4,900 yen ($49USD) each.

The Yukari Tamura and Nana Mizuki Nendoroids were produced by well-known figurine manufacture Good Smile Company, and being sold through King Records who hold contracts with both voice actresses.

You may recognize Yukari’s voice from her roles in Trinity Blood, Clannad and Oreimo whilst Nana has made a name for herself in various anime including Fullmetal Alchemist, Darker than Black and Toriko.

The Yukari figure displays her in a white dress with pink frills, complete with neko mimis, a tail and two additional cat figures wearing pink suites. Nana Mizukis’ figure is just as interesting; wearing a red/white waitress outfit and holding a burger on a tray, the figure is based off the music video for her song “Lovely Fruit” and comes with an additional mascot figure called Nanet-san.

Both Nendoroids will be sold during their live concert tours this year, but don’t fret fans outside of Japan because you can still pre-order Yukari Tamura by clicking the link here. Let us know which one is your favorite by leaving a comment in the section below.

Gatchaman Crowds Armour and Powers Revealed

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Sugane, Hajime and Joe

The official Gatchaman Crowds website has revealed details regarding the G-Suits and special powers of its trio of heroes.

Japan, in the early summer of 2015. 180,000 people live in Tachikawa City, the “second metropolis” of the Tokyo area. Among them are “Gatchaman” — warriors who fight in special reinforced suits powered by “NOTE,” the manifestation of special spiritual powers in living beings. A council has scouted a group of individuals with latent powers to protect Earth from alien criminals. In recent years, the council has assigned Gatchaman warriors to deal with the mysterious entity known as “MESS.”

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Hajime Ichinose
(Born: November 25 – Age: 16 years old – Height: 155 cm)

11th grader and protagonist of the story. A strong and energetic girl with a passion for stationery goods, getting excited when it comes to new models of pens and scissors. Weird, but in a good way. Placed under the responsibility of Sugane, though she usually ignore him and does her own thing.

Designer NOTE: The ability to design anything imaginable and make it reality. Her suit contains numerous concealed weapons, each inspired by stationery goods.

 

 

 

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Sugane Tachibana
(Born: August 2 – Blood Type: O – Height: 175 cm)

A G Team veteran of five years. Possessing an old fashioned personality and manner of speaking, akin to a samurai. He holds a very strong sense of justice and duty and is constantly confused by Hajime, who continually changes his views on the world and on her.

Infinite Range NOTE: The ability to manipulate both time and space. He wields the “molecular-vibration tuning fork sword Shipū” for dealing with enemies at close range, as well as concealed weapons and the “unlimited sword Arashi” for finishing moves against enemies at any range.

 

 

 

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Joe Hibiki
(Born: March 29 – Blood Type: B – Height: 187 cm)

A graduate of Tokyo University and 10 year member of G Team. After having felt nothing but despair and apathy towards others, his attitude is altered by Hajime. Having regained a passion for living, he becomes serious about his work. Usually busy running the Living Safety Department, where his demeanour changes from his usual casual self to that of a more well-kempt individual.

Firebomb NOTE: The ability to freely manipulate fire. He fights with “Flame Shuriken” along with volleys of fireballs and other flame attacks. Capable of flight by emitting fire from his hands and feet.

 

 

 

 

 

 

Don’t forget to keep an eye on the site for more Gatchaman news as it is revealed.

Bounce to the Beat of the New Beatbuddy Gameplay Trailer

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Following the announcement of a release date and title change, German indie studio THREAKS and Reverb Publishing have today revealed the first official gameplay trailer for Beatbuddy: Tale of the Guardians.

Beatbuddy: Tale of the Guardians is a music based action-adventure title that takes place entirely underwater with a story focused around Beatbuddy trying to save Symphonia from the evil Prince Maestro. The game will feature a number of unique worlds with interesting characters to meet that will help you solve puzzles and advance in the game. Beatbuddy also features a unique feature in that the games environments and objects will pulse and move to the beat of the soundtrack.

Beatbuddy won first place for Best Art and Best Sound categories in Intel’s 2012 Level Up Game Demo Contest. You can grab Beatbuddy: Tale of the Guardians when it releases worldwide on Steam on August 6th at a price of $14.99. The game will be available on PC, MAC and Linux. Check out the gameplay trailer below for all the beat bouncing fun packed into this delightful indie title.