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R.I.P.D. The Game Review

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R.I.P.D.: The Game
Developer: Old School Games
Publisher: Atlus
Platform: Xbox Live Arcade (Reviewed), PlayStation 3, Steam
Release Date: July 9, 2013
Price: $9.99 BUY NOW!

Overview

We see a lot of titles that are based off a big-screen adaptation these days. Around five years ago, we would have expected mediocrity from licensed titles, but developers such as Rocksteady and WayForward have shown us that good things can happen from these little romps – if the said game is handled correctly. R.I.P.D. The Game tries to ditch substance and provide players with a wave-based third person shooter, featuring elements from the movie and plenty of power-ups and the usual fare mixed in. It sounds like a simple concept, but that is exactly the kind of game that works for licensed brands these days – and at a lower price point than usual, most would easily indulge in this game on idea alone. Does R.I.P.D. The Game do enough to warrant a purchase? Let’s find out.

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Gameplay

With most licensed titles, I would normally have a little “Story” section at the beginning of the review, but R.I.P.D. The Game has nothing even close to a narrative, so that is one element fans of the flick should not expect. Instead, this title is a wave-based shooter that features the likeness of Jeff Bridges and Ryan Reynolds, who are tasked with arresting and taking down “deados” (think the zombie equivalent of ghosts) throughout several encounters on each stage. Sound familiar? Well, that is because this title gets a lot of its inspiration through the likes of Gears of War 2’s “Horde Mode”. Its a simple concept that has been proven successful as a bonus add-in for a lot of games, but on its own, there just isn’t enough content at large to be worthy of a purchase.

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Allow me to explain that, as even if this were a Horde clone, it would still be a decent time-killer. The main concept of R.I.P.D. is to collect gold from enemies by simply surviving and making arrests. After defeating a few waves, one of the deados will be golden themselves, and you will have the choice of making an arrest or an execution by standing close to the downed for a specific amount of time. That concept works fine, but the gameplay doesn’t lead anywhere. The only type of progression is the leveling system – or “Gold Meter”, which takes around six stages to level up. After all of that work, you are told the battle must continue on – to which you simply repeat the same process again and again until the final boss shows up.

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Along the way, you can level up, upgrade, or switch out a small arsenal of weaponry in-between stages by spending the salary awarded upon stage completion, but most of these weapons don’t feel that different from the next other than the grenade launchers, so aside from a few joke items like a banana that cost an absurd amount of in-game currency, you shouldn’t expect for your guns to feel very unique during this journey of monotony. Making matters more troubling is the lack of variety with the enemies, as these gun-toting deados have minor differences from each other, meaning you will see either a standard thug, a door-toting foe, or a bigger, more substantial threat that can kill the player with as little as a touch. A balancing factor of power-ups was implemented here, where you character can summon a turret, regenerate health, or blast all on-screen enemies with one button tap, but these only come available with a certain amount of enemies killed, and must be used wisely due to how long it takes to refill that ability bar.

The stages themselves are well made and feature fauna that is interactive, meaning if you blow up a bunch of crates, they can be used as cover. Sadly, there is no true cover system at hand here, as these environmental obstacles are your only protection from the large amount of bullets you will face. There is no crouch button – only a roll that can be problematic amongst chaos. I can’t count the times I rolled the wrong direction and suffered a kill because of it, and that frustration leads to an overall product that simply feels rushed and lacking of polish.

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The shining moment of R.I.P.D. comes in the form of the game’s multiplayer. Two players can partner up to do the same type of wave-based fare, and like with many similar experiences, this title feels more enjoyable with a friend. At the start of a stage, players can place bets as a form a competition, where the one with the most headshots, kills, and so on will be rewarded for over-achieving with a nice cash bonus. Challenges also come up from time to time, and try to get the player to think outside the box when gunning down enemies. These challenges include the likes of not using abilities during an encounter, making a certain number of headshots, or fighting off enemies with a melee attack (that is so close range that it is nearly impossible to execute without taking a hit), and while the idea works, I had many of these challenges glitch out while playing, freezing the objective at the top of the screen while other challenges were literally pasted over the tasks later on. Again, this is simply the execution at fault for this small headache, and did not happen on every stage – but did occur enough to prove rather irritating.

Visuals and Audio

If I had to say anything positive about R.I.P.D. without a “but” being involved, it would be a bit of praise for the visuals. The first time you start the game, you are treated to an awesome comic-book styled cutscene, which shows good things to come in the form of a story. Reynolds and Bridges also look fantastic as well, and even enemies’ models appear to be out of a much better product with a good amount of color and detail applied. Its when you start playing the game that you realize that nothing is as it seems, as it is almost impossible to tell if you are even damaging an deado due to no proper hit detection, and the animations prove to be stiff and lifeless for a good portion of the in-game experience. Sure, it looks nice in the menus and at the start, but after a few minutes of hammering 15 headshots into one foe with very little to show for it, it becomes obvious that the production budget for R.I.P.D. was used for less important portions of the game.

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The music in the game is generic and grinding. There is no other way to describe it. This is a game you can play for 20 minutes during each stage, and the same looping track that serves as no atmosphere whatsoever is made present, making the experience less exciting and borderline “lifeless” (no pun intended). There is a very small collection of dialogue pieces that reek of cheese as well, but this is based off a Ryan Reynolds flick, so that does not effect my opinion whatsoever as I kind of expect that with any film from the actor. I can even say that some of the lines have a tad of charm that foreshadow a product that might have had more, but was rushed out before more could be added in.

Overall

R.I.P.D. The Game is a title that doesn’t take any risks and leads the player in circles, with little incentive for progression other than frustrating moments of gameplay and weapon upgrades that cost an arm and a leg. As I mentioned, you could get some life out of this title if you have a friend to suffer with you, but that can only go so far, so other than the decent visuals and solid level design, there isn’t a lot else to see in this “in the middle” licensed romp. Wave based shooters are really starting to take off as a genre and the simplicity of the concept would indeed make for a perfect licensed title. However, R.I.P.D. The Game is not a good example of what can be done with the genre, but more of a repeat of why gamers are so distrusting with anything based upon a bigger namesake. Sure, there is entertainment to be found here, but with much richer experiences on the market, R.I.P.D. The Game is simply a title that misses its mark and does little to stand on its own two feet.

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Capsule Computers review guidelines can be found here.

Pokémon VGC National Results From PAX Aus

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For the first time ever in the history of the Pokémon World Championships, Australia was host to it’s own Nationals where the top two from each division were flown to Vancouver to compete in the World Championships against winners from other countries such as the United States, France and Spain. While many competitors at the Nationals were from Melbourne, some had won their way over to the sold out PAX Aus event by competing in various battle tournaments scattered across Australia and finishing in the top two of their age division.

The Nationals took place at the Nintendo booth at this year’s PAX Aus, with three seperate age divisions and over 200 players battling it out against each other in either Pokémon Black 2 or Pokémon White 2. The event was all official, with all competitors required to complete a hack check to ensure all entered Pokémon were obtained legally.

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The Masters division that took place on Saturday contained anyone born prior to 1997 and was host to over 180 competitors, proving Pokémon isn’t just a kids game. The tournament was a simple knockout format until the final two rounds were reached where the winner from a best of three battle continued on. Starting at 12 and ending many hours later, challenges competed in over 100 battles until a winner was finally crowned. While yours truly only made it to the second round (damn Tyranitars…), others faired better. Placings for the Master Division were:

1st – Ben Kilby
2nd – Hugh Ronzani
3rd – Jordan Bradley
4th – Peter Seo

The Seniors and Juniors division both took place on the Sunday. The Junior division is for any competitors born on or after 2002, but don’t let their young age fool you, these kids really know their stuff and would of given some of the older competitors a run for their money. There were only 10 competitors for the Junior tournament so a Round Robin format was conducted with the top 4 battling off in best of three battles until a winner was found. The results for the Junior competition were:

1st – Nick
2nd – AJ
3rd – Peter
4th – Blake

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Finally the Senior division was for anyone who didn’t fall into the other age groups. 32 competitors entered the age group and all battles were conducted as best of three. The standings for the Senior competition were as follows:

1st – Michael Z
2nd – Brent
3rd – Matt
4th – Larry

The tournament was very fun to compete in and observe and I think all Pokémon fans (myself included) hope the Video Game Championships will be making a return next year. Let’s hope some of our Australian competitors can take out the World title in Vancouver in August. Stay tuned to Capsule Computers for all your Pokémon news, including the latest info on Pokémon X & Y which will be releasing in only a few short months!

Check out this new INSURGENCY Trailer

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Those who are looking for yet another solid FPS should be keeping the Source Engine created INSURGENCY on their radar, as the game is truly shaping up to be great. Today, New World Interactive released a brand new trailer, showing off the game that was based on Half-Life 2 – Insurgency: Modern Infantry Combat.

You can watch the clip below, and if you are itching to play this title early, that is an option as the game is available through Steam‘s Early Access program for $14.99, which you can purchase by following this link. If you have ever wanted to be a part of a PC game’s development process, now is your chance.

Painters Unite at PAX Australia 2013

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PAX Australia 2013 has showcased some of the best, local indie projects. The ANZ Indie Pavillion was constantly bustling with activity, but there was one other title that garnered much attention and praise throughout the event, detached from the “indie alley” as it were: a top-down, paint gun shooter called Painters Unite.

Located right next to the entrance to the expo hall, and besides the apparently lone ATM machine on the grounds, Canvas Interactive couldn’t have been more pleased with their positioning, and it’s an especially good thing because their game-in-progress certainly deserves those eyes on it. Painters Unite looks to be on the path to becoming a fully-fledged, fun multiplayer game that puts a twist on the “infection” game-type and the shooter genre itself. There’s no killing here – only painting and converting. To get a better idea of the concept, its development and the studio’s future plans, I conducted a brief interview with Creative Director James Betar.


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Let’s start off with the obligatory ‘tell us about your studio and how it got started’?

It started out while I was a lecturer, and I had this awesome idea and realised I don’t have anywhere near the skills to be able to program and do the art and all of the level design, so I began recruiting my expert team and we’ve all been working on blood, sweat, tears and passion and got it to the point it is today on effectively part-time. I’m pretty proud of the team so far and what we’ve got.

So tell us the basic concept for the game.

So the basic concept for the schoolyard kids who remember, was sort of like schoolyard tips. Essentially, each player on the default mode starts off on their own team and the goal is paint your opponents enough to convert them onto your team. Last man standing gets a bit of a power-up as sort of a last ditch effort for their team. And beyond that we’ve got lots of supplementary mechanics like a shower for health, ammo power-ups around the level, different weapons that you can unlock based on your performance in the map, and soon we’re going to have different modes like “chase the invisible guy”, painting buildings for territory control and a few other bits and pieces like that.

How would you be scored in the game? I’m assuming – seeing as there’s the possibility that you could just as soon be converted to another team multiple times over – that it’s not team-based scoring?

It’s not team-based scoring, no. So you have individual scores regardless of what team you’re on, but we are gonna have other bonuses and unlocks based on long you can stay on your team, how many players you can convert and all that kind of stuff.

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You’ve mentioned future modes like the “chase the invisible man” – is your mind racing with ideas of what else to do with this theme? Have you got more in the pipeline that you’re just waiting to try out already?

Oh there’s tons of stuff coming. I’m sure once we release, I’ll have three other expansions in my brain and starting to get on paper and on screen straight after that.

Are you guys considering an iOS/mobile version down the line?

We’re thinking about it…

What engine did you use?

UDK (Unreal Development Kit). All UDK. So first Steam, then console, and then we’re thinking about making an adaptation of the game for mobile, but that’s probably the last slate.

I went to the Indie Showcase Panel last night and some of the panellists were talking about how tough it can be to even get on Steam through Greenlight. Are you guys readying for that?

Because of what we know about Greenlight and that whole process, we want to make sure that we’ve got enough behind us so that there isn’t a fall off of interest. We want to be almost ready for market by the team we get it on Steam so that we can get people playing it and just push it over the finish line.

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How long do you think further development will take on this before it’s ready for that release?

Well, here’s my plug: depending on funding – for all the readers – we’d love to be able to get some funding which would help us accelerate the production. Ideally, we’d want to be hitting beta – closed beta most likely – by the end of the year and sort of aiming for release sometime during 2014.

In terms of those potential funding avenues, where are you looking as the primary (or preferred) source?

We’re looking at getting a publisher. So not giving away the company through ‘angel investors’ or anything, but getting a publisher to ideally give us some seed funding and then help us get a bit more presence when we actually go to market. That’s the goal.

I guess to wrap up, let’s maybe give everyone a pitch of sorts on why this is a fun game and why they should check this out when possible down the line.

This is a fairly accessible, online multiplayer game, and instead of the whole death and violence paradigm, we’ve chosen something more collaborative. So instead of death and violence, it’s more about team collaboration, dynamics teaming, keeping things vibrant and fun, and we’ve found that we’ve actually engaged a range of demographics, from the 10-14 – just for the fun and accessibility of the whole paint idea – but the older players really love the competitive nature of it, which is still a big emphasis for us. So come one, come all – lots of demographics are getting a lot out of it.


We look forward to seeing more from Canvas Interactive and the unique Painters Unite. You can visit their Facebook and Twitter pages, give them a ‘like’ and a ‘follow’ and keep an eye out for the beta, hopefully later in the year.

X-Men: Days of Future Past News

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Going into Comic Con, X-Men: Days of Future Past was definitely the film that was on everybody’s mind. With The Wolverine around the corner (click here to enter our competition to win a double pass to see it), X-Men and Mutants are at the forefront of everyone’s mind. Knowing this, Bryan Singer, the director of the upcoming mutant epic gave the fans what they wanted!

First up we were treated to our first official cast-shots, which you can see below. These cast shots show Professor X (Patrick Stewart), Magneto (Ian McKellen), Colossus (Daniel Cudmore) and BISHOP! (Omar Sy). These characters are from the future timeline and are in a world where mutants are hunted mercilessly. To adapt, they have donned suits of armor and look absolutely badass.

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Furthermore, a sizzle reel for the upcoming movie was shown. The reel focused on Professor X (Stewart) and Wolverine (Hugh Jackman). Xavier is wearing the armor which you can see above, and Wolverine’s hair has the grey streaks that he had in the original comic book series. Professor X tells Wolverine “You have to do for me what I once did for you … We must end this war before it ever begins.” From here Wolverine wakes up in his younger body (looking exactly like you expect him to). The footage then cuts to the younger mutants, Including a beaded, manic looking Professor X. Stewart’s voice is heard again, telling Logan “I was a very different man then … Lead me, guide me.”

There is more to it, but I don’t want to spoil the rest for when the trailer is eventually released online. Suffice to say it is incredibly well put together and it is already the makings of an absolute champion of a movie. After the sizzle reel, some of the stars answered some questions, and some interesting bits of information surfaced. After months of speculation, Peter Dinklage has confirmed that he will be playing Bolivar Trask, wealthy industrialist, anti-mutant extremist, and inventor of the Sentinels.

That right there is a massive amount of news from one tiny afternoon, and I barely scratched the surface. Needless to say, X-Men: Days of Future Past delivered as a Comic Con panel, and will hopefully continue to deliver a stand out movie. Stay tuned to Capsule Computers for all the X-Men news as it becomes available.

Sterk from Atelier Meruru enters Warriors Orochi 3 Ultimate in latest screens

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Considering they purchased them over a year ago now, many of you likely know that Tecmo Koei purchased Atelier developer Gust and it seems that they are going to be taking advantage of Gust’s library of games when it comes to adding more characters to their re-release of Warriors Orochi 3.

Today Tecmo Koei revealed new screenshots for Warriors Orochi 3 Ultimate which show off Sterk, from Atelier Meruru, in action as well as two new fighters by the name of Yinglong and Mae Tamamo and a handful of Halloween costumes that will be an early buyer bonus. Could this mean we’ll see some type of Atelier Warriors game in the future? Possibly.

Saint Seiya: Brave Soldiers to be released digitally in North America

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About a month ago, Saint Seiya: Brave Soldiers was announced for Europe, Mexico and South America as well as Japan, leaving gamers in North America left in the dark, a rare occurrence in the game industry. However it seems that fans of Saint Seiya in North America won’t have to worry about importing the title, since it has been confirmed that Namco Bandai will indeed be bringing Saint Seiya: Brave Soldiers to North America.

In a discussion with Siliconera at San Diego Comic-Con, a Namco Bandai rep said that Saint Seiya: Brave Soldiers will be released as a digital download in North America and the reason for this is to gauge the fan-base of the series in the region.

Laike’s PC Download Deals 7/21/2013

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This week’s Deal of the Week is a no brainer, Steam’s Summer Sale. This event is probably the star of the summer season, with thousands of games on discount. The sale caps off on Sunday, but traditionally Monday is an encore day of some sort.


 

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Amazon is price matching many of the titles that are on sale on Steam. Many of the indie titles have an added bonus of not only including a Steam key, but also the DRM-free version of the title.

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GMG is running a huge indie weekend sale. Here are the best of the best!

 

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Get Games is running their Get Loaded deal this weekend with the theme of indie games. Buyers can purchase four games for $8.00. Almost all the titles are DRM free, the rest are non Steam keys. Some of the best titles include Cognition Episode 1 Hangman, Gemini Rue, The Basement Collection, The Binding of Isaac, and Lunar Flight.

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GamersGate is running a small summer sale with four highly discounted titles a day.

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  • SimCity @ 60% off [Windows – Origin]

 

 

 

Dead Rising 3 has evolved and can still be as random as ever

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Ever since it was announced as a Xbox One exclusive, many gamers have been a bit concerned about whether or not the series will still be the same one they fell in love with. Well, today Capcom has released a video documentary as well as some gameplay footage of Dead Rising 3 and it looks like the random action and weapons available to players will still be available.

The video can be seen below and while the developers discuss the numerous enhancements this version of Dead Rising will have over past iterations, we also see that players can dress up like a wrestler to perform wrestling moves on zombies, run around in a banana hammock and much more.

Warcraft Movie Confirmed at Comic Con

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Today at San Diego Comic Con during the Warner Bros. panel discussion, the news that gamers all over the world have been waiting for was announced; The Warcraft franchise (more specifically World of Warcraft) is being adapted to a big budget Hollywood movie.

The movie, simply titled ‘Warcraft,’ is set for filming next year for a 2015 release. Duncan Jones, who is known for his work on Moon and Source Code will be jumping into the director’s chair (Sam Raimi was previously attached to direct but left the project in favour of Oz the Great and Powerful).

The movie has been in a kind of limbo since 2009 with directors being added and leaving the project and it looked like it would never fully get off the ground. In January of this year there were rumblings about the film and about Jones’ involvement as directior, and these were confirmed to the world when Jones too to the stage to show off his sizzle reel for the movie.

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The reel was a mixture of live action and special effects, and took place in a field outside what resembles Hellfire. The reel had a human warrior drinking a potion before drawing his sword and going toe to toe with an Orc wielding a hammer.

I’m not a big Warcraft guy, but even I know how big this is for the gaming community. What do you think; is Warcraft going to be an epic adaptation? Where do you think they will go with the movie? Let us know in the comments below, and as usual stay tuned to Capsule Computers for all the video game news as it becomes available.