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Guncraft Review

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Guncraft
Developer: Exato Games
Publisher: Reverb Publishing
Platforms: PC (Reviewed)
Release Date: July 11th,  2013
Price: $15.00 AUD – (Available Here)

Overview

It was only a matter of time, wasn’t it? When Minecraft first arrived on the scene we knew it held wider applications than the original build was offering. We quickly saw the emergence of numerous mods, a great deal of community involvement and before long the concept quickly gained a huge cult following. So when I saw that Exato and Reverb were looking into pushing out a standalone, Modern Warfare styled, Minecraft based MMO FPS, I must admit to “having a bit of a baby” somewhat. It’s a very clever idea approach to reinventing the concept and reeling in the remaining fanbase that may have lingered at the edges of the Minecraft world, but never quite worked up the time or interest to dive in. As a die hard FPS player, I was sold by this title’s very nature. The concept was more persuasive than Minecraft on its own, and this is only emphasized when you jump in and give it a go.

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Gameplay

Now it would be easy to assume that Guncraft leans more in the direction of Minecraft than any FPS, but to make that assumption would be to miss the point slightly. Guncraft is a shooter from the ground up, and any resemblance to the original Minecraft game is there by proxy, to compliment the experience rather than to remind you that you’re using the Minecraft engine. Destructibility is a huge part of the sheer level of satisfaction present here here. Where high concept titles such as Modern Warfare boast engaging visuals and sharp textures, Guncraft gives players all of the next gen functionality required of a shooter, but with all of the visual/performance draining elements trimmed away and in it’s place, full destructibility is offered as the trade off. It’s a price worth paying and the performance benefits are clear and satisfying. Bonuses that have become flagship elements of the modern online FPS such as Killstreaks, the ability to build and deploy mounted weapons mid game, level and weapon editors, custom loadouts, all make an appearance. Fans of the modern FPS scene won’t be disappointed here.

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Building is an excellent addition to the gameplay as it allows players under fire to dig their own cover, construct bunkers or even (if desired) an entire tunnel system beneath the enemy position. Grenades, C4 packs and RPGs demonstrate the scale of destruction as near limitless. Sniper in that tower? Then take out the whole tower. Simples. The ability to strategically expand or reduce the environment adds a strategic element that you currently can’t find in any other online FPS. For that alone, this game made a big impression.

The level design feature is expansive and simple to use. After saving your map file, head over to the lobby, make a server, upload your map, and there you have it. You’re sharing your map with the Guncraft community, and it took all of three minutes. However the Smithing feature, as discovered when Joe and I ended up live-streaming the Beta, is more comprehensive and regulated than we were once led to believe. Finished weapons need a custom created Iron sight image as well as developer approval before being added to your arsenal, so take your time with this feature if you want to make the most of what’s on offer. In terms of what’s on offer, Exato have generously given players all of the tools used by the development team.

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Visuals

Visually, it has all of the charm of Minecraft. There’s a lego-ness here that affords the title a nostalgic property and yet, it’s most definitely a modern FPS. Latency is barely a problem here due to the engine;s visually lightweight nature and all in all, it works. The menu design, navigation and background images all feel distinctly Modern Warfare, and it’s clear that Exato are treading a fine line between parody and pastiche here. It works to a tee, so there’s no chance of the Modern Warfare crowd throwing a hissy.

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Audio

The audio is tight, lightweight just like the visuals, but exceptionally well produced. The menu track rings faintly of Unreal Tournament, GOTY Edition, which only furthered the sense of nostalgia. However, the weapon sound effects could have had more depth. They feel monophonic, slightly flat, and at times it does remind you that what’s being played is, however high concept in feel, quite barebones in terms of presentation. But such is the style of the engine, indeed the world of Minecraft. To alter this would be to make it something different entirely, so it’s not a bad move per se.

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Overall

Overall, Guncraft is full of surprises, packs a ton of replay value and customization and as far as I can tell, is set to gain as big a multiplayer following as any high concept title. I expect a dedicated player base to emerge in appreciation of this title, and with any luck, the servers should still be up, running, and full to the brim for a few years to come. Exato have created a deeply satisfying, highly lightweight and well produced title that should not only pleasantly surprise die-hard Minecraft fans, but bring in scores of new players to boot. A truly excellent title.

9-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Hands-on with Lost Planet 3’s Multiplayer

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A little more than two weeks after England got their limey mitts on Lost Planet 3‘s multiplayer suite (they won’t see this as they’re still celebrating Andy Murray’s Wimbledon win), we here at Capsule Computers got our own time with the four multiplayer modes of Capcom‘s upcoming prequel.

I spent a couple hours playing multiple matches of each game type: Team Deathmatch, Scenario, Akrid Survival and Extraction. Playing system linked across eight consoles, we started our session with the tried and true Team Deathmatch. This plays out as you would expect, with a kill goal that you must attempt to reach within the given time limit. We were split – as was the case in every mode – into teams of NEVEC Soldiers (ironically adopting the generally ‘force for good’ blue) and Snow Pirates (identified in orange). Before each match, you can customise your Weapon Kit and Character choice.

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There are four base Weapon Kits to choose from, each attuned to a specific play-style, such as the archetypal support or assault character type. However, the great thing here is that they are extremely customisable, giving you the ability to change every aspect of the load-out. They therefore become four slots for your own personalised preferences, and are in no way set-in-stone options for how to play. I personally liked the first pre-set Kit, consisting of slightly futurist versions of an assault rifle and crossbow, but made a change to one of the two abilities, replacing the default selection with Survivor – a trait that enables faster health regeneration.

One of the first things I noticed was the character’s inability to climb walls, no matter how manageable they should be. Waist high cover they can vault over, but for anything taller, they’d much rather use their handy grapple hook, which is a tool synonymous with the series. There’s a good sense of functional verticality in these maps, and the action can get frantic, so it definitely becomes useful to just tap ‘LB’ (we played on Xbox 360’s) and zip out of the fire and maybe into a good strategic position. Each player has their own gadgets as well, which can be deployed with the left and right button the D-Pad. The automated turret is probably the most favoured, and for good reason; they are a pain to destroy!

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It was during our inaugural Team Deathmatch that we discovered that when you are dying, you have more options than you’d expect: you can button mash ‘B’ to hold out for a (hopefully) nearby buddy who can then revive you, “tap out” with ‘X’ to just accept the death, and in many cases steal away the satisfaction of an enemy finishing you with a curb stomp (ala Gears of War), or press ‘Y’ to release a deadly, toxic gas that will quickly suffocate any opposition in the vicinity. That functionality is an ability much like the above-mentioned Survivor, and is called Noxious Demise. That’ll teach ’em not to respect the dead!

Scenario Mode alternates in tasking teams with achieving a series of objectives, with the opposing team simply trying to halt their progress; offence versus defence. Though there are 5 game-types within this mode – Plant/Defuse Bomb, Escort, Courier/CTF, Seize/Control and Disable/Repair – we only truly indulged in Courier/CTF and Seize/Control. Courier requires you to obtain canisters of Pure T-Energy and deliver them to a drop-off point, hence the CTF designation. Seize/Control is reminiscent of King of the Hill in that you must successively enter and hold an area for a period of time until it becomes under your control, with a total of three for each map.

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Specifically, and dependent on the map, Seize/Control can be very tough to succeed at, but in a good way that tests your skill and strategic thinking. In our case, having the opposition occupy the targeted space, setting up turrets and sniping from its cover to keep us at bay was challenging, but there is a hole in the ground level that can be utilised to sneak through or throw grenades into to flush them out. We wish we could have sampled all that Scenario Mode had to offer, but what we did play was well varied as it was, which is a great sign for the full-featured retail version and its level of content.

Next we tackled Akrid Survival, which is a take on the popularised Horde Mode (another Gears reference!), except with a twist. This game-type is comprised of two stages: first, the namesake, where you earn T-Energy from eradicating the map of two waves of Akrid, and then a PvP round against the other group of 3 players who have been doing the same thing on the opposite side of the map. The difficulty of the A.I. Akrid will ramp up as waves pass, but also depending on which map you are on of the 6 available. Spitters, for example, will only appear on certain maps and so theoretically, there is a unique difficulty level that can be attributed to specific maps.

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Finally we got into Extraction, which pits teams of up to 5 against each other as they endeavour to plant and protect their T-Posts, which extract T-Energy from well-springs of the orange goo. Basically, these hotspots will be identified on the map and have a finite amount of the energy source to be extracted. Once it has been depleted, a new location is specified. This continues until time runs out, and the team with the highest score (most T-ENG) wins. Vital Suits (those large mechs) can be piloted when found and aid in your defensive line against usurpers attempting to destroy your post and plant their own. This mode feels like a scramble at times, but is a lot of fun.

And that concluded our play session. All unlockable bonuses, weaponry, skins, etc., were unlocked from the beginning for the purpose of giving us the best taste of the suite possible. In the final release, your individual points earned translate into credits which you can then spend on these attributes, weapons and more from the Progression Sphere – a neat hexagonal unlock system that also includes unlockables granted by completing certain challenges. All in all, the multiplayer was a lot of fun and very competitive amongst us in attendance. We already gave our single-player impressions, and hope people give Lost Planet 3 a chance. It has, so far, shaped up to be a significant package content-wise and a massive improvement upon the last entrant in the series.

Lost Planet 3 comes out August 27 in the U.S., August 29 here in Australia and August 30 in Europe.

Metal Gear Solid: The Legacy Collection Sneaks Into Stores

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Metal Gear Solid: The Legacy Collection has jumped out from under its cardboard box hiding places and onto store shelves across North and South America today.

From the esteemed mind of Hideo Kojima and the video game powerhouse that is Konami, comes the complete collection of every Metal Gear Solid game to date, all in one box (Metal Gear Rising: Revengeance isn’t a MGS game, it is an MGR game). It is a great collector’s item for fans of the series, and for newcomers it is easily the best source of Metal Gear goodness.

The Metal Gear Solid: The Legacy Collection is a PS3 Exclusive title, and comes with the following games:

  • Metal Gear
  • Metal Gear 2
  • Metal Gear Solid
  • Metal Gear Solid 2 HD Edition
  • Metal Gear Solid 3 HD Edition
  • Metal Gear Solid: Peace Walker HD Edition
  • Metal Gear Solid: VR Missions
  • Metal Gear Solid 4 Trophy Edition

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That is eight massive games all in one box, no matter which way you slice it, that is a good deal. The first five games in the set (Metal Gear through to Peace Walker) are all included in the Metal Gear Solid HD Collection (check out our review here).The collection is perfectly timed, with Metal Gear Solid V set for release later this year now is your chance to bring your self up to speed with, and to re-play the entire award-winning stealth shooter franchise.

Whether you are new to the franchise, or are looking for a way to replay all of the Metal Gear Solid series, then make sure you pick up the Metal Gear Solid: The Legacy Collection. For all the Metal Gear news as it becomes available, stay tuned to Capsule Computers.

Crazy Taxi pulls up to the Android Google Play store

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It has taken a bit longer than the other versions of Crazy Taxi that have been released so far, but it looks like Sega has finally been able to get their iconic arcade game to the Google Play store which means it is now available for purchase for Android devices.

This Android version costs $4.99 and is available for purchase here. They say that the game features two modes of play, the Original and Arcade versions, and sixteen different mini-games and even the original soundtrack has returned, but considering the XBLA version was lacking the iconic Offspring song everyone knew the game for, this might be the superior version if that is true.

Metro: Last Light ‘Faction Pack’ DLC out next week; future DLC detailed

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Today Deep Silver revealed their DLC plans for Metro: Last Light and good news, the first DLC will drop next week. The DLC is called the “Faction Pack” and will be available for purchase on July 16th on 360, PC and PS3 in North America while everywhere else gets it a day after that. The DLC for this great title will cost only $4.99 or 400 MSP.

In the Faction Pack you will play as a Redline sniper trying to infiltrate a Reich Outpost, a Reich “Heavy” defending the frontlines and finally a Polis Ranger going through a training mission. The company also detailed their future DLC plans which can be seen below, and all of which will be available for a one time purchase of a Season Pass that will cost $14.99.

  • The Tower Pack presents a unique experience for seasoned Metro gunslingers — a challenge based game mode, with online Leaderboard support, as players fight their way up the combat simulator known as The Tower.
  • The Developer Pack boasts a fully stocked Shooting Gallery, the AI Arena and Metro Museum…  And a bonus solo mission — The Spiders’ Nest — offers some new tools for dealing with an infestation of the skittering Spider mutants.
  • The Chronicles Pack will feature original single player missions that cast the player as three of the game’s standout characters — Pavel, Khan and Anna — and explore their side-stories away from Artyom’s adventure.

Etrian Odyssey IV: Legends of the Titan gets an Aussie release date

EOIV-LOTT-AUS-BAIt has been more than a few months since Etrian Odyssey IV: Legends of the Titan was released in North America by Atlus USA, but until now gamers in Australia and New Zealand had no idea when the title would be gracing store shelves.

Well today it was announced by NIS America that they will be bringing Etrian Odyssey IV: Legends of the Titan to those two countries on August 29th. It will be available for both physical purchase and digital download. A demo will also be released on the eShop sometime early this summer. To see if Etrian Odyssey IV: Legends of the Titan is worth purchasing, you can find my review of the North American release of the game here.

Pirates and Maid Café Combined Into One In Akihabara

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When we anime fans think of Akihabara, the thought of maid cafes occasionally slips into our minds. Well now we can imagine a maid cafe mixed with a bit of Treasure Island thanks to the strangely intriguing Grand Pirates maid cafe.

Located in Soto-Kanda (part of the Chiyoda Ward in Tokyo), the maid cafe adopts all the themes of the scurvy seven seas right down to the pirate themed costumes worn by the waitresses. As well as having an official website the cafe also has a twitter page which is updated daily with links to the cafes blog (each day called Voyages, currently on their 116th) and photos of their waitresses.

The cafe currently has 18 staff members and are still on the lookout for new members to join their crew, click here to see the Grand Pirates website.

Would you be interested in going to this pirate themed cafe? Is there any other themed maid cafe you would to see in Akihabara (or where you live, don’t lie now), let us know by leaving a comment down below.

Shin Megami Tensei IV Review

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Shin Megami Tensei IV

Developer: Atlus
Publisher: Atlus USA
Platform: Nintendo 3DS
Release Date: July 16, 2013
Price: $49.99

Overview
Atlus has been well known for creating memorable RPGs that have a rather devoted fan base and while quality should never be rushed, it has been nearly a decade since the last numbered Shin Megami Tensei title was released. In that time frame they have worked on a number of Persona titles and other games, but now they have finally returned with Shin Megami Tensei IV for the 3DS. Is it everything fans have come to expect from the company that has brought us hit after hit?

Story
Despite sounding like something straight out of Japan, the Eastern Kingdom of Mikado looks and feels exactly like medieval Europe and in this nation every time someone becomes eighteen years old they must undergo a mandatory ritual at the Mikado Castle. The ritual is called the “Gauntlet Rite” where every participant must use a provided gauntlet, and if they are able to activate it, they will become Samurai.

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These Samurai are a class of their own and while Luxorors (the rich) may see it as a burden, the Casularies (the poor) find it one of the best honors they can receive. Players take on the role of a nameable main character, named Flynn by default, as he travels from his hometown with a childhood friend to undertake the ritual. When Flynn is accepted by the gauntlet and named a Samurai, he then learns the true mission of the Samurai… defeating demons and defending the rest of the kingdom.

As I mentioned earlier, the setting may clearly lean towards medieval Europe but that is far from where things end and to say anymore would be spoiling one of the first of many twists that lay in wait for those who pick up Shin Megami Tensei IV. What seems like a rather basic initial premise is simply scratching the surface of a much deeper world that features numerous difficult decisions and a large number of surprises that are actually surprising which is a rarity in video games today.

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The cast of characters you are introduced to throughout the game are a bit basic to begin with but have some decent development throughout the game that make paying attention to the characters and even talking to some of the basic NPCs worthwhile as it helps expand the already expansive story of SMTIV. The story of SMTIV is one of intrigue and drama unlike most of the JRPG style games that make their way overseas and is a major factor in what creates such an engrossing experience as you navigate the world, reign in demons for your use and dig into the numerous twists and reveals that await in SMTIV.

Gameplay
Despite being on a portable device, the abilities of the 3DS make it so that the game has not suffered at all in quality, and this translates well into the gameplay aspect. Players will explore dungeons in a third person perspective where they will be able to acquire items and “relics” to sell for money and encounter enemies roaming the dungeons. Players can simply run away from these enemies, run into them or allow enemies to run into them to trigger a battle or swing their weapon to initiate combat with a pre-emptive strike.

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Combat in Shin Megami Tensei IV is done in a first person perspective and continues to be a partially modified turn-based battle system. For the amount of opponents you are facing, minus hordes, they will each have a chance to attack and players will have a chance to attack for each member of the party, with a maximum of four. Unlike other turn-based systems which choose striking order based on stats, the combat instead is a side vs side basis, with enemies all attacking, then players all attacking and so on.

Turns can be extended or cut short through taking advantage of an enemy’s weakness or landing a critical hit. Whenever you strike an enemy’s weakness, your turn can be extended by one and occasionally the striking player will “Smirk” which allows for a stronger attack the next time they strike the opponent. This is true for enemies as well though so players will need to plan accordingly as it is possible for Smirking opponents to turn the tide of combat with powerful strikes. It is also worth noting that if an opponent blocks or nullifies your attack, not only is that attack removed, but an additional attack chance is also removed.

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One of the key aspects for SMT remains in the fourth game where players must manage not only their own character, but also gather a party of demons to battle with. This means that negotiating with demons, fusing them together for stronger allies and more all return. The system remains relatively similar to past games and with hundreds to collect, a number of which are only available through fusions, and trying to collect them all is not only costly, but highly difficult.

Demons will want everything from cash or items, to large chunks of your HP or MP and even the sacrifice of one of your current demons, and even if you are to do all of that, they still might run away. Trying multiple times usually is required to figure out exactly how each demon will respond to various approaches, since saying “Yes” to everything can make some enemies think you’re a weak simpleton or denying them everything will show your resolve.

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Managing yourself and your demons is essential in the game since, while demons don’t have a set level cap, trying to force a low-level demon to high levels is much more difficult than simply gathering or fusing a new demon to join your ranks. It is also essential as the game is highly difficult and does not hold your hand in the slightest. Even at the start enemies can dish out one hit kills and while there is an option to lower the game’s difficulty (after dying twice) without sacrificing anything in the game, even the easier difficulty can be challenging for those.

Upon death players can choose to immediately respawn thanks to a deal with the boatman on the River Styx where you can pay him off with either in-game currency or Play Coins, but you can also choose to simply reload your previous save. It is worth noting that the game can be saved anywhere thanks to the use of Burroughs, an AI guide that can offer various upgrades both in and out of combat.

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If there was any actual negative to the gameplay of SMTIV, besides the need for some grinding, is the fact that a bit into the game, an overworld map is available for exploration and it is poorly displayed and organized. Enemies also act erratically on the overworld map and usually can be avoided, but are also forced on you a number of times.

Visuals
One of the concerns that many people had when they heard about Shin Megami Tensei IV’s 3DS exclusivity was how the title would look on the handheld. Thankfully I can say that those concerns can be put to rest because except for the aforementioned overworld, the game is stunning looking on the 3DS. The bottom screen is always used for interfacing with the menu screens in combat or outside of it, while the top screen portrays everything actually happening within the game.

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Outside of the combat the third person dungeon exploration is great looking and inside of combat, every enemy has a unique look with a gorgeously designed, albeit static, sprite. However whenever you speak with one of these demons you are granted with an up-close character portrait of said demon, letting you see just how your opponent actually looks.

The same visual stlye is used for the characters as they talk amongst each other in story sections. The character portraits are given various reactionary poses and are nicely detailed, but again they remain static in appearance. The 3D on the 3DS is nice in combat sequences, but ends up being unnecessary unless it is something you really must have on.

Audio
While Shin Megami Tensei IV may not be fully voiced in English, Atlus did provide voice work for all of the story sections of the game as well as the numerous cutscenes that occur throughout the game. The voice work is nicely done for the most part, though some of the word pronunciation is oddly forced and is out of place.

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As far as the background music goes, there are numerous themes that play throughout SMTIV and all of them are quite a treat. Combat themes are always fitting and the various themes match nicely with the current area you are exploring, with shifting tones depending on the situation and the environment.

Overall
We’ve seen a handful of RPGs come to the 3DS so far and each one has proven to be exceptional in one way or another, but Shin Megami Tensei IV has proven that you don’t have to have a console for a lengthy and gratifying RPG experience. Nearly every aspect of SMTIV has been refined to perfection with the 3DS, with stunning visuals, a great soundtrack, excellent gameplay and a deep mature storyline that makes this a must have for 3DS owners.

9-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Ghost Recon Online Update Adds Largest Map Yet

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Hot on the heels of the last update, Ubisoft has announced the launch of update 0.12.0 for its free-to-play PC shooter, Tom Clancy’s Ghost Recon Online. A massive new map, gameplay and aesthetic improvements and new item packs are on offer for players. You can see the new features for yourself in the trailer below.

Players will now have to contend with a sneaky new nemesis, the Phantoms. The Phantom pack comes with new armour, avatars and brand-new weaponry in Phantom camouflage.

Xinyi District has taken the crown of largest map yet in GRO. The new battlefield is set in Taiwan and is inspired by its world-class tech corridors. The developers have incorporated a five-point capture system inline with fan requests, where teams must capture and hold a linear series of five zones to win the match.

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Xinyi District is also the first map to use the new  realistic “Monster” lighting system, improving image quality and shadow effects without a performance hit. Additional lighting improvements are apparently on the way for all existing maps.

Finally, tiny little improvements have been made throughout the entire game such as realistic shell ejections from weapons to the signature single-eye AR displays.

For those interested, you can visit here now to sign up.

Kingdom Hearts HD 1.5 ReMIX Has an Introductory Trailer

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Kingdom Hearts HD 1.5 ReMIX is coming out very soon, but Square are ready to re-introduce the franchise to fans with a new trailer. Of course this compilation will have a lot going for it, with the original and final mix of the game included, as well as upgrades to Re:Chain of Memories, and HD cutscenes remastered from 358/2 Days.

The clip below mainly introduces us to the characters all over again, taking us back to simpler times – before the story seen all of the spin-offs and more complicated fare added in to the Kingdom Hearts timeline. Check out the trailer below, and note that this bundle will be out for the PS3 on September 10th.