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Kill La Kill anime commercial released

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Studio Trigger’s upcoming anime series, Kill La Kill, from the mind of Hiroyuki Imaishi the creator of Gurren Lagann, now has had its first official commercial released online today.

The commercial showcases several of the designs for the series including characters and locations. It does not however feature any actual animation, but that is sure to come in future promo videos for Kill La Kill.

Kill La Kill is Studio Trigger’s first TV anime series and focuses on the out of this world battles between school girls Ryuuko and Satsuki over dominance of their school. You can check out the commercial below.

New Pokemon and Details revealed for Pokemon X and Y Games

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The latest issue of CoroCoro magazine, which is due for release on May 19, has revealed four new Pokemon as well as a bunch of details for the upcoming Pokemon X and Y games.

We now have confirmation of the name of the region that Pokemon X and Y will be set within. The region will be named Karos in the Japanese release. Miare City is the central city in the Karos region and features a structure similar to the Eiffel Tower (pictured above).

The game is also the first in the Pokemon series to feature multi-racial protagonists. What this means is that you can customize your character to be either: light skinned with light hair, light skinned with dark hair or dark skinned with dark hair. The scan below features both protagonists in their multiple forms.

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It don’t matter if you’re black or white! (Click to enlarge)

Several new Pokemon were also revealed for Pokemon X and Y. The four new Pokemon revealed are each a different type, one flying, one fighting, one electric and one grass. Here is what we know about them thus far:

  • Yancham – Fighting-type Pokemon that looks like a baby Panda.
  • Yayakoma – Normal/flying-type Pokemon that is based upon a Ryukyu Robin.
  • Elicitel –  Electric/normal-type Pokemon that is Lizard-like in appearance.
  • Gogoat: –  Grass-type Pokemon that resembles a Mountain Goat.

You can see each Pokemon in the scan below:

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All four newly revealed Pokemon. (Click to enlarge)
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A close-up of Yakakoma and Elicitel (Click to enlarge)

Not only did the magazine reveal new Pokemon and details of the region but also some new features coming to Pokemon X and Y. One of the new features is the ‘Ride’ ability that some Pokemon have which allows the player to mount the Pokemon and ride them similar to a bicycle in previous games. Not only that but the Pokedex in these games resembles an iPad. You can see these new features, including a player riding upon the back of Gogoat, in the scan below.

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Both Male and Female protagonists of Pokemon X and Y. (Click to enlarge)

Pokemon X and Y are slated to release world-wide October 2013 for the Nintendo 3DS console. Stay tuned for more information on the Pokemon X and Y games as it surfaces.

Source: Serebii

Star Trek Review

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Star Trek
Developer: Digital Extremes
Publisher: Namco Bandai
Platform: Xbox 360, Playstation 3, PC
Release Date: April 23, 2013
Price: $59.99 – BUY NOW!

Overview
Resident Evil 5 was and still remains to be one my favorite games of all time. Sure, it has its critics, but the co-op experience in my opinion has been unmatched, and even with a computer player controlling Sheva, I still had a fantastic time. Why am I comparing that game to something like Star Trek? Well, Star Trek has been promoted as a co-op driven adventure in space, where players take control of Kirk and Spock with a brand new storyline in tow. Maybe it was my own expectations here, but I kind of thought of this release as Resident Evil 5 in space. Digital Extremes have been known for putting out some decent romps on consoles before, and there was a lot of reason to be hyped for this game – licensed or not. Does this game live long and prosper, or should it be fed to the Gorn? Let’s find out.

Story
Star Trek comes with a brand new narrative, taking place right after the first flick of J.J. Abrams’ stylized reboot – and just before Star Trek Into darkness takes place. Yeah, it’s one of those in the middle type stories, but that isn’t always a bad thing. This time, Kirk, Spock, and the rest are tasked with a new evil known as the Gorn. Yes, that Gorn from the original that had zippers on the back of their costumes. Are the zippers back? Well – no, but this terrible threat doesn’t really come with an engrossing tale, so all of the new work Digital Extremes put into this plot feels a bit wasted due to the lack of true substance.

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Let me explain that point. This title doesn’t really work in chapters, as it’s usually just one mission after the next, with kidnappings, chases, and everything in-between taking place as you make your way throughout the game. The plot itself is genuinely interesting, and there are a lot of nods to the television series to take in, but as a whole – the pacing never truly lets the player feel attached to this vivid universe. Remember in Mass Effect how the world expanded after every mission, and every character had their own purpose? Well, Star Trek is the opposite. Every time something interesting happens, the player must get through tedious levels in order to see the plot unfold, and the results of doing so usually lead to a drab result due to padding and filler used to simply make the game longer. Sure, there are genuinely exciting moments here, but they are so few and far between that it makes the game’s tale feel boring for a hefty chunk of the experience.

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I shouldn’t have to feel like I want to finish a level just because there is something better around the corner, and when I do make that turn, why is it that I then have to perform more tedious chores to see the end result just extended upon? This plot is very unbalanced, and rewards the player little for their efforts – instead using filler gimmickry to keep the player invested. Star Trek may be based off a movie that is based off a television show, but you cannot create a game with that type of foundation that is only around ten to fifteen hours to start with. What you are left with is a sweet piece of chocolate with a hollow center, only satisfying players at the beginning and the end of their journey – with a big center of nothingness in-between.

Gameplay
I wish I could say the gameplay makes a lackluster story worthwhile here, I honestly do. Sadly, that is not the case. In many ways, Star Trek plays like a good percentage of the modern third-person shooter fare on the market, and mostly – this works just fine. Players have a small little inventory of weaponry, and players can pick up the enemies’ own stash once defeated to slightly broaden things out a bit. Shooting is fairly basic and does it’s job, but never brings us anything new to the table. Every stage just usually consists of walking, a bit of stealth, shooting the enemies, and a mediocre boss battle that ends an area on a sour note. Sure, killing enemies like the Gorn is an easy task, but it comes with little reward other than a weapon that shoots with a different color or a level upgrade that adds very little to the experience.

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Other than the whole third person-shooting aspects, Star Trek also tries to take it’s gameplay stylings from successful franchises like Uncharted, Dead Space, and Mass Effect. Sounds like the recipe for success, right? Well, it could have been with more time, but these mechanics feel way to rushed to actually be enjoyed. Some sections of the game require Kirk or Spock to jump on a ledge and hop to the next, hoping to add in some action. Most of the time however, Kirk is sluggish while on the ledges, and will over-hop his boundaries entirely, falling to his death after a jump goes terribly wrong. Puzzles are also a thing, but are poorly implemented. Imagine if Mass Effect’s connect the fuse puzzles were at every single door, but were almost the same exact puzzle every time. That is what you get with Star Trek. Move the analog, pick a signal – repeat. Enemies also pop up randomly while you are doing these, and it can be a pain to have a foe behind your back, shooting one pellet at a time as you try to do a tiresome door puzzle.

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With all of those features aside, the promising co-op aspects could have saved Star Trek from going into a black hole. Sadly, and yet again, we are let down by a massive disaster in this area of the game. You see, just like Resident Evil 5, you always have a co-op partner. It is your choice to choose Kirk or Spock to play as, but each differ little from each other so the choice comes with no value whatsoever. Making matters worse is that those who go in solo will have to deal with one of the worst AIs of this generation. In my game, Spock was my partner. As an example of his standard stupidity, there was one stage where we had to open a door together. It should have been an easy task, as you know – it’s just a door. So there I sat, “Waiting for Partner” at the door. Five minutes pass, and still no Spock. I finally decided to go look for him, retracing my steps through the ship. I found him running in place, as if he were on a treadmill. I thought walking up to him would bring him out of this glitched state, but as I walked up to him, my body went right through his model, as if he were a ghost. He then snapped out of it for a second, only to spiral off the map, never to be seen again. At this point the only option was to reload my last save point.

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That sounds terrible, and yes, it was a bad experience. This kind of thing happens in almost every stage however, and while I did find it funny – I think most would rather have a competent AI to complete the game with. In a boss battle, Spock runs right toward the enemy fire, leaving Kirk to wake him up. The problem with this is that you actually have to perform a button-holding mini-game in order to revive a partner. This as you would guess ends up being one of the main reasons for cheap deaths during the course of the game. Now, there were moments where Spock did his job well, and if an actual person takes the role – it does improve, but there is little emphasis on teamwork aside from one or two missions, and most of the time, your partner feels like a burden rather than a well balanced sidekick.

Visuals and Audio
The graphics in Star Trek are…well, they are there. The models do in fact represent Chris Pine, Zachary Quinto, and the rest of the cast somewhat well, but they look a bit rubbery and fake compared to the actual counterparts. Remember how Leatherface looked in The Texas Chainsaw Massacre after he removed the face of some teenager and wore it as his own? That is pretty much how these faces look. The environments switch it up from inside spaceships to outside in brightly lit canyons, but feel as if they came from an early 2006 title, rather than something from 2013. Animations don’t do a lot to make things look better either, as Kirk runs as if he rode on a horse for the last two years without jumping off, and glitching textures and models are all too common during nearly every encounter.

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Ready for the best part of the game? Oddly enough, that would be found in the audio. The soundtrack is nothing too special but still fits, taking it’s tunes from the first Star Trek film to capture the many settings. The voice acting however is superb, with most of the main cast lending their voices for this extra story arc. Chris Pine, Quinto, and Urban do a spectacular job of getting their characters to come alive, and that makes these cutscenes both believable and watchable. The sound effects don’t do a lot to make combat gratifying, but that is a small gripe compared to the absolute mess that this game is as it stands.

Overall
Star Trek could have, would have, should have, but didn’t. This is another case of a rushed licensed title that is full of potential, but fails to pull itself together in order to provide enjoyable entertainment. What is odd is that this title didn’t have to be released before the next film, as it’s doing an entirely different plot and could have been bug-tested for months more before release. Instead, we get a product that misses its mark entirely. Star Trek is a game that you will find in the bargain bin in a year’s time, and maybe then – patches will be made to make the game more playable. Right now, this is one out of this world adventure that even fans should snub their noses at.

3-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

SMASH! Con 2013 Tickets Now On Sale

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Sydney’s Manga and Anime Show, more commonly known as SMASH!, now has tickets on sale for this year’s event. This year’s SMASH! convention is slated to take place on August 10th, 2013 running from 9.30am to 5.30pm.

Tickets can be purchased from the official SMASH! website here. Advanced tickets will cost $29 dollars, whereas it will cost $35 dollars at the door on the day.

SMASH! have already announced two major guest acts for the event. Haruko Mamoi of Steins;Gate fame and Masakazu Morita the legendary voice of Ichigo Kurosaki the sword-swinging hero of Bleach, have both been confirmed to appear.

Be sure to purchase your tickets now for SMASH! to lock yourself in for this exciting anime and manga convention. Stay tuned for more information on SMASH! 2013 as it comes to light.

Inu x Boku Secret Service Complete Collection Review

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Inu x Boku Secret Service
Studio: David Production
Publisher: Sentai Filmworks
Format: DVD, Blu-Ray (Reviewed)
Release Date: April 9, 2013
Price: $69.98 – Available Here

Overview:
No matter the form of entertainment, keeping the audience engaged with the experience should always be top priority. Whether this is done through great storytelling, interesting characters, intense combat or any combination of things, great pieces of entertainment always try to keep the audience pleased. In the slice-of-life anime genre, this can be a difficult task which requires either great characters, a nice amount of comedy and something special to make it stand out from the series on the market. Now that Sentai Filmworks has brought Inu x Boku Secret Service to North American shores, does it manage to offer an experience charming enough to be worthwhile?

Story:
Ririchiyo Shirakiin has had a rather difficult life despite the fact that she has only just entered high school. Thanks to a number of issues in her past, she has become so socially inept that any time she speaks with a stranger, she tells them off and looks down upon those around her. This causes nearly everyone around her to avoid her because her outward personality is that of a cold-hearted rich girl who cares little for those around her and simply sees everyone as worms.

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However inside of this young girl lays an innocent heart which feels horrible every time that she acts this way.  Now that she has grown old enough to enter high school, she has managed to move away from her family into a special boarding facility called Ayakashi Kan where only the rich and privileged are able to stay.

While obviously a place for the rich, Ayakashi Kan is segregated from the rest of the populace for another reason as well, and that reason is right within the building’s name. Everyone who is a resident of the building has some supernatural blood running through their veins which allows them to transform into yōkai of legends and wield supernatural abilities.

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Everyone who stays within the walls of this facility is given a supernaturally gifted bodyguard to protect them and once Ririchiyo settles in, she is introduced to a bodyguard so devoted that he would rather kill himself than not work for her. This man is named Soushi and his devoted and caring nature catches the cold but vulnerable Ririchiyo off guard. Being her servant in almost every meaning of the word, can Ririchiyo grow out of her shell with Soushi by her side and a building full of those friendly to her?

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As you may surmise, Inu x Boku Secret Service closely follows Ririchiyo and her bodyguard/butler Soushi’s relationship with one another as they live their daily lives and interact with other residents of Ayakashi Kan. However despite having a rather interesting cast of characters, Inu x Boku spends almost the entirety of the series introducing the cast and providing slow paced fluff episodes which ultimately means that outside of minor character developments, the series crawls forwards at a snail’s pace.

The poor pacing of Inu x Boku SS may be forgiven thanks to the fact that the series sports quite a wide-range of side-characters, however thanks to the fact that, at most, each side character is given two episodes of spotlight time viewers are left with a cast of half-developed characters that come off as one-dimensional. These one-dimensional traits are often used for most of the series’ comedic moments and they do work well enough in this regard, but unfortunately the mild comedy presented here isn’t enough to support the main focus of the series.

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This focus of course is on Ririchiyo’s growing feelings towards Soushi and his growth as a character as well, but because of the long drawn out process of the series which only picks up pace for the final two episodes. While these final two episodes do have a nice emotional pay off for Ririchiyo and Soushi, viewers will likely struggle to even make it up to this point without losing interest in this poorly paced series.

Visuals:
Despite featuring supernatural elements, Inu x Boku Secret Service’s animation style is quite soothing at times thanks to a soft color palette that features a wide-range of coloration and a decent amount of detail. Each of the characters is nicely animated and all of them feature unique designs, especially whenever they enter their yōkai forms. The high quality character designs work wonders for the series’ slow episodes as it helps make their interactions with one another all the better including numerous shifts into chibi style either for comedic effect or during a humorous moment.

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As for the rest of the series, most of the environments tend to be rather repetitive though still nicely detailed and whenever something action related does actually occur, the animation quality doesn’t suffer the slightest. It is interesting to note that Inu x Boku Secret Service attempts to cater to both female and male viewers with numerous bouts of male and female fan service, though neither are very obtrusive to the overall experience.

Audio:
Sentai Filmworks chose to provide Inu x Boku Secret Service with a full English dub though the original Japanese voice track is available for those who wish to choose that option. As for the English casting, the voice work is a rather mixed bag. Ririchiyo is likely a difficult character to voice given her snobby outward personality and kind-hearted inner self, and unfortunately Hilary Haag’s voice work for the character does take some getting used to. While she does fit into the character’s personality as the series goes on, she seems like a poor fit for the character initially. As for the rest of the cast, they are handled well enough, with Chris Patton’s Soushi handled nicely.

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As far as background music goes, the series has a number of standard background tracks for a series such as this which ultimately means that they are quite forgetful. The opening theme is “Nirvana” by Mucc and it is fitting enough, but not very memorable but surprisingly enough, there are six different ending animations and a different song for each animation. These songs are mostly sung by the original Japanese voice actors and are a nice addition to episodes themed to specific characters.

Extras:
While the bonus features included in Inu x Boku Secret Service are nothing special, it is worth noting that Sentai Filmworks did go the extra mile in one regard, albeit a bit strangely. This release sees the inclusion your standard clean opening and ending theme, but considering there are numerous ending themes, each ending theme is presented here cleanly, though they are simply provided as a ten minute video rather than selectable by the viewer.

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Outside of this, the OVA produced in Japan a few months after the series stopped airing is also included in this release, though it is simply considered a thirteenth episode rather than an OVA. This OVA is a nice after touch to the last two episodes of the series and lets viewers end on a comedic note after the emotional finale.

Overall:
Inu x Boku Secret Service has an interesting enough premise to lure viewers in, however with such a slow pace and lackluster side-characters, many of these viewers will likely give up on the series long before the best episodes of the series air. While they may happen far too late to save the series from being nearly entirely filler episodes, great animation and a decent level of comedy help make up for the series’ pacing issues, making for an enjoyable experience that may be a bit tiresome at times, but ultimately ends up being a slightly above average slice-of-life romcom.

7-0-capsules-out-of-10

Capsule Computers review guidelines can be found here.

ABC Orders ‘Marvel’s Agents of S.H.I.E.L.D.’ Series

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With the Marvel franchise blowing up on the big screen with resounding success, it’s no surprise that it will now be coming to the smaller screens. Marvel’s Agents of S.H.I.E.L.D. has been picked up by ABC and is set to air a first-look this Sunday.

The show will revolve around the S.H.I.E.L.D. agents as they investigate all sorts of things around the globe, with Agent Phil Coulson (Clark Gregg) heading the group. The show will explore the range of issues that pop up in the Marvel universe, from those normal terrors to the extraordinary.

Excitingly, the new show is a creation of Joss Whedon, who’s known for his well-written dialogue, interwoven story lines and genuine characters that we love or love to hate. Fresh off the success of The Avengers, it’s no surprise that adding his name to the show tipped the scale in the show’s favour. The pilot had been shot earlier in the year, and it looks like this will be the start of a massive media hype for the show.

Agents of S.H.I.E.L.D could either be a cop out, a desperate grab for ratings by backing a franchise that has already taken off, or it could actually be a good show. Still, a show set in a superhero universe without any superheroes? Well, we’ll just have to wait and see how that goes.

ABC will air the first sneak peek on Sunday, May 12 at 8pm before the season finale of Once Upon a Time.

Hands-On with Lost Planet 3’s First Chapter

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Lost Planet 3 wasn’t really on my radar before yesterday. I enjoyed the first, but never played the second. So it’s an understatement to say I was very pleasantly surprised by this game when I got my chance to go hands-on with its first chapter – about an hour of gameplay. I have been hearing/reading the same trepidation from others, but hopefully I can accurately communicate what about Lost Planet 3 deserves your attention, and what may, nay should, change your minds. It is a prequel for those who are still unclear about its place in the series. This was a recent Xbox 360 build.

After the opening cinematic where we are introduced to player character Jim Peyton – a contracted miner who arrives on the alien world of E.D.N. III to replace a missing contractor – we are soon enough thrown into the thick of things, searching for a transponder. With the icy ground collapsing at Jim’s feet, we fall into a cavern swarming with your garden variety Akrid – the returning Sepia. Barely accustomed to his surroundings after his recent arrival, Jim only has a pistol at his side. This is the player’s first encounter with an enemy threat, and so the basic shooter tutorial plays out in this section.

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Thermal energy, or T-Energy, is still dropped by dispatched Akrid. But, whereas in the first game it served to prevent the player from literally freezing, and in the second game it was used for health rejuvenation and powering weapons/vital suits, in Lost Planet 3 it acts as currency with the amount the player collects going towards Jim’s personal stash. It also retains its importance in the story, with many missions being driven by the need to collect more as NEVEC (Neo-Venus Construction) works towards synthesising it and making it cost-effective for use as a solution to Earth’s energy crisis.

Finding the transponder, Jim quickly takes cover, rushed over by a stampede of Sepia – which you can elect to blind-fire or aim-shoot at, but it has no real effect in this scripted sequence. What are they running from? A bunch of Goonroe, one of which swipes Jim out of cover, initiating a quick button mashing sequence to escape its clutches. This is an early example of the use of button mashing/quick-time like events in the game; used for some sub-boss/boss battles and cinematic, scripted moments like these. They aren’t a common mechanic such as in God of War with every execution, so don’t expect constantly recycled QTE sequences.

Thankfully, Jim’s rescuer arrives in the form of a large mech – or Utility Rig – responding to the transponder’s signal and leading him back to the supply drop. The pilot, as you soon find out, is a Frenchman named Renard Laroche – a member of the expedition/mining crew you join a bit later. But first, we get on a transport vehicle, onwards to the target. Drilling through the ice in a cave causes giant stalactites to fall, damaging the drill and prompting Jim to jump off the transport in a self-preserving effort. Here we are tasked with simply staying alive as the disturbed Sepia rear their ugly, split-heads once again.

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In these ambushes, a useful technique I instinctively discovered was the 180 degree turn, which can be executed by pressing ‘down’ on the d-pad. Jim’s “Umbilical” is also displayed and explained here. The Umbilical is your heads-up display, showing you a mini-map with radar and your load-out information. It is referenced in the game world, described to Jim himself – a diegetic interface (I will note the extreme similarity of one specific element to Dead Space shortly). A nice twist on the whole HUD experience is the fact that your Umbilical will only work when within range of a Utility Rig – whether it is yours or someone else’s. Travel too far out and you’ll be ‘flying blind’ so to speak.

It’s also in this area that you encounter your first repair mini-game, which simply requires you to rotate both thumbsticks until you find the hot spot for each and keep them locked into place. Once clear, a cut-scene plays as Jim narrates. Finally under the shelter of base camp, we see a conversation between a contractor named Bonnie and the big boss-man Phil Braddock. Braddock suggests Jim visit the Quartermaster to at least equip himself with a good hunting knife. At this point, the player has free reign to explore the base, converse with its colourful inhabitants and pick up the numerous text and audio logs lying around the place, which give great back-story.

Remember the Dead Space-like HUD element I mentioned earlier? It’s called the “Job Log” and can be accessed by pressing the ‘back’ button (‘select’ on the PS3). It manifests as a floating display, in game space, out of a navigation device attached to Jim’s arm. Here you can view your current objectives, the aforementioned audio/text logs and much more. You can also press ‘up’ on the d-pad to pulse a non-obtrusive objective marker; it’s not a trail projection like in Dead Space, so let’s end the comparisons there. There are three levels to the base that can be travelled between using an elevator.

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This is where I began to draw comparisons to films like Aliens and The Thing. The tone, the atmosphere…it’s a drastic difference to prior entries in the series. The dichotomous sense of being part of a team achieving a single goal whilst feeling vulnerable and alone at times reminds me so much of those movies, and I absolutely love it. Walking into the quarters, I begin a conversation with a hot-tub soaking man named Crazy Neil. And lo-and-behold, he is apparently Australian…at least I think that’s the accept that was attempted. And needless to say, he lives up to his moniker, presenting a monologue that involves the advice of not hitting on a duck…even if it seems like it wants it. Huh?!…I guess someone should take that rubber ducky away from him pronto!

What matters most to Jim is three-fold – his wife, his son and his Rig; he says as much to the andogynously named service tech Gale Holden (a name that may be familiar to Lost Planet fans). And he’s not exactly pleased that the young “intern” put it together by himself already – Jim’s baby, that he constructed and relies on to provide for his loved ones. Gale apologises, but challenges Jim to test it out and if anything is not to his liking, he will take it apart again and leave it to him. Before going out for the test drive, we reach the Armory shop and suit up, acquiring the hunting knife we were tasked with getting and buying a shotgun with our accumulated T-Energy Credits (becomes very, very useful).

Up at the Hanger Bay, Gale preps Jim on the kern-retractors (or the “Cockpit Express”) he has installed in his Rig, enabling him – and the player – to quickly and effortlessly launch up into the driver’s seat from ground level. In-game, you can do this by pressing ‘B’, which is your general action button, at either the front or rear of the Rig. Once inside, a small Rig tutorial teaches you the basics: ‘LT’ controls the claw arm, ‘RT’ controls the drill and ‘X’ is a melee attack that can be chained. You can also block like a boxer. Considering the melee uses the drill arm, I feel it would have been more natural and intuitive to have a contextual dual-functionality for the right trigger, where you pull it for melee and hold it for the drill. Not an issue, just a thought.

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Laroche never quite made it back to base camp, and so Jim’s inaugural mission is to find him and report back on his status. The Rig has a one-speed movement that is significantly slower than a human walk, as you’d expect, but I never felt bored by these traversal areas as they are not extensive. Finding Laroche’s Rig badly damaged, I exit the Rig to climb down some stairs to a Fuel Depot area where the Frenchman is holding up. The time for chatting isn’t now however, as two Dongos (what a name!) roll into the area, on the attack. If you’ve played LP 1 or 2, you’ll remember these Akrid; they have a rolling attack with their tail being their orange-glowing weak spot.

This is the first instance where we are actually able to swap out our weapons since buying a secondary. You will be able to carry two guns as well as the pistol. ‘Y’ is the dedicated quick swap button, but the interesting decision the developers at Spark Unlimited have made is that, in order to swap back to your pistol/handgun, you must instead hold ‘Y’. But you’d want to keep your shotgun equipped in this confrontation anyway and remember to dodge roll away from their oncoming attack with the ‘A’ button (also the cover button, but there is none to speak of in this “arena”). They don’t provide much of a challenge, but are a welcome addition to the otherwise common opposition of the Sepia.

Seeing as we’re out near Watkin’s Pass, why not run another errand for Braddock and tap an abandoned thermal post left by your predecessor Jenette Diaz. Thermal posts harvest and hold T-Energy for retrieval from spots of high concentration in the environment and will eventually be able to be stuck into the ground by the player. Along the way to it, there are chests and also T-Energy clips that you can pick up by pressing ‘B’ – the same goes for ammo refills. Grenades also come into play here as these “wall sphincters” (don’t know the official name…and that sounds gross!) spit out Sepia. When they open up, you have a small window of time to throw a grenade, which will be swallowed up and then explode, destroying them much quicker than any gun could.

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This entire following area is littered with explosive eggs that act like proximity-mines. They have even encased the thermal post. Once I blew them all up, gathered the post’s stored T-Energy and got the heck out of there, I was greeted by an “Emperor Class Storm” and requested to secure the base moorings. This is achieved by approaching and turning 3 valve-wheel like mechanisms with the claw arm of your Rig. Once locked in, the player must rotate the left-thumbstick clockwise until the mooring is secured. The second station’s hydraulics malfunction, and Jim must step out into the storm to do a fast repair job before continuing. Once completed and we return to the safety of the base camp, the demo ends.

Again, I’ll be the first to admit that Lost Planet 3 had not exactly caught my eye previously. I wasn’t overly impressed by the first game and opted not to buy the second, a decision that was especially influenced by the lacklustre reviews. But Lost Planet 3 is an entirely different animal. I touched upon the overall tone of the game, but I also thoroughly enjoyed the presentation, characters, design and mechanics on the whole. We’ve also been promised side-quests and gear upgrades (one of which is the launching claw, seen in previous video coverage).

Lost Planet 3 is beyond promising. It comes out August 30th here in Australia; we’ll have our review close to that date. For now, I implore you not to close yourself off to the title. It shouldn’t have to pay for its predecessors shortcomings, especially when such an admirable (and successful if I may say so) effort has been made to right all the wrongs. And don’t forget that there is also a full multiplayer suite to be revealed at a later date. Capcom’s producer Andrew Szymanski gave us the low-down on the multi-player in an exclusive audio interview just a few days ago. For future updates on Lost Planet 3, stay tuned to Capsule Computers.

AVerMedia Hosts Launch Party for Live Gamer Portable

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We were recently lucky enough to attend the launch party for AVerMedia‘s brand new gameplay capturing hardware the Live Gamer Portable. The even was host to a bunch of media personnel, staff and elite members of Australia’s fighting game community. Not being particularly skilled at the fighting game genre I decided it best to watch from the sidelines as some of the most skilled gaming warriors I had ever seen played off in Street Fighter 4, Marvel VS Capcom 3, Tekken and all the other latest and greatest games the genre has to offer.

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Fighting game experts battling it out!

The reason we were there of course is to celebrate the Australian launch of the Live Gamer Portable. Upon arrival I was welcomed by the friendly staff of AVerMedia and was then given a total rundown of the product by one of the big bosses flown all the way in from Taiwan. I have never experimented with capturing gameplay footage outside of using my phones video camera to record an amazing jump I pulled off in Midnight Club:LA, and now I wish I would of had this device at the time.

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Top view of the Live Gamer Portable.

The Live Gamer Portable is capable of capturing footage from all major game consoles and PC as well as pretty much anything else that has HDMI or component outputs. You can then use the HDMI output to stream to a laptop or HDTV, all in HD quality with no delay. The Live Gamer Portable can capture footage onto the SD card in up to 720p at 60 frames per second and from a 1080p display straight to a laptop in 1080p at 30 frames per second or 720p at 60 frames per second. When you consider the size and simplicity of the device that is quite an amazing feat especially when you start comparing cost and functionality to other similar devices out there on the market.

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The Live Gamer Portable in action.

The size, style and simplicity of the product is probably what impressed me the most. The device looks great. It’s sleek, you can fit it in your pocket, and the colour scheme is simple but still manages to look good. As I said earlier, I have never experimented with capturing game footage, but the process was as simple as plugging in the neccessary cables (all included in the box), inserting an SD card and plugging in a USB power source. Hit the button on the top and you’ll be recording your gaming feats in no time. After hitting the button, the light ring around it pulses off and on like a heartbeat to let you know it’s recording which is both functionally handy and looked great. Simply pressing the button again would end a recording session.

Players who like to upload and share their videos will appreciate the ability to include commentary over their recordings as they happen. The device also ships with its own software suite called RECentral. Like the device itself, the software is very new user friendly and features newbie, amateur and pro mode. To make sharing easier, RECentral has the capability of broadcasting live gameplay with commentary to TwitchTV, own3D and Ustream directly with your own account. For all those recording professionals who understand encoding and bit rates, the Live Gamer Portable has an on-board H.264 hardware encoder to guarantee lower CPU usage and stable frame rates and the bit rate can go up to 60 Mbps to ensure excellent image quality.

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Side view of the Live Gamer Portable.

From the time I spent with the Live Gamer Portable it seem like a must for recording enthusiast and also serves as a great entry way to newcomers to the recording scene with its simplicity and functionality. Those who attended the event were able to secure a LiveGamer Portable at a special discount price before it became available for sale. The general public will be able to purchase the device for $189 from late May.

WIN – Ace Attorney

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We have 3 copies of Ace Attorney on DVD courtesy of Madman to giveaway. To win simply leave a comment below answering the following question and we’ll pick 3 lucky winners:

What’s the word that Phoenix yells out while in the court room?

We’ll pick 3 lucky winners on the 20th of May. Make sure you use a  valid email when you register/post your comment so we can email you if you are one of our winners.

Be Sure to check out our review for Ace Attorney here as well.

**SPECIAL NOTE**

Competition is open to AU Residents only.

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Check out our other Competitions here

City of Steam Beta Now Live

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The City of Steam Open Beta has now gone live. As of now (May 10th, 10PM EST, May 11th 2AM BST), players can register or log in here and begin to explore the city of Nexus. Mechanist Games and R2Games are eager to have people playing the game once more after the well received Closed Beta in December, and as such there is no need to acquire a special beta key, the game is open to everyone!

Mechanist Games and R2Games are working hard to put in place a very aggressive release schedule that will see new features and content added to the game on an almost bi-weekly basis. The Vault, an entire new suburb is scheduled to be released this month, and an additional suburb will follow soon after. New features such as events, fully streamlined skill, talent and crafting systems as well as enormous amounts of cosmetic improvements have also been added to the game.

Already years in development, City of Steam is a browser-based MMORPG that uses the Unity 3D engine, bringing sharp and smooth visuals in an industrial aged fantasy setting. Without needing bulky installation or downloads, the game plays smoothly on any browser that supports the Unity plugin on even modest hardware. So go and check it out now!

The Beta game trailer can be seen below.