Home Blog Page 4679

Stunt Star: The Hollywood Years gets an Update

Stunt-Star-Logo-01

Those who own or enjoy the iOS title, Stunt Star: The Hollywood Years are in luck as a new update has come forth to take care of a few issues and add to the experience. For those unfamiliar, this title has players play as a Hollywood stunt-man and perform stunts to rack up points. This update will add six new stunts to master, a brand new hint system, and localisation support for French, Italian, German and Spanish.

Due to the update, the game will also be free for the time being in the App Store, and can be played on Google Play for Android devices today. Check out the new trailer down below.

Iron Man 3 The Offical Game Release Date and New Trailer

Iron-Man-3-the-Official-Game-01

Along with the release of Marvel’s latest film Iron Man 3, comes the release of the official game tie in. The aptly titled Iron Man 3: The Official Game, is set to be released for tablets and mobile devices. Made by Gameloft, the game will be up on the App Store, as well as Google Play, as of April 25th, and will be free to play.

Unlike previous movie tie in games, Gameloft is taking a simpler approach with Iron Man 3. The game itself will follow the endless runner style of games, along the lines of Temple Run. The game will also feature a system for upgrading the various armours provided in the game.

Check out the trailer below and take to the skies as the Invincible Iron Man.

Sacred Citadel Review

sacred-citadel-art-01

Sacred Citadel
Developer: Southend Interactive
Publisher: Deep Silver
Platform: Xbox Live Arcade (Reviewed), Playstation Network
Release Date: April 17, 2013
Price: 1200 Microsoft Points ($14.99 PSN) Jungle Hunt DLC – 400 Microsoft Points ($4.99 PSN) BUY NOW!

Overview
Side scrolling brawlers seemed to be a rarity five years ago. Today however, the genre has came back fighting, so much so that there now is a bit of a problem with over-saturation. Sacred Citadel fits into this realm, as it is indeed of the same genre, but attempts to do many things to provide us with a different experience. Can a familiar franchise with a rich world capture a new audience’s attention, or is this yet another case of “almost, but not quite”? Let’s find out.

Story
If I could compare Sacred Citadel to any other game, it would be Golden Axe. The story is very minimalistic, but present. The world and cast are interesting, but shallow – and there isn’t a lot to the experience other than taking out one squad of enemies at a time as you scroll forward. Honestly, there is nothing wrong with not going head over heels in the plot department, especially in a beat-em up. That is not Sacred Citadel’s issue. The issue I had with the game is that it seemed to try hard to create an illusion of something deep, when it was actually a more simple and sub-par experience.

sacred-citadel-screenshot-05

There is voice acting, beautiful visuals, and well animated models, but it’s as if the writer for the game tried to create a plot built around every level, rather than painting one big picture as a whole. Think back to Golden Axe for a minute. There was a quite interesting story if you take a harder look, but the game puts such little emphasis on the tale being told that it’s easy to write it off and not even care. The same can be said about Sacred Citadel, as even though these characters seem to show signs of something more, they are honestly just avatars that have their own personal traits. This is a beat-em up through and through, and not an incredible journey as one may believe by watching the trailers and promotional adverts alone.

Gameplay
When it comes to the core gameplay for Sacred Citadel, everything is pretty much standard fare. Players take control of a hero, scroll along, and beat up any enemy that comes into sight. Waves of foes are a common thing, so you must utilize your techniques in order to not get overwhelmed, and try to avoid these same groups while dealing with a bigger threat such as a boss. There is also a light amount of platforming involved, as these characters can jump and there are platforms to go to for safety, but that element is not the focus so there really isn’t a lot to speak of in that area. The controls themselves are semi-solid, and feel a bit like Castle Crashers. Attacks feel a little looser than they should be, and defeating an enemy with melee or projectiles never comes off as satisfying as a result.

sacred-citadel-screenshot-04

For the heroes themselves, the player has the choice of a Mage for projectiles, Ranger for ranged attacks via a bow, a health conscious Shaman, and your standard Warrior type that comes equipped with extra strength. Added on to each character’s movepool is a charge attack, which has the power to deliver harder blows for the more chaotic situations. Yes, it sounds like a familiar formula because it is a familiar formula. Sacred Citadel borrows a lot of elements from brawlers new and old alike, but thankfully keeps it all cohesive. That said, the combat itself never does anything extraordinary, and I felt like the game suffered because of it. I love beat-em ups of all sorts. It’s a great genre that deserves credit for paving the way for the industry. Sacred Citadel however is about as plain as it gets when it comes to combat however, as it never strives to be anything other than ordinary. Sure, the attacks and combat look pretty, but after doing the same thing throughout each act to what feel like re-skinned enemies, it quickly becomes tiresome and repetitive.

sacred-citadel-screenshot-03

As an attempt to break the monotony, each character has their own special attacks that can earned as they level up. You see, your weapon is the main tool of combat, no matter who you are playing as. Combos and juggling can also come into play as time moves on, and a special charged attack (as mentioned earlier) can be learned to even the odds. While these attacks definitely look different, every class still plays the same. No matter who you are, the same environments and enemies show up, and all that is really required is to dodge, block, and button mash to pull off a victory. Much like Golden Axe, players can save their acquired energy up for one powerful attack that comes from three power blocks located underneath your hero’s HP bar. The power of this technique comes from how many blocks are filled, so it is always at the users preference to unleash. It works, sure – but to myself, the dodges were the most enjoyable part of the combat process. Unlike most games that just give you a sub-par roll to move out of the way, Sacred Citadel has turned the simplistic maneuver into something more, animating each character’s own roll to feel rewarding as it’s executed. For instance, the Mage will spin halfway across the screen and avoid an entire group of enemies if performed correctly. This sounds small – and it is, but these dodges do a lot to make the game feel at least a little unique as it’s own product.

sacred-citadel-screenshot-01

Much like any beat-em up, multiplayer is where the true fun is at. Sacred Citadel’s world, beastly foes such as Grimmocs, and design as a whole feels as if it were made for more than one person as it is a much more interactive experience during co-op. Now, the AI still could use a boost, (as even with the sturdy servers afloat, they still can be quite braindead) but if you are looking for a solid co-op experience for up to three to join in on, you might find what you’re looking for here. The game itself feels fairly long, but I almost want to say it’s too long for the type of game it’s trying to present itself as. If you have played those brawlers on the iOS, you are probably familiar with each stage being broken down to a set number of levels that are locked away before you can move on. Since Sacred Citadel has no true flow of a narrative, that is how it comes off as. There are four acts to complete with plenty of encounters and brawling to be had, and one extra act that is added through the day one DLC pack known as “Jungle Hunt”. To speak of this DLC for a moment, I will first say that it’s a bit of a turn-off to see a digital title get an add-on on the first day. That being said, I found the hunt for big Grimmoc to be the most enjoyable of all the chapters I played, and well worth the extra investment.

Visuals and Audio
Make no mistake about it, no matter how basic the gameplay is, Sacred Citadel is a gorgeous game to look at. Every environment and model is bursting with color and detail, making it exciting to see what is coming next. In fact, that may be why I was a bit bored with the gameplay, as the visuals make the experience seem to be so much more than it truly is. The game, as also mentioned earlier is beautifully animated as well, giving each character their own distinct movements and allowing the world to come alive through the background and pureness of the art style.

sacred-citadel-screenshot-02

As far as the soundtrack goes, expect the usual modern fantasy set of tunes to be heard. Sure, they fit with the environment and do well to blend with the impressive visuals, but could have been better used to make this world feel more interactive and atmospheric. The sound effects are decent enough for combat, but don’t deliver that crushing sound at the appropriate time to give the player a sense of gratification. I know, that sounds nit-picky, but a beat-em up needs to make you feel as if you are destroying your opponents, and Sacred Citadel is just a little off when it comes to minor effects to accomplish that.

Overall
Sacred Citadel is a “good” that has it’s flaws, but should easily find an audience due to it’s fantasy setting and stunning visuals. I personally can’t think of a game in the Sacred series that has ever been too stand-out, and that is really the same kind of mind-set that Citadel has about itself. With basic beat-em up gameplay, leveling systems, and a decent co-op, there really isn’t any room to complain about the delivery here, but for an experience found on consoles, Sacred Citadel feels as if it would have performed better on a smaller platform such as the iOS. Sacred Citadel and it’s DLC together are the definition of a “on sale” purchase, as the product is not quite worth it’s intended price-tag but is still worth checking out eventually due to the quality of the game as a whole. Woes aside, Deep Silver have put out a solid digital release here – it’s just a shame that it never tries to be anything more than average.

6-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

New Range of Headphones from Harman/Kardon Released

harman-kardon-001A new line of headphones from harman/kardon have bee launched here in Australia. These new and sophisticated headphones can be found at Apple stores.

These latest range includes four new headphones each with their own capabilities. The first is a pair of headphones called the NC headphones. These hare regular noise cancellation headphones that feature an amazing aesthetic design as well as other features. To quote the Press Release:

A striking modern design with soft leather cups; features include an exclusive acoustic system, an optimised driver system plus sonic clarity and accuracy, even at low volume levels.  With a claimed rechargeable battery life of 30-hours and the ability to be used in passive mode—unlike some noise-cancelling headphones, the harman/kardon NC is the perfect travelling partner.

The next headphones are the  BT headphones. These are designed around bluetooth functionality. To quote the Press Release:

Removing the fuss of wires, harman/kardon BT (Bluetooth) headphones employ AAC and apt-X coding for the highest quality wireless audio streaming. Unlike other Bluetooth headphones, the battery will still work when connected by the supplied bypass cable to a playback device. Light and comfortable, they also feature a closed-back design which keeps the music in and external sound out. Ideal for those who enjoy their music tangle and hassle-free!

Theharman-kardon-002re are also a pair of In-Ear earphones being released from the group. These both have different looks and properties. One pair is designed for Acoustics and Bass performance whilst the other focuses more on noice-cancellation. To quote the Press Release:

Outperforming other headphones in extended bass response, the CL on-ear headphones are the next level in sound superiority. Drawing from harman/kardon’s rich heritage of acoustic innovation, the in-ear AE earphones feature aluminium alloy housing for extended bass and true low-frequency reproduction. The AE earphones are designed for those with eye for style and an ear for sound.

Another addition to the in-ear headphone range, the harman/kardon NI earphones (right) offer noise-isolating properties and employ an optimised driver system, all through a unique rectangular shape.

These headphones look like they’ll be a great buy for anyone able to afford them. They are a bit pricey, but seem like the value is there.

NC headphones RRP: $349.95
BT headphones RRP: $279.95
CL on-ear headphones: $229.95
AE in-ear headphones RRP: $179.95
NI in-ear headphones $109.95

Be sure to check out the official page for more info. Be sure to check out our gadgets section where we talk about other interesting peripherals.

Vivid Ideas Welcomes Naughty Dog to 2013 Line Up

Ricky-Cambier-01

Sony Computer Entertainment Australia (SCE Aust.) has announced a collaboration with Vivid Ideas, the creative industries and business event pillar of Vivid Sydney.

Sony will present The Last of Us developed by the critically acclaimed Naughty Dog Inc. in a panel event entitled “THE MAKING OF… a blockbuster game”.

Ricky Cambier, the Game Designer at Naughty Dog‘s LA based office, is set to travel to Sydney to take part in the panel. A selection of people from the Australian gaming industry will also join the panel in order to further explore the makings of a great game.

The panel will focus on a number of elements in The Last of Us including design, story, production and a number of other aspects required to create a blockbuster game.

Jess Scully, Festival Director of Vivid Ideas, said;

Hosting international talent from the gaming community is a first for Vivid Sydney. Being able to access global leading gaming talent like Ricky adds a new dynamic to this year’s line-up. Naughty Dog has a rich history in developing critically acclaimed videogames and this panel will lift the lid on the leading creative work behind making such projects a reality.

Cambier commented;

I’m excited to be participating in such an iconic Australian creative festival and look forward to sharing insight from my experience in the videogame industry.

THE MAKING OF… a blockbuster game panel will be held as part of the Vivid Ideas Exchange at the Museum of Contemporary Art Australia on Tuesday June 4th, 2013. Tickets are available here.

BEYOND: Two Souls Q&A at Tribeca Film Festival

beyond-two-souls-qa

Sony confirmed their upcoming game BEYOND: Two Souls, staring veteran actors Willem Dafoe and Ellen Page, has been made an Official Selection by the Tribeca Film Festival. Ellen Page has just finished working with Alex Skarsgård, the vampire sex symbol Eric Northman of True Blood, on her recent hit “The East.”

BEYOND: Two Souls is an action thriller that blurs the line between film and video games. It stars a young woman named Jodie Holmes with the supernatural ability to link with the invisible entity named Aiden.

The cast and development team will be at the Tribeca Film Festival Red Carpet in New York on April 27th. A Q&A session with Ellen Page, Eric Winter, Kadeem Hardison, and Creative Director David Cage will follow at 7pm EST. The event will be live streamed on uStream here.

Dragon’s Crown Gets Official Release Date

dragons-crown-summer- (3)

Today, Dragon’s Crown, the 2-Dimensional multiplayer beat ’em up from Vanillaware and ATLUS finally got a release date. The game will be dropping on North American shores on August 6, 2013.

The game will be exclusive to the PlayStation 3 and PlayStation Vita. The PlayStation 3 version will cost $49.99 while the Vita version will be 39.99. It is now available for pre-order from major retailers and is expected to receive a Teen rating from the ESRB, though that is not yet official.

For more information on Dragon’s Crown be sure to check out some of our other articles as well as the official website here.

Story Trailer Explains BattleBlock Theater to your Friends

It’s safe to say that The Behemoth wants BattleBlock Theater to continue to do well, what with ensuring players have more to look forward to in the coming weeks. That may be all well and good, extra player created content etc. etc., the problem some players may have telling their friends though is the indescribable story. Indescribable in the best ways possible I assure you, but indescribable none the less.

Well, this must have weighed heavily on the brows of those at The Behemoth, so with the game released they have saw fit to make a story trailer to let the game speak for itself. How does it do in capturing the magical magic of the narrator’s narration? Darn skippy. Darn skippy indeed.

“But, I’m socially awkward” you say, starting conversations about games and such. Well, The Behemoth’s got your back there too. While they are currently working on an official sound track, they have put together some great ringtones for your phone HERE. Then when someone calls you and people compliment your new amazing ringtone you can tell them all about BattleBlock Theater and show them the trailer embedded below. Because if there’s one thing I learned today it’s “friends are important”.

Medaka Box manga ending this week

medaka-box-finale

The writing has been on the wall for quite some times as fans of Medaka Box now and finally after numerous climactic events that probably could have ended the series, the Medaka Box manga will be ending in this week’s issue of Weekly Shonen Jump magazine.

MangaNewsJapon spotted the announcement in the latest issue saying that it is the “grand finale” of the manga and it will be ending with a 23 page chapter. For those who haven’t been following the manga, I will not spoil anything but as mentioned before, this has been coming for quite some time.

The manga itself followed the story of Kurokami Medaka, an inhumanly strong girl and head of the student council at Hakoniwa Academy. The story followed the various student council members and saw numerous over-the-top story arcs, fourth wall breaking events and even a number of genre shifts throughout its publication.

The Tale of ALLTYNEX Gets Kickstarter and Steam Greenlight Ramped Up

tale-of-alltynex

Today independent games publisher Nyu Media announced two separate efforts they’re supporting. Both Kickstarter and Steam Greenlight campaigns have been kicked off in an effort to bring Japanese shooting game series The Tale of ALLTYNEX to the English-speaking world.

Created by Japanese indie developer SITER SKAIN, The Tale of ALLTYNEX is made up of three separate games: KAMUI, RefleX, and ALLTYNEX Second. What’s not to love about a series that sets brain-transplanted fighter craft with reflective shield technology and blade-based melee attacks against genocidal A.I. and ancient alien weapons of mass destruction!?

The efforts of the Kickstarter will go toward finalizing the localization work on the series and promoting the game once it is released. Rewards tiers will include everything from games and soundtracks to plushies, dakimakura, and even a trip to the Winter Comiket event in Tokyo in December!

Make sure to check out both the Kickstarter and Steam Greenlight pages for The Tale of ALLTYNEX and help get this great trilogy localized, all while supporting indie development. You can also check out their official website here.