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Company of Heroes 2 Review

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Company of Heroes 2
Developer: Relic
Publisher: Sega
Platforms: PC (Reviewed)
Release Date: 25/06/2013
Price: $59.99 (Available Here)

Overview

Company of Heroes 2 is the long anticipated sequel to one of the most unique and promising new titles in the RTS world. The series first came to my attention when a complimentary copy of Opposing Fronts arrived with my 9800GT graphics card a few years ago. I was immediately impressed by the look, feel, and overall structure of the game. It made for very entertaining gameplay and the weather elements added a deep sense of atmosphere that other Strategy titles failed to offer at the time. As a result it set itself a very high bar of expectation and I was very keen to see how the developers had approached this problem. This time around Relic Entertainment and Sega have teamed up to bring us what looks like just the right amount of what we liked, and just enough changes to keep both die hard fans and newcomers to the series very happy indeed.

Gameplay

The essence engine makes a real difference here and destructibility and reactive terrain is a huge part of what makes this feel like a sequel. The Essence 3.0 engine gives everything a DX11 sheen that just adds the overall polish that the earlier titles needed without making any unnecessary or drastic changes. Your zoom and camera rotation now feel much more fluid and worthwhile, as I found myself taking a greater interest in enjoying various camera angles than I did in the previous games. The new weather and Trusight systems add various tactical advantages and disadvantages, as well as adding more strategic options and satisfying ambush opportunities overall. This feels like a solid, tasteful improvement on a classic without needlessly trimming away anything that defined the original and worked well. Units are much more reactive than in the Open Beta and vehicle path finding is much more intelligent and articulated.

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The Campaign focuses on the large scale battles that occurred between Russia and Germany at the height of the Second World War. Spanning several years from 1941 to 1945, it holds a much wider focus than previous Campaigns in the series. Beginning with the Battle of Stalingrad, players take control of the Red Army to engage in battles where Order 227 (‘Not a step back’) was of heavy emphasis. The missions (being historically based) have a certain depth and atmosphere that make them very engaging and the scale and co-ordination of the level design is admirable. However, there is a slight lack of variety between each mission in terms of play strategies. Visually they are very varied, rich, and interesting but in terms of gameplay its a slow trudge forward every time. But to be honest it doesn’t really matter, as the Campaign only makes up a small portion of the Single Player game modes.

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The Theatre of War was where I spent the majority of my time. Essentially there’s three sub-categories within this one, and as a result, there’s plenty of variety to make up for what the Campaign is missing. Co-Op Scenario lets you partner up with a human player and take on teams of A.Is in a variety of situations, maps and remains highly customizable. It’s very fun and is a nice break from the competitive multiplayer element. Then there’s Solo Battles, which gives players the chance to hold their own with limited resources in harsh conditions, and A.I Challenges. The latter is incredibly fun and very in depth, almost to the point of being a separate campaign within itself. Here players are given the opportunity to choose either side of the conflict and hold a certain area for a given amount of time. One memorable challenge involved holding a point for four days, and depending on when you called for reinforcements you received bonus units for holding out. As the A.I had no victory counter, it made the skirmish feel like a genuine challenge, you start with equal forces but quickly finding yourself patching holes in your territory. Well worth investigating, is the A.I Challenge mode.

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Skirmish and online multiplayer is the bread and butter of the series, evidently, and the main reason that players are drawn to the RTS world. Here a new matchmaking system is at play and its as efficient as it is streamlined. I was struggling to set up an A.I Skirmish at first during the Beta stage but after quickly noticing the small computer icon in the top right corner of each player slot I quickly worked things out. Once you do, it’s very efficient and jumping into a custom game is a matter of about thirty seconds and four clicks. The level system earns players unlocks such as new commanders, bonuses to add to one of your five custom loadouts, as well as vehicle skins and other special items. The range of maps isn’t overly extensive but it’s varied and caters for all types of player combinations. The game handles latency issues well and overall there’s not a lot to say, it’s the multiplayer fans of the series know and love, but with the gameplay and visual improvements that make it a definite sequel.

Visuals

Now visually it’s an utter triumph, in many ways. First of all the physics. Now as the Open Beta offered no access to the video settings, which was an understandable move, I was very curious to see what the improved physics were truly about. After jumping in and pushing everything as far as the rig would allow, I began to see what they mean here by improved destructibility. Nothing is more visually surprising than watching an entire office block spit chunks before falling of its own accord as the result of a misplaced rocket barrage.

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I wasn’t expecting the physics system to be so in depth, and quickly realized this error when observing the level of variable physics detail in the options, ranging from ‘Off’ to ‘Maximum’ with several levels in between. The screen rotation and zoom turns this from an RTS into something out of  a feature film in the blink of an eye, and takes on a whole new perspective when combined with DX11 lighting, textures and weather effects. The terrain reacts to pretty much everything and setting up a camera in the woods is a great way to get a feel for this. The unit textures are great and shadows are fluid. The whole thing is just crisp, and there’s as much visual variety as there is in terms of game modes.

Audio

The audio is of exceptionally high quality, as it was in the originals but much like the improved visuals a definite increase in clarity is present here. The music is also exceptionally well produced and compliments the historical tones of the campaign perfectly. A slightly newer addition in terms of gameplay audio that surprised me was the a new approach to unit dialogue. It’s much more varied and situation relevant than in previous games and even at times very funny. Tastefully so, as well, it didn’t feel like a noticeable alteration to a perfectly good series. Just a subtle bonus.

Overall

Relic and Sega have quite possibly hit the nail on the head in terms of releasing a sequel that both pleases the existing fanbase and makes some minor improvements to draw new players in and reward die hard fans with a polished experience. The gameplay and unit variety makes this one to delve into for a fair while and there’s certainly a great deal there to keep players occupied. When I first fired it up I honestly didn’t know where to start, which was a great feeling, I must admit. Overall, Company of Heroes 2 has made something special here, and with lots of post release support on the cards, this is certainly worth investing in, even if you aren’t too absorbed by the Campaign. All things considered, it’s an absolute win.

9-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Muramasa Rebirth Review

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Muramasa Rebirth
Developer: Vanillaware
Publisher: Aksys Games
Format: PlayStation Vita
Release Date: June 25, 2013
Price: $39.99 – Available Here

Overview
A few years ago, bringing a slightly upgraded version of a game to another platform was something brand new in the industry but nowadays it is becoming common practice. However rarely does a title feature a complete shift in publisher and translation via this transition. Originally released back in 2009 by Ignition Entertainment on the Wii, Muramasa: The Demon Blade has now been brought to the PlayStation Vita under the name Muramasa Rebirth. Only now, Aksys Games is behind the reigns of the title, the question is though; does this Vita version deserve your attention?

Story
The story of Muramasa Rebirth has been unaltered from the original version of the game which means that there are still two story paths to play through. The game takes place hundreds of years ago in feudal Japan and the powerful swords created by Muramasa over the years have become highly valuable killing tools, creating battles amongst the various warriors attempting to own said blades. As demons run rampant and the souls of the helpless fall beneath demonic blades, two warriors move amidst the bloodshed towards their own goals.

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As mentioned earlier, players have the choice of either selecting either Kisuke, a ninja who has lost his memories and is seeking revenge, or Momohime, a princess who has been possessed by the spirit of a warrior attempting to further his life by possessing someone else, only to be stuck in the body of Momohime. While these stories are individual, they do feature a few crossing points.

It is worth noting that there are still multiple endings for each of the characters, giving the already decent gameplay length of each story an extra boost by providing additional endings per character. Considering the amount of dialogue in the game there is quite a lot of exposition throughout the game and some knowledge of Japanese lore can be required to understand everything going on but for the most part the story gives us plenty of motivation to keep moving forward.

Visuals
For those who may not know, Muramasa Rebirth is made by a certain studio in Japan named Vanillaware. Those who have heard of the company will likely know what to expect while those who haven’t will be in for an amazing treat as Vanillaware creates some of the most artistic and beautiful looking games through pure artistry.

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The common trend in video games is to either make something extremely realistic or very un-realistic with strange proportions, anime graphics or something else but Vanillaware presents Muramasa Rebirth as something of a work of art. Every environment and character that the player comes across looks like it was pained on an oil canvas thanks to the impressive level of detail that has went into every visual aspect of the game.  It is worth noting that some enemy types do become a bit repetitive but the outlandish looks of the boss enemies you encounter during your time in Muramasa Rebirth more than make up for the limited enemy types.

Audio
It is worth noting that Muramasa Rebirth has not been given an English dub of any kind, rather than that Aksys Games has re-translated the title into what can only be described as a more accurate version of the original Japanese dialogue. As such, the voice work, of which there is an abundance of, in the game is entirely Japanese but this is fitting for a title steeped heavily in Japanese mythology and landscapes.

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As far as background music goes, the title has a number of fitting tracks, which work well whenever the action picks up and provide a soothing feeling whenever the player is simply exploring an area outside of combat.

Gameplay
Muramasa Rebirth may seem like a rather straightforward action game at first, but it tends to be quite a bit more complicated than that. Before beginning the game players are given the choice of two difficulty levels and it is worth noting that the easier option does dumb down the difficulty of the game quite a bit, removing some of the challenge so gamers looking for the full challenge will want the latter option.

The reason for this is because despite featuring rather straightforward hack and slash combat, players will need to balance switching through the three swords they can equip at any given time to make sure that none of them break during battle. You see, swords have a strength meter which rises as spirits are absorbed from the environment and defeated enemies and this meter is depleted whenever special attacks are used related to the blade as well as blocking. A broken sword not only cannot be used for defense but it barely does any damage to enemies.

Plus, switching between blades in combat can allow the user to cause damage to every enemy on the screen when done at the proper time. Plus, there are two types of swords available for use in the game, a normal samurai sword “blade” which is used for stringing together long combos and moving quickly around the area via dashes and a long sword which is slower but deals more damage and caries a sense of momentum when swung, allowing for more enemies to be hit by the blade. This means that sometimes switching between these blades can be crucial to defeating specific enemy types.

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The combat difficulty is alleviated somewhat thanks to the fact that players now have the ability to customize their button actions, allowing for more a more comfortable playstyle, but as far as the Vita’s touch screens go there are no options available to use these and it is likely for the best as the fast paced action of the combat requires the precision of simply pressing buttons.

Alongside basic combat Muramasa Rebirth features some minor RPG elements by giving players experience points for enemies they defeat and allowing them to level up, which raises various stats and allows the player to equip stronger blades. In fact, there are over a hundred blades available for use in the game, many of which can be forged by collecting souls from defeated enemies and eating food to keep your spirit up.

The food not only serves as a way to create items, but also a way to heal damage and gain temporary stat bonuses by cooking food with acquired ingredients from the world. If there is any drawback to Muramasa Rebirth’s style of combat and the ability to explore multiple maps in a short amount of time it is the fact that many of the environments you travel through don’t feature any enemies and while the game is gorgeous looking, traveling through numerous maps with nothing happening can be a bit problematic.

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It also is troubling that there is a decent amount of backtracking to be had in Muramasa Rebirth. As players unlock various blades that can cut through barriers that were blocking previously inaccessible areas and given the fact that the Vita is a portable system and there is no option to save anywhere. This means that gamers may find themselves stuck backtracking through an area and nowhere near a save point when they have to put the handheld in their pocket or quit out without saving when their attention must be turned elsewhere.

Overall
Muramasa Rebirth features everything that the original title had all wrapped up in a much prettier and easier to access package than before. With a simpler control scheme, plenty of replay value, a gorgeous art style that is only accentuated by the fact that the Vita’s screen presents it perfectly and deeper than average side-scrolling action, Muramasa Rebirth surpasses the original in every way and sits comfortably as one of the best and most stunning action games on the Vita.

9-0-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Interview with Christine Cabanos

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At Supanova Sydney 2013 we were lucky enough to get a chance to sit down for an interview with Christine Cabanos, the voice of Madoka from Madoka Magica as well as many others. We discussed all kinds of things from Squid Girl to her upcoming role on Sword Art Online, including the infamous ending of Madoka Magica.

Christine Cabanos has voiced a number of roles over her career and looks to have an even brighter future ahead of her in anime voice work. You can check out the interview in all its video glory below. Be sure to let us know what you think of the interview in the comments section below.

Xbox One Coming To PAX Aus

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For the first time ever in Australia, Microsoft will be showcasing their upcoming home media center / game console, the Xbox One at the Penny Arcade Expo in Melbourne, Australia, this year. During the show held in July, Microsoft will be having a trio of unveilings for the device.

These unveilings will be held in the Main Theater at the Penny Arcade Expo in Melbourne and it will be there that Microsoft will have presentations on their vision with the Xbox One. The presentations will be held at the following times:

Friday 19th July 2013. 6:00pm – 7:00pm

Saturday 20th July 2013:  2:30pm – 3:30pm

Sunday 21st July 2013:  12:30pm – 1:30pm

Be sure to check out the official PAXAus website for more information.

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Interview with Hanabee’s Karen Pak and Eric Cherry

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At Supanova Sydney 2013, Hanabee Entertainment dropped some major bombshells by announcing three new titles. Following these announcements we took the time out to sit down with Hanabee’s Eric Cherry and Karen Pak to discuss the new license acquisitions of Lupin the 3rd: The Woman called Mine Fujiko, Revolutionary Girl Utena and Daily Lives of High School Boys.

You can check out the complete video interview below for your viewing pleasure. Hanabee also hinted at several upcoming announcements, what could these hints be? Check out the interview for an exclusive clue to Hanabee’s next title announcement. Be sure to let us know what you think in the comments section below.

The Attack On Titan Second Life Mod

"And why did Humpty Dumpty have a great fall? Because he took his eyes off the prize!"
“And why did Humpty Dumpty have a great fall? Because he took his eyes off the prize!”

Moeka Kohime is a big player of the game Second Life, she is also a builder for the game who makes mods and costumes and what not but this time Moeka has gone above and beyond with the new Attack on Titan mod that gives you not only the Military costume for your character but the ability to zip around using your very own 3D Manuever gear. Moeka has also created an Attack On Titan-style map to swing through and also a killable enemy which, as of right now, is the “decoy Titans” that the Military from the series uses to train.

Players can buy the gear in-game from Moeka Kohime’s Edelweiss store or try a demo for free just to see if it’s worth putting in the money. If you’re a fan of the series I seriously suggest you log into your Second Life account right now to go and check this out because, at this point in time, this is the closest we’ve gotten to an Attack On Titan game and you don’t want to miss out.

Head below to our Featured Video section to check out Moeka Kohime’s official mod video and don’t forget to head down to our comments section to drop us a line.

Final Fantasy XV main characters revealed and detailed

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Today Square Enix has released a piece of key visual art, the full version of which can be seen below, for Final Fantasy XV and along with the image we have some info about each of the cast as well as a brief story summary which can all be read below. Currently the title is set to be released on the Xbox One and PlayStation 4 sometime in the future.

• Noctis Lucis Caelum: A childhood affliction endowed Noctis, heir apparent to the throne of Lucis, with the mystical power to see a heavenly light, through which he could sense others’ deaths. Noctis rejects rigid royal conventions and acts as somewhat of a renegade, much to the dismay of those who tend to him. Yet while “Noct” may act brash at times, he does so in defense of those loyal to him.

• Gladiolus Amicitia: As lord of the noble House Amicitia, Gladiolus continues a line sworn to protect the crown. “Gladio” shares a friendship with Noctis that transcends birth and title, and his loyalty to his liege is born not of duty, but of brotherhood.

• Ignis Scientia: Ever the unwavering voice of reason, Ignis was weaned on shrewd logic and a classical education from boyhood so that he might one day counsel the would-be king, Noctis. He applies the deep mutual understanding and trust they have built over time to help smooth over Noctis’s brusqueness with others.

• Prompto Argentum: The puckish playboy Prompto befriended Noctis in his school days. He wears a chip on his shoulder as an outsider to the royal circle, but remains eager to do all he can for the cause.

• Cor Leonis: A living legend of Lucian lore, Lord Commander Cor Leonis’s devotion to the art of war is surpassed only by that to his king. Little love is lost between the ill-starred stalwart and Noctis’s retinue, yet honor binds him to keep watch over the group all the same.

The only crystal left to the world lies in the Kingdom of Lucis. Upon striking a peace with the garrison state of Niflheim, Lucis rejoices in having at last brought the cold war to a close. Their celebrations, however, are premature. Under the guise of amity, Niflheim dispels the anti-armament runewall and launches a full-scale invasion of the kingdom. The peaceful lives Crown Prince Noctis and his entourage once knew are consumed by the flames of war as they struggle to mount a resistance.

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Kingdom Hearts III key art shows the main trio

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Today Square Enix released a new piece of artwork for Kingdom Hearts III. Don’t get too excited however, as the company has only given us an image of how Sora, Donald and Goofy will look once the third game in the series is released.

Little is known about when the title will be released and with the series’ director stating he thought that the game was announced too early, it may be a long time before we see Kingdom Hearts III released on the PlayStation 4 and also the first Kingdom Hearts title ever on a Microsoft console via the Xbox One.

Project X Zone trailers show Kos-Mos and T-Elos working together and more

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With the launch of Project X Zone less than a few hours away in North America, Namco Bandai has chosen to release two more short promo videos for the game which feature pairs of characters using off their team finishing moves.

The two teams highlighted this time happen to be Dante and Demitri, which can be seen below, as well as Kos-Mos and T-Elos, which can be seen below that. In case you didn’t already realize it, Project X Zone is set to be released June 25th in North America while gamers in Europe will have to wait until July 5th to access this incredible looking title.

Killer is Dead’s latest trailer introduces the King of the Moon

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A new trailer was released for Grasshopper Manufacture’s Killer is Dead and while the video may be in Japanese, it still give us a chance to check out more of the game’s over the top gameplay as well as a closer look at one of it’s over the top villains who happens to be the evil king of the moon.

Why is Mondo on the moon you ask? Well the moon goddess has asked him to assassinate David after he kicked her from the throne. It is good to see that not only can the female character designs be outrageous, but those of the male characters can as well. Currently Killer is Dead is set to be released by XSEED Games sometime this Summer, likely early August, on the Xbox 360 and PlayStation 3.