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This Week’s Humble Weekly Sale Features Blendo Games

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This week brings a brand new sale to the Humble Weekly Sale. Blendo Games is selling four titles this week. Buyers who pay a minimum of $1.00 will receive Atom Zombie Smasher for Windows, Mac, and Linux, Flotilla for Windows, and Air Forte for Windows, Mac, and Linux. Those who beat the average price will also get Thirty Flights of Loving. Buyers will also receive the respective soundtracks for the game except for Flotilla. The titles are available as DRM free downloads and as Steam redeemable keys.

The Humble Weekly Sale is in support of the Electronic Frontier Foundation and the Child’s Play Charity.

Hunter x Hunter’s Chimera Ants Designs and Cast Revealed

chimera-ant-posterThe latest issue of Weekly Shonen Jump magazine featured the recurring Hunter x Center column which has been known to reveal big news for the Hunter x Hunter anime in the past.

This time Hunter x Center revealed several character designs for the upcoming Chimera Ants arc in the Hunter x Hunter anime series as well as some casting announcements.

The featured designs show off a fully coloured Chimera Ant King and several other characters from the Chimera Ants arc both Hunters and Chimera Ants.

Along side the character designs was voice acting details for each character. The following people have been cast for the Chimera Ants arc:

  • Palm Siberia – Inoue Kikuko (Bakuman’s Azuki Miyuki)
  • Knuckle Bine – Takagi Wataru (Naruto Shippuden’s Tobi)
  • Knov – Miki Shinichirou (Fullmetal Alchemist Brotherhood’s Roy Mustang)
  • Morel McCarnathy – Kusunoki Taiten (Tiger & Bunny’s Rock Bison)
  • Colt – Nojima Hirofumi (Inazuma Eleven’s Gouenji Shuya)
  • Zazan – Nakao Azusa (Rurouni Kenshin’s Kasumi)
  • Meleoron – Tobita Nobuo (Saint Seiya’s Aries Shion)
  • Welfin – Nakamura Daiki (Gurren Lagann’s Dayakka)
  • Neferpitou – Fujimura Ayumi (Aquarion EVOL’s Mix)
  • Meruem – Uchiyama Kouki (Soul Eater’s Soul Eater Evans)
  • Menthuthuyoupi – Tachiki Fumihiko (Bleach’s Kenpachi Zaraki)
  • Shaiapouf – Hatano Wataru (Fairy Tail’s Gajeel Redfox)

You can check out the new character designs for the Chimera Ants arc of the Hunter x Hunter in the image gallery below. What do you think of these designs? What do you think of the casting choices? Sound off in the comments section below with your thoughts.

Source: Yaoran

Alien Chaos 3D Review

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Alien Chaos 3D
Developer: Ludosity
Publisher: Reef Entertainment
Platforms: Nintendo 3DS
Release Date: April 4th, 2013
Price: £3.59 (Available on the eShop)

Overview

I never played Alien Chaos 3D’s predecessor, ‘Mama & Son: Clean House,’ so I came into this with no preconceived notions of style or quality. More’s the pity too, because going off the name alone here does no justice to what’s inside the box (does that phrase apply to downloads?) This game is a clean shooter. Alien Chaos 3D plays to the advantages of being a portable game, making the most of not being confined to a mobile device. It’s fast, super hard and highly replayable.

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Story

Really Shooter owns and runs a cleaning and alien elimination company with his mother, Mama. While out on the job cleaning offices in the city, Mama is kidnapped by aliens. Presumably because you had both valiantly fought them off in the first game but that’s inconsequential. What is important here is that saving your mother is the macguffin that takes you through 5 different locations, each with 5 different stages. Each location takes place at a different stage of your journey; fighting aliens on Earth, on their mothership, their home planet and so on.

That’s about it, but the combined skills of killing and cleaning that Really has learnt through his profession are of great use to him here. Killing aliens obviously helps with the alien killing and the cleaning earns you bonuses in a few different ways. There are further mechanic implications of each action you take on with the cleaning which are funny the first time you see them then necessary to master every time after that.

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Gameplay

This game is perfectly priced for what it offers. You’ll certainly play through it more than once as you wouldn’t really want to touch this game if scores meant nothing to you. I can see some people rage quitting at about the half way point because it can be quite hard. Mastering this game would take another level of patience again. Not that these are bad things, I love hard games as the pay off is all the more glorious. Really, if you’re going to actually play a game rather than look at pretty visuals and absorb a cool story it had best be as hard as hell.

The mechanic is pretty basic, you’ve got an 8 point axis to shoot from in one of two modes; either moving or aiming, both of which need to be used to survive Enemies will attack you in waves which can overlap if you aren’t fast enough. Maps are 2D in structure and animated in 3D. Maps take familiar forms in most levels with enemies usually entering from wormholes at each corner plus a few random places as well. The core difference between each level is whether they’re small and cluttered or large and sparce. Usually the later will require basic platforming to get the best upgrades, like using the LMG kickback to push you up to a corner you couldn’t reach by jumping.

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Each level usually has 2 or three weapon upgrades with one of them being a red herring, completely unsuited to the type of enemy you’re fighting. Weapon upgrades can be gained by sweeping shell casings and busted alien robots into bins marked with the type of upgrade they contain on the front. Perhaps not exactly bins, but boxes. Although if they’re not bins, then why is Really sweeping rubbish into them? The other type of upgrade you can get is an area clearing discharge which is built up by cleaning walls. In particular you have to clean the burnt remains of the aliens you just blew up off the walls. This takes time however, and should be planned around accordingly.

The challenge modes are a nice, if uninspired extra. Not to say they’re lame – it’s used effectively as another channel to explore the main game mechanic and that’s it. About a third of them are basically bonus levels but there are some timed target practice levels and survival modes. I didn’t get the chance to test the Street Pass leader boards as the game is relatively new but it appears to impact anything you can get a score on so if you’re competitive you’ll get a lot out of this addition.

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Visuals

I played this game on full 3D, partial 3D and 2D. There isn’t any real reason to play this with the 3D all the way up, even if you like the effect. Nothing really takes advantage of the 3D except when every now and again an  explosion will throw something straight at the screen. Is anyone surprised at this any more? I think more people would be surprised that were still having this conversation. In addition, having the 3D turned on for a game that relies on twitch reflexes means you’re going to have a lot of blur when the screen misaligns with your face during the fury.

The art style itself if brutally functional. It doesn’t look pretty but it does get the job done. I wish more you’re character looks like Rambo and the bad guys are robotic animals. We all know what’s going on here and who is meant to be shooting who. Robot animals have had what’s coming to them since the Sonic days. While it may sound like I’m being down on this game for making the easy aesthetic choices that’s not true. Alien Chaos’ strength is in its tight mechanic and if there were any crazy flourishes here it would totally distract from what you’re meant to be doing.

Audio

Good boss music can make or break a game and for Alien Chaos 3D, it makes it. Due to the difficulty being the way it is, you’ll hear the songs a fair few times. Fitting perfectly with the pace and the tension, the music works like an informal game mechanic, setting your mind to work at the same rapid rate the game play wants you to be slaughtering at. Shooters and heavy metal are a match made in heaven and with a slight glam touch the tone matches the campy nature of the story Alien Chaos is offering.

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Overall

I was surprised by this game. With such an uninspired title and corny aesthetic I was expecting a slapped together money grab aimed at the younger market. Yet with the tight mechanic on offer here and the default difficulty this game forces a nice blend of twitch shooting and strategy. There is little here I didn’t like. Some stuff wasn’t as amazing you could imagine it, like the art or the use of 3D however it’s surprising how fast you can forget about that stuff when you have something that makes you want to play it over and over. Maybe I was hooked on high scores and medals, maybe I just couldn’t stand being beaten by a computer but hooked I was none the less. This game is perfect for bus stops, waiting for stuff to load or even in longer slabs just make sure you have something soft to throw your 3DS at when you rage at it for whooping your arse.

8-0-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Hands-On with Star Trek: The Video Game

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Set for release in PAL regions on April 26th – a day shy of 3 weeks before Paramount PicturesStar Trek Into DarknessStar Trek: The Video Game actually has little to do with the upcoming sequel, although it is set sometime after the events of the 2009 film. I got some hands-on time with the shooter, and was actually pleasantly surprised, although my expectations were fairly low to begin with.

I got to play an Xbox 360 build that was about 6-8 weeks old. It was mentioned beforehand that because of this fact, the game would be quite buggy, and it was. Hopefully they get ironed out (I’ll mention the more impactful ones throughout the preview). The demo consisted of two full chapters: New Vulcan and Frontier Starbase. They are the 2nd and 3rd chapters in the chronology of the game after the opening on Helios-1 (which I didn’t get to witness). The story centers around a (freshly redesigned) Gorn invasion and attack on the above-mentioned Vulcan home world. Obviously Spock has a vested interest in stopping this and so it’s only apt that the player embodies his character in these early chapters.

Gameplay opened up with a fire-fight wherein Captain Kirk is injured. Shooting my way to him so that I may carry him to a med-bay, I gained a quick understanding of the core mechanics. Star Trek plays like many other shooters out there: you’ve got your Primary and Alternate Fire with the right trigger and shoulder respectively, a quick weapon swap with ‘Y’, reload with ‘X’ and jump with ‘A’. To attach to cover, you must press ‘B’, but to move between cover from that point you must hold the button down when prompted at the spot you wish to move to. Outside of the usage with the cover system, ‘B’ is assigned for a quick roll. Clicking in the left thumbstick and moving in a forward direction enables you to sprint, and simply clicking in the right thumbstick has you enter or exit the “stealth” position – effectively a crouch.

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Those are most of the basics of the navigation and combat controls. The first thing I noticed during combat was a lack of feedback when connecting with gunfire. The Gorn would barely react to getting hit unless it was a stun shot or more powerful weapon than the Starfleet Phaser for instance (your starting weapon). Once they were dispatched, I approached Kirk and picked him up by pressing and holding ‘X’, which doubles as the contextual action button. On the way to the med-bay, I gain control of Kirk’s phaser while transporting him to the operation table (I’m sure it has another name, but I’m not a Trekkie…sorry) to fend off more Gorn ambushers. Once he is healed, we continue on in what I expect to be a fruitful human and A.I. co-op partnership…

But, it wasn’t. Kirk stands around…and does nothing. Not all the time mind you, but sometimes, even if an enemy is behind him, he would be static. It was a tad frustrating, and I’m not expecting the best A.I. support come full release, but this game was meant to be enjoyed with human co-op. The same issues were experienced when the first Army of Two was released, and it could definitely have the potential to stifle your progression in single-player depending on the difficulty of a given struggle. Nonetheless, we continue through to the opposite side of the building and not without further opposition. Eventually, after making our way outside, we get bombarded by Gorns beaming down from their attack ships. It’s here that I actually experimented with picking up enemy weapons and using their alternate fire modes.

Firstly, you can manually select your weapon by using the D-Pad, with slots for one rifle, one handgun, one grenade and one special weapon. There is a sort of Gorn rifle that shoots what appears to be a concentrated blast of the very same venom that they poison others with (even cause hallucinations with apparently). It seemed like every gun’s alternate was a form of stun attack that knocked the Gorn down on their backside, from where they could still fire but are most vulnerable and immobile. A similar situation can occur for the player, as when you are badly hurt you are knocked to the ground with your heartbeat audible and the screen fading, waiting for your co-op partner to come and revive you. You can also shoot from this position, but unlike the Gorn, you can drag yourself around as well. Likewise for when your partner is hurt, you will be relied upon to revive them.

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Reviving your buddy involves initiating a kind of mini-game where a wheel appears center screen with button prompts at every quarter point, like a clock face with markings for every 15 minutes. When the bar hits each point, you must hit the correlating button. You can choose to only hit one and not wait to reach the others, but this will only result in a quarter of your friend’s health returning, and so on and so forth. It’s a nice twist on the revival mechanic that has you analyse the situation and wager your time (and your partner’s life) against the immediate threats surrounding you. Clearing the space for evacuation (or “energizing”), we escape the war-zone and enter a cut-scene on board the Enterprise.

This leads into a space-battle segment that felt very rough. Your perspective shifts to the outside of the Enterprise with large enemy ships in full view ahead. You must destroy oncoming attackers, and can even execute slow-mo targeting system that – when successfully utilised – results in a mini-cut-scene of your destructive powers at work. You have a shield meter on the bottom left of the screen as well as the ability to manually activate said shields by pressing and holding ‘LB’ for the desired period of time. Whilst shielded, you cannot shoot, so it’s an issue of strategic timing. The biggest problem I had here is the lack of perceived motion; it felt like the U.S.S. Enterprise was at a stand-still the whole time when it was apparently advancing. Also, the game could do more in the way of visually guiding the player, at times, to the position of the attackable enemy vessels.

Once I had sufficiently dismantled of the Gorn fleet, we beam down to the Frontier Starbase to pay a visit to Commodore Daniels and discuss this invasion, how it started and how it can be stopped. Of course, things go pear shaped rather quickly. This chapter is much more versatile in regards to the gameplay elements found within. Among the inclusion of varied classes of the Gorn species and their pet-like attack drones, turrets, mines, further mini-games, secondary/optional objectives and stealth sections are introduced. Proceeding through the infested labs cannot be achieved without effective use of the Tricorder. The Tricorder – mapped to ‘LB’ – allows you to scan objects and life-forms, hack technology, see enemies patrolling through walls and order your partner into positions, to attack a specified enemy or perform specific tasks that you would otherwise do, allowing you to have his back instead of vice versa.

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The scanning of lifeforms and weapons adds an entry in your database, which can be accessed via the pause menu. Categories are broken up across the levels, alongside dedicated enemy and weapons pages. This is also where you will be able to listen to acquired audio logs throughout your play through. While I was in the menu system, I decided to press the ‘back’ button which brought me to the upgrades menu. All types of weapons and tech had three possible upgrades which can be purchased with your accrued XP points. I did not delve into the upgrades for my play through, although it probably would have been particularly advantageous as I got rather stuck in a later section of the chapter. Returning to gameplay, I should also mention ammo and health refill stations are scattered throughout the levels, with the ammo refills affecting all guns carried.

The stealth sections I touched upon are directly tied into your optional objective, which may be, for instance, “Reach the mess hall without aggravating the Gorn”…okay, that’s not a real one, but they were similarly worded. The benefit of actually tackling these is that you gain a considerable amount of XP, which, again, can be used for upgrading. Not alerting the Gorn can become tricky business however, as their flying attack drones’ vision is not hindered by any sort of restricted movement like a bipedal. And then there are the mines and turrets. Both can be hacked from a distance, with the latter being linked to a control panel which can be located by following the wires highlighted by the Tricorder. Doing so requires the completion of a mini-game, of which there are two types.

Hacking turrets and other story-centric obstacles such as terminals involve a wavelength matching mini-game, where you are given 8 wavelengths to make 4 matches of using the left and right thumbsticks. Mines are less involved, as they only require you to lead a line to an end point; sort of like the classic mobile game Snake, except with breaks in the grid that must be manoeuvred around. It’s a quicker point ‘a’ to point ‘b’ mini-game. You can also hack the aforementioned attack drones after stunning them and temporarily paralysing them, which happens almost instantaneously without any mini-game. They can become useful allies, but are somewhat easily destroyed. Soon enough, on our way to crawling through vents and preventing the Gorn from overtaking the Starbase, we encounter infected humans which are more inclined to melee attack you. However, you can also take them down with a melee attack, although I found it to be quite a finicky mechanic as the prompt sometimes decides not to show up and allow you to properly defend yourself.

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Finally, I had to give up on an entire section where I was tasked with retrieving two data pads, about half way through the chapter. Kirk was no help whatsoever, the enemy numbers seemed endless, and I could only move stealthily up until a point where I could not advance without giving away my position. It was agonizing too, because there was a mine just out of reach of my Tricorder’s hacking range that I felt had to be a mistake…it was positioned within the level design in a way that made me think it was the intended action, but I couldn’t do it without alerting every enemy around. There was also a turret in the far corner of the room whose terminal could not be accessed without entering its line of sight. The space was laid out like a server room, with gaps between every piece of geometry disallowing an easy stealth path, which isn’t even what I want. I just wanted it to be manageable.

All in all, I will say this; excluding all the instances of bugs – A.I. related or otherwise – AND ignoring the seemingly unfinished lip-sync job (I hope it’s not final), Star Trek: The Video Game is actually deeper than I could have ever anticipated. I did not expect the various hacking modules and tactics that go with them. I also saw a good base for fun co-op play. The addition of the likenesses of the main cast from the rebooted films by J.J. Abrams is a nice touch and the story of the game was written in conjunction with the producers of said films, so it has massive potential to enthral and engage Trekkies everywhere. For now, I think some fun can definitely be had with Star Trek: The Video Game – obviously more-so by the franchise’s dedicated fan-base – but I’m holding out hope for the final build to get those tweaks it needs to really refine the experience. We should have a review copy within a fortnight or so…I guess we’ll have to wait until then to find out if that happens.

Xbox Tournaments App Launches for Gold Members

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Virgin Gaming
has teamed up with Microsoft Corporation team to launch Xbox Tournaments on Xbox LIVE for Gold Members. The exclusive app allows gamers to regularly browse, enter, compete in and track tournaments for their favourite games directly from the Xbox LIVE online entertainment network.

Billy Levy, president and co-founder of Virgin Gaming, stated that “Competitive online gaming is increasingly becoming an important component of the video games industry, and the Xbox Tournaments app delivers unparalleled accessibility to gamers to compete in their favourite games like never before”.

Xbox Tournaments makes its debut in the US, Canada and UK with launch titles including EA SPORTS, FIFA 13 and many more. Within the coming months additional territories, titles and features will be available for Xbox LIVE Gold Members.

To celebrate the launch of the app, Virgin Gaming is hosting a $100 000 Tournament and leaderboard challenge from now until May 6th 2013 to all players for free. Don’t miss out on this exciting opportunity to compete in a new era of gaming experience!

Download the app from the Xbox LIVE Marketplace now and register here. 

Special Edition Muramasa Rebirth Revealed

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Aksys Games have just announced a limited run special edition of Muramasa Rebirth called the Muramasa Rebirth Blessing of Amitabha Collector’s Edition.

The new limited special edition of Muramasa Rebirth will allow you to fully immerse yourself in the stunning awe-inspiring world of Muramasa. The special edition of Muramasa Rebirth will feature the following:

  • Muramasa Rebirth Face Cover
  • Muramasa Rebirth Skin
  • Muramasa Rebirth PS Vita Pouch
  • High-Resolution Framed Lithograph

While all of that comes with the special edition there is even more extras if you pre-order it. Pre-ordering the game on Amazon or Gamestop will come with the Muramasa Rebirth Abridged Soundtrack. For more information on the pre-order you can check out the official site here.

Muramasa Rebirth is exclusive to the PS Vita console. This is certainly an excellent special edition of what looks to be a very exciting RPG game. Let us know what you think in the comments section below.

R.A.W. Review

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R.A.W. – Realms of Ancient War
Publisher: Focus Home Interactive
Developer: Wizarbox
Platforms: XBLA (reviewed), PSN, PC
Release Date: September 19, 2012
Price: 1,200 MSP – XBLA; $14.99 – PC Download

Limited Time Only – (480 MSP: Gold Exclusive from April 9 to April 14)

Overview
Identifying a strong hack-n-slash title involves several characteristics. For myself I believe that the title should include a cooperative multiplayer found in games such as Gauntlet or Champions of Norrath. These titles exemplify the embodiment of aggressive competition as well as purpose to reach a common goal. Character growth also is a main selling point, as a player should notice an increase in abilities (passive or active) throughout their journey. Without advancement or competition/goals players are unable to take part in a rewarding hack-n-slash game. Let’s find out how well R.A.W. fits in the mix…

Story
Realms of Ancient War has a strong outlining concept for its story, but the execution with gameplay can leave players bewildered or perhaps slightly angered. In summary, the overarching theme concerns four separate realms – cardinal directions – that have once been warring factions but sought peace. During a meeting of the four kings, a great evil appeared causing the Northern king to vanish and the three remaining kings totally messed up (amnesia mixed with Tower of Babel disease). The player is guided to the last place the Northern king was seen and meets his spirit. Imparting the gift of incarnation, the player carries the spirit of the Northern king in effort to restore his body by first activating the portals of each realm.

Time to mess the story beyond FUBAR. While being charged to enter each realm to activate the portal, you actually have to kill the denizens of each realm. While I can see how the dwarves and elves might be reluctant to let anyone in their borders, I fail to see how you would need to slaughter human mobs in the Southern realm as you hold residency there. Albeit, the game does throw the word “bandits” around in order to make you feel a bit less sinful in your slaughtering. Eventually, you are tasked to set off through the realms an additional time only to have to reach the king of each realm. However, this time you are killing off the good folks defending their king which left an even sourer taste in my mouth. Surrender yourself for diplomacy? No one is safe from rigorous hacking and slashing.

While the story has its defining moments of deception and glory, gameplay interferes with its effectiveness and nulls morality as you become essentially an assassin only to redeem yourself at end-game. Nonetheless, not everyone plays a hack-n-slash title for the storyline.

Gameplay
An important aspect of gameplay to note is that players may switch between two different skill sets in a moment’s notice during battle. Each set has four sections open for any of the character’s available (active) abilities. Some active abilities can be upgraded into focus abilities which require the player to hold a button instead of a quick tap. An example of this is a character’s ability to use “fast healing” by quickly tapping the appropriate skill or if upgraded to “renewal” to gain poison recovery as well as healing by holding the skill. It is well worth to note that it is possible to use the upgraded skill first and then immediately perform its preceding ability. Thus, “renewal” could be cast then immediately follow with “fast healing”. Using “fast healing” first will cause a cooldown for the the upgraded skill.

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To build both of your skill sets, a tree hierarchy is available to upgrade upon gaining skill points from leveling up. One skill point is given per increased level and can only be used in available tree tiers. The first section of the tree hierarchy allows a player to begin training abilities like “fast healing” and class driven skills – basic melee or range attack. The next tier unlocks at level 10 and allows for a character to learn more advanced skills and become more powerful. Spreading out skills can provide a well rounded character but focusing points on attack skills will enhance damage and effectiveness. Advancing a rogue’s poisonous trap skill will provide a greater range of effect as well as the amount of damage it dishes out.

Statistics junky? If you have become overly sensitive when attributing character stats like strength and dexterity, you will be constantly comparing weapons and armor. First you will have to decide what stats are most important for your character build. Wizards do not need bonuses yielding from strength, so acquiring an amulet that boosts strength would be a great option to sell at the next merchant. On the bottom left portion of the inventory screen you can view statistics for your current armor/weaponry and actively see how new items affect your build by highlighting that item. Green areas will show what stats have improved, and red will highlight those that have been reduced. Any grey areas are stats that are unaltered for the highlighted item.

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Realms of Ancient War is infested with a small variety of enemies, yet an overwhelming population is spiders and demons. No matter what realm you travel to you will certainly cross paths with a spider. Normally these tiny creatures swarm out of egg sacks lying around in caves or forests even if the sacks are destroyed prior to their spawning. Providing little experience, spiders act more as fodder than damage dealers. a similar notion can be said regarding demons. At specific intervals these other worldly denizens are spawned at your current location. If not dealt with swiftly, they can easily overwhelm you. Combine melee attacks or close spells with AoE (area of effect) abilities to thin their numbers.

Remember the mention of incarnation in the story’s plot? Allowing the Northern kings spirit to flow with you enables you to perform an incarnation with a large foe. Incarnation places you in control of the targeted creature and allows you to perform its basic attacks against your enemies. Once you notice that a creature has a shiny aura beneath it with (LB) above it, you will be able to incarnate. Take over a troll to swing powerful fists into the earth or a stone statue to cleave opponents with a large sword. Keep in mind that if you transform into one such creature, do not expect to gather loot from it as it mindlessly falls to the ground. Way the options of getting potentially rare loot or enjoying the hard bashing fun of a large creature.

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Single player is limited to a choice among a human fighter, wizard, and rogue. Considering there are elves and dwarves through into the mix, I would have thought that perhaps these races would have been available. However, you are only able to be a human starting from the Southern realm. Having the race limited to only humans reduces the game’s replay value as it could provide more achievements and new starting missions.

During single player gameplay, players rely on soulstones to revive themselves when die. This will respawn them to their previous checkpoint. Keep in mind that a total of 9 soulstones can be carried, and that once all soulstones are depleted the level restarts. However, two player campaign allows a five second interval when one companion dies. As long as one player is alive during the five seconds the other player is able to resurrect.

I felt that the two player cooperative campaign was not integrated effectively. The second player is not part of the initial picking process and does not receive the same treatment as the first player. By joining an experienced player, the second player will be able to use skill points up to the first player’s level. Yet any item that the second player picks up or wears during game time will not be saved upon exit.

There are a few objects that appear to hold importance through the game but are relatively useless. One such object is the Kilthi shrines located across the realms. These shrines refill health and mana but are rendered useless due to easy potion access and regeneration rates. The only purpose these serve is to provide another achievement for collecting five of them. Gems and keys from each realm at first look like they could hold importance but merely only carry their weight in gold. While keys normally unlock chests, these keys apparently have more value with the vendor than being a gateway for treasures.

Audio/Visuals
Concerning audio deriving from individual characters, the vast majority was delivered by sound effects rather than voice acting. During the in-game cut scenes character portraits are used alongside written dialogue. Given the circumstances of this fast paced genre, written dialogue would be preferred rather than encapsulating lengthy voice-overs to ensure unhindered battle raging. Ergo, the lack of audio during cut-scenes actually provides an enhancing characteristic. Players can either read the dialogue or jump into the fray with no regard.

For a low cost title the models and textures appear well done as far as graphics are concerned. Whether the acting player is facing a troll, beholder, werewolves, or giant spider the textures fit very well with given environment. Though it may seem commonplace in today’s world, having armor altered from inventory to active battle makes any title more appealing and customizes a player’s overall experience.

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As amazing as the visuals appear, at times exploring can become frustrating due to environmental effects in junction with the user interface. For instance, when you begin the game as a rogue, you will find yourself in a darkened forest scene where enemies are not clearly visible. Tinkering with the brightness under game options will cure this problem. Yet even with the altered brightness, hack-n-slash titles are well known for visual dyslexia (believing a character to be where they are not). A simple addition that could be instilled to help with this problem could be colored character rings.

Overall
Holding the title back is the poor execution in storyline and saved content for two player co-op. The overarching themes with deception and perseverance provide a good foundation, but further inspection shows that common reasoning is not offered here. Obviously a king would not see an intruder that kills his personal guard! Those that are seeking to play offline co-op campaigns should understand that the second player identity does not save. An easy work around would be to transfer gear to the first player and at least save the gear while not saving the character.

Realms of Ancient War undoubtedly delivers a hack-n-slash experience that players are able to play through at a fast pace. With quick switching skill sets, the title is a bit more flexible when considering ability combinations and combat readiness. Furthermore, R.A.W. is available at a relatively low cost that can be considered a steal for many action RPGs.

6-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Fariko Impact Win Call of Duty Championships

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(Treyarch Studio Head Mark Lamia and Game Design Director David Vonderhaar present team Fariko Impact with their big check for $400,000 for winning the Call of Duty Championship.)

Well, the Call of Duty Championships are now over, and one winner stands as the dust clears. Fariko Impact took home the top prize, proving themselves to be the best when it comes to Black Ops II, while taking home a hefty chunk of change in the process.

Here are the details of what went down:

Winning their way through three days of intense multiplayer competition against 30 other professional four-player teams, Fariko Impact and EnVyUs met face to face at centre stage for Sunday’s finals matchup to determine who would be crowned World Champions at the Call of Duty Championship, presented by Xbox. In the end, Fariko Impact, consisting of Damon “Karma” Barlow, Adam “Killa” Sloss, Marcus “MiRx,” and team captain Chris “Parasite” Duarte (pictured below) emerged victorious and cemented their spot as the best Call of Duty: Black Ops II players in the world, taking home US$400,000 of the tournament’s US$1 Million prize purse. Team EnVyUs took home US$200,000, while third place team OpTic Gaming took home US$120,000, with the remaining prize purse distributed among the remaining top eight teams.

A big congrats goes out to all four men (and every other team involved), who have went home with bragging rights and enough money to invest in a lifetime supply of first-person shooters.

Capcom Arcade Cabinet 1985 Game Pack #2 Review

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Capcom Arcade Cabinet 1985 Game Pack #2
Developer: Capcom
Publisher: Capcom
Platform: Xbox Live Arcade (Reviewed), Playstation Network
Release Date: April 2, 2013
Price: 800 Microsoft Points ($9.99 PSN) BUY NOW!

Overview
Moving right along as scheduled, Capcom have dropped three more classics on our doorstep for Capcom Arcade Cabinet, this time deemed 1985 Game Pack #2. We have already visited this year once before, but there are still gems left in the same twelve months that brought us Madonna’s “Like A Virgin”, Raven Symone, and the Chia Pet. This pack jams in The Speed Rumbler, Savage Bees, and Commando and throws them in that digital arcade cabinet. Is this pack worth the price? Let’s find out.

Gameplay
Unlike last time, I had already played all three of these titles before, and just like I expected, all three have held their age particularly well. Savage Bees in my opinion is the reason to pick up this add-on for Capcom’s retro gaming service, as it is a lot more than just a vertical shooter. Known to many as Exed Exes, Savage Bees tosses the player into a hornet’s nest, quite literally – as they try to take down hive after hive of overgrown insects. I would almost best compare this title to 1942 – or even TwinBee, but it has a bit more history as it was one of the first arcade titles to incorporate two player co-op. Unlike what we now know as “Bullet Hell” shooters, this game’s enemies are a bit slower on the attack, but must be maneuvered around precisely in order to survive. Of course there are plenty of power-ups, bonus stages, and other extras to toy with, and if you are looking for a retro shooter that still holds it’s age, this is the one out of the entire collection to consider.

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Next up in the second half of 1985 is a more familiar name to most, with that being Commando. This title also inspired future releases such as the much loved run and gun romp of the same genre, Ikari Warriors. Commando throws you right into the battlefield as one lone soldier that is tasked with taking out waves of enemies. To do this, you are equipped with a gun that can shoot in eight different directions, as well as grenades. Now, it may sound a bit stale by today’s standards, but there is a lot of strategy to survival within Commando. Many obstacles must be destroyed in order to progress, as this title features some of the first destructible environments that served a purpose. Each stage ends with a giant battle, and along the way, the player has the option to stop and free hostages. It’s quick, enjoyable, and mindless fun, but fun that was improved upon with all of the later clones. For a history lesson however, Commando is still hard to beat.

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The most unique of this trio comes in the form of The Speed Rumbler. Players take the role of Super Joe, who is the same protagonist from Commando. I know, that is a small element, but it was very wise for Capcom to bundle these Rumbler and Commando together for the sake of continuity. Unlike Commando, The Speed Rumbler plays much different. Players must save hostages from prisons while driving in a small car. Once the hostage is free, they jump in and you must keep them safe until the end of the stage. There is a ton of opposition along the way, however – so the player must shoot from the driver’s seat to blow up other vehicles and henchmen. Once hostages are delivered, the player gets a bonus in speed, defense, or power, and continues on. On-foot gameplay isn’t too much different from Commando in many ways, but the player must always keep in mind to jump back in the well armored vehicle in order to survive until the next stopping point. I’ll admit, the car controls are a bit awkward, but it works. Think of Speed Rumbler as an early, top-down GTA, but with less emphasis on crime. Still fun to play, but expect a learning curve.

Visuals and Audio
Visually, all three games have help up rather decently, with all three showing the barren environments that most titles from this year presented. They all still look decent enough and the detail is there, but this was pretty early into Capcom’s life – so expect some pixelated, yet nostalgic graphics for all games within Pack #2. If I had to say which one was my favorite to look at, it would probably be Commando, even though the animations of the winged enemies in Savage Bees are pretty damn impressive. Commando just has a more “in your face”, gritty backdrop, making Super Joe feel like the war hero he truly is.

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As far as the music goes, well…it’s kind of hard to say. I don’t hate the sound effects as we know what the guns and blasts from arcade classics sound like, but the melodies just seem a little rough around the edges. Savage Bees is an exception. You see, Savage Bees is meant to be a Sci-Fi shooter, and plays a very unsettling tune that sets the atmosphere for the setting perfectly. This is the arcade version and we have heard sharper remixes since, but the raw tracks used are still charming in a dark sort of way, and if Capcom were to bring any game back into relevance from this pack, Savage Bees would be my choice from the music alone.

Overall
We are starting to see the end of Capcom Arcade Cabinet’s releases, but the quality is definitely picking up as that finish line approaches. Those who want to know a forgotten icon like Super Joe, who paved the way for many current titles would do themselves a favor by snagging the second pack from 1985 up, and Savage Bees by itself still feels relevant and fresh due to it’s awesome soundtrack and simplistic yet challenging design. 1985 was indeed a good year to be throwing quarters in a Capcom machine, and this latest pack comes as one of the choice cuts to download from an already meaty collection.

7-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

The Croods: Prehistoric Party! Review

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The Croods: Prehistoric Party!
Developer: Torus Games
Publisher: D3 Publisher
Platforms: Wii U (Reviewed), Wii, 3DS, DS
Release Date: March 19, 2013
Price: $39.95 (Wii U) – Available Here, $29.95 (Wii, 3DS, DS)

Overview
Intended to coincide with the release of DreamWorks’ new animated film The Croods, The Croods: Prehistoric Party! was released for all of Nintendo’s systems. Aimed at a younger audience, the game is looking to capitalize on two major criteria – the movie it is based on and the party game craze. So how does The Croods: Prehistoric Party! hold up? Does it venture to a whole new world or should it have been left in the stone age? Let’s find out.

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Gameplay
The in-game menu is the first thing you’ll notice playing The Croods: Prehistoric Party! The game actually does a few interesting things here. You’re dropped into the Crood’s cave dwelling as Grug (voiced by Nicolas Cage). You use the GamePad’s controller buttons to run around, jump, and explore the area. There are a handful of things you can do: visit the cave (your gallery), watch credits, play mini-games, or visit “areas” that are effectively game boards.

Younger players or fans of the movie will likely get a kick out of getting to see and explore the setting of The Croods. To other players, this is a neat way to handle menus, but a simple list would have done just as well for getting to the action quicker.

The problem with the menus in Prehistoric Party! comes once you are a layer deeper than your cave dwelling. Every menu navigation utilizes the GamePad’s touch feature. Well, it doesn’t really utilize it so much as it forces you to use it. Deeper menu navigation is somewhat clunky and requires that you select options via the GamePad’s touch screen before touching the forward or back button. It would have been much smoother to allow full menu navigation with the controller as well.

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Once you actually get past the menus, the game becomes a bit more usable. Depending on which gameplay option you’ve picked, there are a few different ways to play the games. Right outside your cave is a rock with what looks like a prehistoric scarecrow. Approaching it will let you jump straight into playing mini-games. You can choose to either play a single, quick game or play between five and twenty mini-games in a tournament for ultimate Crood family victory.

If you venture further down into the Crood cave, you can travel to the Desert. This will let you go to a board game play mode called “Trailblazer” similar to Mario Party‘s Party Mode, where players race to the end by rolling dice and moving along the board. You can use some devious items to mess with your enemies along the way. You will also collect shells (instead of stars), but they serve no purpose apart from bragging rights. Playing through Trailblazer mode will unlock new areas and change something about your cave. There are five different areas to unlock and play through. This is by far the most interesting way to play the game, though less patient players will probably want to avoid it as it can be time consuming.

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Within The Croods: Prehistoric Party! there are 30 different mini-games to play. The games themselves are all designed to be played as four-player free-for-all games. This is a shame in and of itself, as the 2v2 and 3v1 games of the Mario Party franchise could have given the title a bit more longevity, adding some interesting games to the mix. It’s also curious that the Wii U version of the game still only allows four players as other party games on the system allow up to five (given the GamePad and four Wii remotes). All thirty games can be played with a Wii remote – no nunchuk attachment required.

The games themselves range from decent to poor. Younger audiences likely won’t notice, but players familiar with the Mario Party games will likely recognize more than a couple mini-games they’ve played with a notable plumber before. Everyone will probably enjoy the frantic action of games like “Ramu Ram You” and “Fear The Fur,” while games like “Cave Painter” and “Dandelion Dash” feel like they serve as nothing more than filler space and should be avoided save for curiosity.

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For each game you complete, you’ll be awarded with a “Prehistoric Point.” These can be used to buy a few mini-games that aren’t initially in your collection as well as art for your cave gallery. It adds some reward to playing all those minigames, though in truth it’s fairly meager.

Visuals
The art style of the game is pulled directly from the DreamWorks film. Characters look goofy and cartoony, just as they do in the movie. The environments are colorful, as are the imaginative creatures that inhabit the world. The models and textures in the game look ok, but given that the Wii U is technically more powerful than either the Xbox 360 or PlayStation 3, it’s a shame to see what are essentially high-resolution Wii graphics and effects upscaled to the newest console.

Audio
Prehistoric Party!‘s audio component is one of the game’s biggest mixed bags. The soundtrack in the game is full of fun, upbeat orchestral tunes with the occasional rhythmic chant. They’ll have you tapping your feet along with the beat as you play through each of the games. They never feel obnoxious or distracting either.

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The sound effects in the game fit well enough. Chirps, cheeps, and growls from the zany indigenous life fit well with the theme. The sound effects unique to each game also feel appropriate – clattering of dice, cracking of shells, etc.

The voice work in the game is another issue. They make it a point to have some sort of little quip from a character at every possible chance. It doesn’t seem bad at first, but once you’ve heard characters repeat the same phrases ad nauseum, it can wear on your nerves pretty quickly. There isn’t much variety in what is said either. You can only take Thunk saying, “I have big bones,” so many times before you’re ready to shut him off.

Overall
Overall, The Croods: Prehistoric Party! is a crude mishmash. The visuals are colorful, cheerful, and inviting, even if they do lack polish. The music is fun and upbeat as well. Though everything is perfectly functional, the mini-games themselves are everything from Okay-but-done-before to boring and bland. The game is also brought down by terribly annoying menu design and some outright obnoxious voice work that’s driven into the ground.

A group of kids with a particular affection for The Croods will enjoy interacting with all the characters from the movie. Anyone else looking for a party game to enjoy should probably want to go elsewhere.

4-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.