Remember how late last week Square Enix announcedthat they would be releasing an HD version of both Final Fantasy X and Final Fantasy X-2? Well today the company released a debut trailer that shows off the HD upgrades the Final Fantasy X has been given, as well as a tacked on tease for FFX-2.
As you may already know, these two games will be sold together for the PlayStation 3 while the PlayStation Vita versions will be sold separately due to the size limitations of the Vita’s cartridge. Currently it is unknown when these HD remakes will be released, nor have they been priced at this time.
Bulkypix and Pendulo Studio are gearing up for the iOS release of Runaway: A Twist of Fate on the iOS with a brand new trailer. The trailer shows off quick snippets of the in game cutscenes and Pendulo’s signature art style.
Runaway: A Twist of Fate is the final chapter of the Runaway tale. Brian has been jailed for a murder he did not commit. Players take control of Gina for the first time as she works to prove her partner Brian’s innocence.
The game will be split into two parts. The first half will be released on March 28th, 2013 for the updated price of $4.99. Part 2 does not currently have a release date, but is coming soon.
Following its big Super Bowl spotback on February 3rd, we now have a brand new International Trailer for World War Z.
The loose film adaptation of Max Brooks’ The Zombie Survival Guide starring Brad Pitt portrays the zombie threat as much more mobile and quick than your usual kind (although it’s not the first).
This trailer in particular delves into the actual background of the outbreak, or at least the possible source location, and shows our main protagonist getting into the thick of things to help figure out how to destroy this virus…or whatever it is.
Check out the new International Trailer below and join the conversation on Twitter by using the hashtag #WorldWarZ. The action-packed film releases nation-wide in Australia on June 20th.
Gemini Rue is a sci-fi adventure game from Wadjet Eye Games. The title originally appeared on the PC platform a couple of years ago and is now being released on to mobile platforms, such as the iOS. Be sure to check out our review for the PC version of the game here.
Us here at Capsule Computers were fortunate enough to be able to interview both David and Janet from Wadjet Eye Games on the upcoming mobile release for Gemini Rue. You can find the interview below.
Hi there would you be able to briefly introduce yourself and what you do at Wadjet Eye Games.
Dave: I’m Dave Gilbert. I was a freeware developer – making small games for fun – for several years before I started selling our games commercially. I guess technically I’m the CEO or president or whathaveyou, but I don’t have any specific role. My main strengths are design and project management, with a bit of programming and marketing thrown in.
Janet: Hi, I’m Janet and I mainly deal with programming and technical stuff. I’ve been working with Dave since we got married 3 years ago, but before that I was a game programmer in the UK.
Could you give us a brief history of your organisation: Wadjet Eye Games?
Dave:Back in 2006, I was between jobs and had a bit of money saved up. I didn’t feel like getting a new job right away, so I took a month and made The Shivah. I had so much fun doing it that I couldn’t imagine doing anything else, so I figured it was “now or never” and took the plunge into fulltime indie development. It seems to have worked out, since it’s been seven years and we’re still doing it. This is in no small part due to Janet, who became a partner in the company in 2009 by virtue of marrying me. Since the company began, we’ve developed six games in-house and published five more by other developers (Gemini Rue among them).
So Gemini Rue started out as a PC game, at which point did it seem like a good idea to port the game over to the mobile platform?
Janet: People kept asking for an iPhone port constantly, so we thought there was a market!
Dave:The mobile gaming arena was proving to be a huge one. It looked to be the direction gaming was going and we wanted to be a part of it. So porting is something we always wanted to do, but the game was created using the Adventure Game Studio engine. This engine, sadly, was rigidly PC only so porting was impossible. That was until the engine went open source about one year ago. It took a long time, but we finally managed to coax the game over to iOS and it plays great. We hope to port our other games to it as well.
How well will the controls work with the game, I remember that the gun play in the game was a little bit finicky at times, will it be made easier for the mobile crowd?
Janet: I am very proud of the new system for controlling the gun-play! I’ve spent more time on this than any of the other changes. The gun combat still works in the same way as before, but instead of being controlled by keyboard, it is controlled by onscreen buttons. I’ve also made some other tiny changes to make the gun combat somewhat more responsive, but these should be invisible to the player.
What were some of the technical and aesthetic challenges behind porting the game from the PC to the mobile platform?
Janet: The main issue was that most of the hotspots in the game (the things you have to click on) were very tiny, which meant they were hard to hit with big fat human fingers. I went through the game and manually enlarged them all, which took a long time!
Some of the objects in the game were also very tiny in terms of visible pixels on screen, so I made them larger and brighter, and if you hold down your finger a few seconds, the names of all the objects in the room pop up so you can see where they are.
The game originally had different functions for the left and right mouse buttons, so I had to alter gameplay so that a simple tap works for all contexts.
The engine-level technical challenges were mostly handled by the AGS porting team – so a big thank-you to everyone on that team, especially JJS (Jochen Schleu) who fixed so many tricky bugs in the engine for me!
For players that have yet to pick up a copy of Gemini Rue, could you go over the basic premise of the game?
Dave: In the game you play as two characters: an assassin-turned-cop named Azriel Odin who is looking for his brother, and an amnesiac trapped in a strange mental facility called Center 7. It is all set against the backdrop of a beautifully dystopian sci-fi world. Throughout the game, you switch between the two characters and their stories slowly converge.
Gemini Rue was an amazing adventure game with a slight twist, can you remind everyone what that twist was from a gameplay perspective?
Dave: I’m not sure new players would appreciate us giving the twist away! 🙂
Visually, Gemini Rue was very reminscent of games from around 20 years ago. Have these visuals stayed behind for the upcoming mobile release?
Dave:A few graphical items have been redone to make them more visible/easier-to-touch on a mobile device, but otherwise not one pixel has been changed. The retro aesthetic is a core part of the appeal, so updating that would ruin the experience.
What are the future plans for organisation in regards to this title? Are there any plans to franchise this out into sequels?
Dave:We want to port it to Mac and Linux, and any other platform that might come along. There are no plans for a sequel at this time. The story is very much stand-alone, and to franchise it out would lessen its impact. But you never know. If Josh Neurnberger (the writer/developer) has a good idea and wants us involved – we’d be on it like a shot!
Last and final question. Have you seen the film Grandma’s Boy and how accurately does it portray game developer culture?
A huge batch of games have just been confirmed for release across the many PlayStation platforms, including the upcoming next-gen PlayStation 4 console.
We had previously heard that Zombie Studios’ Blacklight: Retribution was coming to consoles, but we did not necessarily consider the PlayStation 4… well, we should have as Blacklight: Retribution will be released on the PS4 and will – most importantly – remain free-to-play. A new title has also been announced for the PS4 – Primal Carnage: Genesis by Lukewarm Media, a “story driven, episodic single player adventure that takes place in a world where dinosaurs have been brought back to life.” The game is powered by Unreal Engine 4; the reveal trailer can be viewed at the bottom of this article.Both titles are being self-published.
Meanwhile, on the PlayStation 3 and PlayStation Vita front, Sony listed the following titles for release on the PlayStation Network:
Metrico
Spelunky
Divekick
Limbo
Sportsfriends
Guacamelee!
Dragon Fantasy Book Two
Ibb & Obb
Hotline Miami
Luftrausers
Velocity Ultra
Thomas Was Alone
Zombie Tycoon 2: Brainhov’s Revenge
Metrico is a brand-new Vita exclusive, while Spelunky will utilise some exclusive new features in both versions.
Remember a while back when we told you about the Monster Hunter 3 Ultimate contest taking place in Australia and New Zealand where Capcom and Nintendo were looking for that Ultimate Monster Hunter? Well, hunters need to pay attention now as there is a winner and his name is Robert – from Victoria.
Below you can see the footage that won this competition, and while some may not see the point in watch one man’s battle, I viewed this as knowledge for my own fights as this encounter with a rare monster in the game is definitely an insightful one. Congrats goes out to Robert, and you can check out our reviews for the 3DS and Wii U version if you are still on the fence about this brand new version of the beloved franchise.
Capcom Arcade Cabinet 1986 Game Pack #3 Developer: Capcom Publisher: Capcom Platform: Xbox Live Arcade (Reviewed), Playstation Network Release Date: March 19, 2013 Price: 800 Microsoft Points ($9.99 PSN)
Overview
Staying grounded and taking flight. That phrase pretty much sums up what you can expect from Capcom Arcade Cabinet Pack #3, as in this little add-on – we have three more classics added to the collection. Side Arms, Legendary Wings and Trojan all came out the year before I was born, 1986. Oddly enough – this was the first time I had the privilege to try them. For those keeping up out there, you should already know that this Arcade Cabinet from Capcom has been representing gaming days of many generations ago quite well with the likes of Ghosts’n Goblins, 1943, and several other retro favorites, but are these three heavy hitting enough to warrant a purchase? Let’s find out.
Gameplay
I have been reviewing these packs for Capcom Arcade Cabinet for a few weeks now, and the greatest joy I have had was not the nostalgia – but actually getting to play an arcade classic that had passed me up in the past. As I mentioned, I really have never gotten an opportunity to play Side Arms or Legendary Wings – and my time with Trojan was so brief that I barely have any memory of even touching the game. Thus far, I have fallen in love with a good number of these titles for Capcom’s compilation, but I feel as far as quality, Pack #3 is the weakest we have seen to date. Now, don’t take that the wrong way. These games are still solid (for the most part) or else they would not have even seen the light of day in this re-release, but Ghosts’n Goblins they are not.
I will start with Side Arms: Hyper Dyne, as this title is definitely the most unique of the three. While at first it appears to be your standard, side-scrolling shooter, Side Arms actually has a lot going for it to make it feel as distinct, rather than just being a simple clone. Players start out as a character strapped in a Mobilsuit who happens to be one of two characters (Lt. Henry or Sgt. Sanders), and must take down aliens known as the Bozon. Yep, you are in space folks, and our heroes here have the power of flight. Enemies however come at the player from the ground and the skies, and the player must maneuver through the environments safely and take out every foe in their path in order to succeed.
Aside from your standard D-Pad control for movement, Side Arms allows you to fire from each side by hitting one of two face buttons on the controller. Yes, it sounds simple – but being a “Bullet Hell” styled game, players will quickly learn that they have to mash like a champion while controlling their Mobilsuit in order to survive. Sound familiar at all? Well, if you have played Forgotten Worlds, it will become obvious fast as to where that famed title got it’s gimmickry from. Along with your standard shot is also a good number of power-ups such as triple-shots, lasers, and even the ability to fuse with an ally. Fusing allows the player to fire in eight directions at once and is really the ultimate technique needed to overcome all of the aliens that begin to flock around our heroes. When a human is playing with you in co-op, these abilities become shared to give both characters an even stronger advantage. Yes, can be difficult due to all of the enemies and you will die, but there isn’t a ton of punishment for death due to quarters not being involved as you simply respawn each time.
Next up comes Trojan. Trojan kind of plays like a beat-em up, but if you treat it as such, you will fail miserably. Equipped with a sword and shield from the start, the player must make their way throughout each of the six stages to fight one big boss. The gimmick behind the game however is honestly where it falters along that path. The two main control buttons have your main character attack and use the shield. The shield is needed to deflect projectiles and enemy hits, while the sword…well, it cuts things. Jumping is controlled by pressing up, which feels completely out of place as if any game needed a jump button, it’s Trojan. You see, there is always a steady stream of enemies coming from both sides. Some of these enemies hide in buildings from up above and require you to jump to hit them. A good portion of the time, I would try to hit an enemy by jumping, only to be hit by one of the enemies on the ground due to the shield not functioning well in air. Now, this does get easier over time and the save function for the game kills the pain of the lack of decent checkpoints, but I found Trojan to be more of a frustrating chore than fun. I know, it – like every game on this collection is a “classic”, but I can easily say that this style of game just isn’t for me.
Finally, we get to Legendary Wings. This title starts you out in air, and frankly feels just like Galaga – but in a Greek fantasy setting. Just when you think you have the handle of the vertical shooting, Legendary Wings changes it’s entire genre and has the player go through portions of platforming. Either way however, the shooter vibe sticks throughout, as the player can upgrade their weaponry and speed to breeze through the game. I say “breeze”, but don’t go into this romp thinking it’s an easy title to conquer. Legendary Wings can have moments of great difficulty, and the player must be ready to change perspectives on each level. Yeah, we have seen this in a good number of modern titles, but Legendary Wings actually feels a bit more polished – and definitely doesn’t pull any punches when it comes to delivering a gritty, old-school challenge.
Visuals and Audio
Much like I said in every one of these Arcade Cabinet Pack reviews, the visuals within each of these classics are timeless. Detail pours throughout every game with pixels, and a good number will find joy in seeing that famous mascot from Side Arms as a protagonist again (as the Mobilsuit has served as a cursor in Street Fighter II and made several cameos throughout other Capcom titles) and just where his heritage comes from. Of course all of the other additions for Capcom Arcade Cabinet, such as art galleries, themed backdrops, and those dusty stickers I love so much play a great role in bringing out the fan service as well, so if these titles do tap your own nostalgia buttons, there is plenty of new treatment to see here.
Soundtrack wise, I wasn’t really too fond of Trojan’s soundtrack – even though it wasn’t terrible, but Side Arms and Legendary wings proved to be miles above and delivered some fantastic tunes that I never knew existed up until this review. Yeah, I missed out on a lot, and if you love your classic shooter sounds from the 8-bit era, you will have plenty of reason to keep those speakers on high as you take out aliens and futuristic thugs alike.
Overall
It’s funny how nostalgia works. For the past two packs with this compilation, I have had titles that I grew up playing in one form or another tap into the kid inside me and make we want to finish each game until completion. Well, this time, I was in a new yet old world. Side Arms and Legendary Wings are both solid titles that have aged little due to their groundbreaking design and gimmickry alike, but Trojan just was not up to par with any of the other games in this entire collection in my eyes. Sure, I can see the appeal, but much like all of these arcade games, appreciation will come down to a matter of preference and experience. It may not be the strongest or my personal favorite pack from Capcom Arcade Cabinet, but 1986 still had it’s gem and Pack #3 is strong evidence of that. You just might want to wait for a price drop or sale however before making the plunge this time around.
Capsule Computers review guidelines can be found here.
Blazing Souls Accelate Developer: Idea Factory, HyperDevBox Publisher: HyperDevBox Platform: iPad (Reviewed), iPod Touch, iPhone Release Date: March 9, 2013 Price: $13.99 Buy it Here
Overview
Blazing Souls Accelate is the iOS port of the Playstation 2 game that has seen releases on Xbox 360, Playstation Portable, and Playstation Vita. The tactical JRPG game boasts console length and quality for the iOS platform.
Story
Blazing Souls Accelate stars Zelos, an independent contractor who specializes in monster extermination. The Core Elemental, a mysterious item that seems to attract nothing but trouble, drags Zelos into a long adventure that ticks the boxes of JRPG story archetypes.
The plot is forwarded along through cut scenes and conversations between characters. The first thing I noticed about Blazing Souls Accelate is how utterly unlikable the characters are. Zelos is the worst of the bunch, behaving more like a shallow and petulant teenager. The other characters are only slightly more tolerable than Zelos because of a more palatable demeanour. The delivery of the plot feels weak and disjointed. Characters seemed to be randomly introduced and the dialogue was completely forgettable. The story overall felt like an afterthought.
Gameplay
Blazing Souls Accelate feels like a straight port from the Playstation Portable. A D pad, shoulder buttons, and face buttons are all virtualized on the screen. It is a crying shame considering the iPad’s large screen is an excellent platform for tactical RPGs like Blazing Souls Accelate. Instead of playing to the strengths of the device, gamers are treated to a virtualized gamepad slapped on. Amusingly enough, the main menu to quit the game is actually touch enabled, but nothing else. The controls are a bit clunky at times, especially with the larger iPad screen. However, many iOS games use a similar virtual gamepad. So all things could be forgiven if HyperDevBox at least made an effort to acknowledge the platform they are using. Pinch to zoom is one of the most basic actions on the iOS devices, an action two year olds have been filmed doing with ease. Instead, we are stuck with a swipe up to zoom in, swipe down to zoom out control.
The games tutorials are extremely weak. Considering the game is actually quite complicated, this really puts the game out of reach of casual gamers who are new to the genre. This is definitely a game where gamers will want to spend the time to read through the whole game guide found in the menus as the in game tutorials seem to be a reworded version of the game guide. I would have preferred to see the game carefully explain mechanics step by step, ensuring the player completes each action correctly before continuing. This would have definitely lowered the learning curve and made the game more accessible to new players.
The game is non linear. Players are not handed a completed map and told “go here, and here, then here.” Instead, players spend work points to unlock areas of the map then go search specific areas. If they the player is successful at finding an area, they must meet certain stats requirements or they are unable to find the area. To improve their chances of finding an area, players must listen to people gossiping about things in the Guild to get a rough description of where to find the area on the map. Overall, this method is painfully clunky and still manages to be linear.
The battle maps is split in two halves. First is the actual battle itself and the other half is a bit of a free roam portion. The free roam allows the player to explore, planting seeds, breeding monster eggs, and so forth. As the player roams around, a small bar fills with each action. When the bar is full the player begins the traditional tactical RPG battle. Although the virtual game pad hobbles the free roam section a little, the battles themselves are excellent. They are extremely deep, with plenty of options to maximize damage. Min/maxers will find a home in Blazing Souls with the combos, synthesis system, and the charge systems.
Visuals
Blazing Souls Accelate’s graphics are straight out of the PlayStation 2’s glory days. The anime style graphics are a bit dated, causing the sprites to look a little fuzzy at times. But even with the slight fuzziness, the game still looks great on the iPad’s Retina display. The game can be played in 4:3 standard or 16:9 widescreen. The game support AirPlay, which makes it a good option for those without a console at home.
Audio
Blazing Souls Accelate is fully voice acted. Although the voices are slightly mismatched to the characters at times, the voice acting is very good. Conversations in game and a few lines in battle are voice acted. The downside is the character responses in battles are a little short. There are several times where you will hear the character utter the same response to being hit over and over again. I would have loved to see an optional Japanese voice pack as I am one of the legion of JRPG fans who believe JRPGs are better in their original voice acting. The music and sound effects are also good. Sound effects never get too repetitive and are of high quality. The music fits the game well. Blazing Souls Accelate is definitely a game that can be enjoyed with a pair of headphones.
Overall
Games are not like wine. They don’t get better with time. Yes, there are a few exceptions to that rule, but Blazing Souls Accelate is definitely not one of them. There are many better tactical JRPGs out there. Those willing to get past the steep learning curve, the utterly forgettable story, and the straight ported controls, will get rewarded with an incredibly complex tactical JRPG. Frankly, for the $14.00 price tag, it’s just not worth it.
Capsule Computers review guidelines can be found here.
Sony Computer Entertainment Australia have just confirmed the April line-up for Sony’s PlayStation Plus subscription service. Not only that, but they’ve got an exciting new promotion for those considering a purchase of a one-year subscription.
April is looking packed with options for those with fond PlayStation 2 memories, Middle-Earth fans and Indie gamers alike because Okami HD, Lord of the Rings: War in the North and The Cave are coming to PS Plus. Okami HD is the remastered version of the cult PS2 hit where you grab your celestial calligraphy brush and take on the role of Japanese Sun Goddess Amaterasu, using her magic to restore the world to its previous glory. Lord of the Rings: War in the North has you test out the strengths of Farin, Andriel or Eradan as you battle through the iconic Middle-earth universe and The Cave – the newest title from beloved Double Fine Studios – has you embark on an epic journey to discover the treasures of your desire. All will be available from April 4th.
As for the killer promotion, if you buy a year long subscription before April 11th, your account will immediately receive an extra 90 day subscription at no extra cost! These free 3 months can also be taken advantage of by existing PS Plus members, who can stack on top of their current subscription. Oh, and if that isn’t enough, you can also enter a game of life or death in the novel-style title Zero Escape: Virtues Last Reward, which will be available on PS Plus from April 11th, and try using your magical skills to help characters find their way in Thomas Was Alone, narrated by Danny Wallace and available from April 25th, both for the PlayStation Vita handheld.
We will actually be reviewing the service shortly, so for those of you who are still trepidatious about checking it out – wondering if it is truly worth it – we will let you know in a short matter of time.
Have you thought to yourself, “I’m really really interested in LEGO City Undercover, but I don’t have a Wii U,” or “How does that Wii U touch screen thing even work!?” then you should check out our latest episode of CC Impact.
On our latest episode of CC Impact, which you can watch via the YouTube video below this article, editor Joe Morgan sits down and plays through the entire first chapter of the game, to give you a real feel for what it looks and feels like, both on the big screen and via the Wii U GamePad.
As we initially record our gameplay videos, we will be livestreaming the footage to our Twitchpage. We’ll be sure to upload it to our YouTubepage later for those that missed the livestream as well. Also be sure to follow us on Twitter, since we’ll let everyone know when a livestream begins that way. Be sure to leave a comment here or head on over to our YouTube page and leave a comment so we know what you think of our newest feature.
Without further ado, here is our latest episode of CC Impact! – LEGO City Undercover, and be sure to keep an eye on our twitter account tomorrow night (Tuesday, March 26) for when we start our livestream of the highly anticipated Bioshock Infinite!