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Final Fantasy X and X2 HD Remaster confirmed for Western release

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Today Square Enix confirmed that they will indeed be releasing Final Fantasy X and Final Fantasy X-2 HD over in North America and Europe sometime this year. The games will be coming to the PlayStation 3 and PlayStation Vita though it is worth noting that the Vita will not have both games bundled together.

Instead the PS3 version will come with both HD titles in one release while the Vita versions will have to be sold separately. Square mentioned that they will be releasing the game’s announcement trailer on Monday, which is odd to say the least, but anyways the already launched pre-order sites are listing $40 for the PS3 version, which means the Vita games may sell for $20 each. Check out the debut screenshots below which actually only contain screens of FFX HD and a piece of artwork for FFX-2 HD

Telltale’s The Walking Dead announced for PlayStation Vita

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Telltale’s The Walking Dead was an episodic adventure game that was so well received back in 2012 that it was given so many Game of the Year awards it is hard to count. It also came to nearly every gaming platform available and today it was announced that it will be coming to one more.

Speaking with IGN, the PlayStation Director of Product Planning and Platform Software Innovation Don Mesa stated that the game is coming to the PlayStation Vita.

“We think that the emotion and the immersive experiences you’re going to get there [with The Walking Dead], wherever you’re sitting, if you’re in your living room and playing on your Vita or sitting at a café or at the bus stop and playing this, you get that shock or fright. I think that’s going to be important. That’s what we want to deliver as you’re playing.”

Sadly Mesa did not reveal a release window for The Walking Dead on the Vita after mentioning it’s existence.

DuckTales Remastered announced by Capcom

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Good news everyone, a blast from the past will soon be coming to a console near you. Today during their panel at PAX East in Boston, Capcom has announced that they are working on DuckTales Remastered. The game is being developed by WayForward Technologies and is said to be inspired by the NES classic that many of us have such fond memories of.

You can check out the game’s announcement trailer, as well as the below and also receive a nice dose of nostalgia as the DuckTales theme song starts playing. Anyways, the game is set to be released sometime during the Summer this year as a digital download for the PlayStation 3, Xbox 360 and Wii U.

MasterAbbott’s iOS Game Suggestions #56

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Welcome back for this week’s iOS Game Suggestions. If you missed last week’s, or are new to the suggestions, click on the link below and check out what cool games you should be picking up for your iOS device along with the introduction on how the suggestions work. (suggestions 1 has how it all works)

MasterAbbott’s iOS Game Suggestions

A great week on iTunes! As always, it started slow and but ended with a bang! There are many must-buy games this week in all departments, FREE, 99c and over 99c. This week I’ve suggested a total of 18 great quality titles. Make sure you check them all especially… Unmechanical, Kingpin Lanes, Fetch, Snoopy Coaster, Nitro, Order & Choas Duels  just to name a few.

Break down below :

10FREE Games

2$0.99c Games

6 – Over $0.99c Games

As always for this week’s suggestions are all new titles that you should take a look at and consider spending your hard earned iTunes cash / time on.  Well the Free games just below certainly should all be given a shot as they won’t cost you anything!

For The Cheapskates – FREE GAMES

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MASTERABBOTT’S FREE GAME PICK OF THE WEEK!

Order & Chaos Duels Price : FREE – Publisher – Gameloft (Rediscover the Order & Chaos universe in this FREE collectible trading card game (TCG) that lets you battle with evil forces in many adventures or against real players for leaderboard supremacy.
The ancient demonic spirit Velik and his Corruption have returned to form and use the world as their twisted, wicked playground once again.) on iPad & iPhone.
GET IT NOW FOR FREE

 Heroes-and-Havoc-LogoHeros & Havoc Price : FREE – Publisher –Mobage (Heroes & Havoc is a role-playing game where you, an angel punished for bringing magic to mortals, seek to wreak your revenge. You and your Heroes will take the war to the gods, fighting their Heroes and minions in epic battles. Featuring an addictive blend of card battle and tactical RPG combat, Heroes & Havoc brings role-playing games to a new level.) runs on iPad & iPhone. GET IT NOW FOR FREE
 Legacy-Of-A-Thousands-Suns-LogoLegacy Of A Thousands Suns Price : FREE – Publisher –Zattikka (Legacy of a Thousand Suns is a free online social sci-fi MMO RPG game for your Mobile Device. It features breathtaking futuristic art, engaging story that offers many gameplay options, ideal for both casual and core gamers. Old rivals bearing powerful new technologies have declared war on the Sian Empire. Princess Illaria’s enemies are hunting for her – and if she falls into their clutches the empire will be doomed. Only you can save her now…) runs on iPad & iPhone. GET IT NOW FOR FREE
 The-Wizard-Of-Oz-LogoThe Wizard Of Oz Game Price : FREE – Publisher –Warner Bros (Join DOROTHY™, TOTO™ and all of your friends in THE WIZARD OF OZ™, an adventure-driven town builder based on the most-watched movie of all time! There truly is no place like the Land of Oz – and you can visit anytime, from the comfort of your own home or on the go!) runs on iPad & iPhone. GET IT NOW FOR FREE
 Alien-Hive-LogoAlien Hive Price : FREE – Publisher –AppXplore (Alien Hive is all about evolving aliens, blending match-3 with sliding tile puzzles for a game that feels both familiar and fresh. Swipe tiles to make matches – combine eggs to hatch cute baby aliens, and then help them fully evolve into Supreme Aliens.) runs on iPad & iPhone. GET IT NOW FOR FREE
 Monster-World-LogoMonster World Price : FREE – Publisher –Wooga (Start a completely unique adventure with a new garden, exciting stories and re-imagined plants! Already a player on Facebook? It’s not synchronized, so enjoy a second garden exclusively made for your touch device. Discover a mysterious land of weird plants, wonderful decorations, and a fantastic storyline. Grow and harvest Bumble-Bee Bushes, Lollypop Palms, Fortune Flowers and much more! Meet Robert the robot, a quirky baby, and other funny characters along the way, in your very own monster garden.) runs on iPad & iPhone. GET IT NOW FOR FREE
 Motor-World-Car-Factory-Logo

Motor World: Car Factory Price : FREE – Publisher – Mobage (BECOME THE GREATEST CAR MAKER IN THE WORLD! Step into the captivating and cheerful Motor World, filled with amazing cars and shiny, happy people! Run a small car factory and turn it into the best company in the world. Build your cars, create new ones, make your workers happy, please your customers, arrange your retail stores and play with your friends.) on iPad & iPhone. GET IT NOW FOR FREE

 Mini-Golf-Matchup-LogoMini Golf Matchup Price : FREE – Publisher –Scopely (Welcome to the most addicting mobile mini golf game in the world. Don’t believe us? Check out these fictitious celebrity endorsements!) runs on iPad & iPhone. GET IT NOW FOR FREE
 Solitaire-Blitz-Logo

Solitaire Blitz Price : FREE – Publisher – PopCap (Discover a whole new world of solitaire in this fast-paced treasure hunt! Match cards quickly to clear the decks in 60 seconds, collect treasures, and compete with friends. Dive into uncharted waters to uncover rare artwork and priceless antiques. Meet colorful characters during your underwater adventure. Match fast and score big to top the leaderboards, and share the wealth with friends. You’ve never played solitaire like this – it’s a fast, fun, social event!) on iPhone & iPad. GET IT NOW FOR FREE

 Nitro-Logo

Nitro Price : FREE – Publisher – Z2Live (Join adrenaline junkies worldwide and be a part of Nitro’s racing league. Get ready to test limits, break records, and be one of the top drivers with the hottest rides around! You’ll compete to be among the elite, as you speed through thrilling tracks in stylish, highly upgradable and customizable cars! Challenge your Friends in Head-to-Head and Multiplayer races, enemies in the Rival Circuit, and your own track records in Time Trials!) on iPhone & iPad. GET IT NOW FOR FREE

For The Bargain Hunters – 99c Games

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Snoopy Coaster Price : $0.99 – Publisher – Chillingo (Take Snoopy, Charlie Brown, Linus, Lucy and Peppermint Patty on the wildest rollercoaster ride on the App Store. Featuring the iconic original artwork of the universally adored Peanuts comic, Snoopy Coaster is a must-have for fans everywhere.) runs on iPad & iPhone. BUY NOW

 Pug-Run-Logo

Pug Run Price : $0.99 – Publisher – Tic Toc Games (PUG RUN takes you on a magical journey of Bogart, a pencil sketched pug, determined to come to life! After being drawn by a small boy with a larger than life imagination, Bogart awakens and begins to run toward the boy, only to find The Void slowly creeping up behind him to stop him in his tracks. See the world change from black and white to color, the closer Bogart gets to the boy.) runs on iPhone & iPad. BUY NOW

For The Millionaires – All games over $0.99

 Unmechanical-Logo

MasterAbbott’s over 99c Pick Of The Week!

Unmechanical Price : $2.99  – Publisher – Teotl Studios (Unmechanical is all about the adventure of a little helicopter trapped in a strange, but fascinating world. Help him through to discover the secrets of the world! Unmechanical is a puzzle adventure that combines tricky puzzle solving, alluring exploration, and an engrossing atmosphere. Set in a fantastic world of flesh, rock and steel, your journey to freedom requires you to solve a great variety of puzzling challenges, and while it’s easy to pick up and play, later challenges may prove very difficult indeed.) runs on iPhone & iPad. BUY NOW

 Kingpin-Lanes-Logo

Kingpin Lanes Price : $1.99  – Publisher – Speedbump (Built by one guy using the power of the Unreal 3D engine, Kingpin Lanes is the first game to offer the entire bowling alley experience, featuring A fully explorable environment, with findable and interactive objects, a functioning Pro Shop, and more.) runs on iPhone & iPad. BUY NOW

Abalone-LogoAbalone Price : $5.49 – Publisher – Bulkypix (Discover – or re-discover – all the fun of Abalone on iOS. Play the classic game or try out the different competition boards. The rules could not be simpler – moving your marbles in lines, push your opponent’s marbles off the edge of the board. The first player to push six marbles off the board is the winner. Reached the end of the official Abalone game mode? Get to grips with the many challenges lined up by the game’s creators. Have you got what it takes to succeed?) runs on iPad. BUY NOW
 Kingdom-Rush-LogoKingdom Rush HD Price : $2.99 – Publisher – Armor Games (The acclaimed action fantasy defense game is now available for iPad in High Definition! Get ready for an epic journey to defend your kingdom against hordes of orcs, trolls, evil wizards and other nasty fiends using a vast arsenal of towers and spells at your command!) runs iPad & iPhone. BUY NOW
 Pirrrates-Logo

Pirrrates! HD Price : $1.99  – Publisher – Alawar Entertainment (Choose your loyalty, will it be with the pirates of the high sea, or their arch nemesis the Royal Navy? Control the crews of one side, and strategically maneuver your forces to completely overwhelm the enemy! Use magic and skills to help you during the fight. Prepare for battle in this fast paced, highly fun, over-the-top strategy game! Time to sail away!) runs on iPad. BUY NOW

 Fetch-Logo

Fetch Price : $5.49  – Publisher – Big Fish Games (How far would you go to save your pet? Follow a young boy on a sensational journey like no other as he sets off to rescue his dog Bear from a mysterious fire hydrant that snatched the canine in the night! Big Fish Studios is proud to present Fetch, an adventure tale that will warm your heart and keep you glued to the screen! One part interactive animation, one part childhood delight, equal parts adventure and arcade, Fetch captures the timeless emotion of puppy love and takes you on a journey through dark tunnels and sandy shores to save your best friend. Do you have what it takes to save Bear? Prepare yourself for a wild ride filled with wagging tails and boisterous barks!) runs on iPhone & iPad. BUY NOW

There you have it folks these games should keep you busy for quite some time well until next week at least. I’ll be back next week for another dose of iOS goodness, in the meantime if you would also like to suggest your own suggestions, please feel free to share them in the comments section below or in the iOS forum section on the site here.

Remember kids, Play Hard Or Don’t Play At All!

 

New Mega Man game being developed by Capcom

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Today during the “World of Capcom” panel at PAX East in Boston it was announced that Capcom is currently working on a new Mega Man game. Unfortunately, Joystiq reports that the game is “not ready” for a full reveal as of yet.

After multiple game cancellations this is certainly good news for the Mega Man fanbase, but there are a few things that Capcom did announce for Mega Man at the panel. First there will be a 3DS eShop release of the classic Mega Man 4 and 5 titles on April 25th and May 16th respectively and a special 25th anniversary Mega Man figure is going to be released sometime this year.

Interview with Counter-Strike Co-Creator Minh “Gooseman” Le On Tactical Intervention

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Minh “Gooseman” Le is is a highly influential developer in the first-person shooter community, best known as the co-creator of the Half-Life mod Counter-Strike. Once CT was picked up by Valve, Le became their employee working on various other projects. After this Le’s next move was moving to South Korea and began working with FIX Korea. Now, Le and his team return with his highly anticipated free-to-play shooter Tactical Intervention. Many are calling it the “spiritual successor” to Counter-Strike, so expectations couldn’t be higher and TI plans to deliver. Open Beta is about to close and the reception’s great. During this busy beta stage Le also took the time to answer a few questions on ours, giving us an insight on the game’s features, the community, issues with releasing it in Australia and more.

On behalf of Capsule Computers I’d like to thank Minh “Gooseman” Le for taking his time to speak with us and giving us such insightful answers.

Please enjoy the interview!


Le: Thank you for your interest in our game. It’s extremely humbling to know people are looking forward to playing our game from all over the world. We will do our best to bring our game to other territories outside of North America as quickly as possible.

Q1. Tactical Intervention is currently in an open beta testing stage – how has the reception been so far?

Le: I’m really happy with how it’s been received. I’ve been playing a couple hours a day and the general feedback I’m getting from players is very encouraging. I think our biggest challenge will be convincing players to TRY it as there seem to be a lot of people who’d rather not give it a shot based on the game’s appearance alone.

Q2. Many are calling Tactical Intervention the “spiritual successor” to Counter-Strike. Would you call this fair? How do you feel about this?

Le: I think this is a fair statement considering I invented Counter-Strike in 1999 and a lot of what I learned from working on Counter-Strike has helped me shape Tactical Intervention. I’m honored that people would view it as a “spiritual successor” to CS and I’m hopeful that CS players will be willing to try our new game, TI.

Q3. You’ve been working on this for what seems like forever. How long has it been now? Has it been tough?

Le: It’s been a very difficult journey. Well over 7 years. A lot of it was due to poor decision-making from a business standpoint. When I left Valve in 2005, I had good set of skills in the game development field and was comfortable in what I was able to accomplish with regards to the actual DEVELOPMENT of the game: ie. programming, content creation, etc. However, it was the level of business experience that was responsible for consuming most of my time. On top of that, the decision to make it a Free2Play game required a CONSIDERABLE amount of work. This is something that we severely underestimated. The complexities involved in developing a backend system that communicated with the game servers and the players in real-time was a real challenge for our team.

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Q4. There’s a lot of hype about a certain car chase level, can you tell us about that?

Le: Yes, this level takes place on a long stretch of highway. It involves the Counter-Terrorists escorting a high value target to a drop off point. The terrorists must execute this target and retrieve his brief case containing food supplies for the entire nation of Nigeria. Both teams start off in cars and the action is very fast (as you’d expect) but also very focused on the objective. Once the CTs reach the drop off point, they must escort the VIP on foot to the final destination. It’s far and away our most popular map and even I find it enjoyable even after playing it for more than 200 times. I love it because there are so many ways in which the match can evolve. The dynamics of having the cars and the numerous scenarios that can unfold with cars and players having to get out of cars and resume the action on foot is immensely enjoyable for me. Perhaps the only flaw in this level is that sometimes you get stuck in a car with a player whose driving ability is “less than acceptable,” and you end up wanting to jerk the wheel of the car and jump into the driver’s seat. Though some people find this quite amusing so I’m not sure if this can be considered a flaw as a successful team needs to communicate and recognize their skillsets. Oh, I should note that in this level, NOT EVERYONE has their own car. A car is shared between 3 or 4 players.

Q5. The battlefield has much more variety this time around with a whole stack of new features. Can you tell us about some of these?

Le: Sure, I wanted to add more elements to the level that the players could use to alter the course of battle. Some players aren’t very good at the shooting aspects of an FPS (you know those guys who are always at the bottom of the scoreboard with sub 0.5 kill ratios). I wanted to give them an opportunity to partake in the firefights in a meaningful way so I added elements such as fire extinguishers, propane tanks, dogs, shields, rappelling, breaching charges that blow doors. All of these play an important part in how the scenarios unfold and add a bit of unpredictability to how teams play. It becomes almost like an RTS, but that having been said, the ability to open fire upon your opponents is of paramount importance as the game is purely a shooter at its core.

Q6. While there are plenty of new things thrown into the mix, I’m still getting that classic Counter-Strike feel that I’ve always loved. Would you say CS veterans are going to feel at home with this new IP?

Le: I think so because our shooting mechanics are almost identical to CS. The feel of the guns and the player movement are really familiar to those who’ve played CS all their lives. We have, however, added new mobility features such as the ability to roll, lean, blind fire, rappel, bake a chicken. On top of that, we have game modes that are old favourites such as bombing, and VIP assassination, and of course hostage rescue.

Q7. The environment is much more interactive this time around. How will this effect gameplay? 

Le: Oh, I answered this already in 5, lucky me. 🙂

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Q8. Are there any other new key features your particularly proud of?

Le: I personally love the ability to heal teammates. Every player starts off with a small medkit that can replenish a teammate’s health. The medkit only has the ability to replenish up to 50 health units. This mechanism was introduced to encourage players sticking together and during gameplay, I think it works very well.

Q9. Tactical Intervention is a free-to-play game. How does that work? 

Le: It’s very similar to other Free2Play shooters in that the majority of the game is available to players to gain access to without having to spend money. The amount of “grinding” involved in getting a gun is not as bad as some players think. To give an example, the current (subject to change) price of an MP5 is 1,500 game points/day. In a typical level, an average player gets around 600 gamepoints each level. So by playing 3 levels, you can get enough points for an MP5. There’s also the option to buy an MP5 for 30 days/90 days.  I believe we tentatively price the 30 day at 20,000 game points.

From speaking with our publisher, we’ve been assured that they want to find a suitable balance between keeping free players happy and also providing a certain incentive for players who do spend money, which of course, assists us with development costs and new content!

 Q10. Exactly how much of an advantage will players who buy things get? How will things balance out with them and gamers playing for free?

Le: I’d estimate around 90% of the items in our store are available for purchase with game points. The remaining 10% of items are cash-only items. The disparity between guns’ performance is not huge. To illustrate this; First I need to clarify a few things. When a player creates an account, he automatically starts off with a basic set of guns: 1 Pistol, 1 SMG, 1 Assault Rifle, 1 Shotgun, 1 Sniper Rifle. We call these Tier 0 guns. These guns stay with the player at ALL TIMES. On top of that, a Player is ALSO given a free Tier 0.5 gun of his choosing. He can choose between an SMG/ Rifle/ Shotgun.

So basically a player’s arsenal will ALWAYS contain 5 various Tier 0 guns, and 1 Tier 0.5 gun.

To explain the differences between each Tier gun

Our Tier 0 Assault Rifle, The Puger M1 (we can’t use real names; bless our poor hearts)

  • does 20 damage
  • has 20 bullets in the mag
  • has rate of fire of 600 rounds/minute

Our Tier 0.5 Assault Rifle, The DayWhoa K1

  • does 23 damage
  • has 25 bullets in the mag
  • has a RoF of 675 rounds/minute

A Tier 1 assault rifle, The Bolt M4

  • does 26 damage
  • has 30 bullets in the mag
  • has a RoF of 800 rounds/minute

A Tier2 assault rifle, The FN FAL

  • does 38 damage
  • has 20 bullets in the mag
  • has a RoF of 600 rounds/minute

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Q11. How many modes can we expect in the final game? What’s your favourite? 

Le: Being a Free2Play game, we don’t really have a “final” game. The number of game levels and modes will constantly increase. The plan is to have 5 levels prepared when we “release” on March 28, and continually add new levels at a rate of 1 per month.

My favourite is the VIP Car chase mode, but I have some ideas for new ones that hopefully will be equally as enjoyable.

Q12. Mods and level editing have been a popular aspect in the Counter-Strike community, is this something you wish to focus on with Tactical Intervention?

Le: Unfortunately, this is difficult to support with the Free2Play system, so at this point we do not have any plans for it.

 Q13. Although you have worked for Valve, you seem to enjoy working from more of an indie standpoint. In your opinion, what are the advantages of being an indie developer?

Le: There are less restrictions in terms of what you can develop. Being a larger company requires a certain amount of accountability to your existing customer base. I think this limits the amount of innovation that developers can pursue in order to satisfy such a large demographic of players.

Q14. Using scope/Iron sights in FPS games these days seems to be a popular trend, but you’ve chosen to stick to your roots with “hip shooting” in Tactical Intervention. What are your thoughts on scope/Iron sight shooting & tactical shooters?

Le: The decision to not have ADS in our game stems from the design principle of allowing players to see what their shooting at without obscuring the player’s view too much. In our game, A LOT of things happen in front of the player and the pace at which they happen requires players to have as much visual awareness of what’s in front of them. I feel this is more important to have than the ability to aim down the sights.

 Q15. When can we finally expect to get our hands on the final version of Tactical Intervention? 

Le: It’s really hard to predict when we can service our game in the Australian region. Being a Free2Play games require us to have different publishers for each region and as a developer, there are certain responsibilities we must uphold for each publisher. We plan on releasing in North America in March 28 and our priority is to get the game stable and running smoothly before we venture off into another region. Rest assured though, we definitely see that there are players from other territories who WANT to play TACTICAL INTERVENTION, but at the moment are unable to. This is something that spurs us to work as fast and as diligently as we can, so everyone can partake in the madness that is TACTICAL INTEVENTION.


That concludes our interview with Minh “Gooseman” Le. Once again I’d like to thank Le on behalf of Capsule Computers for taking the time speak with us.For more information on Tactical Intervention you can check out the official website here and also the Facebook page here. For even more TI you can also follow the official Tactical Intervention twitter here, or Gooseman himself here. As always be sure to let us know what you think in the comments section below.

Dead Island: Riptide Co-op Impressions

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We recently had the chance to get in some 4 player, system link co-op on Dead Island: Riptide. Played on the Xbox 360, the session was 3 hours long (!!) and gave a pretty complete idea of what to expect from this sequel – sold as a spin-off – which will be releasing on April 26th in Europe and nation-wide here in Australia.

SPOILERS: The fate of the first game’s main characters will be referenced here so be warned if you haven’t finished it. Before jumping in, we were presented with multiple characters to choose from, with each of the four main characters from the first game made available. Purna, Logan, Xian – and my favorite – Sam B., feature after attempting to escape the island of Banoi at Dead Island’s conclusion.

With their helicopter crashing on Palanai – another island in the same archipelago – our play-through opens up with the survivors regaining consciousness and scrambling to organise themselves on the shores. After a relatively brief cutscene, we are given control. Drop-in, drop-out co-op returns in this edition, and as we were playing system linked, we were required to simply pause the game and join the local party. It was quick and painless.

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If I recall correctly, we all started on a level playing field, but at level 18, not 0. I believe this was so that we could have fun with using some of the skill upgrade abilities from the get-go; also to get a better idea of what each character can build towards in that regard, given each’s unique specialty. Being Sam B. (how can you NOT pick him?!), I was the blunt weapon specialist. I like it up close and personal… *evil grin*.

In the pause menu, you have access to the Quests, Map, Inventory, Skills and Team tabs. It will all seem very familiar to players of the original, with it practically being the same U.I. The same can be said for the skill trees, which are still split into Fury, Combat and Survival categories. Even the perks were identical to Dead Island (at least from what I noticed/remember). Oh, I failed to mention earlier that your character still has a monologue when choosing them and Sam B.’s “Who Do You Voodoo?” track can be heard once more.

The controls are almost exactly the same, with it now being made clear to hold down ‘B’ to enter Fury mode. Tapping ‘B’ still executes a quick heal. Something that sorely disappointed me was the fact that there is STILL no way to look behind you whilst reversing in a vehicle. Can these characters not use a mirror or turn their bodies more than 30 degrees?! Also much like in the first game, there are hubs of activity which you will be travelling to and from over the course of the campaign.

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We were given free reign to tackle any mission/side-mission we wanted, so long as we were all unanimous in its choosing. Our choices led us to revisit a couple key locations numerous times; so often that I started yearning for a new locale. This island seems to borrow many of the same assets from the first, but with a bigger emphasis on water, bogs and swamp-like locations. Speaking of, I found that you slow down in water, unable to sprint, while zombies continue to move at their top speed. Even the fast ones!

Continuing on from that last observation, I was told “that’s why you should get in a boat!”. Yes, there are functional boats in this game; motorboats with 5 seats – one of them being for the driver. Passengers can still attack while the boat is in motion, but you can also get pulled out by the zombies. Which brings me to my next observation: durability of weapons. Weapons take a lot longer to break now, and it will take far less time to find a gun this go around as a teammate acquired one only 30 minutes in!

Modification blueprints are still strewn around the island, with the familiar upgrade bench at your disposal to Repair, Upgrade or Create new weapons utilising your acquired mods. I immediately created a “liquid fire morning star”, which would create a fiery area of effect when used (although not with every hit). This was made possible – as expected – by finding and scavenging the appropriate parts, and playing with teammates helped that process as we gladly traded resources with each other. I also found many miscellany and collectables, from post cards to island brochures.

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Most of the missions themselves will not be foreign to Dead Island players: there’s lots of acquisition quests and rescue quests, but we also got to experience the new defense hub missions. Our first time, we put up these wire fences to delay the zombies and allow shooters to pick them off at a safe range (although I had no success in stabbing through the fence as I couldn’t reach them). We were assured that the hordes would not spawn and advance on the camp until all fences had been placed, although I’m sure they will place timers on some of them later in the game.

The second time, we defended the same camp, but with electrified fences. To do so, we first had to locate and gather some materials, which included electric wire and an energy source for the motors. Again, your classic fetch quest here. Throughout our gameplay, we encountered a new enemy type – the Ogre, which was reminiscent of the Butcher in Dead Island. I actually couldn’t tell what made him unique as I just considered him a quicker, tougher thug. And he took forever to kill (much like all of them really).

At the end of the day, here’s the skinny: Dead Island: Riptide feels like Dead Island, it looks like Dead Island, it sounds like Dead Island and it plays like Dead Island. Now, that’s not necessarily a good thing. The thing is, with every successive release in a series, you expect some substantial changes or tweaks. And while I’m sure the additions found in Riptide and their effect on the experience will become more evident as you play, I am worried that there may be too little change.

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Having said that, co-op will always be a fun time with a game like this – that fact will not change. BUT, I can not see myself, after purchasing and playing the first one – and having to give it a rest after prolonged periods to alleviate boredom from its repetitiveness – playing this as a single-player experience. And I am a single-player guy primarily. For you, that may not be the case. And Dead Island: Riptide is still buggy like the first with a fellow player getting stuck in geometry being a prime example of this.

There may be a few more weapons, boats, a new enemy or two, a dynamic weather system (just an aesthetic effect) and the hub defense missions, and that’s all well and good, but my issue is that certain elements/gameplay mechanics were not improved upon from the first, the voice acting is still God awful, the animations/graphics are no where near impressive and we also experienced major lag in our play-time. There are reasons why this is being released at a discounted price and is being billed as a spin-off, not a sequel… all of the above.

I hope I am wrong and Riptide has more to show that will surprise us, but I just don’t know if it’s worth my money. I might just return to the original and get a very similar experience. With its release only a month away, you can’t expect much more work to be done on the title.

Firefly Collector’s Edition Steelbook Coming Soon

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Oh. My. God. I’m weak at the knees already. Firefly is coming in a super shiny collectors edition exclusively for Australian and UK audiences. This is the kind of thing that you’d barter your dog for after the apocalypse happens.

There’s a lot of special features for you here so you can dig into the expanded universe of Firefly. There’s the usual ‘making of’ and gag-reels but there’s also some reunion footage, a special about the fair ship Serenity and a few extra little bits from people involved in the show. If you’re already a fan, add this to your 4 or 5 other additions of the series. If you’re not, this set will give you everything you require for your new life of awkward Joss Whedon worship.

The blu-ray special edition is exclusive to JB Hi-Fi and can be purchased from the 10th of April, pick it up now while stocks last.

Hyperdimension Neptunia Victory conquers stores in North America today

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Good news everyone! Today NIS America’s Hyperdimension Neptunia Victory has finally reached store shelves in North America after a minor delay. Of course, gamers in the UK still have to wait until tomorrow to purchase it but at least everyone in Europe has access to it already.

Anyways, Hyperdimension Neptunia Victory sees Neptune being reported back to the 1980s version of Gamindustri and she now has to try and find her way back as well as protect this new Gamindustri from those threatening to destroy it. This third game in the Neptunia series contains a more refined and faster combat system, numerous dungeons and tons of game-centric and self-aware comedy.

With three more Neptunia titles already announced for release in Japan, I doubt this will be the last time that Neptunia graces Western shores in the future.

The Dark Knight Returns Part 2 Review

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The Dark Knight Returns Part 2
Studio: Warner Premiere/Warner Bros. Animation
Publisher: Warner Bros. Home Video
Format: DVD (Reviewed), Blu-Ray
Release Date: Out Now
Price: $29.95 (Available Here)

Overview

Directly carrying on from the events of Part 1, The Dark Knight Returns Part 2 appropriates the second half of the 1986 Frank Miller limited series comics, almost ‘to a T’. SPOILERS: I will be briefly summarizing/mentioning events from Part 1 throughout, so you should ideally have seen it before reading this review…or, just skip to the end. Here, Batman must contend with a re-awakened Joker after his re-appearance as Gotham’s vigilante hero sparked Joker’s desire for chaos once more at the end of Part 1. He has also sparked the interest of one government lackey in Clark Kent – Superman. Read on to find out if Bruce Wayne is simply too old for this and should have just stayed retired…

Story

The film opens with a The Joker, detained in a psychiatric health facility, watching a news program featuring a debate on pros and cons of Batman’s presence in Gotham. Feigning some semblance of regret, Joker indirectly influences his psychologist Bartholomew Wolper (who also treated Two-face in Part 1…and we saw how THAT turned out!) to get him in front of the public eye on the David Endochrine Show where he can express his sorrow and prove that he is ready to re-enter society. A sly smile upon the doctor’s exit says otherwise…Meanwhile, a couple ex-mutants attempt to rob a convenience store, now working for Bruno – a tall, butch, neo-nazi woman with a machine gun.

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In disguise, Batman thwarts the hold-up and has the upper hand in the encounter when the Man of Steel interrupts proceedings, proclaiming that they “have to talk”. He has been tasked with ‘settling’ Batman, with the mission coming straight from the top – the Presidential office. The U.S. President likens Batman to a “wild, bucking bronco” who has ‘up and kicked over the fence, making all the other horses crazy’. They arrange their talk for another time. That brief meeting marks the beginning of the set-ups for future events in the film. Commissioner Gordon officially steps down, allowing his successor Ellen Yindel – who is anti-Batman – to take over, The Joker begins to organise his evil plans and the two super-powers of the DC Universe – Batman and Superman – have their first chat in over 10 years (since the day the activity of super-heroism was effectively banned).

There is a palpable tension between the two ‘frenemies’, but also a large amount of respect. Superman warns that a day may come when a member of authority will require he retire Batman himself. As was the case in Part 1, the film is inter-cut with news broadcasts throughout Gotham which lend an eye to the views of the public, but more genuinely the sensationalist media themselves. But here, we also periodically get taken to a war with soviet troops in Corto Maltese where Superman is leading the charge and almost single-handedly winning the war for America. As the film plays out, everything comes to a head and builds to a tense crescendo; newly appointed Commissioner Yindel pursues and corners Batman, The Joker returns to his killing-spree ways and the war in Corto Maltese intensifies.

A true high point for the film is the climactic and murderous chase and confrontation between Batman and The Joker. It must have been the reason for the film receiving an M rating (outside of the U.S., where it is PG) as The Joker shoots down men and women. willy-nilly, like it means nothing. There is blood, gore, extreme violence…and when Batman catches up to him and they are face-to-face, The Joker all but forces him to break his vow. I won’t say more in case people haven’t read the comic, but it’s the moment in the film where everything changes tonally.  It is an amazing scene, and only happens little more than half way through the runtime, which is one of the weird aspects of adapting a four part comic series; the individual story arcs end, but the film keeps going.

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I can’t say much more without ruining the plot, except that you can expect an epic battle with Superman that has the former Green Arrow, Oliver Queen, make an impactful appearance. If you’ve read the comics, you know everything that happens, but you’ll also know just how good and unique a tale this is in the pantheon of Batman storylines. It has been regarded as one of the most influential works in comic history, and though I feel this film has adapted it well, I’m not sure it could ever compare to the impact the source material had on readers that first time they picked it up and began to read within its pages. It is dark, brutal and at times depressing, and definitely flows better than the first. All Batman fans should be satisfied by the storytelling here.

Visuals & Audio

Visually, it’s hard to translate a graphic novel into an animated film without completely copying the style. And if that were the case, what would be the point in doing so? So it’s completely understandable, expected and warranted that any adaptation of the source would take a bit of a left turn in that department. And I feel like the film-makers did a fairly good job in that balancing act of making it look their own, yet reminiscent of the original comics, encapsulating the mood and atmosphere of the panels by Frank Miller. It may be a little lighter and brighter than his work, but it’s still the most dreary and down-trodden Gotham we’ve seen in the medium.

There is good reason for Part 1 receiving a Golden Reel Awards nomination for sound editing and it carries through into Part 2. It’s probably one of the most complete, well-synced, well done audio jobs I’ve ever heard on a direct-to-DVD release. To make sure I was acquainted with the story up until this point, I went back and watched Part 1 not long ago and was in awe of the score by Christopher Drake. It perfectly captured the time period during which The Dark Knight Returns was written, with that fast, electronic/synthesised sound that was the norm in the 80s. It actually immediately reminded me of the film scores for Robocop, Terminator, The Warriors and Tron.

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That being said, the music for Part 2 veered away from that sounds a little whilst retaining the musical motif of the main theme. I think it worked well as an accompaniment to the Mutant threat, thematically, and seeing as they weren’t the focus here, I guess they took that signature sound with them. And speaking of Robocop, Peter Weller reprises his role as ‘Bats’ in Part 2 and, while I am a fan of his work, I feel that his Batman is just a bit too flat and monotonous. Michael Emerson (Lost) does an admirable job as The Joker, as does the rest of their cast with their respective roles. There are no true audio settings outside of language tracks and subtitle options, which include English, French, German and Spanish.

Extras

The special features included amount to two “trailers” as they are classified and listed under that sub-menu. The video titles themselves include the words “sneak peek” and “preview” (on the promotional material & DVD box itself), which is also quite misleading. The Preview of DC Universe’s Next Animated Movie, Superman: Unbound, along with a Sneak Peek at Batman: The Dark Knight Returns, Part 1 are more like full-blown making-of featurettes. They display original storyboards, whilst providing us with sound-bytes/interview footage from members of the production team on the development of the film. We also see some concept art, as well as some video from the VO recording booth with the actors (along with their own interview snippets.) They are approximately 10 mins long each.

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Overall

The Dark Knight Returns Part 2 is a decidedly different viewing experience for those not familiar with the original limited series/graphic novel, solely because it portrays Batman in an unfamiliar light. Growing up in Australia, the comic book culture was never as well established or popular here, so this was new for me having never gotten into them myself. But through all the other mediums they’ve reached – film, TV, games, etc. – I came to really appreciate the characters and worlds with Batman being my favourite franchise of them all. Witnessing Batman riding a horse and using a gun was quite surreal. And don’t get me started on the female Robin! The story is great, but doesn’t quite flow as an animated film…it’s evident where the arcs of each issue of the run start and begin in the film, although few plot points do carry on to ensure a somewhat consistent thread.

As for the DVD package itself, I was disappointed in the basic, non-descript presentation and small number of extras (although the content was satisfactory). The video/audio transfers are almost perfect however, yet I am still at odds with the pricing of home media releases, especially here in Australia; $30 for 90 minutes of content? It’s always in the back of my mind, and when you consider that the Blu-Ray (just $5 more expensive) comes with better transfers, and a LOT more special features, I can’t recommend the DVD as particularly good value. But if you’re a fan of the caped crusader, and don’t have a Blu-Ray player, you should pick up this release. Just watch Part 1 first, naturally.

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