Black Ops II players that have been waiting for that latest map pack to the Playstation 3 and PC can breath easy, as Revolution has hit both platforms, offering four new multiplayer maps and much more.
The four new maps consist of the following:
-Hydro: Located in Pakistan, this hydro-electric plant comes complete with a lethal spillway that floods with very little warning.
-Grind: Set in a skate park in Venice Beach (the birthplace of skateboarding!), quarter-pipes and curved surfaces drive players away from easy cover and into intense firefights.
-Downhill: A ski resort in the French Alps, this snowy map is complete with a moving gondola system that can both offer cover and crush you to death.
-Mirage: Located in China’s Gobi Desert, a luxury resort has been ravaged by a sandstorm.
Sound good? Well, that isn’t all. Zombie lovers will also be getting their fix with Revolution, as this duo of maps will add plenty more for the undead to croak at.
Details for the new zombie content can be read below.
Zombies fans get a terrifying double-dose of undead action in Revolution. First,the new map, “Die Rise,” drops players inside a maze of crumbling skyscrapers amidst a ravaged Chinese city, where all-new Wonder Weaponry will play a crucial role as they make a valiant stand against the impending zombie hoard. Additionally, Revolution’s new Zombies mode, “Turned,” flips this new fan-favorite mode around, allowing players to become the undead and play as a zombie, offering an entirely new style of bragging rights.
As you all probably know, you can purchase this pack for $14.99, or just simply go download Revolution if you are already a Season Pass holder (which can still be purchased for $49.99 – bonus content included). Check out the new trailer below, and turn on that PS3 or PC and get to downloading if you are wanting to add some new life to your Call of Duty.
It’s that time again folks. Time to ready those eShop spacebucks and download the latest offerings from Nintendo and friends. This week, it’s all about the demo. As of today, those anticipating Castlevania: Lords of Shadow – Mirrors of Fate can snag up the demo ahead of the March 5th release – to which it will be available for a full retail or digital purchase.
Speaking of demos, BIT.TRIP Presents… Runner2: Future Legend of Rhythm Alien is available on the Wii U in demo and full form this week, bringing about the sequel to the cult classic indie release.
More you say? Well, Majong fans will be happy to know that Mahjong Mysteries – Ancient Athena is available on the 3DS eShop for $4.99, while Coaster Creator 3D can be snagged up for $9.99. On the DSiWare front, Easter Eggztravaganza shares the upcoming holiday with all for $4.99, and Retro City Rampage makes it’s long awaited WiiWare debut on the Wii for 1000 Points.
Not a bad lot at all. Go out and download away folks, and let us know your pickings in the comments for this week’s digital offerings.
Recently I got a chance to interview Production Manager at Siren Visual, Elio Fois. We discussed Siren Visual’s history and future, the popular noitaminA brand, new merchandise ranges for certain Siren Visual series, their thoughts on the current anime landscape and much more.
Q. Siren Visual has been around for more than 25 years now in Australia and nearly 20 years since it began distributing anime. What do you think has attributed to Siren Visual’s success in the anime industry?
A. Firstly, we were the Company that brought anime to Australia with our launch of the Manga label, based in the U.K., back in 1994. With the release of titles like Ghost in the Shell and Ninja Scroll it was totally new for Australian audiences who had been, for many years, exposed to Japanese anime through Astro Boy, Gigantor, Prince Planet and Marine Boy, throughout the 60’s but had never been exposed to the newer more elaborate or indeed darker productions, both for film and TV, that Japanese Companies were producing from the late 80’s onwards. Our return to anime, in 2009,was due to a combination of factors including the niche market genre, the maintenance of the fanbase and the catalogue of titles that could be created over a long time period. Japanese Companies were also maintaining a high level of title production and many worthwhile titles remained unreleased, especially those that were not being dubbed into English. I think our success since 2009 has been as a result of the demand for both dubbed and subtitled creations that were not being released yet in demand.
Q. How would you describe Siren Visual’s position in the Australian anime industry?
A. Without doubt Madman remains the pre-eminent company for anime releases in Australia and they have put a lot of resources and effort into that side of the company. However, as mentioned above,there was room for a second tier player that picked up good titles and also put an effort into providing something a little different. I think we are now respected by the anime fanbase, release consistently, attend most of the major, Australia wide, anime events and interact with our customers through Facebook and our own website. This has all combined to put us firmly in the minds of anime fans and to make us the number 2 player.
Q. In the past few years Siren has released an increasing amount of off-beat anime titles such as those from the noitaminA brand. Some of which have never been released in any other English speaking region. What makes niche titles like the noitaminA line so popular?
A. Once again I think it is the need for us to be doing some things a little differently and the noitaminA titles have given us this opportunity. Most remained unreleased in the U.S. or did not receive English dubs, although quite a few of the more recent titles are now getting those dubs. It was a deliberate move and as with all risks some have been successful releases and others not. A title like the recent Thermae Romae has been totally unique in it’s style and theme and that is not a bad thing.
Q. The name noitaminA represents many things to anime fans. What does noitaminA mean to Siren Visual?
A. To Siren Visual it is a brand within our brand. Fuji Creative have gone out there and sourced/produced titles that may not have been green lit by many other studios. They have also created their own merchandise store, which I visited on a recent trip to Japan. This is where they hold screenings, serve coffee, sell merchandise and generally launch the noitaminA titles that are upcoming. We are just happy to be able to help push this in Australia.
Q. A growing trend in the Australian anime industry is the increase of subtitle-only releases. What is the benefit of subtitle-only releases in comparison to dubbed releases?
A. Frankly speaking there is no “benefit” in releasing sub-titled series or films as sales results,in most cases other than a few exceptions like “When they Cry” series, are never like those of dubbed releases. However, as previously mentioned, there are some great series that either are ignored by U.S. licensees or slip past their radar that deserve to be released, as with the follow on to “When they Cry”…”Higurashi no Naku Koroni Kai”. We will still be looking out for more subtitled only releases in the future.
Q. Siren Visual previously simulcast the anime series Tiger and Bunny through ANN Video. Will we see any more simulcasts like this?
A. Unfortunately our association with ANN ceased at the end of 2011. The results achieved by them for our simulcasts and the costs involved in keeping their end going were just not adding up. It is not something we are working on at the moment.
Q. What can we expect to see from Siren Visual in 2013 and beyond?
A. In 2013 you will continue to see Siren Visual making regular announcements about title acquisitions with Tiger & Bunny, Book of Bantorra, Intrigue in the Bakumatsu, Mawaru Penguindrum, Heaven’s Memo Pad and a few more taking us to mid year. We will also be launching our first titles onto iTunes, for download and last but not least we will finally, after many, many years of the Japanese Companies being very reluctant to allow it we will be putting together ranges of merchandise for sale in Australia and New Zealand, for some titles.These will include t-shirts, coffee mugs, caps, note pads, key rings, etc. I intend to expand as much as possible into this area, contracts permitting.
Q. How would you describe the current state of the Australian anime industry and its future?
A. Judging by the continued presence of large numbers at most of the anime events we attend, the Facebook numbers (nearly 4000 to date) that we have and the store and online sales levels we are achieving I would say that currently it is still quite strong and stable. Blu-Ray has not set Australia on fire, as yet, but it is slowly picking up. Anime is a genre that will outlive more mainstream TV or Film and the “collectors” fanbase remains as vibrant and dedicated as ever. Therefore I see a “steady as she goes” future at this point in time.
That concludes our interview with Production Manager at Siren Visual, Elio Fois. For more information on Siren Visual and their products you can check out their official website here. As always be sure to let us know what you think in the comments section below.
In a saddening announcement made earlier today on the Hanabee Facebook page, the Anime series Bakemonogatari is having it’s release date pushed back here in Australia. This means that Part One will be releasing on the 3rd of April, 2013, while the second part will be releasing at a To Be Announced date sometime afterwards.
Unfortunately the announcement was made without a justification, at least on the Facebook page. If you were to take a look over at their Twitter page, however, you would find that the reason for the delay is a production error of some kind.
You can see this announcement below.
We're sorry to announce that Bakemonogatari Pt1 & Pt 2 has been delayed due to production. Please expect Part 1 to be on sale in April.
Penumbear, the puzzle platformer from iOS developer Taco Graveyard (creators of the musical runner game Four Hats), is finally live via the App Store now for $1.99, 1.89€. Penumbear is a game where you literally walk the line between light and shadow, flipping on lights to create new paths as you work through over 100 levels.
“Overall, Penumbear is a fantastic package. The platforming is responsive and the puzzles are well-designed. There is plenty of content here – over 100 levels, hidden stages, 138 collectible teddy bears hidden throughout the stages, and more will give you hours and hours of game to explore. ”
“Penumbear is one of the best puzzle platformers on the iOS and easily worth the price of admission.”
We highly recommend you give Penumbear a look. You can check it out on the App Store’s page here.
If you helped fund the OUYA Kickstarter then you’ll be excited to know that shipping for the indie console starts on March 28. Those who didn’t can still get on board but you’ll have to wait until June, which isn’t all that long. Some pretty great teams are being assembled to make OUYA exclusives and/or launch titles.
Valve’s Kim Swift, whose work on Portal and Left 4 Dead brought her much acclaim, is working on a OUYA exclusive. No official announcement on the content of the game as yet other than proclaiming it will appeal to ‘core gamers.’ She’ll be teaming with Airtight Games.
Minority Media are currently developing a game that is designed to utilise the OUYA’s touchpad and buttons simultaneously. Minority Media are the team that developed the critically acclaimed PaPo & Yo.
‘The Ball,’ developed by Tripwire Interactive, will be coming to OUYA in March. They’ve also announced that a OUYA exclusive, intending to extend on their iconic FPS puzzler titles.
‘ChronoBlade’ will also be coming to OUYA. nWay, a web & mobile free-to-play developer, and the OUYA developer team are working together in order to optimise the game for a television screen-sized experience.
On the back of that huge info dump, they’ve also announced that Kellee Santiago, co-founder of thatgamecompany and maker of ‘Journey’ will be the new head of lead developer relations. The title has been tagged DBF or Developer’s Best Friend. This move is all a part of making sure that developers can get tight feed back and involvement from the people they require it most from.
As Spiders Studio is nearing the release of Mars War Logs they and publisher Focus Home Interactive have thought now is the perfect time to announce their next game. Intended for release before the end of the year, Bound by Flame is an Action RPG with a main character possessed by a flame demon. The kicker? It is up to the player if they will sell pieces of the character’s soul in exchange for power or maintain piety for heroic traits instead.
Players will have a lot of choices as not only will they decide from giving into temptation, but also full customization of the main character from gender to facial features. Players will also have three skill trees to decide how they want to fill them, but should have plenty of chances to try out different ways as choices in the game will impact how things will play out.
Bound by Flame also allows players to craft and improve equipment, such as weapons and armor to ensure they are exactly how they want them in order to combat the vast bestiary, which will include a great variety of creatures to face. From shadow dragons, to liches, to ice creatures to name a few, as well as the Swamp Beast which can be seen in the picture above.
While they are a little short on other details currently there will be plenty of time to show off much more of the game in the intervening time. Bound by Flame will be released for Xbox 360, PS3, and PC at the end of 2013.
Overview
Have you ever been initiated into a group of people? Well, I can guarantee you probably have never been initiated into a group of mages. When joining a group of people, you normally train alongside a “master” of the trade for quite some time before getting your hands dirty. But of course the best way to test out your current prowess is to throw you into a fray of goblins…
Story
Albeit the demo was short, I found the story to be interesting enough to want to pursue further. Starting off as the fire mage – D’arc, you are given the task to prove your worthiness of receiving your initial magical powers. By acquiring a gem and performing rigorous tasks to illuminate the object, D’arc can finally practice his skills as a mage. However, your teacher teleports you to a forest where he does not join you. Waylayed by enemy goblins you must think fast and utilize your new abilities in order to save your own skin.
And there you have the demo in a nutshell. Being short and simple, Mage’s Initiation sets up a viable storyline in a fantasy point-and-click adventure.
Gameplay
I would first like to point out that I jumped right into the game disregarding all instructions. It is a personal habit which allows me to dissect a game internally by identifying its learning curve without knowledge of basic/advanced controls. At first I noticed that my character could only walk everywhere with the left mouse click. Further investigation made me aware that double-left clicking enabled the character to sprint to target location. Testing out the right mouse button provided additional options for inspection such as: use, talk, look, inventory item, and spell. Finding these options made the demo much easier to traverse.
One aspect that needs close attention is active battles in a point-and-click adventure. I have noticed that in any point-and-click that response times are a bit sluggish in processing commands. As seen in Mage’s Initiation, the action of walking and running seem slow at the moment and could cause frustrations while in active battles. I am guessing that the team is currently working to improve this performance before the final launch.
Conclusion
With the demo being a very slim experience it is hard to tell at the moment how much content that will be provided upon release. We do know that four different mages can be selected at the start but the developing storyline could essentially be the same experience with a few twists. Other concerns will strictly deal with combat and the effectiveness of movement when in these active environments. If battles remain sluggish with player movement, the combat element will become tough to grow accustom to and deter players from enjoying the active battles. Fine tuning this area of the title will definitely bring out the role playing elements instilled through the rest of game.
To help Himalaya Studios further with the project you can donate at their Kickstarter page (here) or even give an approving vote at their Steam Greenlight (here).
March 14th is creeping up on us, when God of War: Ascension will rip and slash its way onto store shelves. We previously brought you my impressions of the single-player build shown at EB Expo 2012 and the more recent Multiplayer Beta, but today I have a detailed preview of the opening 30 minutes of the game for you, which I was fortunate enough to play at the Sony Computer Entertainment Australia offices.
To begin, an intro video plays featuring a voice-over of Gaia recounting history (as we have come to be familiar with). She speaks of the “Primordials”; beings whose rage led to their own demise and consequently the creation of our world. Not only would these elementals – the embodiments of water, blood, rock and other forms – create the world we live in, but their battles would also result in the manifestation of the Furies; “the guardians of honour and enforcers of punishment.” If you break a blood-oath with a God, as Aegaeon the Hecatonchires did – now suffering as a living prison – then the Furies would deem you punishable by means worse than death; eternal torture. Kratos is one such victim.
The gameplay begins as Megaera – the Fury (or Goddess) of Jealousy – taunts and batters a chained up Kratos. As the perspective moves behind Kratos’ shoulder, Megaera attempts to swipe at him with her spider-like appendages. This is the very first instance of a quick-time event (QTE) without any button prompts, which are still featured heavily in the bigger boss battles. Here, the side at which Megaera attacks is highlighted by a purple glow on the relative appendages. Time slows down for you to react and dodge to the opposite direction using the left analog stick. Soon enough, Kratos breaks free of his trappings and you are enabled to attack with light and heavy blows in-between dodges.
Slicing Megaera’s abdomen with the end of his chain, Kratos tackles her down to the lover levels of the structure and gives chase as she scurries off in evident fear (although she continues her trash-talk). This is where the player’s re-initiation with the control scheme truly commences. You’ll be jumping over fallen pillars and partaking in miniature combat situations with these parasites – a new enemy which emerges from Megaera’s diseased flesh. They explode on clean contact and so grappling them with R1 and throwing them is advantageous, not only to prevent that from happening, but also to turn the tables and use them as a sort of grenade, if you will. As Kratos is seemingly catching up to Megaera – the camera closing in to reiterate that fact – the conniving Fury destroys the ground from underneath Kratos, causing him to fall into an enclosed prison chamber.
There are “cells” on either side that house some unassuming captives. However, those parasites I mentioned earlier crawl into these cells, attach themselves to the heads of the prisoners and take them over, apparently controlling their minds and making them stronger. The ensuing battle is the first real chance to explore the combat system. After causing enough damage, Kratos’ rage meter is filled, automatically swapping out his move-set for more dangerous blows, as opposed to being a manual mechanic in previous games. A unique special attack is executed for each face button that is pressed with L1, although only one is available from the get-go; L1 and ‘O’ has Kratos pound on the ground, momentarily stunning any enemies in its radius. After the initial waves are defeated, new ones emerge, this time equipped with an “enemy weapon”, which can also be picked up by the player and used by pressing ‘O’.
I don’t know what this particular weapon is called, but it’s a kind of sword that can be thrown for maximum damage by pressing R1 and ‘O’ together (although you naturally lose the weapon after that). It’s better to save that attack for the bigger, more difficult baddies. Something new that I did not witness in previous builds is the fact that enemies with these weapons are now more inclined to block a lot more frequently. And, finally, I understand the use of the thrust-kick (‘O’ with no enemy weapon equipped) as it is used to break their guard. The benefit of using this unarmed attack was never clear to me prior, especially in the multiplayer beta. After dispatching the remaining minions, Kratos continues his pursuit of Megaera up and out of the prison.
After another battle sequence involving the parasites and minions, Megaera’s parasites infect one of the Hecatonchires’ 100 hands, which disfigures and transmutes into a grotesque, bug-like creature with sharp, rocky blades for forearms (and armour, funnily enough). Similar to the Megaera confrontation at the start, this beast will attack with either blade that will glow (this time a gold tint) as a visual cue for the players to get the hell out of the way! The hand-beast hangs over the edge of the platform, coming down with stabbing and swiping motions. While rolling away from the stabs (still assigned to the right analog stick) and hopping over the swipes, I cause enough pain to be afforded a QTE where Kratos drags and throws the creature into a building, tilting the whole play-space on its side, which is basically one of the many arms of the Hecatonchires.
Now essentially walking on the faces of buildings, the enemy’s attacks are relatively similar, except now Kratos must jump and attack mid-air to reach the beast as it reaches down past the (then) floor, which has now become an obstructive wall. A more consistent timing element is added here as, to avoid a much broader slice, I had to roll in-between buildings, the spaces now acting like a pit in this lopsided area. Try to camp out in a pit, however, and the beast will try to flush you out with a massive strike targeted at the pit in question. After defeating it by way of forced neck-slicing via QTE, Kratos jumps off and the player must control his slide down the crumbling surface and roof shingles as many of the Hecatonchires’ arms attempt to squash you. Eventually falling down a hole into the sewers, I had to then climb up to one of the open grates, kick out the other side and climb back up to the surface.
I should have mentioned at the top that this build is the newest that has been playable, but that doesn’t necessarily mean it’s the current build internally. I say this because I did come across two small bugs/hitches. The first being that the audio cue for the grate being kicked out by Kratos played after a noticeable delay. The other involves a subsequent battle with some more of Megaera’s minions, where I grappled and threw one, who was weakened, at another and they both fell over the edge supposedly dying. However, I all of a sudden saw a head poking out of the floor…one of the minions somehow got stuck and was still attacking me from within the floor’s geometry. He automatically died almost immediately after though. Not a big deal at all, just something to note. If he hadn’t died and I couldn’t reach him and progress, then we’d have problems…
Anyway, continuing on after opening a gate, Kratos walks through another prison block whilst prisoners comment on his markings and outwardly express their hope that he will be the one to save them from the Furies. With no time to relax, Aegaeon grabs the block, rips it out of his abdominal area and rotates it. Wave after wave of enemies appear, with the block being turned after each one is beaten. Grappling out of there, I pull a lever to connect two gears and lower a ladder in the surrounding play-space. Going over to the gears, I then pull on the mechanism only to disturb a cyclops, who scales the lower, exterior wall of the platform to meet me in battle. This allows for the classic ‘controlling of the cyclops’ that has been incorporated in previous entries, where you can grab on and force it, out of agony, to smash enemies with its club and stomp them into a fine paste.
After one more transitional area, Kratos just can’t catch a break as another of Aegaeon’s bug-hand warriors (I really need its official name here!!) breaks through, grabs Kratos and smashes him through a series of stone walls, leading into the demo’s final bout. In-between its attempts to squish you with its own hands – the transfigured fingers of the original hand…it’s really disturbing – it recoils, hanging on to a column in the background from where it can hurl a bunch of parasites at Kratos. Throughout the battle, there are two QTEs where Kratos violently pulls down a part of ceiling onto the creature, weakening it for the final kill. Something of note here is that I experienced some difficulty leaping over a swiping attack, sometimes due to my own pathetic sense of timing, but other times due to what seemed like a slight collision issue where I should have cleared it, but the hand somehow still drags me across the level, although without doing any damage which makes it merely a minor annoyance.
All in all, God of War: Ascension looks poised to present another colossal chapter in Kratos’ revenge saga. It doesn’t deviate too far from what is familiar for all the fans of the series in terms of gameplay, although the few key tweaks and changes actually work much better in my opinion, such as the reassignment of the grapple and the implementation/handling of the enemy weapons. Refining, but not redefining. And that’s not necessarily a bad thing. Something that didn’t feature in this demo is the Life Cycle ability; a new time-bending mechanic that was highlighted in the very first single-player demo ever shown for the game (see: article introduction). It’ll be very interesting to discover how Kratos obtains this power. Also, I would be remiss not to mention the graphical quality of Ascension. When God of War III was released many lauded its graphics. Well, with Ascension, I’m pretty sure the PS3 has been squeezed for all its power. It looks amazing.
What separates God of War from other franchises such as Clash of the Titans is tone. Greek Mythology is amazing, but it is visceral and brutal in its original depictions. And this is why God of War is so appealing to me; it takes from that source material, adapts those tales, but doesn’t neuter the mature themes and the violence that is present in the original stories. It embraces them. In turn, the games include some truly epic set pieces, and I was admittedly unsure about how the team at Sony Santa Monica would top the Titan and God interactions of God of War III. But, I feel much more at ease now that I’ve gotten to experience a level even larger than the Titans in the ‘Prison of the Living Damned’ that is Aegaeon the Hecatonchires. And we’re promised that it only gets more mind-blowing as the campaign goes on. Personally, I can’t wait.
Video game publisher eFusion MMOG GmbH has just announced that Dragon Nest Europe, a free-to-play MMORPG, has begun testing in their closed beta. Prior to its grand opening on March 6, 2013, closed beta testers will be able to compete in a PvP format “lag free” on a single mulit-lingual server.
During the closed beta, players will be gearing to achieve the challenge of reaching 8,000 concurrent beta testers accessing the application. If this milestone is reached, all characters will be kept for the official launch on March 6. Additionally, newcomers will have a chance to acquire a beta test key by accessing the following link (here). Beta keys will be given out all the way up to the game’s launch.
For exclusive in-game events planned for the closed beta, look for information on the Official Dragon Nest Europe Website. Don’t forget to check out the trailer below!