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Generation of Chaos: Pandora’s Reflection Review

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Generation of Chaos: Pandora’s Reflection
Developer: Idea Factory / Sting
Publisher: NIS America, Inc.
Platforms: PSP (reviewed)
Release Date: February 19, 2013 (NA), February 20, 2013 (PAL)
Price: $19.99 – Available Here

Overview
Developers Idea Factory and Sting have strong track records for creating strategy role-playing games that have been brought westward.  In a day and age where Sony’s Vita has been available to the masses for several months, one still has to wonder – was it really a good tactical move to release yet another strategy role-playing game on the PSP?  How does Generation of Chaos: Pandora’s Reflection stand on its own?  Is it the spitting image of glory or have we opened Pandora’s box?  Let’s find out.

Story
The story to Generations of Chaos: Pandora’s Reflection is one that should probably feel familiar to anyone familiar with anime.  The story of Claude and Yuri feels like a mirror of Fullmetal Alchemist‘s Elric brothers.  Claude, an alchemist, and his sister, Yuri, are wanderers, making due as they travel along the road.  Yuri suffers from a mysterious illness that manifests itself in the form of a butterfly on her neck.  She suffers from the occasional fit and, using his book of alchemy, Claude creates potions to help ease her pain.

One fateful day, Claude and Yuri stumble across a shady back alley deal going down that involves the trade of a substance known as “Snowdrops”.  A powerful alchemical substance, snowdrops are only obtainable by those wealthy enough to afford them or via the black market.  This sets the path of Claude and his sister into a whirlwind that eventually lead them across the world and into the path of several new friends as well as enemies and a much more devious plot.

Gameplay
Generations of Chaos: Pandora’s Reflection is a strategy role-playing game.  One of the unique aspects of the game compared to previous titles by Sting and Idea Factory is that it’s actually more akin to a real-time strategy game than a typical tactical role-playing game.

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Battles all start the same way.  Each side of the conflict has a main base.  Units can be deployed from this main base.  If it’s captured by the enemy or if all of the forces are eliminated, that side loses.  Beyond that, there are army-specific unit points that allow a side to dispatch additional troops but they’ll be destroyed if the enemy takes them over.  Strategy points are like unit points, but they’re neutral and can change hands mid-battle.  Event points allow for some extra exposition on the world or the story, or they allow you to uncover hidden items on the battlefield.  There can also be field artillery such as cannons and ballistae which can be taken over and will automatically fire in set intervals across the entire battlefield.  These all make up the various battlefields you’ll make history on.

Once you dispatch a unit and tell them where to go, their movement is carried out in real time, just like a real-time strategy game.  Movement speed is affected by the terrain they’re traversing (units move across mountain range much slower than they would a paved road, for example).  You can queue up waypoints for your units to follow as well.  This allows for a pretty considerable on-the-fly shift in strategy which can be immensely helpful in tense encounters.

When a unit gets within range of an enemy unit, a battle will occur.  The battle system is primarily your standard paper-rock-scissors combat, but it adds two additional weapon types into the mix as well.  Each battle you have will present you with the choice of which weapon for your soldier to use in that skirmish.  While it may sound a little daunting at first glance (especially with five weapon types), the game does a great job telling you which of your weapons are at an advantage or disadvantage, letting you have a more informed decision.  The advantage also dictates both damage and knock-back distance (which can give you a significant advantage if you’re scrambling to reach a certain point on the map).

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Once your weapon type is chosen, the real fun begins.  Each specific type of weapon has its own particular real-time mini-event that can earn you extra damage if you time it properly.  A sword may give you a few timed presses on a single line where a dagger is several hits across multiple lines, or an axe or scythe attack in a large arc.  Timing the attacks lets the player feel like they have a direct impact on the combat at hand instead of just ordering troops around the battlefield.

When a battle ends and units are finished being knocked back, an opportunity circle will pop up around your enemy.  Any teammates you have inside that circle will also get a chance to attack (without having to defend a counterattack) and keep the chain going.  This is known as a Chaos Attack and it will let you really rack up some damage on particularly tough enemies if you position your troops correctly.

Beyond simply attacking, defending, and taking over structures on the battlefield, you’ll eventually earn the ability to utilize different summons in the game.  When you attack enemies, they’ll drop crystals.  Pick up enough crystals, and you’ll fill your summon gauge.  The gauge can be filled up to three times and will allow Claude to summon different beings to the field that have various effects – everything from stunning opponents to destroying enemy structures to healing your troops and more. This gives you more incentive to utilize Chaos Attacks, as each additional blow will net you more crystals for your summons.  Claude will earn more summons as he levels up as well.

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When a mission is complete, units are rewarded with alchemy points (AP) they’ve earned and, in the case of a story mission, an MVP will be declared and awarded permanent bonuses.  Between battles, though, a whole new layer of strategy is given to the player.  Here, you can equip your units with the various armors and other spoils of war they’ve earned.  You can also spend your alchemy points to evolve and boost your weapons (such as a pistol to a stun-gun, to a shotgun, to a rifle, and so on).  You can also choose to give your AP directly to a character to level them up quicker.  If you’re the kind of player that likes to grind and ensure you’ve got an advantage in the upcoming battles, you can choose to replay your most recent battle over and over again to earn more gear, levels, and AP for your party.

Visuals
Generation of Chaos: Pandora’s Reflection is visually a beautiful game.  Each of the characters are shown by gorgeous hand-drawn anime representations of themselves.  The battlefields are bright and colorful.  Characters display emotion as they’re affected in both the story and in combat on the field.

Though the on-the-field characters and buildings look somewhat simple, the execution is spot on and everything is conveyed simply and concisely.  It’s also a nice touch to watch the icon for each weapon actually change with each upgrade. Combat animations are sharp and the real-time aspect of individual battles feels fluid and responsive.

Audio
The game’s soundtrack is comprised of wonderful orchestral compositions with uptempo beats that help keep you pressing forward in battle.  The game’s voice over work is done completely in Japanese, so those of us that can’t understand the language will have to rely on the subtitles to drive the narrative, but the voice actors do an excellent job clearly conveying the emotion, so players can get a real feel for the scene taking place before them.  Given that the game is fairly menu-driven, it’s good that menu actions are well represented with sound.  Other sound effects help give the shots of combat or the dropped crystals some real audible weight.

Overall
Generation of Chaos: Pandora’s Reflection is a mouthful of a name for a game, but each of the thirteen syllables is backed by a fantastic strategy roleplaying game.  Though the combat has a lot of elements to it, in real-time it’s quick and fun, allowing tacticians to stretch their brain a bit and have a great time in the process.  On top of the great combat systems, GoC:PR has gorgeous anime-styled graphics with vibrant, fluid animations, a catchy, enjoyable soundtrack, and emotionally charged voice work.  Wrap all of that up in a well told story, and you’ve got a great game to sit down and enjoy for many hours.

8-0-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Penumbear Review

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Penumbear
Developer: Taco Graveyard
Publisher: Bulky Pix
Platforms: iOS (reviewed)
Release Date: February 28, 2013
Price: $1.99, 1.89€

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Overview
Most of you have probably never heard of Penumbear unless you’re familiar with the indie iOS scene.  When developer Taco Graveyard set out to develop a puzzle platformer involving a cute bear with a scarf that deals with the separation of light and dark as though it were a hard surface, they had an ambitious project on their hands.  Does Penumbear shine as brightly as the sun or should it be left in the darkest recesses of the castle?  Let’s find out.

Story
Penumbear is the story about a small bear who wakes up in the deepest, darkest part of the castle by a brightly glowing firefly.  He quickly decides he has to work to escape from the castle, but it won’t be nearly as easy as he had hoped.  He’ll have to run, jump, collect, and walk on the very border of light and dark to escape.  If that weren’t difficult enough, he’ll have to avoid a whole slew of dangerous obstacles and monsters too!

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Gameplay
At first glance, Penumbear feels like just another old iOS platformer game.  The on-screen controls will let you walk left and right and jump.  These are cleverly deceptive, though.  Double tapping a direction will let you run and you’re able to double-jump for some added distance and maneuverability as well.  One of the most surprising things about the control scheme, though, was how fluid it felt after a few stages.  The controls are immediately responsive, allowing for some pretty slick platforming in situations that require a fair bit of accuracy.  This is a great strength for Penumbear.

One of Penumbear‘s most notable strengths, and the primary reason you’ll probably want to give it a try, is the incredibly well-designed levels.  Yes, you’ll be running and jumping as you would with any platformer, but each of the 100+ stages is set up with some clever puzzles.  The solution to some may take no more than 20 or 30 seconds, but others may take 15-20 minutes or more to work out.  It’s never so difficult that you feel like throwing in the towel, and you feel like you’ve really accomplished something when you complete one of those more difficult stages.

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Each level will require you to get to a door.  Most doors will require “keys” to get through – blue, glowing fireflies that you find throughout the level.  The number each door requires varies by stage, and finding each of them is part of the fun.

As you work to get the firefly keys and reach the exit, there will be a variety of obstacles you’ll have to overcome.  Each separation of light and dark is treated as a hard surface for Penumbear, whether that means a wall, a floor, or an incline for you to run up.  When you get within sight range of a light switch, you can send your companion firefly to trigger the switch, thus flipping light bulbs that are placed in the environment.  These are generally placed near structures that cast a shadow, meaning you’ll have to perform some clever run-and-jump as you trigger switches.  It makes for some really rewarding moments that give Penumbear a great share of its staying power.  Also in the world are various obstacles and enemies, including spined creatures, sharp spikes, fireballs, and more.

Penumbear is broken up into various sections within the castle.  At the end of each section (usually around 20 stages), there will be a boss level.  While these can be a serious cause of frustration, they’re well designed and supremely rewarding, ultimately granting you access to the next series of stages in the castle.

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Visuals & Audio
Penumbear‘s visuals are sharp, concise, and eye-drawing without ever getting over-complicated.    The simplicity with which the aesthetics are executed are one of its strongest traits.  The bulk of the game is black and white, but the various lights and fireflies you’ll encounter really pop and the colors look marvelous together.  The animations look great, too.

Penumbear‘s audio is certainly weaker than the visuals, but it’s still nothing to scoff at.  The limited soundtrack may begin to grind on you after a while, but it matches the ambiance of the castle and may even start to get stuck in your head.  The sound Penumbear makes as he runs and jumps sound perfectly in-line with his cute character, and listening to him cheer for joy when you reach the door at the end of the stage is one of the highlights of each level.

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Overall
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.  The game’s visuals are pleasantly striking and, though the soundtrack is a bit limited, you’ll enjoy the few tracks in there if they don’t begin to grate on you.  Penumbear is one of the best puzzle platformers on the iOS and easily worth the price of admission.

9-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Leaving Adds to the Body of ‘Artistic Games’ and Simulated Experiences

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When I see unique utilisation of game engines I’m always drawn to define whether it’s actually a game or if it is a simulation. There is a huge body of theory already out there that comes up with stringent guides in how to separate the two. What makes ‘Leaving’ interesting is that it sits on that line quite purposefully. Games are usually required to have goals to achieve to acquire scores which can be improved, whereas simulations don’t have such elements. Even if they occur in fanciful environments or are completely abstract, if ‘winning’ consists of triggering a series of predetermined events, like an actor coming to their mark to say their line, then it’s difficult to classify it as a game, technically speaking.

This is probably why Tommy Rousse calls this game a ‘provocation machine.’ Leaving is based on the poetry of Antonio Machado, seeking to emulate that sensation of longing and bereavement when leaving a familiar place and loved ones. Whether the piece includes options to access different narrative strands due to the players choices will be what either makes this a game or a simulation. At any rate the developer, Mimicry games is billing it as such and with it trying to redefine the boundaries of gaming. Following in the path of ‘Dear Esther’ and, at a bit of a stretch, ‘Heavy Rain,’ this game uses music and shot composition to engage with an emotionally complex narrative.

‘Leaving’ was released on the 21st of this month and can be purchased in the App Store for iOS at $2.99 USD. Click here for a direct link.

Fire Emblem Awakening, Luigi’s Mansion 2 and More Dated For Australia

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Aussies waiting for dates of upcoming Nintendo 3DS releases are in luck, as the publisher spilled the beans when it comes to release dates of their biggest contenders on the platform for the first half of the year. First up comes the wonderful Fire Emblem Awakening, which will be out April 20th. Of course most of you know what to expect from the strategy RPG and have just been waiting for the game to hit shelves down under, but if you need a nice little description, check out our review here.

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Luigi’s Mansion 2, or as it’s known in the states as Luigi’s Mansion: Dark Moon is set to bring the green-hatted sidekick back in a worthy sequel to the Gamecube gem. Yes, you still have to save Mario, but with a lot of new features such as multiple mansions and a new multiplayer mode involved. Luigi’s Mansion 2 hits on March 28th.

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Looking for a Pokemon fix? Well, Pokemon Mystery Dungeon: Gates to Infinity is out on March 18th and allows you get to become a Pikachu, Snivy, Tepig, Oshawott, or Axew and set out on a brand new adventure. The 3DS’ camera is also involved, letting players open Magnagates, which act as portals to new dungeons – appearing after a real life object like a clock or soccer ball is scanned.

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Finally, the lovely world of Animal Crossing: New Leaf will be making it’s much anticipated debut on the 3DS on June 15th. This sequel will bring back what we love about the series with no goals, no story, and no ending, but plenty of day to day activity and random interaction to keep players busy for years to come.

So, what are you excited about? Let us know in the comments down below.

Console Wars and The Generation of Unnecessary Scrutiny

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I want all of you are reading this to take a deep breath and follow these words. Close your eyes, just for a second, and think of your childhood, with you playing your favorite game. I don’t care what it is. Whether you were battling the Elite Four to finish the main quest in Pokemon – or trying desperately to finish Donkey Kong Country back on the SNES. Think of a happy memory, where games brought you joy. Go ahead, the rest of this read will wait.

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Done? Well, how did that make you feel? Nostalgic? Blissful or at ease? That memory you had is probably why you continue to play games for a form of entertainment. You see, we all have had epic adventures with Nintendo, Sega, Sony, Hudson, and all of those famed names of the past, but it is beginning to be harder to appreciate that simple art of joy that one video game can bring in today’s industry. Between season passes, pay to play, and the general politics that have affected gaming culture such as sexism, race, and other tropes – its nearly impossible to walk up to a friend and say you had a good time without hearing some sort of argument.

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I hear a lot that gamers are scared of the inevitable second crash of the industry, but looking around – it would be hard to argue that this “crash” isn’t already taking place. Instead of looking forward to an upcoming title or revival of a brand, more and more are just looking for a way to scrutinize, putting their own tastes above anothers’ as that is their form of personal satisfaction. Do we really want the Wii U to fail, or the Playstation 4 to tank upon arrival? No. We simply want games to feel like what we are familiar with, and if a developer challenges that opinion, it is our un-natural instinct to attack with sharpened claws. Who cares about how much fun I had with New Super Mario Bros. U when they can have just as much fun telling me it was a pointless rehash? Who gives a shit if you liked Heavy Rain, because I will show you that your own experience was null and void due to David Cage running his mouth? Did I press a button out there? Are you feeling me? Well, welcome to the generation of blind scrutiny and mistrust, and pull up a seat, because you are the star player. In fact, we all have been for a long time now.

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That is what this industry has become, and like it or not, you have to see the bad before you can indulge in the good. Look at EA for a second. During their E3 2012 conference, they spent the entire presentation for decent looking products like Crysis 3 and SimCity to let us know that they thought of us as consumers, and nothing more in-between. To EA, we are a giant walking and talking wallet – ready to throw down money in order to further their own status as the biggest publisher in the industry. EA have went out of their way to look at other successes, and have attempted to craft them into their own – just to make a buck. EA have a odd little marketing plan that works, as they cash in on the now. For every Resident Evil, there was a Dead Space. For Borderlands, there is the up and coming Fuse. Honestly, if it wasn’t for BioWare and the once great but now monetized Sims Franchise, EA would just be a company of clones. Clones are not a bad thing – as every idea can indeed be polished to make a better product, but when you are releasing a half-assed shooter just a small bit in advance of Call of Duty‘s release date in order to make a buck off the impatient crowd (Medal of Honor, I’m looking at you), then it’s not the consumer you are caring about. EA took advantage of those gamers, and now blames the same market for it’s failure.

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Now look at GearBox. Yes, we all love Borderlands, but other products the developer pushed out have to lead to extremely negative critism, such as Duke Nukem Forever and the more recent Aliens: Colonial Marines; which was hyped with false footage that tricked gamers into believing these would be amazing revivals, but launched as anything but. I get Randy Pitchford has to get us excited before we loosen the grips on our wallets, but the whole A:CM fiasco this year has made me mistrust advertising even more than before. Moving on, Sony is great, as they have been trying to get us excited about their products, but have left the Vita high and dry while still trying to get us to care about the Playstation 3 – even though there will not be proper implementation of backwards compatibility for their next console aside from Cloud Streaming. To myself, that is like saying “You win a lifetime of ice cream, but we are giving it to you now so you better eat it fast!”. What happens to all of those PSN games that come out before then. What are we supposed to do if we want to play offline? Do we just hook up both consoles and hope the PS3’s online support will stay, or do we wait for more HD collections to release so we can pay more for something we already own?

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Oh, and Nintendo. Can’t forget the big N. I love Nintendo, I really do. I am not really a fanboy, but I feel that Nintendo try the hardest to get their base to stay loyal, and I respect that approach greatly. No matter how much it hurts them, they listen to their main group of fans that grew up playing on their consoles, giving us Mario, Zelda, and all the Pokemon we could ever want, while introducing gamers to new techs that they would have shyed away from if it wasn’t for those famous faces attached. With that said, Nintendo is far from perfect. Instead of tackling the competition as they did with the Wii, Nintendo have took a seat in the back this generation – and have played it safe. Mario has become such a common yearly release that even the most hardcore fans are beginning to lose interest, and the lack of Wii U titles during the first quarter after release has lead me to look elseware for a quality gaming experience. I know, there is little third party support for Nintendo’s main consoles, and it’s been that way for years. Instead of fighting to keep the big guys like Activision and EA interested in publishing on the Wii, Nintendo are yet again ignoring the outside market and trying to build their own success with first party fare. That again is respectable, but not very clever considering how cut-throat the industry has become.

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As for Microsoft – don’t think I am just going to act like they are pefect little angels either. Go turn on your Xbox 360. If you are not a gold subscriber, you will probably see an ad to get you to go Gold. If you are already a member and are not expiring soon, the menu has become an unwelcoming cesspool of ads and self gluttony. These are not games being advertised, as right now I see Nelly’s new video, pointless Surface promotions, and spots for the movie Ted, which by the way you can purchase for twenty bucks off their service. Sure, to Microsoft – the Xbox 360 is an entertainment device, but that is not why over half the owners of the console have it in the first place. When the Playstation 3 launched at $599 and Nintendo took the casual route this generation, those consumers went to the Xbox 360 due to it’s lower price tag that still was equipped with a unit featuring decent specs. Sure, I agree that charging for the online is a good thing due to the quality of service the 360 has behind it, but Microsoft have taken advantage of their crowd heavily, forgetting that these are the same consumers that jumped ship due to price and visuals alone. Go ahead, don’t give us a clear answer if the Xbox Next will be able to play used games, but remember – if $200 will stand in the way of a good portion of your customers switching to the Xbox 360 in the first place, then not being able to save money and buy used will be an even better reason to load up on a Playstation 4 or Wii U for the next generation.

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Phew. That is a lot off my chest. Yes, that may come off as a bit ranty, but I hate to see how gamers are no longer treated like gamers anymore. We grew up, and publishers now know that those kids that are trying to relive happy memories have full time jobs and income of their own. No GameStop, it’s not “Power to the Players”, it’s Power to the Publishers. They decide what we enjoy, and while I respect the indie scene for trying to bring back that freedom to the public, those voices are not loud enough to rid the industry of the greed and lack of understanding we are seeing each and every day. It’s tiring, but we put up with it because there is no choice. If I had to give anyone a pat on the back it would be Nintendo due to their passion they bring to the ballgame of the big boys, but I am even weary of that as Nintendo can not stay in business if they don’t start to compete. “There is my Xbox, Playstation, and Mario console” just isn’t going to cut it this generation, and while Nintendo Directs have promised more software for the Wii U, it’s hard to say just when that spark of creativity will ignite to give that console it’s special flare.

These are the problems all gamers face everyday, as every console has a loyal base who are more than ready to tear down the others down due to the obvious and in your face greed, ignorance, and shortcomings that each major publisher has. My advice? Ignore it. Ignore the stupid accusations and childish attacks that these billion dollar publishers make, Ignore the fifteen year old forum commenter ripping your own memories to bits with the obvious truths, and just play. I know, it’s so hard to enjoy something when it has been scrutinized, but do it anyway. I remember when I would play Socom 2 long ago, I would take a minute and stare into the sky. Back then, seeing moving clouds was something to appreciate, and soaking in the environment was half the fun of being in on the battlefield with the 15 other online players involved. Same can be said about Viva Pinata, which had a relaxing and soothing “recruit them all” styled gameplay, featuring some of the most charming and colorful models we have seen this generation. Who played Just Cause 2 and jumped from the highest points possible – just to feel the rush? Now who also built an extremely robust house with 100 rooms in Minecraft, with a ton of traps and imagination attached?

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That is what I am talking about here. It’s not about the bad, it’s the good. As gamers, we are treated terribly each and everyday – yet a good portion take it in stride and continue to make the situation better for themselves by focusing on the aspects of entertainment these games bring to us. No one wants to hear that the console they are playing on is terrible, as we deep down already know that we are just money to the people that bring us joy. While petitions and getting our voices heard do work sometimes to change things, the publicity attached usually never touches these billion dollar companies, and instead hurts the developers that spent thousands of hours in dark rooms trying to live out their dream – as shit rolls downhill. When people don’t understand something, they turn their misunderstanding into fear, and fear is the easiest human emotion to be converted into anger and scrutiny. By attacking Nintendo fans for liking the force-fed Mario titles, Sony fans for giving in to mediocre service, and Xbox “Elite” for turning their console into an unfocused advertisement hub, nothing is achieved. It’s an endless circle where no one is a winner, and those great experiences mean nothing because you have then taught yourself to hate the hobby you once enjoyed by certain press, angry gamers, and snobby analysts alike. Does the industry need fixing? YES! But it’s not always our job as consumers to do that.

Now, yet again…think of the last time you were in a boss battle, had a tiny bit of HP remaining, yet still managed to pull off the win and beat a game entirely due to some quick thinking. Take a moment and think of why you play games, and think about why they play games. By “they”, I’m meaning the crowd that has a different taste, or a different preference for a console. Console wars are pointless and screaming about the unpreventable will achieve nothing. This generation is coming to a close, and we are left in the rubble of hatred and bias that has left us as the most defensive and loud generation in history. Heading into the next era, do we want to be remembered as the generation that scrutinized, or the generation that shook it off and played? Next time you see someone conjuring a heavy Metacritic attack or a ton of hate emails for any of the above, stop, and go see how fast you can get through the first level of Sonic. It’s time we shut up and let the endless chains of arguments end, so we can go back to enjoying the greatest industry on earth yet again.

New JoJo’s Bizarre Adventure: All-Star Battle Ad is Fabulous

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A brand new commercial for the upcoming JoJo’s Bizarre Adventure: All-Star Battle fighting game has been released by Namco Bandai Games. The CyberConnect2 developed game’s new ad played during episode 20 of the JoJo’s Bizarre Adventure anime series.

The commerical features Jotaro Kujo, the third JoJo, in anime form along with a bunch of new gameplay footage that has enough fan-service to excite fans of the series. You can check out the fabulous new commercial below.

What do you think of the new JoJo’s Bizarre Adventure: All-Star Battle ad? Let us know what you think of this fabulous commerical in the comments section.

Hunter x Hunter’s Kite to be voiced by Gundam’s Shuuichi Ikeda aka Char Aznable

kite-hunter-x-hunterIn an article on Mantan Web it was confirmed that legendary voice actor Shuuichi Ikeda, known for his performance as Char Aznable in the Gundam series, will portray the role of Kite in the Hunter x Hunter anime series.

Kite is a contract hunter who was trained by none other than Gon Freecss’ father Ging. When Gon was a young child he was attacked in the woods by an animal, Kite slayed the beast saving Gon’s life. He then told Gon about his father Ging and thus inspired Gon’s dream to become a hunter.

Interestingly enough much like their onscreen counterparts Shuuichi Ikeda and Megumi Han (voice of Gon) have a mentor-student relationship. Upon the premiere of the Hunter x Hunter anime series, Ikeda send Han a letter thanking her for bringing back memories of his debut. Since sending the letter Ikeda has become a mentor to Han giving her advice as well as praise for her work on Hunter x Hunter.

Megumi Han herself has since went on to state that Ikeda is like a second father to her and is very grateful for him to play a similar role in the anime series as he does for her in real life. To make it even more interesting, Megumi Han’s mother Keiko Han who plays Aunt Mito in Hunter x Hunter portrayed the character Lalah in Gundam who is the love interest of Ikeda’s character Char.

Kite is undoubtedly one of the most important characters in the Hunter x Hunter series and is set to debut on April 21st along with the beginning of the Chimera Ant arc.

What do you think of Ikeda voicing Kite? Do you think it is a good choice? Let us know in the comments section below.

Army of Two: The Devil’s Cartel – The Overkill Diaries Part 3

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A new trailer for the latest Army of Two is out and this coupled along with previous examples of the game make the title look, dare I say it… decent?

The previous two games in the series were met with a mixed reaction from both fans and critics alike but with the new direction from developers Visceral Games, who are best known for their work on the critically acclaimed Dead Space series, EA is hoping that will all change in favour of some quality action. Army of Two: The Devil’s Cartel follows the story of Alpha and Bravo, two Trans World Operations (T.W.O.) operatives tasked with bringing down a ring of drug dealers and warlords in the hope of stabilising a divided Mexico. How do they accomplish this you may ask? Well, they go in and blow stuff up.

Although not widely considered a critical or commercial success, Army of Two has never failed to provide some great fun and havoc for two players to team up in, boasting split-screen (which will continue to feature in this title), online and LAN for some true “Bro” moments.

Army of Two: The Devil’s Cartel will explode on to store shelves on March 26th for North America and the 29th for Europe; look out for it on the Xbox 360 and Playstation 3.

Playstation All-Stars getting new DLC

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The Japanese website for Playstation All-Stars Battle Royale has been updated and showcases several new costumes and minions that will available for download. According to the site the DLC will be available to download from the 14th of March in Japan, no international release date has been set but its safe to say it will not be far away.

The DLC is not free and if the current pricing model in Australia is anything to go by costumes will cost $2.95 and minions will cost $0.65 cents.

Players can currently download two characters for free until the 26th of February, Gravity Rush’s Kat and Emmett Graves from Starhawk. Other costumes and minions are also available for download along with a stage combining aspects from the worlds of Heavenly Sword and WipEout. More characters are expected to be announced for DLC in March.

You can check out the site showcasing all the new costumes and minions here.

Gaming Sites Lose Financial Backing

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This has been a sad time for many of our fellow gaming media types as many of them have recently found that the sites that they work for have just their major source of advertising and most probably funding. These sites are UGO.com, 1UP.com and Gamespy.com. Most curiously, the company behind these sites have withdrawn their funding because they want to focus all of their attention on their two biggest franchises, IGN and AskMen.

This once again proves that the biggest scourge on gaming media and journalism is and always has been, IGN. By cutting down on these other sites they hope to increase their coverage on their two leading sites, IGN and AskMen. One of the things they hope to obtain by cutting back is the coverage of eSport events.

Be sure to check out the source for this news for more info.