BulkyPix are releasing a new platformer for the iOS called Little Amazon, co-developed by Cazap and cTools – who previously developed Kung Fu Rabbit.
Sharing the same visual style as Kung Fu Rabbit, Little Amazon is a runner/platformer where you play as Lily, an inhabitant of the forest, in a quest to free it from the grasp of the malevolent Grûûl and his army. With The Fairy King suddenly incapacitated in a deep sleep, the forest has become unprotected and is in danger of having it’s life-force sucked out and absorbed by Grûûl. Lily will be assisted in her heroic and daunting task by magical creatures, and will also have a few magic-based powers at her disposal, which include “The Attack of the Clones” (nice Star Wars reference there), “Meteor Rain” and “The Flying Cloud”, all three of which can be seen, in action, in the gallery below.
By collecting coins, saving defenceless animals, completing mini-quests and winning trophies, you will earn new powers and abilities. Your Amazonian powers and jumping ability can also be upgraded in order to conquer new obstacles and progressively powerful enemy types. The universal app boasts HD graphics with Retina display and takes advantage of iCloud for your save game storage. It is also playable with Apple TV in 720p resolution.
Little Amazon will be released, FREE, on the app store, November 22nd. To view first screens of Little Amazon, click on our gallery below.
The Wii U is six days from launch, and with it will come Sonic and All-Stars Racing Transformed, giving fans of Sega a taste of nostalgia and speed. Recently, a new trailer was released, displaying the usage of the Wii U gamepad – which is rather interesting to say the least.
Of course the Gamepad will allow for players to take their game off the television, but those who are using it as a controller will be able to use the device as a steering wheel, while keeping a track of upcoming racers on the handy second screen. Check out the trailer below, and you can pick up Sonic and All-Stars Racing Transformed for the Wii U this Sunday.
This past weekend the biggest doujinshi event in the world Comic Market, posted on their website that they had recieved a threat letter and that they have reported this to police. Whether the event will be held though is completely up in the air. Comic Market, known more commonly as Comiket have not commented upon whether or not the letter will cause the event to be cancelled. The 86th Comiket event is scheduled for December 29-31, whether or not it will go ahead is anyone guess.
For those who have been following the Kuroko’s Basketball incident you may recall that threat letters had been sent to a number of Kuroko’s Basketball related events and locations. Comiket has not confirmed or denied that the letter is in relation to the Kuroko’s Basketball situation but one can presume that given the fact that over 900 Kuroko’s Basketball doujinshi circles will be present at the event, that this is indeed a related threat letter.
We will keep you up to date on the situation as it develops. Let us know your thoughts in the comments section below.
While the Wii U has been confirmed to feature ‘Accomplishments’, Nintendo’s answer to Xbox’s ‘Achievements’ and Playstation’s ‘Trophies’, it has now come to light that not every Wii U game will feature them. In a move that will certainly delight some developers, Nintendo is not enforcing the Accomplishment system upon developers, but they are at least giving them the option to implement it.
The news comes from 5th Cell the developers behind Scribblenauts Unlimited for the Wii U. Jeremiah Slaczka of 5th Cell had the following to say:
“There are no Wii U accomplishments that are system wide. They are up to the developers to include or not include. Scribblenauts Unlimitedloosely has them in the form of “Global Starite Shards” which is like a giant checklist of global things to spawn and do in the game that aren’t area specific.“
What do you think of Accomplishments not being system-wide? Do you approve with the decision by Nintendo? Do you even care? Let us know in the comments section below.
Via an official blog post on Bioware’s website, it has been revealed that Mass Effect 4 will be using DICE’s Frostbite technology.
This should not come as a surprise with seemingly every EA-owned development house adopting the engine for their most recent games. What is also revealed, is that development has been shifted over from Bioware Edmonton to Bioware Montreal. For those who are worried that this may signal a lack of continuity for the distinct feel and character of the franchise, Bioware Montreal studio director, Yanick Roy, does state in the blog post: “To ensure a proper and effective transition, we’ll continue to be supported by the Edmonton studio through the game’s development, working with and learning from them on some critical initiatives. On top of that, Casey remains the Executive Producer, but he will have a Project Director under him, working in Montreal, leading our development team and making day-to-day decisions for the game.”
Other than this, not much else can be said about the title, except that it will be “…enhanced by many of the systems that the Dragon Age III team has already spent a lot of time building.” Yanick goes on to promise us all that the franchise will retain all the pillars that made it a success, including the diverse alien races, massive explorable galaxy and epic sci-fi storytelling. For those hoping for more details as soon as possible, you may be disappointed as Yanick says it will be quite some time before we read another Mass Effect 4 update. The team is just starting to expand and dig-in to pre-production, so it’s an understandable wait.
Have no doubt that when those future updates do become known, we will post them here at Capsule Computers.
Fans of the Fist of the North Star manga and anime series looking for another dose of Kenshiro after the Fist of the North Star: Ken’s Rage gamethat came out a little while back. This coming in the form of a sequel game Ken’s Rage 2. Announced to come out in Australia the 1st of February 2013, Ken’s Rage 2 offers the ultimate in story telling in the post-apocalyptic future Ken resides in that looks to give the best for both long-time fans that know the story by heart and newcomers.
Features coming with the game are a Legend Mode that tells the story stretching from the beginning of the manga to the Celestial Emperor and the Land of Shura. Likewise having varying controlled characters between episodes and boss fights to match those in the manga. With over 20 playable characters with online co-op and versus, players will get to fight using new moves and techniques, as well as incorporating abilities such as sprint and dodge into fighting. Finally and most interesting is the Dream Mode that will add new stories to Kenshiro’s universe and bridging gaps within the main story around minor characters.
Fist of the North Star: Ken’s Rage 2 seems set with a whole lot to offer, hopefully fans will enjoy what the game will offer when it comes out February 1st, 2013 on Xbox 360 and PlayStation 3, and some time as of yet unrevealed date for WiiU.
Want to see more, check out hands on gameplay for the Ken’s Rage at this year’s Tokyo Game Show here.
Some new gameplay and a brand new location have been sighted in one of the latest reveals for DmC. DmC Devil May Cry is a reboot of the series which ended with Devil May Cry 4 in 2009. Hoping to re-invent the franchise, Capcom has revamped each character and employed an entirely new story for the game, something fans have been disagreeing about since its announcement.
In this particular video we see Dante returning to his childhood home where he is soon ambushed and must fight off hordes of demons with his usual flair and stylish combat. We see a new feature in the form of writing on the walls which spells out “Found You” when his adversaries arrive, similar to the PowerPoint projections of your objective in Splinter Cell: Conviction. With a new axe weapon also taking centre stage, players experience some never-before-seen heavy combat with the ability to break shields. Sadistic indeed.
DmC Devil May Cry’s gameplay staying close to its roots has certainly got me hooked, and with the game looking set to gather much more attention for its release on January 15th only time will tell whether or not Capcom can live up to the high expectations set out by fans.
Primal Carnage Developer:Lukewarm Media Publisher:Reverb Publishing Platforms: PC (reviewed) Release Date:October 29, 2012 Price:$14.99 – Available Here
Overview:
Primal Carnage is a multiplayer only game about a war between Dinosaurs and Humans. An experiment has been botched and out roll an army of dinosaurs to fight an army of mercenaries. Developed by Lukewarm Media and published by Reverb Publishing, Primal Carnage seeks to fill a hole in the market for shooters today with a fun, action packed online game. Powered by the Unreal Engine and available via Digital Download, does Primal Carnage do enough to separate itself from its competitors and be worth your time? Let’s check it out.
Story:
To start off with the game doesn’t really have any story present that will ultimately add to the experience. Upon some research I found out that the humans were dispatched to an old military island where dinosaurs had been unleashed thanks to an experiment gone awry, but this is never brought up or even hinted at in the game. Luckily however this is a slightly better set-up for multiplayer prehistoric shenanigans when you compare it to a certain release set in WW2 that contained Evil Nazi Dinosaurs. No the dinosaurs you’ll find here are but your regular toothy adversaries, devoid of any human tampering or modification.
Visuals
Primal Carnage offers surprisingly rather appealing aesthetics considering its low budget and it being run on Unreal Engine 3. Models are nicely done and smooth animations compliment each character (or dinosaur) in the available roster. Foliage is actually very pretty to look at and swings and bends as you move through bushes. The overall visual design means that each level looks like a place that could really have been lived in before the outbreak rather than just a playground for online play; while human weapons and character designs are up to the standards of other Steam releases. Each map has its own special art style separating it quite noticeably from all the others, resulting in a nice variation of environments for the most part.
Audio
Music in the game however is incredibly repetitive with only two tracks playing throughout my entire time with the game. One track for when playing as dinosaurs and one for when playing as humans, both of which offer little in the way of mesmerising tunes. The human track is definitely superior to the dinosaurs but only when put side by side to compare and if just playing regularly you’ll barely notice a difference in music no matter what form you currently inhabit.
Dinosaur sound effects are the strongest part of the game’s audio repertoire however, with the T-Rex’s signature roar and the Pteranodon’s loud screech standing out above the rest. A good thing too, considering Primal Carnage’s obvious focus. Humans and their guns sound a bit dated but nothing too distracting when focused on play. The assault rifle sounds like it certainly packs a punch but the other weapons don’t sound nearly as effective. You’ll find little reason to pay attention to any of the sounds regardless, with many players I think opting for their own music over the mostly poor ones provided.
Gameplay
Primal Carnage is incredibly similar on the human side of things for anyone who has ever played Team Fortress 2 or any other shooter available on Steam. Teams are both broken up into five different classes and need to ultimately work together if they wish secure a win.
The game lacks any real tutorial system to it, which it really needs especially for newcomers to the game. When you have to hold down the Shift, Space and W keys all at once just to get a pterodactyl up into the air you know your game could benefit from some useful player guidance. Performing some actions take up stamina like sprinting, jumping or leaping for Raptors. Stamina recharges over time when not performing these and seems to recharge at a balanced rate as long as glitches don’t occur.
The game is incredibly buggy, but that is probably to be expected for a low-budget game such as this. Some guns will continue to show their firing effect a second after you’ve finished pulling the trigger, while as referenced earlier stamina will refuse to recharge. Primal Carnage is still in its early stages of release so hopefully such issues will be cleared up shortly in a patch.
Both dinosaurs and humans have a primary and secondary attack which is exclusive to their class. The Carnotaurus can charge players with its horns and maim with brutal sweeping attacks while the (slightly racist class) Pathfinder can throw flares to blind opponents and then close in for the kill with his shotgun. A particularly cool concept for a human class is the Trapper who can fire nets that bring all the smaller dinosaurs to the ground and temporarily stop the attacks of much larger, hungrier predators. Classes really compliment each other very nicely with their own distinct abilities but with most players’ fondness to constantly choose the Commando and the Novaraptor, a lot of the time this diverseness was sorely missed.
The game has a nice balance between teams and upon joining a server players will automatically be allocated a side to fight for, preventing any normal balance issues for teams. What I really liked about the game was how humans are forced to stick together to survive and to ultimately overcome their more primal (get it? Ha ha) brothers. Try and wander off by yourself and you’re raptor meat. No question about it. A team of humans can quickly and easily take out a Tyrannosaurus, a feat which is usually far beyond that of a lone Mercenary. Dinosaurs have more leniencies in this regard but must also occasionally team up to take out groups of humans.
The five maps available so far seem to all be pretty well balanced. Seem to be. I’m not sure whether Australia’s only dedicated server just decided to only ever run the “Docks” map for incredibly long periods of time or whether it has just become the new de_dust2 of Primal Carnage remains to be seen. Regardless, there was very little issues with lag or low player count and the game supports a very strong and helpful community. Joining any other server than Australia’s was a pain but considering the developers are still working out all the bugs, it is understandable. The large amount of time I spent on “Docks” did give me an appreciation of the combat variation present in each map however. The port meant that there were large open spaces to fight in on shore as well as close, claustrophobic ones on the nearby ship; meaning players would be forced to change their class as the situation demanded it or face annihilation.
A distinct lack of modes to the current product is really what hinders the game most at the moment. Constantly shooting at the same dinosaurs or eating the same humans over and over again really gets repetitive. Some cool take on Capture the Flag or a mode where humans have to hold out against dinosaurs for as long as they can would have been nice additions to the game, but sadly these are not present in the current product.
Playing as humans is a really different experience to playing as dinosaurs and vice versa. The mercenaries have a standard first-person camera and use weapons and gadgets to take down their foes while dinosaurs have a third-person camera and use their teeth and claws. While humans controlled nicely and there was little problem coordinating them across each map dinosaurs really suffered. Their controls are incredibly clunky and it is quite difficult to steer in the right direction, something which is impossible when sprinting. You cannot immediately stop either so you have to either steer yourself purposely into a crate until your legs stop moving or risk falling into water and your death, especially on the aforementioned ship. The camera for dinosaurs seems to always find itself buried amongst tree leaves or hitting buildings and invisible walls and some fancy mouse work in intense battles is required if you really hope to see what is going on. There are currently many, many smaller issues which really add up in the overall gameplay.
Overall
Primal Carnage is a game that really tries something different to fit in to the already cluttered shooter market that currently fills most of today’s gaming titles. What it makes up for in originality however it loses in the many issues that currently plague the game and ultimately the fun you can have with the product. There are certainly moments of greatness in this muddled product, going on a murderous rampage and killing an entire team as a Tyrannosaurus, dropping humans to their deaths as a Pteranodon and fighting off a group of raptors with a desperate team and your back against the wall, but they ultimately don’t add up to enough to compensate for all the frustration you receive to get there. Nor is there any levelling system or particular rewards to keep you playing the game past a couple of hours of occasional fun. In the future this game may be patched or updated in such a way that fixes most of these issues but for now all you receive from the game is a shallow, repetitive deathmatch that just doesn’t do enough to really separate itself from the already razor sharp competition.
A huge update for the incredibly popular MMO Guild Wars 2 is set for release on November 15th that will significantly alter how the game is currently being played, with new areas opening up, new weapons becoming available and new monsters to fight all in the Lost Shores mini-expansion pack. The update/pack contains all the following features:
A mysterious zone to explore, accessible to all players regardless of level.
A challenging new dungeon to conquer.
A new PvP map set within a Kodan dojo.
New gear to acquire, ranging from additional weapons skins to item enhancements to an additional tier of items between Exotic and Legendary.
Crafting updates including a new resource to harvest and 200 new recipes.
A one-time in-game event that will forever leave its mark on the world of Tyria, starting Friday, November 16 and ending Monday, November 19.
Guild Wars 2 has received enormous critical acclaim since its release almost three months ago and looks set to continue enthralling players with lots of post-launch content and support. At the same time, from the 15th to the 18th of November, current players will be able to invite friends for a free trial period of all the new content soon to be available.
This update will release on the 15th of November and is sure to grab even more attention for Guild Wars 2, the first game to properly challenge subscription-based giant World of Warcraft for the throne of MMO’s.
Introduction
At the moment FORGE offers little introductory being a strictly online player versus player (PvP) title. Additionally, any explanation of the background story can only be found on the official website. After investigating I found FORGE to have an interesting concept that yields a purpose for PvP onslaughts.
The world known as FORGE was created in desperate frustration of the known ‘gods’. Once holding great power, the gods have been consumed by a being called ‘The Devourer’. In order to escape the grasp of this manifestation, the gods must have sacrifices to regain power. Battlegrounds were then formed to summon the world’s greatest heroes to fight against each other to fight in their god’s honor. But will any god be able to surface?
Classes
FORGE delivers five selectable classes: Assassin, Pathfinder, Pyromancer, Shaman, and Warden. Each class has abilities that can be called upon in battle to help defeat an opponent. Depending on what the ability may do, there may be a recharge time for the ability to be ready to use again.
Playing as the assassin class enables a player to perform stealthy executions. While all characters can use resources – works like stamina – to run, Assassins can presently use resources during their stealth mode. However, stealth is disabled if they take any damage. So be careful when traversing the battlegrounds to avoid caltrops and area of effect spells. Additionally, these sneaky combatants can stun their enemies to thwart any attempt of escape.
Pathfinders are the rangers in this collection of warriors. Preferring to take out enemies from afar, pathfinders use a bow and arrow to deliver a barrage of damage. The main objective for this class is to delay opponent advancement and to be spot-on with targeting. Want to shoot at a group of enemies? Use the ability “Volley” to disperse damage amongst a cluttered crowd. I have seen crafty pathfinder teammates camouflage themselves on housetops and continuously shoot at enemies without being targeted. Add a venom arrow in the mix, and you have quite the deadly assailant.
Like playing with fire? Pyromancers will easily be one of your favorite classes to play. While some deem they are overpowered, skill is the determining factor when using this mage. Appealing in more ways than one, I’ll admit that the pyromancer’s ability set is very unique when it comes to special effects. One such ability called “Fire Wall” looks as if a molten river is erupting in front of the caster. Don’t play with fire if you can’t handle the burn!
Shamans may be the underrated and under utilized class. Based as a support class, the shaman can be very effective in healing teammates and providing resistances for a minimal duration. Healing shrines run in short supply, and shamans can provide instant health while other classes are engaged in combat. A shaman on a team will easily determine how many confrontations you may survive. No shaman? No more life.
Wardens pack a punch with the brute force missing from every other class. Boasting physical defense and invulnerability skills, wardens can make for great distractions in battle. Popping up the force field to reduce all incoming attacks to zero will stop enemies in their tracks, but you won’t be able to attack during this time. The warden’s main issue is effectively getting into range of opponents without taking too much damage. Ranged warriors have an edge at a distance, but as the warden gets closer he becomes more lethal.
Matches
Player matches consist of three types thus far: King of the Hill, Team Deathmatch, and Capture the Relic. Each mode has different objectives in order to warrant points for each team. Capture the Relic is based like a normal capture-the-flag run with both teams having relics to be captured. By retrieving the enemy relic and returning to your base’s relic position, you will have gained a point for your team. The team with the most relic captures wins the round.
Team Deathmatch is the basic team slaughtering match that every PvP game requires. By reaching a predetermined amount of kills, a team will be deemed the winner of the round. Investing in a shaman may keep your kill/death ratio more intact.
King of the Hill works like a tower defense. By holding your ground and defending the tower, you will gain favor for your team. In order to take a tower away from your opponent, you must remove enemies from the contested area and hold the ground to reduce their favor. As the game progresses the area of which the tower is located changes, and the vicious cycle continues. Holding a tower long enough will give your team control of that area reducing your team score. The first team to reach zero points wins the match.
Visuals/Audio
Environments look fairly well put together. Ramps and bridges offer the appearance of being on another level of the playing field. The layout and design of battlefields give players room for confrontation at multiple levels whether you are at the top of a tower or near an endless pit in the sewers. Death is coming your way, so it might as well look pretty.
Special effects like that of the Pyromancer’s “Fire Wall” are enjoyable to experience. Time and effort was placed into the creation of this special effect and shows players that the artists are experienced in their work. Mimicking this talent throughout the game will be the challenge to face as production deadlines will need to be met.
If you have experience the audio of FORGE, then you know help was needed in this area. As new patches have been released, the guys over at Dark Vale Games understood that a complete overhaul of sound effects was necessary. A complaint that players were having with the audio was that of cannon-like sounds coming from Pathfinder’s bow.
Final Impressions
From a development standpoint, FORGE has a bit yet to go before being a polished product. Being in the closed beta stage, the developers are still working with a lot of visual effects that will provide a much easier experience for the player. This concern is mainly directed with the user interface such as placement and alterations for abilities, health bars, mini-maps, as well as other necessary tools. The damage counters for every attack have to be taken into consideration to provide an equal playing field as each character class. In the latest update, FORGE is testing how players utilize attribute points with leveling up.
FORGE has a lot going on right now, and some aspects prove that it is making progress towards becoming an unique PvP battleground. If Dark Vale Games continues to learn from the beta participants what needs to be changed, they will undoubtedly create a working title.