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New Super Mario Bros. 2 DLC Out October 4th

This is it folks. The day has come and Nintendo’s first ever paid DLC is now out. New Super Mario Bros. 2 of course is the game that is getting the love, with new downloadable add-on level packs that fans of Coin Rush are sure to enjoy.

Here are some new details:

“Nintendo fans have really enjoyed the fun and competition of Coin Rush Mode, recently surpassing more than 100 billion total coins collected worldwide,” said Scott Moffitt, Nintendo of America’s executive vice president of Sales & Marketing. “These new packs offer completely new levels that fit into the New Super Mario Bros. 2 world, but offer new challenges that will keep players coming back for more.”

The packs being released on Oct. 4 include:

  • Gold Rush Pack: Fun new courses that give novice players the best chance to collect lots of gold, and veterans the chance to set even higher Coin Rush records.
  • Coin Challenge Pack A: The New Super Mario Bros. 2 website will track the rankings based on the scores for this pack, enabling players to measure their scores against other tallies from around the world in these more open courses.
  • Nerve-Wrack Pack: Intense new courses designed for veteran players looking for new challenges.

These packs can be purchased with the following procedures: Players who are connected to a wireless Internet connection must first activate SpotPass in the game and receive a notification from New Super Mario Bros. 2.* After receiving the notification, the next time the player enters Coin Rush Mode**, a Shop icon will appear in the game. Players who have accessed the shop can then read information about the packs, including descriptions, difficulty ratings and the required storage space. As long as players have enough funds in their Nintendo eShop balance, they can then tap and purchase the packs they want all within the game.

Sounds easy enough, and this DLC is rather cheap too, with each pack costing only $2.50. The floodgates have been cracked open, so lets hope to getting more of this kind of DLC in the future, and also pray that Nintendo don’t take lessons from some of the other guys.

Discover the “Origins of a Story” with Tomb Raider’s second Final Hour video

Square Enix and Crystal Dynamics have released the second episode their “Final Hours” series of Tomb Raider videos. In case you may have forgotten about the last one, you can find it here. As for this video, it is called “Origins of a Story” and the host Zachary Levi (Chuck from Chuck) takes viewers for a behind the scenes look at how the character development and the narrative for the game are being handled.

Those who watch the video will also be able to see the lead writer Rhianna Pratchett, narrative designer John Stafford and creative director Noah Hughes talk about the game as well as catch some never before seen footage of the game itself.

Take a walk through Dead Space 3’s Eudora level with the devs

EA has released a new video for Dead Space 3 that would probably be best classified as an actual walkthrough of a level considering the video is fifteen minutes long. You can take a look at the rather terrifying game in action below, where you will hopefully find the footage to be much scarier than you may have originally thought.

As you watch the walk through you can also listen to the game’s Creative Director and Senior Audio Artist give their insight into the game. If you can’t wait to play Dead Space 3 then unfortunately you still have quite some time to wait, as the game won’t be hitting store shelves until February 5th next year.

Assassin’s Creed 3 to have a season pass

In what is becoming such a common occurrence that it almost isn’t news at this point, another game is getting a season pass for DLC right when it is released and it should come as no surprise that Assassin’s Creed 3 is the game getting it.

This week’s PlayStation Store Update revealed that a season pass will be purchasable when the game is released on October 30th for $30 and it is worth noting that the “Assassin’s Creed 3 Gold Edition” downloadable on the PSN will include the season-pass with purchase. With Ubisoft’s history of AC DLC, perhaps only big fans of multiplayer will find the pass worthwhile, but who knows at this point.

The Walking Dead: Episode 4 teaser trailer released

Today Telltale Games released a nice little teaser trailer for Episode 4 of The Walking Dead game and boy is it a great one. The video can be seen below but it is worth noting that it contains a few hints about what has happened in past episodes, so if you haven’t finished Episodes 1-3 then you may not want to take a look at it yet.

As for when Episode 4 will be released, Telltale Games has stated that they are aiming for an October release, though exactly when hasn’t been specified. As for you who have managed to avoid buying the episodes individually so far, you will be happy to hear that Telltale is planning on releasing a collection of all five episodes on a disc on December 4th.

AIMS 2012: Motor Show with a Twist

The 2012 Australian International Motor Show will be held at Sydney this year but there is something new and different this time around. Once underway, the event plans on launching the upcoming Forza Horizon video game compatible with Xbox Kinect.

Beginning on October 19th, visitors to the Sydney Convention & Exhibition Centre in Darling Harbour will be able to play test the newest addition to the Forza Motorsport racing franchise before its release date on October 23rd. The show director, Russ Tyrie, had the following to say:

It really is fantastic timing that Xbox was due to launch its newest automotive game, Forza Horizon around the same time at the 2012 Australian International Motor Show. For all those gamers who have ever wanted to see the supercars they race virtually in the flesh and for all those automotive fans whove wanted to get behind the wheel of some of these supercars – make sure you come to the 2012 Australian International Motor Show!

The Australian International Motor Show will be taking place from October 19th to October 28th opening at 10:00 AM daily. To find out more information on tickets and daily schedules, take a look at their website (here).

Super Potato – A Retro Gamer’s Wet Dream

So, we at Capsule have already shown you a bit of just how crazy Japan is about their games in our article about Capcom Bar, and here is another one to show just how deep their love of video games runs. Tucked away in Akihabara, on the third to fifth floor of a building where the entrance is simple an open door smooshed between two other shop fronts, is a wonderful store called Super Potato.

Super Potato is the kind of store that will make anyone that has a history with gaming think that they have found heaven on Earth. Starting with the top level, in a room that feels a little like an Internet Café (with all the snacks and drinks available for purchase too), there is a whole collection of arcade games. From those that only some will recognize, to the more popular and well-known games, this level is the sort that you can spend ages on, hopping from game to game.

The other two levels are a different kind of play ground, and absolutely perfect for all those who think that gaming has gotten too easy and are craving some of those old school games. Because, yes, it is full of old games and consoles.

There is a huge range, from the old Game and Watch consoles, to the more recent Playstation 2. Not only are there hundreds of games, but you can also buy consoles and controllers (in case yours have given up). These are all tested, checked, cleaned, and repackaged in a way that makes them look basically new. They aren’t some grimy broken cases piled up in a dump bin, they’re great looking games presented in an ordered fashion, with so many of them that a lot of them are spined for easy reading.

Amongst all the games there’s also some merch available for purchase, but this is by no means the main attraction of the store, and it still retains its roots very well. In fact, if you aren’t a fan of old school games then this might not be the best place for you to be, and if you are then it’s like all your Christmases and birthdays have come at once.

The prices are also quite cheap, unless you happen across something popular, rare and in great condition. Even then, the expensive side of the games are around $20-$30. The one downside being that the games are in Japanese. So, if it’s a game that requires a lot of reading and you aren’t able to read Japanese, then it might not work out too well. But there are sure to be quite a few that don’t need in-depth reading for you to know how to work them, or you remember anything that is required.

Check out the gallery below for more pictures from Super Potato, or head on over to our Facebook page to look at them there. And remember to LIKE our Facebook page for the latest in gaming news and reviews!

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Marvel vs. Capcom Origins Review


Marvel vs. Capcom Origins
Publisher: Capcom
Developer: Iron Galaxy
Platforms: XBLA (reviewed), PSN
Release Date: September 26, 2012
Price: 1200 MSP – Here

Overview
It is important to understand that Marvel vs. Capcom Origins is not a new game but a combination package of two revamped late 90’s Capcom titles – Marvel Super Heroes and Marvel vs. Capcom: Clash of Super Heroes. First released on the Capcom Power System 2 (CPS-2) was Marvel Super Heroes. Eventually the game was ported to the Sega Saturn and Playstation consoles in 1997. In 1998, Marvel vs. Capcom: Clash of Super Heroes was made public in arcades around the globe. Interesting but not absurd, both titles started out in arcades and then flourished to consoles. Now both titles have been revamped with some new kicks and thrown onto the online markets of both Xbox Live and Playstation Network. How will these later 90’s games hold up against their newly released counterparts?

Story
While fighting games hardly carry a story, each of these titles have a drivable purpose to complete the single player mode. Marvel Super Heroes has a storyline based on the collection of the Infinity Gems – gems that can be collected and used during play. As the player progresses, the goal is to collect all of the gems by defeating foes. By hoarding all the gems, your character has gained the attention of powers comparable to Dr. Doom. Thanos snatches all but one Infinity Gem and battles you using the powers of each gem. Defeating Thanos as good or evil will provide the player with an end story about that character.

Marvel vs. Capcom: Clash of Super Heroes provides a less structural storyline as a multitude of characters are present from more than one title. However, the story bases itself around the Marvel universe where Professor Xavier is warning the heroes that his joining with Magneto’s mind must be stopped. The combination would create the deadly mutant named Onslaught who is a deadly force. Did the heroes stop battling each other to take heed on Xavier’s warning? You would like to think so.

Gameplay

Marvel Super Heroes
Each title’s gameplay will be discussed separately for original game taste then judged on the new additions made to the titles conjointly. To start off Marvel Super Heroes provides a small character selection. Beginning with 10 characters, this can be seen as a lacking component in today’s market. In the 90’s, I am sure this title had earned its place among fighting games, but today’s market is about customization and variety. One great selling point about the Marvel character selection, however, is the option of choosing between hero and villain characters.

Marvel Super Heroes creates its own learning curve. While a discrete move list is provided, the discovery of secret moves – ones that will surely help you win a battle – may only appear after a given battle as a hint. Thus, training becomes important with a character in order to move forward in your single player mode. This leads us to the other side of the learning curve which is game difficulty. Players may choose between three settings when deciding to play: Normal, Turbo, and Auto. Normal setting keeps the fight at a slower pace and perhaps more understandable to a beginning player. Turbo picks up the pace and potentially yields a quicker win for advanced players or lucky button mashers. When playing on Auto, players are queued with on-screen tips and limited to only three fights for single player.

Next is the implementation of Infinity Gems. These devious little gems can provide great feats for your character if you can unleash their power. Understanding how to perform the correct combination of buttons is the key importance. If you cannot perform the move, the gems become useless unless they are on your person at the end of a winning round – loads of bonus points. Each gem carries its own ability like the Power gem enhancing a characters physical strength. Additionally, gems can have special effects for certain characters (i.e. Blackheart turns invisible when a Reality gem is used).

Marvel vs. Capcom: Clash of Super Heroes
As the latter created title, Marvel vs. Capcom: Clash of Super Heroes received diversity yielding a variety of characters from the Marvel and Capcom universe. While some characters like Magneto and Blackheart got the boot from Marvel’s corner, Capcom characters such as Megaman and Morrigan enter the fray. Additional to the selection of characters, players can alter the costume color providing an extra customization factor. During the selection screen of characters, players must pick not one but two characters for battle and attain a bonus character for special attacks. The special character can only be summoned a limited amount of times on the battlefield, so use their ability wisely.

Still on the selection screen, the first mode selection prompted is the choice between Manual and Easy. Manual provides a challenge for those that wish to master the every move in a character’s arsenal including special power attacks. Whereas in Easy mode, players can simply press the left trigger or left bumper to easily dish out a power attack when available. The second mode selection offers the player to choose between Normal and Turbo. Like before in Marvel Super Heroes, this selection determines the pace of battle. As a beginner, I started on Easy and Normal modes giving me the best chance of survival. Hardened challengers can take Manual and Turbo to prove test their mettle.

Similar to Marvel Super Heroes, the move lists are not fully identified for the player. Hints between completion/death screens will help you figure some important moves out as well as button mashing in the training arena. Sadly, this is where the game leaves you hanging, and you are forced to “cheat” – use the internet – to find the remaining combinations.

New Additions
Everything thus far has been a rundown on regular gameplay and not the new additions added to the title. Marvel vs. Capcom Origins offers a trophy collection which can be unlocked through gaining points while playing the game. For instance, a hidden character like “Thanos” can be added to Marvel Super Heroes by purchasing him for 150 vault points. Loads of artwork and cinematic videos can be unlocked through this process as well. In junction with the overall completion status set at the main menu screen, these additions offer a player re-playability to the combined titles. Achievements and challenges also offer more aspects for a player to achieve generating an even lengthier experience for those completion hungry gamers.

Unlike the 90’s versions of these titles, players can now battle online in ranked matches and even watch in a spectator mode. Ranked matches work well as an opponent is chosen closest to your rank score – begins at 2500. Upon winning a ranked match, a players rank will rise and vice versa for losing a battle. Another addition made just for online games is the inclusion of the “save replay”. After each online battle the player may choose to save the replay of the previous match. Perhaps a friend didn’t believe you unleashed an infinite combo against another player. Now you have the proof.

Visual / Audio
When boasting HD graphics, you have to look at the previous quality of the work and compare it with what is new. For me, the only drastic difference that I saw in the game was the user interface. The opening menus were welcoming and provided good transitions between titles. A new user interface was noticed while engaged in battles as the surrounding screen provided progress in player’s challenges. If the special effects for the character abilities were enhanced, the changes were not as drastic. This can be viewed as a positive aspect as well because of retaining the nostalgic view.

The audio is what you can expect from 90’s fighting games. Kicks, punches, grunts, and death wails offer auditory sustenance for the game’s sound effects. However, the entrance music for each title can seem quite repetitive. While these themes offer the nostalgia of the individual titles, perhaps new tracks could have been developed and intermixed to reduce the repetitive nature.

Overall
Classic fighting titles are difficult to review as they hold memories to those that grew up with them within a generation. As games progressively become finer tuned with HD graphics, achievements, and online play, original titles can be brought back to life. However, the problem faced with revamping older titles is not only original look, but how it faces with the most recent releases in its genre. Marvel vs. Capcom Origins may prove to be a decent set of two games combined under one package, but the release of Marvel vs. Capcom 3 and future titles will likely draw attention away from it.

Online play and save replays have never been included in these games before. This can be exciting for those that wish to partake in these older titles online. But I feel that newer titles have more aspects to offer like better graphics, larger variety of characters, and even 3D environments. Marvel vs. Capcom Origins proves that old games can add in new tricks, but the younger titles just have them outclassed in more than one area. Must be the steroids.

6-5-capsules-out-of-10

Xbox 360 price drops across Australian market

If for some unknown reason you’ve been sitting on the fence about whether to buy an Xbox 360 or had your eye on one of the awesome collectors editions, now is the time to buy as Microsoft have announced a price reduction on its Xbox 360 stand alone and Kinect bundle consoles, in what is their most significant price drop across the Australian market to date. The new price points have seen many products enjoy between $50 and $150 reductions making them a very appealing purchase for us with a taste for an already expensive hobby.

The new pricing scheme will see the following reductions

– The Kinect sensor by itself has been reduced to $149

– The 4gb Xbox 360 stand alone Console reduced to $199 and Kinect bundle to $299

– The 250Gb Xbox 360 standalone Console is now $299

– Collector’s edition Consoles have been reduced to $399

Commenting on the announcement, Kimberley Francis, Head of Interactive Entertainment, Microsoft Australia said: “This is the time to buy an Xbox 360. The Xbox has never been more affordable and it continues to evolve to offer even more value for Australians”. Alongside the announcement of the new pricing system also came price confirmation of the much anticipated Halo 4 coming November 6th, with the standard edition coming out at $89.95 and the limited edition at $129.95.

Everyone already knows the capabilities of the Xbox 360 Console as a media player and entertainment unit for music, film and television and these new price points should make owing one of these even more enticing. All this as well as a huge lineup of new games coming for fans of gamers of all genres including Halo 4, Forza Horizons, and for the Kinect, Fable Journeys to name just a few.

Francis goes on to mention that later on this year will see the introduction of Smartglass and IE onto the platform, changing the way users access information through their televisions and mobile devices.

The price drops are effective from Thursday 4th November and reductions are off the RRP of products.

Also please note that Collectors editions do not include upcoming bundles such as Halo 4 only existing in stock collectors bundles.

HappyGiant Interview with Mike Levine

We caught up with ex-LucasArts employee Mike Levine now founder of HappyGiant game studio.  Mike and his team are working on a new title for the iOS called “Dolphin Paradise: Wild Friends” which is due out for release very soon,  we ask him a few questions about the game, what he thinks of the iOS market currently at the moment and a number of other things.  Check out the interview below:

1) Us here at Capsule Computers are aware that some of your founding members are ex-LucasArts developers. What was it that you were hoping to achieve by opening your own studio as opposed to continuing with LucasArts?

Hello Capsule Computers.

So to clarify, I (Mike Levine) left LucasArts way back in 1997. So I have been on my own for sometime. I ran my own service-based company doing work for hire online games under Pileated Pictures for Hasbro, Mattel, LucasArts, FashionPlaytes and others and we did our own title under Crackpot Entertainment (Insecticide) during the 2000’s. We were lucky enough to recently raise funds to create our own games and are about to come out with our first major app “Dolphin Paradise: Wild Friends”. We believe iOS and Smartphones represent the future of gaming and is where we are now focused.  I was lucky enough to work at LucasArts during a classic time. For me I enjoyed working on the Star Wars games, but I really liked the original stuff we were making the most. Eventually, I knew I had other things I wanted to do and it was time to move on.

2) At the moment it looks like you guys have been developing for the iOS, does developing on this platform present any kind of challenges that you were not expecting to have to tackle? For instance, wouldn’t the device be more restricted to develop for as opposed to the superior PC platform?

Well, like everything it has, its pluses and its minuses. On the positive side, it’s fantastic to have a more fixed range of devices to develop for. PC is much easier than it used to be in terms of device support, etc., and we actually do plan to bring some of our games to it as well. With iOS it’s also great to have a worldwide marketplace where so many people can find your game – of course that is the challenge – getting them to find your game. So it’s a double-edged sword, no doubt about it. It’s also a lot harder to make and distribute builds, but that’s game development.

3) For those of us that haven’t yet heard of your studio, can you let us know what games you guys have worked on in the past, both personally and as a studio?

As mentioned above, we created Insecticide for DS and for PC. I personally worked on most of the games at Lucas during the times I was there (91-97), specifically “Monkey Island 2”, “Sam & Max: Freelance Police”, “The Dig”, “Star Wars: Rebel Assault”, “Dark Forces 2: Jedi Knight”, “Star Wars: Dark Forces”, and many others I am forgetting! Pileated created many online games based on properties for Hasbro from Transformers, Tonka, Littlest Pet Shop and others, as well as several real-time multiplayer flash-based worlds. We have become experts in supporting globally run persistent products needing regular content updates. This past summer we also created a fun little app to go with Sasha Baron Cohen’s film “The Dictator”.

Bob Welch, our VP of Product, has a long history in the gaming industry as well, having been involved with titles like “Risk”, “Civilization”, “Sid Meier’s Pirates”, “RollerCoaster Tycoon3”, “Act of War: Direct Action”, and many other traditional and online products.

As you know, we’re about to launch “Dolphin Paradise: Wild Friends”, beautiful 3D pet-sim game for iOS. The game turns your iPhone device into a virtual lagoon. You’ll pick and take care of your very own dolphin or orca, and you’ll be required to feed it regularly to keep its health & its energy up. You’ll teach your dolphin tricks while advancing though the ranks and eventually unlock various performances, where you can show off your pet’s high jumping tricks. It’s a great app for sea creatures lovers both young and old. The game will be released as a free-to-play, with a series of in-app purchases available.

Additionally, we’re working on a very cool app that will launch by the end of the year and we announced at San Diego Comic Con with Dark Horse Comics. It’s based on the classic comic series “Usagi Yojimbo” and it’s the first game made from it in 25 years! Check out a teaser at www.usagiyojimbogame.com. We will be at the Dark Horse booth in New York next week as well showing off the game!

4) Have you had a chance to pick up a Wii U developer kit just yet?

Have not. At this point we’re concentrating on the iOS titles.

5) Why did you decide to go with the FREE TO PLAY Model?  Do you think this is the way of the future with gaming?

Yes, we have really been living in this world for over 5 years. And we see it undeniably trending in this direction. Specifically, when you look at the reality of self-publishing and acquiring users, putting out a paid app gets very expensive, very fast. We believe in free to play, and doing it right, where you don’t frustrate the user, but make them want to build and personalize their experience in a way that makes them want to show it off to others.

There has to be a good game beneath it all no matter what, and if done right, free to play can obviously work and be very compelling. Our goal was to achieve this with “Dolphin Paradise: Wild Friends.” The game engages you right from the start as you play with and taking care of your dolphin. The missions will get you the experience and coins (pearls and shells) to move you up in the game or you can expand on your game by purchasing pearls that will open up even more missions.

 

6) Do you think that developing a title that has a set price with no in-app purchasing would let the consumers think they are getting a full quality title over having a game, that is free but then having to purchase in game items with micro transactions to advance or move forward in the game.

There is no question this model has some instinctual appeal. I think everyone who has been in this industry for a while can’t help but throw up their hands and say “yes, this makes so much sense!” But the reality is, it’s just not moving in this direction. The tidal wave that is “free” will be very hard to overcome. That being said I do think there will always be some paid outlier titles, but it will not be the norm, in the foreseeable future at least.

7) With so many other developers out there creating iPhone apps/games, what will / can you do to be a step ahead and have your games noticed by the consumers?

This is the most important and difficult question facing this market, in our opinion. Not only does your game need to be great, and work on multiple levels to induce people to continue to play and/or become paying users, you have to know how to acquire users. Acquiring users is 50% if not more of the battle. The independent developer is left with only a few choices it would seem:

1) sign up with a “big” publisher, and give up control of your users, and give them a chunk of your revenue;

2) self-publish and spend money to buy ads or use other cross-promotion/user acquisition tools. There is a flood of these services and it’s difficult to maneuver your way through them without experience, even if you are lucky enough to have money to spend on them;

3) put your app out there and pray.

I only list this last one because I see too many young developers doing this, and they may as well be buying lottery tickets. Working your game on a viral/social media level is now a given. You have to be proactive. In the end, despite this new open world we live in, there is one gatekeeper, Apple, and they have enormous power. If you are featured, and your app is ready for it, there would seem no greater path to success. HappyGiant is interested in exploring self-publishing and will be with our “Dolphin Paradise: Wild Friends” app, but we are also very open to partnering with publishers if it makes sense for both parties.

 

8) What games or inspirations do you look for when creating titles, especially this title that you are currently developing at the moment?

We have been working on pet-sims, and I have been a fan of them for a long time. We made a dragon pet-sim before “Nintendogs” came out that every publisher passed on (I still want to make it!). I watched my kids play “Kinectimals”, and friend’s kids playing “My Horse”. We wanted to make something that was high quality and really created an “experience” for the user, as much as it was a game. Dolphins and orcas have a magical quality to them, and we wanted to capture that in this app. 15 years ago on vacation I went swimming with wild dolphins in New Zealand off Kaikoura. This experience always stuck with me and was a huge inspiration for “Dolphin Paradise: Wild Friends”.

9) With the Android Market snapping at the heels of the iOS Store will there be any future title released for Android consumers?

We absolutely have plans to bring this to the Android Market.

 

10) Do you believe that iOS/Android gaming will surpass the 3DS/PSVITA gaming or will the consumers stick to gaming on portable gaming devices over smart phones?

We kind of think it has already, hasn’t it? The sales of the two devices you mention have been pretty low, especially when you look at smartphone and tablet growth, and compare them to the old days of handheld sales.

Thanks again for these questions!

We would like to thank Mike for his time and we wish him and his team over at HappyGiant all the best moving forward with Dolphin Paradise: Wild Friend and future titles.  We also have a great video from Dolphin Paradise: Wild Friends to check out below.