While many people are highly anticipating next week’s release of 2K Games’ XCOM: Enemy Unknown, there are a few of you who may remember that 2K Games had another XCOM game in development. In fact, 2K Marin’s first person shooter version of XCOM has been completely quiet ever since it was shown off at E3 during 2011.
However it seems that things may have taken a drastic change from what we were shown and previewedat the time if these latest rumors are to be believed. A Kotaku reader has sent in screenshots and information from a marketing survey that show that XCOM has changed into a 3rd person shooter. It also seems that the game may simply be released as a digital title rather than a full retail game because the survey also asks if consumers would simply prefer a cheaper download. 2K Games has currently not made a statement about these rumors.
Just can’t get enough dancing in your life but are you already bored of what Dance Central 1 and 2 have to offer? Well you will now have a chance to try out Dance Central 3 before its release thanks to the fact that Harmonix’s game now has a demo available on the Xbox 360.
The demo can be downloaded here and includes a few songs to sample such as Jennifer Lopez’s “On the Floor,” Maroon 5’s ubiquitous “Moves Like Jagger” and Nicki Minaj’s “Starships!” The demo also features a new mode called Party Time that dancers can activate with a high five to do their own dance moves with a partner. Now go dance for your kinect’s amusement!
Resident Evil 6 Developer: Capcom Publisher: Capcom Platform: Xbox 360 (Reviewed), Playstation 3 Release Date: October 2, 2012 Price: $59.99 – BUY NOW
Overview
Sixteen years ago, Capcom brought about the game that introduced a lot of us to the genre of survival horror. Sure, there were certainly others before it, but the Resident Evil franchise was the first to become a blockbuster hit and has not lost it’s steam since due to Capcom’s steady stream of support. Resident Evil 6 marks the sixth title in the main line of games, and has a lot to live up to due to how quickly the industry has evolved.
Will it be scary? Is it going to be better than the godly Resident Evil 4? What more can this aging franchise deliver? Those questions have been on a lot of minds, and thankfully, they can all be answered with this monumental release as that day has finally come and Leon, Chris, and a few new faces are back and ready to take it to the next level. Is this next chapter the high point of one of the most famous names in gaming, or is there truly “No Hope Left”?
Story
I’ve said it before – and I’ll say it again. Resident Evil as a whole franchise does not need to be “scary”. We were all a lot younger when the first few titles made us keep the lights on while playing, and the biggest mainstream criticism that the series has received during the past decade is that it can no longer provide that classic feeling of unease – or “spook” the player with the old jump scares that put Capcom’s hot property at the top of the horror food chain years ago. If you want a scary game, go play Amnesia: The Dark Descent or the original Dead Space. Resident Evil 6 does have it’s moments, but it’s impossible to feel true fear through eyes that have seen it all – and that is why Resident Evil is no longer about the art of horror. Newer IPs such as the aforementioned can pull off the “fear factor”, because no one knows what they are in for in a unfamiliar environment. We all know that the zombies and infected are the enemies within Resident Evil now, and this game’s key to success is how well it pulls off the intensity of hope for survival.
Leon Kennedy is now partnered up with agent Helena Harper, several years after the events of Resident Evil 4 (2013 – for those who are interested). While investigating a bioterrorist attack, a major event occurs that sends both protagonists looking for answers. For spoilers sake, I won’t go into detail, but this plot is one of the most exciting the series has seen to date, with twists, turns, and revelations that will leave fans who have followed Leon immersed until that post credits roll. The best part? That’s just one of four campaigns within the game. Chris Redfield is down on his luck and still shaken from past events, and has almost turned into a shell of his former self when BSAA agent Piers Nivans forcefully puts that patch back on his arm, encouraging the wartorn hero to look for the answers he is seeking while continuing his own legacy in the process. Jake Muller is the odd man out, partnered up with Sherry Birkin, who has ties to Leon that go back to Resident Evil 2 and the events that unfolded in raccoon city. Jake is a wanted man and very reckless, which leaves the surprisingly brave Birkin to act as a bit of a protector to the C-Virus carrying anti-hero. Ada Wong plays a large role herself within these interwoven narratives, acting as the silky ribbon that ties everything together neatly. Yes, she has her own campaign too, but again, we won’t go into that.
As you can tell, there is a lot going on here. Back when Resident Evil 6 was first announced, I honestly didn’t know what to think of any of the new characters as their personalities didn’t come through all too well. Aside from the somewhat dry Piers, I am now a fan of each to an extent. Helena may be my new favorite female for the franchise as well. Yeah, of course she has looks on her side – but there is a veil of mystery and depth to her character that hasn’t been seen in a Resident Evil game before, which makes progressing and learning more of her own story all the more pleasureful. Each plot could have settled as a game on it’s own – and it’s quickly obvious that no campaign is less important than the next, as all four blend into eachother perfectly. Go ahead, just play one. You’ll get your money’s worth, but the satisfaction of Resident Evil 6 comes from the full experience of tackling every plot and watching the epic encounters and interactions unfold along the way.
Gameplay
Trot, Trot, Trot…aim..SHOOT! Trot, Trot, Trot…aim…SHOOT. Ah, the good old days. Years ago, the main gameplay elements of Resident Evil was simply to survive, conserve ammo, and keep those herbs handy. Things are a lot more complex now, and this engine has now been refined greatly. Resident Evil 4 brought about the over-the-shoulder camera view, which did wonders for the series. 5 added in a fine-tuned co-op mode, allowing for two to tackle hoards. Resident Evil 6 takes cues from both, but manages to stay unique on it’s own behalf by refining the overall experience and adding in a lot of features that keep the action intense during every bout.
Now if you have played more recent entries, you should consider yourself in familiar territory as all of our protagonists control about the same when it comes to basic movement and combat. Each character has a fragmented life bar, with a newly added stamina system that controls the amount of melee maneuvers that can be used in one bout. Remember in 5 where you could punch or kick a stunned enemy? Well, that element has been greatly enhanced this time around. If you so choose, you can walk up to a zombie or other dastardly foe and deliver a kick to the head, punch to the face, or even a sturdy pistol whip at the tap of a button. There are plenty of times that ammo will be scarce, so this allows the player to put those physical attributes to work and deliver chained attacks that can level the playing field quickly against most enemies. Each character have their own unique physical attacks as well, which makes each playthrough as a different protagonist feel distinct and adds incentive for completing the game multiple times.
Running is a bit more important this time around as well. There are some sequences that require the player to simply get out of the area stat but if you are weak, stamina must be slowly regained by remaining unharmed for a short amount of time. In true cinema style, each of our heroes can now perform a new slide while running, ducking under large foes in the process. It looks as awesome as it sounds, and is actually a fantastic addition as players can deliver shots as they slide, which comes in handy due to how fast-paced the combat is within 6. Yes, this game has the most action the franchise has ever seen to date, but manages to stay true to it’s roots by slowing down the pace occasionally to keep the players on their toes.
Speaking of speed, one of the biggest problems we have had in the past with most of the Resident Evil titles was the inventory system. I mean, yes…it worked – but took players out of the action and into a menu if they wanted to do something as simple as use an herb or equip a weapon. That may have worked in the slower entries, but I don’t think it would have worked here which is exactly why Capcom revamped the layout. Players can now use the D-Pad to quickly thumb through their weapons and items at any time without interruption. Herbs can also be combined on the fly, and used seconds after with a press of the shoulder button. I will admit, this quick way of using items and equipping your arsenal does take a bit of time to get used to, but after a short time, it all becomes second nature and I can’t imagine going back to the archaic schemes of the past.
I keep using the words “speed” and “fast”, but I don’t want anyone to get the wrong idea about the way Resident Evil 6 plays. By no means has Leon turned into Sonic…the game has simply added options to make up for the more action-packed sequences. A good portion of stages are all about puzzle solving or require an item to be found to open the next door or entry way ahead. This will be a formula that most remember from the past, and not a lot has changed when it comes down to the fine details. Due to the fact that 6 is built around co-op, a good portion of the puzzles require players to separate from their partners in order to open a door up ahead, which increases the challenge a bit due to the single player aspect. Once reunited, hitting switches or busting through doors in unison can be performed, and the player can then progress on. Resident Evil 6 has also made boss battles a more clever affair, where players must utilize a bit of thinking, teamwork, and strategy in order to succeed.
Sheva was great and I miss her dearly, but her AI was definitely one flaw within Resident Evil 5. Luckily, the AI is very competent this time around and almost invincible to an extent, which lets a player playing solo relax a bit and focus on their own problems at hand. You will never need to heal your computer controller partner, and they are usually quick to assist when danger occurs, reviving your character at a moments notice. I did have a few occurrences where I would see my partner unable to assist when he/she was pinned down, but that is a more realistic reason than staring at a pot or hoarding ammo (yes, looking at you Sheva), so most shouldn’t have too much of a problem during the single player runs. I will say that co-op with a real player is the ideal way to play, but there is nothing that a solo player will lose from going in alone.
As far as weapons go, the basic inventory of shotguns, pistols, magnums, and sniper rifles can all be found, with a few explosives mixed in for good measure. Some of the more difficult enemies will only go down with heavy weapons, so knowing when to use what weapon and how to conserve that ammo plays a large role into your survival in a chapter. Skill points can also be acquired, allowing for boosts in many techniques as well as defense and combat. Each skill set is made up of three boosts, and there are eight sets in all that can be customized to your own liking, allowing players to choose the route they take when it comes to their own enhancements.
Now, as far as the whole “separate gameplay styles” that Capcom promised within each campaign – that is definitely true, but not in the way you may be thinking. Leon’s campaign is a bit of a mix with puzzles and classic zombie showdowns that fans of the older Resident Evils are sure to cling to first. Chris’ campaign is a bit more gun heavy, and relies on the newly in place cover system due to the new threat of the gun-wielding J’avo. Jake’s plot is a bit of a mix of the two, but more action-oriented as a whole. There is a difference in concept, but the gameplay really remains the same outside of the strategies utilized within each campaign. To tell these stories and keep the player involved, there are quick time events. Yes folks, be prepared to waggle that stick and hit buttons and the proper moments, as RE 6 will throw a QTE at you at the blink of an eye. With that said, I feel that most of these moments are done simply to keep the suspense rising during the more intense spots, and there isn’t really any annoyances or repetition aside from my own personal hatred of the stick waggle – so again, these timed button mashing sequences should cause little grief and simply act as a reminder of this generation’s attachment to the flashy and cinematic feature.
The Mercenaries is back, and better than ever. This once side game is now a selling point of Resident Evil 6 on it’s own, giving score hungry players a reason to keep on going even after beating the nearly 40 hours of campaign time. For those unfamiliar, Mercs mode has the player partner up or go in solo into one specific area and defeat as many enemies as they can before the timer runs out. More time is earned depending on how you take out your foes (or if a time crystal is broken), and the strength of the hoard grows as time continues on and that score rises. After the bout, you can level up your own character with collected skills and unlock more content for the mode based on performance, so the replay value is nearly infinite for those who become addicted like myself.
Agent Hunt is a new entry into the franchise, and lets you enter other players own campaign as an enemy such as the J’avo, where your goal is to make life harder for the protagonist at large. Players can choose their spawn point before entering a game, and simply have the goal of ending the life of a would-be hero. It’s not the most deep mode by any means, but I found it to be interesting and something that could be broadly expanded upon in future entries.
Visuals and Audio
Every model is Resident Evil 6 looks fantastic. There really is no other way to say it. Leon appears a bit older this time around, but has kept his famous locks and ditched that jacket for a sligtly new look. Chris appears a bit stressed, but doesn’t seem too much older in appearance other than a change in hair style and outfit. The enemies are also varied and all have their own intimidating qualities, but due to the fact that most will want to be surprised of what’s in store, I won’t speak too much of that now. When it comes to the campaigns, there are several areas all over the world players will be visiting, and each are well detailed and provide that dark, menacing atmosphere that many have been begging for. Even the HUD has gotten a facelift in this entry, giving each character set their own unique style to assist in making all these stories distinct from one another.
As far as the soundtrack goes within the game, I found it to be damn near perfect. Every boss battle’s level of suspense is heightened due to the thunderous track blaring in the background, and the intensity of the light and subtle beats during slow moments will certainly make some weary to look around that next corner. There is A LOT of dialogue within Resident Evil 6. This is the most scripting we have ever seen in a Resident Evil game to date, and all of the original voice actors have returned to yet again lend their talent to those personalities we all know and love. The J’avo and zombies definitely have their own screams and full sound effects as well, and there is one enemy in particular that will be certain to give even the toughest player a jolt when it lets out a surprising blood-curdling shriek.
Overall
One of the greatest parts of this industry is watching how franchises evolve. Where some die off due to change, others thrive and continue to grow. Resident Evil 6 is the best entry to date among the prestigious series, as it not only delivers the most content we have seen thus far, but also offers many improvements that only benefit the newly added action sequences. As far as the horror goes – yes, you will have some jumps from time to time, but this sequel is really more about perfecting it’s own motif, providing four stories that are sure to keep you glued to the edge of your seat until the very end. The gameplay might catch returning players off guard due to the changes, but worry not as everything within is solid and killing zombies has never been more enjoyable. Resident Evil 6 is the exclamation point after a sixteen year journey, giving us further indication that the king of the survival horror genre still reigns supreme.
Back in 1997, Oddworld’s Abe was shocked to discover that the New ‘N’ Tasty food products were to be made from the meat of his species, and it triggered his Oddysee to save his race.
Yesterday, Oddworld Inhabitants revealed their considerably-less-disturbing New ‘N’ Tasty product: the remake of the Playstation One classic, Oddworld: Abe’s Oddysee.
The project was revealed a few months ago, but in that time fans had only been teased with the odd (sorry, couldn’t resist) detail and a couple of screenshots.
Even the remake’s title was a mystery until the Eurogamer Expo over the weekend, when the winner of a fan competition to name it was revealed. The official title is now Oddworld: Abe’s Oddysee – New ‘N’ Tasty. Quite a mouthful, but hey: it’s a new and tasty and pretty appropriate mouthful.
Especially considering how damn good the game looks. CEO of Oddworld Inhabitants, Stewart Gilray, took to the stage to demonstrate it for the first time, and while it looks very familiar, a few key changes are apparent.
The HD suffix is deliberately missing from the title, as the developers wanted to highlight the fact that the game is not a simple “up-rezzing”, applying high-definition textures to the original game’s skeleton. Abe’s Oddysee has been rebuilt from the ground up, in a new engine, with fully 3D-rendered environments, while retaining the 2D sidescrolling gameplay.
More detailed and varied animations give the already quirky characters a greater depth and humour. Sound effects and voices have also been rerecorded to the same effect – the gameplay video below shows a bit more variety in the speech than the original’s repeated “Hello-hello-follow me-okay” pattern.
Besides the prettiness factor being cranked right up, perhaps the most obvious change to fans of the original is that the static camera angles that Abe passed through have been stitched together into a smooth, moving camera system. It’s something newcomers won’t even blink at, but long-time fans should find it a welcome modernization.
The developers explained that while the core game was the same, a few basic redesigns were implemented to account for the new camera system or to take advantage of the new engine.
Oddworld: Abe’s Oddysee – New ‘N’ Tasty will hit the PC, XBLA, Playstation 3 and the PS Vita in about a year’s time, but this New ‘N’ Tasty sample already has us watering at the mouth.
Besides being a portable version of Atelier Totori: The Adventurer of Arland for the PlayStation Vita, Gust is adding a slew of new content to Atelier Totori Plus. Of course this not only means two new costumes for Totori in the form of a nurse costume and a bikini but also a new dungeon as well!
In the screens below you can find Totori in her new outfits as well as a glimpse at how nearly every aspect of the game will look in its new condensed form, as well as the Orthogalaxen dungeon which was previously revealed. Two new diffuclt looking enemies have been shown off for this dungeon as well. Currently there is no release date for Atelier Totori Plus in the West, though Japan will be getting it on November 29th.
As anyone familiar with the franchise knows, Senran Kagura isn’t the most modest series around and from the looks of these first screenshots of Marvelous AQL’s Senran Kagura: Shinovi Versus, this PlayStation Vita game won’t be any different than it’s 3DS iterations.
As you can see in the screenshots below all new characters have been introduced into the game and there is more than enough fan service for those of you who enjoy seeing girls with their clothing ripped up during combat. Also shown below is the new 3D plane and what appears to be players fighting against one another.
Currently Senran Kagura: Shinovi Versus is set to come out on February 28 in Japan and a Western release is unlikely at the moment given the franchises history.
Strike Witches 2 Studio: AIC Spirits Publisher: FUNimation Format: Blu-ray/DVD Combo Pack Release Date:October 2, 2012 Price:$69.98 – Available Here
Overview: Guns? Check. Alien invasion? Check. Aerial combat? Check. Panties? Check. Put all of that together and you can only get one thing… the Strike Witches are back. In 2010 FUNimation brought quite an interesting show over to North America in the form of Strike Witches… a series based around girls flying through the air with no pants on destroying aliens.
Unsurprisingly, this turned out to be quite popular here but even more so over in Japan. As such Strike Witches 2 was created and now FUNimation has brought this second season over to North America as well. Does the war on pants continue unabated?
Story: In an alternative world where aliens called Neuroi have invaded the world and wrought destruction upon every city they come across. With standard military weapons incapable of inflicting any major harm to the Neuroi, only one type of fighter can destroy these creatures and potentially save the world… a witch. These witches are young women capable of using magic and controlling a “Striker Unit” and they may be the only thing preventing the Neuroi from destroying everything they hold dear.
Six months have passed since the 501st Joint Fighter Wing, also called the Strike Witches, were able to liberate Brittania from the Neuroi occupation by destroying the Neuroi Hive and most of the members of the 501st have returned to their own countries, with our main character Yoshika Miyafuji returning to civilian life. However a new and even greater Neuroi Hive has appeared in the skies above Venesia and with the local Striker force nearly obliterated by the new Neuroi, the 501st begin to assemble once more, with Miyafuji and the rest of the group meeting once again to take down the Neuroi together.
Ultimately, Strike Witches 2’s plot doesn’t play too heavily into the series itself besides set up a structure for the series to follow. While the Neuroi are a very real threat, their role in Strike Witches 2 seems to be more of an obstacle to overcome than anything else as the girls never truly feel like they are in any terrible danger despite how fast paced some of the battles can become. It also doesn’t help that any development the Neuroi previously received in season one is completely forgotten thanks to the new hive.
Instead of featuring an overarching plot with plenty of story developments and twists, we are given substantial character development instead. Nearly every episode in season 2 is devoted to one character or a pair of characters in the Strike Witches and while Miyafuji may be seen as the main character, each girl is given her time in the spotlight. This is handled well enough through the use of plenty of comedy and overcoming of limitations usually resulting in the girl’s new ability taking down the Neuroi threat that episode.
This wouldn’t work on your standard show, but thankfully Strike Witches 2 features a rather colorful and diverse cast of characters that will quickly have viewers picking favorites. Obviously those who watched the first season will be able to enjoy these character developments further as they are already familiar with the girls and know most of their personality quirks such as why Hartmann is always asleep or Lucchini’s attachment to Shirley.
Despite this however, newcomers should quickly discern the girl’s relationships with one another and thanks to the fact that nearly each one is highlighted in some way, no one feels left out despite the large cast. As such, the girls of the 501st grow on the viewer even more than they did during the first season through their interactions and familiarity with one another.
That being said, Strike Witches 2 is best seen as more of a lighthearted slice-of-life anime than anything else thanks to the fact that while viewers will be treated to plenty of action, most of the show is spent focusing on the girls and their daily lives with one another, with very little drama interlaced with the comedic actions of these pantsless witches.
Visuals: Let’s start with talking about the various set pieces and the non-girl segments of Strike Witches 2 first. As with before, the Neuroi are handled with CGI so they tend to look a little out of place in the world, but they seem to have seen an improvement since the first season, while the backgrounds and set pieces are still excellently handled. The battles themselves are similarly impressive with the studio making sure the various explosions and gunfire effects are handled well. It is especially worth noting that the war ships and various weaponry used by the Witches and the military seem to contain a rather extensive amount of detail.
As for the girls themselves, each girl is vastly different from one another both in appearance as well as proportions. Their faces are also expressive, though not quite as detailed as one would like. That being said, they are certainly cute in appearance and it is clear that the studio was aiming for this fact with their character designs, though they do seem to be drawn to a younger age than a few viewers will be comfortable with.
Now, on to the fan service aspect of Strike Witches 2. Now although their panties are described as “uniform” they are still panties in most cases. While the focus on this aspect of the show is slightly less than before, it is still quite an obvious factor, especially when most fighting scenes often feature camera angles behind the girls as they perform maneuvers, giving the viewer a clear shot at their backside.
It is also worth noting that Strike Witches 2 is uncensored so that means that there will be plenty of breasts and butts shown off during any bathing scene, which there happens to be quite a few of. As mentioned before, the girls all feature different proportions with each girl’s breasts matching their body size. Ultimately, this doesn’t really do anything to detract from the experience and those watching the series should know what to expect and will find that there is plenty of fan service available for those who are looking for it.
Audio: Like one would expect with a release from FUNimation, both the original Japanese dub and the English dub are provided with the release of Strike Witches 2 and the company was able to retain the same voice actors that handled characters from season one so there is no inconsistency in performances. As such, the English cast seems to have done a decent job with voicing each character, with the girl’s voiced by some of the more veteran female voice works in the field such as Jamie Marchi (Shirley), Trina Nishimura (Lucchini) and Cherami Leigh (Miyafuji).
As far as background music goes, Strike Witches 2’s soundtrack is relatively tame as most of the background tracks are hardly noticeable. On the other hand, the series’ sound effects are handled well with the sounds of gunfire, explosions and Striker Units all creating the feel of a dogfight in the sky.
The series features an opening song called “Strike Witches 2 ~Egao no Mahou~ by Yoko Ishida which unfortunately leaves very little impression on the viewer, while the ending “Over Sky” is sung by a different set of characters each episode, though it is still rather forgetful. The singing is performed by the Japanese voice actresses and usually the song is performed by the character or characters highlighted that episode.
Extras: As far as bonus features go, Strike Witches 2 comes with your standard collection of bonuses in the form of trailers for other FUNimation releases, a clean opening song, rather impressively, a collection of each ending performance by the cast with the names of the characters performing said song and commentaries for episode 5 and 9.
Episode 5’s commentary is hosted by Scott Sager and he is joined by Jamie Marchi the voice of Charlotte “Shirley” Yeager, Trina Nishimura voice of Francesca Lucchini. These two often work together and they discuss how they usually play opposites of one another and how it is nice to be friendly this time around. They also discuss how they deal with being typecast for specific characters. The commentary is nice and comedic as the two girls crack each other up throughout the commentary.
Episode 9’s commentary follows the episode a lot more than episode 5 and is still hosted by Scott Sager, though this time around he is joined by Scott Sager hosts Anastasia Munoz the voice of Commander Minna, Jad Saxton the voice of Perrine Clostermann. Interestingly it is both Jad and Anastasia’s first time on commentary and they do mention a few spoilers about later episodes so this commentary would be best left for viewing after finishing the season.
Overall: Strike Witches 2 continues to do what it does best this season, give viewers a fun and enjoyable show with very little drama and plenty of comedy. While it’s paper-thin plot leaves the series without any real substance, the cast of characters helps make up for this. There also happens to be so many bare breasts and countless panty shots that Strike Witches 2 succeeds on providing a fan-service laden show with impressive action sequences of girls flying around in their underwear that many will find a guilty pleasure.
The latest and final trailer for the upcoming web series, Halo 4: Forward Unto Dawn, has been released. Titled, “Squad,” the video takes you into the lives of each of the members of Hastai Squad. In the video, which you can watch down below, you learn more about each one of the cadets background, what year they are in at the Corbulo Academy, and so on.
On another note, this is the last trailer they will be showing before the first episode of the web series launches on October 5 on Machinima Prime.
You can pick up the game, Halo 4, this web series is apart of when it launches on the Xbox 360 on November 6, 2012.
A new game mode for the upcoming game, Halo 4, was outed last week by a French game magazine. Since then, 343 Industries has officially revealed the game mode. What is the game mode you may ask, it is, “The Flood.” The Flood is the new replacement for the old game mode infection.
The following changes have taken place that truly make this game type live up to its name:
– It is now only 10 players per a game (replacing the amount of 12 in the previous games).
– 2 of the 10 player will start out as the flood.
– They people who are infected with the case of the flood will now use claws instead of energy swords.
You can check out to see the gameplay video down below to further understand the changes made to the game type and how it will play in Halo 4. Halo 4 will be releasing on the Xbox 360 on November 6, 2012.
So it’s finally here, the Nintendo Wii U, and as such we have dedicated this podcast nearly entirely to it. So join us as we discuss all of the biggest news from Nintendo in regards to this latest and greatest console from them. Also we have the game show, which is awesome.
Cast: Luke Halliday, Travis Bruno and Dustin Spencer; hosted by: Benjamin Webb.
Music for this podcast is from: Megaman Zero.
Thanks for listening and let us know what you think!
Send all your video game or podcast questions, hints, suggestions, answers to questions and feedback to [email protected]
SPECIAL ANNOUNCEMENT
NEW PRIZE ANNOUNCED
Each week, thanks to Razer, we will be giving away a prize a week competition held through Capsule Computers Gaming Podcast.
To win, simply listen to the podcast for the weekly question and SPECIAL CODE, once you have it send us an email with your name and address to [email protected], make sure you include the secret code. At the end of the week, a winner will be randomly selected from the pool of entries. The winner will then be announced on the next podcast.
This week, we’ll be giving away the awesome Razer DeathAdder, thanks to our good friends at Razer.
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