Ready to get mini? Ready to throw a shuriken? Ready for adventure? Well good news! Square Enix have released Mini Ninja Adventures on the Xbox Live Arcade today and it is sure to satisfy all of those gaming desires and more.
Mini Ninja Adventures is a game exclusive for the Xbox 360 and utilses the Xbox 360 Kinect controller. As you can imagine you use all manner of methods to control this Mini Ninja as you adventure through the world of ninjas.
The game is available now on the Xbox Live Arcade for a small price of 800 microsoft points. What a steal! Go pick it up now and let us know what you think in the comment section below.
EB Games 2012 Expo will be taking place in the Sydney Showground, at the Sydney Olympic Park from 5 October 2012 to 7 October 2012. The publisher lineup has just been confirmed, below you will find the complete list of publishers who will be showcasing their gaming products.
2K Games
Plantronics
Activision
Playstation
Bluemouth
QV Software
Capcom
Razer
EA Games
Sega
Konami
Turtle Beach
Logitech
THQ
Mindscape
Ubisoft
Namco Bandai Partners
Warner
Nintendo
Xbox 360
Expect some major announcements from the publishers in the build up to the EB Games Expo 2012. If you have not already, check out the official website here. The general admission tickets and family passes are still available on the site, or you can purchase them at any EB Games store.
The Hope News Times has come out with another riveting piece stating that a man named Tyler Colvin has gone missing for two days and police are baffled as to what could have happened to the man. Well, if you look at the image above you’ll see exactly what happened to this guy at the hands of Agent 47.
The full editorial piece, though a bit lacking, can be seen below, those who may have difficulty reading it can click the image to see an enlarged version for your viewing pleasure. While hearing about Agent 47’s exploits are fine and dandy, many fans are assuredly already chomping at the bit to play this game when it is released on November 20th.
Sony Australia have just released a release schedule covering the year ahead for both the PlayStation 3 and the PlayStation Vita. Lots of big name first party releases make the lists, although most of the dates are being kept more than a little bit vague. The Last of Us is still floating around in the ether somewhere, and can’t even boast the 2013 release date of Beyond: Two Souls or the latest God of War. Fans of any of the big first party titles due for a fresh outing will still be holding their breath for the dates to mark on their calendars.
The Vita is looking a little shy on the releases front with only four titles detailed, none of which have been given anything more concrete than a ‘2012’ date. One of the titles on the list is of course PlayStation All-Stars: Battle Royale, which will also be releasing on to the PlayStation 3.
All seasonal release dates apply to the Australian way of things, so readers in the Northern Hemisphere should remember to flip dates appropriately – wouldn’t want to think that you’d somehow overlooked DanceStar Party Hits now would you?
PlayStation 3
The Ratchet & Clank Trilogy – Out Now
Wonderbook: Book of Spells – November 2012
Sports Champions 2 – Spring 2012
DanceStar Party Hits – Spring 2012
Ratchet & Clank: QForce – 2012
Sly Cooper: Thieves in Time – 2012
PlayStation All-Stars: Battle Royale – 2012
Dust 514 – 2012
LittleBigPlanet Karting – 2012
God of War: Ascension – March 2013
BEYOND: Two Souls – 2013
The Last of Us – TBC
PlayStation Vita
LittleBigPlanet Vita – 2012
Smart As… – 2012
Sly Cooper: Thieves in Time – 2012
PlayStation All-Stars: Battle Royale – 2012
The new Max Payne 3 Multiplayer Maps of the Local Justice DLC Pack will be available tomorrow on PSN and Xbox Live, with three all-new maps based on levels from the single-player story and given a multi-player twist. Rockstar have sent out special previews of each of the map’s layouts so that you can get your strategies going and see just what tactics you can use against the other team.
The previews include an overhead view of each map, and highlights of key points of interest.
First up we have the Imperial Palace, which can be played in Payne Killer, Deathmatch and Team Deathmatch. With some really great stealth areas that you can use, as well as balconies and bars to duck behind, the Imperial Palace is an action-packed map that will have your guns blazing.
The second map is the 55th Battalian HQ which is a huge bi-level map with a combination of open spaces and hiding spots, tight corners, and bulletproof glass. You also have the ability to utilize the jail cells, control rooms, and choke points to your advantage. You’ll probably find that hit and run will be one of the better tactics to employ, so having your Loadout to reflect that is a good idea.
This map is available with Gang wars, Paynekiller, Deathmatch and Team Deathmatch.
The last map preview is the Departure Lounge, which has a whole bunch of airport paraphernalia you can hide behind. This is a map that will keep you on your toes as you look out for those cunning people who utilize cover-shooting tactics, this is the perfect recipe for some tense shootouts between different forms of cover.
The Departure Lounge can be played in Paynekiller, Deathmatch and Team Deathmatch mode.
The Local Justice DLC Pack will be available for Max Payne 3 on July 4th for the special launch week promotional price of 480 Microsoft Points (Xbox LIVE) or $8.75AUD on PlayStation Network. It will be available for PC on July 18th.
The Walking Dead: Starved for Help Publisher:Telltale Games Developer:Telltale Games Platforms: Mac, PC, PlayStation 3, Xbox 360 (Reviewed) Release Date: June 26, 2012 Price: 400 MSP ($5) –Available Here
Overview: Creating a brand new story in the middle of an already established and extremely popular universe is something quite daunting. However Telltale Games has so far succeeded by entering into The Walking Dead series with the first episode of their Walking Dead video game, A New Day, the review of which you can see here. Now that a couple of months have passed fans’ patience has been rewarded with the second episode of Telltale’s five part game. Does The Walking Dead: Starved for Help provide a similarly stunning experience that was delivered in the first episode?
Story: Starved for Help picks up three months after the end of episode one and the survivors have been able to protect the motor inn with a number of fortifications and survive. Players will still be in control of Lee Everett, a man with a shady past, whose main concern is keeping the young Clementine alive while also trying to work together with the rest of the survivors in his group.
While the group has been able to survive the zombies for three months, there is a new problem which is threatening the entire group. The group is running low on food, so low in fact that many of the group are going without food. With their foodstuffs dwindling, the group has taken to hunting for any animals in the area, though during their hunting trip, Lee and a new face stumble upon one of the first major choices of the episode.
As with the first episode, players will have to make a number of crucial choices which will adjust the game’s storyline both immediately and in future episodes. Being the second episode, a number of choices the player made in the first game will carry over into this episode, meaning that a few pieces of your storyline could be drastically different from that of your friends.
Now with the survivors on the brink of starvation and the sudden revelation of a startling fact, new survivors stumble upon the Motor Inn claiming that they are from the St. John’s Dairy Farm. The two men offer to make a deal with Lee and his group, trading gas for food. With zombies roaming the woods and the threat of starvation looming, the group agrees to check out the farm.
Interestingly enough, while the first episode of Telltale’s Walking Dead was focused heavily on introducing characters, trying to survive against mobs of undead and coping with the loss of loved ones, Episode 2 can begin to define who Lee is, and therefore who you are, by his decisions. While many decisions in Episode 1 focused heavily on relationship building and standing up for people, Episode 2 could easily find players making difficult decisions that they would never have dreamed of just a few months ago.
To top it off, Telltale’s story writers have done an excellent job creating a slow and steady build of suspense, as players explore the farm and interact with the farmers who have been living there, seemingly untouched by the zombies. Are they simply being protective of their sanctuary or is there something more to the questions they ask? You will have to find out for yourself, though when you do, you may be left just as speechless as I was.
Visuals & Audio: As before, the use of the cel-shaded visual style employed by Telltale is superbly handled and matches the feel of the comic book series perfectly. Given the three month time advancement it is interesting to see that a number of the characters have grown a bit more rugged and haggard in appearance. The player visits nearly all new areas this time around and they are still visually impressive.
Unfortunately during my time with Starved for Help, I experienced a number of issues with lip-synching as well as the character models themselves either sliding around on the ground, defying the laws of physics, occasional stuttering cutscenes and Lee rubberbanding during other scenes. While these issues don’t detract too much from the experience, it is disappointing to see them so evident this time around.
Despite a few lip-synching issues, the voice actors for the title deliver just as admirable of a performance as players will remember from Episode 1. There are a number of scenes which are accentuated perfectly by the game’s non-intrusive soundtrack which only helps to add atmosphere to the title when necessary.
Gameplay: As with the first episode, Telltale’s The Walking Dead: Starved for Help splits its game between exploration and interaction with other survivors, your environment and solving simple puzzles and action scenes where players must think quickly and perform certain actions or succeed at quick time events to survive. Now unlike the first episode, players will be spending less time focusing on the zombies and more on the human element of surviving an apocalyptic journey.
This time around Telltale has added in a few more puzzles which usually require collecting easy to find items and performing a set task. These puzzles, while not truly difficult, are better than what was offered in Episode 1. In fact, for some people there is even a bit of a joke made about the fact that one of the puzzles from the first game made little to no sense whatsoever.
Now while the puzzles themselves may not be overtly difficult or numerous, the dialogue choices you will have to make when conversing with other survivors and newly met members will more than make up for it. Not only will players begin questioning even basic answers but as mentioned before, players will again be forced to make a number of decisions which will not only change the way the story progresses but also how people see Lee as a person. As unrest begins to settle in among the survivors, players will be torn between two leaders, face unimaginable horrors and more.
The choices players make in this episode feel like they only change the outcome slightly however, though of course that has yet to be seen, though similar to last episode, we are given a brief preview of what may happen in Episode 3, which is not only a nice reward for those who make the effort to play through the game multiple times, making different choices each time, but also a nice way to make fans eager for the third episode. Of course, they can always go back now and play both episodes over again and see how things really change.
Overall: Telltale’s The Walking Dead continues to impress with Episode 2: Starved for Help. By changing the focus of the story to make players more concerned about the human element of survival and less on the shambling undead. Few games will have players questioning their decisions so much as they try to balance their relationships with other survivors while trying to stay alive. Lee’s journey through the zombie apocalypse is far from an easy one and players will certainly be eager to see what will happen next time around.
Panels with two people are often the most entertaining, allowing them to play off each other. The history between Armin Shimerman and Max Grodenchik, playing the Ferengi brothers Quark and Rom in Star Trek, gave them rich ground to draw from during their panel at Oz Comic Con in Melbourne.
They discussed how the makeup and the masks influence the characters they were playing. Armin noted that he felt the character come to life mostly after the face – which took up to three hours to apply the makeup and prosthetics – was complete. Max explained the more literal impact the masks had – that is, the fake teeth forced a lot of the character’s voice, and the facial expressions, harder to read under prosthetics, made the characters seem shifty.
On the flip side, Armin pointed out the irony of wearing huge prosthetic ears, which covered his own and made him mostly deaf.
When asked how the actors gave the different Ferengi characters they played distinct personalities, the two replied that it was mostly in the writing. The scripts dictated how the characters were different.
Someone then brought up the incident where a Ferengi was spotted driving in suburban Los Angeles, and Armin recounted the story he has no doubt told many times at conventions. He was on the studio lot, having the Quark makeup applied early one morning, when he felt the trailer shake: the unmistakable and fairly common LA earthquake. It wasn’t too serious where he was, but he called his wife and was told it had dealt some damage at home. He left the lot in a hurry, still with the basic Quark mask applied. On the way home, he noticed the startled expression of another driver, who spotted a Ferengi driving the car beside him. I want to know what went through that other guy’s head. You just know he’s still telling the story to everyone.
The duo then showed off their talents: Max rapped a humourous spiel about the Ferengi – most of which went over my head, with my extremely limited Star Trek knowledge. Armin then performed a Shakespearean monologue, belting it out to the back of the hall without a microphone.
Sick of hearing about Star Trek, I whipped out one of my interview questions to direct the discussion to Armin’s video game work, and it seemed many hadn’t realized he provided the powerful voice of Bioshock’s enigmatic Andrew Ryan. As it turns out, he was not shown any of the art and visual style of the game prior to recording the voice. You can read ourinterview with himon his video game work here.
It wasn’t long before the conversation went back to Star Trek, as someone enquired about whether it was a conscious decision to have so many Star Trek actors end up on Boston Legal. Armin believed it was because both are quality shows and, without sounding too uppity, required quality actors, with classical backgrounds. He drew the similarities between Star Trek and Shakespeare, in that both deal with similar themes, in larger than life stories. There’s also that flowery language to master: Shakespeare is famous (and infamous) for appropriating English to his own style, and it can be said that Star Trek, with its complicated techno-babble, requires actors to get their heads and tongues around difficult words to a similar degree. Using classical actors, who have experience in Shakespearean language, means they’re one step closer to mastering that aspect of classic sci-fi.
All up, it was an entertaining panel, thanks largely to the chemistry between Armin and Max. The pair were able to maintain a discussion that engaged even those without much Star Trek knowledge. Like me.
Protocol E is an indie game for the PC that we discovered through Supanova Sydney 2012. Protocol E is an Action-RTS set in a Tron-like environment where you control your team of little guys and go around trying to destroy the enemy. Which all seems very standard, but Protocol E steps it up by using an innovative and original RTS control scheme to command the minions.
Well, Protocol E has just been given an update that includes the following additions to the release:
• New animated tutorial instructions
• Tweaked tutorial layout
• Custom formations
• Assault mode test level
• Survival mode test level
• Two new music tracks
• 4 new death sounds
• 1 new ranged minion
• 1 new hero
• New luna faction tower
• New core for the energy hub
So make sure to check out the game, and download it for free HERE. The game is still in development stages, and Silver Nova Software is keen to hear your feedback on the game, with a feedback form actually being within the game itself. That’s one big upside to indie games, you actually have the ability to have a say and explain what you like and what you don’t.
Head on over to the site, grab the download, and if you aren’t quite convinced yet, or want to take a closer look at the game and the update then check out the HD Gameplay video below.
Keep tuned to Capsule Computers for more information on Protocol E, or any other indie games news and updates!
The zombie apocalypse is coming. And I’m not just being witty, or making some reference, it seriously is. For the first time, you will be able to strap on a gun, head into an abandoned factory, and take down some zombies. Okay, so the gun isn’t real, and the zombies are trained actors in make up, but same thing.
IRL Shooter is a new company that is starting up who are embarking on an amazing project, providing the first real life, multiplayer, first person shooter, role-playing game that those of you who live in Melbourne get to enjoy on the 31st of October 2012.
What it involves is placing you in a team of six, with ultra-realistic weapons that are weighted and have recoil as well as sound and store all of your shooting info, into a warehouse that has been dressed up to look like a secret medical facility, and letting you loose for an hour and a half.
The warehouse is being fitted out with professional set, lighting and sound design, as to Film and TV industry standards. Plus with a team of writers behind the story and the script for the actors that are placed inside, and professional actors and make up, they are going for the most realistic approach possible.
It will be an incredibly immersive world, and definitely bound to get your blood pumping and adrenaline going. IRL Shooter presents: Patient 0 will have a limited run in Melbourne before moving on to Sydney, and gradually going from city to city in Australia, so don’t worry they’ll probably be coming to a city near you!
The Melbourne run of Patient 0 will commence on October 31, 2012, but make sure to register HERE as chances are the whole season’s run will be sold out in presale given the incredible amount of popularity that it is so rightly getting.
Check out the website for IRL Shooter HERE. We’ll keep you updated on any new information on this awesome new form of a shooter as it comes out.
What do you guys think? Is this something that you’re keen on? I mean, it’s not every day that you get to play a video game in real life.
Namco Bandai Games have announced that they will producing a video-game adaptation of upcoming anime adaptation of the light novel Sword Art Online. That’s a lot of adapting right? Well any ways, the game will be based upon the anime of Sword Art Online and will be for the PSP.
The genre for the game appears to be some kind of pseudo-MMORPG, minus to MMO part. Meaning the game will appear largely like an MMORPG but will be completely and entirely offline, with ‘other players’ all actually being NPCs.
What do you think of this not-so-online Sword Art Online game for the PSP? Let us know in the comments section below.