Home Blog Page 5274

Endless Space Preview

Endless Space is a space strategy game where players are tasked with galactic conquest against other factions which can be controlled by either another player or the AI. In Endless Space, players choose a faction and must build their empire from a fledgling home star system to a galaxy consuming beast in an effort to be the most dominant race in the cosmos. For this preview, two of our editors – Benjamin Webb and Jamie Laike Tsui – have teamed up to tackle the game and give their combined opinions on the games direction. This preview will be more of a discussion instead of our usual format of writing about whatever comes to mind.

Please note that the game is still in BETA and things are likely to change around between now and when the game is actually released.

 

Benjamin

I felt that the visuals worked for this game quite well, even if they don’t particularly run your PC to the ground like many other titles do. This means that players will be able to run this quite well on most gaming rigs, instead of just the super-hardcore-rich gaming master-race PC gamers that are running 30 monitors across 7 graphics card in a room that only has computer components scattered about it.

But on saying that, I also felt that sometimes they were a little too basic, especially in the galaxy view where you could only really see one of your fleets. I would have loved to be able to select individual fleets, as opposed to clicking on a ship resting on a sun and then selecting a fleet. Or, at the very least, see what my fleets are doing whilst I’m sitting around and waiting for other players.

Jamie

Visually, Endless Space is a winner. Although impressive 3D graphics and animations exist in Endless Space, it is used sparingly. Players spend a majority of their time navigating a myriad of menus. 3D graphics are reserved for the ship design menu and manual fleet battles. However, the animations for the manual fleet battles are fantastic. Battles have plenty of explosions and special effects to satisfy the biggest Michael Bay fan. My only wish is that there are more variations to the fleet battles. After a while, I noticed the fleet battle seemed to be the same animation sequenced rehashed over and over, with the only change being the participants of the battle.

The Galaxy view is slick and well executed. The backgrounds are filled with pictures of the universe that could easily be from NASA’s own telescopes. I found the view to be extremely easy to understand, allowing me to quickly survey a situation with a quick glance. Overall, I found the visuals to be impressive, although I would like to see more variety in the fleet battle sequences.

Benjamin

The audio in Endless Space, I felt, is quite bland. There is only so much of the space overworld theme that you can take before you turn the volume down and crank up your own playlist in the background. While I can understand the reason behind the tune, inducing a player’s thinking processes, there needs to be a greater variety of these tunes with varying arrays of dynamics to truly lift the scenario. Imagine if you had to play a game for hours only to be listening to that one tune over and over again, that one tune that is the only tune, over and over again. You too would turn the music off, no? Other than that, everything sounds as it should and the music in the space combat is pretty entertaining. I just feel that it could use a little more work before it is released to the public.

Jamie

Personally I appreciated the subtle music in Endless Galaxy. The music gives players the feeling of the vastness of space. According the website, additional tracks are currently in development. I believe adding a greater range of dynamics to the new music would not be the way to proceed. Endless Space could easily be described as chess in space. Considering the deep thought and strategizing that goes into the game, I feel the music remaining unobtrusive would be for the best.

Benjamin

For a game that doesn’t come with an instruction booklet, tutorials would be a great way to learn how to play this game. Unfortunately, at the moment, these only exist as tooltip pop-ups during gameplay that are incredibly light on details and do an incredibly bad job at describing things. Even after reading all of the tutorials I still had no idea what was going on and had to learn to play on the fly. To be honest, I still have no idea on what’s going on, but I seem to be doing better than I was initially.

Jamie

Players of MMO games may recognize an old meme showing a graph depicting the learning curves of popular MMO’s such as World of Warcraft and Lord of the Rings Online in comparison to EVE Online. EVE Online was depicted to have a cliff of doom where small stick figures died in a variety of gruesome stick figure deaths due to the learning curve. I had a déjà vu of EVE Online on first play through of Endless Space. And the second, third, and fourth play through. Part of the problem is the low quality of the tutorial. For a game as complicated and deep as Endless Space, it was a huge surprise to find the tutorial in the game was simply screenshots and a wall of text explaining how basic gameplay was done. I feel a game like this would at least have a tutorial mission where new players are hand held through their first mission from beginning to victory. Considering the tutorial quality of most major game releases today, Endless Space has a lot of room for improvement on easing the steep learning curve.

Benjamin

Endless Space is like those classic games where you get a solar system, inhabit the planets and then go on to conquer the next system. It is also a lot like Civilization in its technology trees and its diplomacy between factions. This is the kind of game that you would either play as a single player campaign or at a LAN with a group of friends.

The space battles in this game are incredibly fun to watch the first few times or when there’s potential for an epic battle to ensue. However, most of the time you’ll be watching a small fleet of your own ships taking on a group of pirates which gets old incredibly quickly. The main part of the combat is the selection of various tactics that lock in and anything after this is purely observational. I found that the combat in this game was a kind of scissors-paper-rock ordeal, but with more options. For instance, Defence will beat Offence, but Sabotage will defeat Defence. Learning these mechanics is a must for tactical expertise. Or you can skip it all and set the combat to automatic and have the AI look after it.

One aspect of gameplay that really annoyed me was that I have no idea why I couldn’t sometimes move my ships from one system to another. I understand that each unit has a maximum number of moves it can make per turn, but if I have two systems that I control and are connected by regular space and not a warp-hole-thing, then why can I move NONE of my units, even if I could move that same unit in the last turn? Maybe this is just a bug in the Beta version or a quirk of my chosen race, but it was still annoying when I couldn’t even move to defend my own territories.

Jamie

Endless Space is best described as Risk meets Civilization in space. The game has an extremely deep research tree and multiple ways to win the game. I really appreciated the depth of the game. I found myself tinkering endlessly with the game in one save, yet on another game I was able to leave the fine details up to a very capable AI. Combat can be done through an automatic mode that quickly crunches the numbers and provides the results immediately or a many rock paper scissors mode. I found the execution of ship battles to be a fun idea, but after a while I realized these battles could take a fraction of the time considering three options are selected and the battle carries on. There were some bugs that ranged from minor glitches to serious gameplay oddities that made little sense that hopefully will be ironed out for final release.

Benjamin

The UI for this game, I found, was way too simplistic. For such a complex game, a simple UI is not the way to go. I would like to see more buttons that do more things, I want to customise the way my UI looks. I would also love to have a more obvious way to issue commands from the UI.I mean, it does work, but does it work the best that it could? Not really. If I’m right-clicking to move my fleets, and none of them are moving, and the game is not telling me why they’re not moving, I am sitting there in a fit of rage and not understanding anything. Give me buttons to move my units, give me a toolbox that tells me why I can’t do
something.

Jamie

I on the other hand really liked the UI. Coming from a Starcraft background was a tad jarring considering Starcraft heavily emphasizes the use of the right mouse button to issue commands. I found the left click to select/right click to cancel to be a rather intuitive set up once I became used to it.  However, I found moving fleets around to be extremely awkward as I was required to right click a star system to move my fleet. This was counterintuitive to everything I had learned beforehand. I would also like to see an error message explaining why fleet movements cannot be completed. For example, it took several tries before I figured out exactly what research I needed to complete before I could move my fleets through wormholes. I had no idea why I was unable to move my fleet through a worm hole or what research I could use to address the situation. The lack of information and feedback provided to the players plays a huge role in the killer learning curve in Endless Space.

Benjamin
As I said earlier in the gameplay topic, I think this game would work better in a LAN setting than it would in an internet setting. However, the games reliance on Steam makes it impossible (at the time of writing) to set up a LAN match between friends. However, that’s not to say that you and your friends couldn’t just run it off one router or something at someone’s house. It just seems counter-intuitive, given the game type, to not have a local option. One MAJOR gripe about the multiplayer in this game is that when the original host drops, all clients error out without the ability to save the game state for if the host returns. It would be nice if there was some kind of host-migration or an auto-save feature so that players could pick up where they left off. Just remember that this is a pre-release build and things may still change in this regard.

Jamie

Overall I see a lot of potential in Endless Space. The developers seem extremely keen to work with the player base to develop Endless Space. The game is extremely deep and can easily causes hours to disappear from my day. Visually, Endless Space is satisfying and the audio melds seamlessly into the experience. I would have liked to seen more variation in the fleet battles and hope to hear more high quality music tracks to listen to. There are some bugs that need to be ironed out, but of course that is what beta testing is for. However I feel the developers could really work on a better tutorial and tooltip/feedback system for players. This would help ease the already high learning curve. Endless Space has been an impressive beta and I look forward to the final release of Endless Space.

My Little Pony and Littlest Pet Shop to come to Mobile Gaming

Gameloft have announced that they have signed a licensing deal with Hasbro, which means that they will develop and market My Little Pony and Littlest Pet Shop games across a whole bunch of platforms such as the iPad, iTouch, iPhone and Android. They’ll have the franchises up and running before the end of the year, so if you know someone who has the My Little Pony or Littlest Pet Shop fever, then this is definitely something to look into getting them.

The Senior Vice President of Digital Media and Marketing at Hasbro had this to say about the deal:

“Creating highly inventive and accessible digital play experiences based on our world-class brands continues to be at the core of Hasbro’s mission and we envision Gameloft to be a key player in the ongoing execution of that global strategy. This agreement brings together Hasbro’s powerhouse girls’ brands with one of the industry’s preeminent mobile game developers which will take MY LITTLE PONY and LITTLEST PET SHOP play to an entirely new level of fun.”

Meanwhile, the Senior Vice President of Publishing at Gameloft had this to say about Gameloft’s side of things:

“Creating highly inventive and accessible digital play experiences based on our world-class brands continues to be at the core of Hasbro’s mission and we envision Gameloft to be a key player in the ongoing execution of that global strategy. This agreement brings together Hasbro’s powerhouse girls’ brands with one of the industry’s preeminent mobile game developers which will take MY LITTLE PONY and LITTLEST PET SHOP play to an entirely new level of fun.”

Keep tuned to Capsule Computers for more information on these two huge brands as their mobile games are developed and sent out to those keen Pony and Pet fans.

EA Mobile Updates Sims Freeplay, Theme Park and Tiger Woods


This week in EA Mobile news there are a few updates coming out for some favourite games, such as Sims Freeplay, Theme Park and Tiger Woods PGA Tour 12.

Sims Freeplay is getting an update that allows players to improve their social skills and get their party on, with their Sims now able to become a bartender or a DJ, and go for a night out at a local club to fast track friendships. Because we all know how easy it is to make friends at clubs, where everyone turns into far more friendly and agreeable forms of themselves. You can also buy drinks for your Sims to inspire them, or visit the Party Boat for daily rewards.

As well as letting your Sims turn into more social butterflies, you can now share events via Facebook, or compare town value, level and Sim count to friends on leaderboards. And with the more neighbours a player has the more benefits their earn, from additional daily rewards to unlocking special items.

Things have also been updated for toddlers, with more items for them, including doll houses, tea sets and kiddie pools. And they haven’t forgotten your little furry friends either, with fish tanks and six cat breeds, as well as more accessories for them.

If you already have Sims Freeplay then make sure to update your app for all of these awesome features. If you don’t have it yet then make sure to grab it HERE for FREE on the iPhone, iTouch and iPad, as well as on Google Play.

Theme Park has also been given an update for all of you theme park aficionados to play with. The update includes never before seen entertainers, such as the astounding Strongman or mystifying Rhino. There are also over fifteen new rides, with even more to come, that are guaranteed to give your guests a real thrill as they experience anything from the new Monster Trucks ride to the 3D cinema.

Not intriguing enough for you? Well you can also take a chance with a Mystery Box and find one of the five rides. Or you can just play daily and be rewarded each week with exciting rides and attractions, the more you play the more you get!

Have you finished leveling up? Well not anymore, the level cap has been increased from 50 to 70, so you have extended gameplay and new end game rides to play around with!

So you better update your app to get these cool new features. Don’t have Theme Park yet? Well don’t worry, you can get a copy on your iOS device easily enough! Theme Park is available NOW on iPhone, iTouch and iPad for FREE. Grab it HERE

Last, but by no means least, is the update for Tiger Woods PGA Tour 12 that introduces for Cross Play integration, a feature that allows players to ear rewards by completing challenges across multiple EA sports golf titles (more specifically, Tiger Woods PGA Tour 13 (console), Tiger Woods PGA Tour Online, Tiger Woods PGA Tour Facebook and Tiger Woods PGA Tour 12 on iPhone, iPod Touch and iPad in North America).

So, any time a player completes a portion of a challenge like scoring a birdie, across their multiple games, it contributes to their overall number of total birdies scored. Which will totally help stave off the disappointment you feel when you realise you’ve made an amazing shot in the wrong game. Plus, the more platforms you play the game on, the greater the rewards you earn are.

You can also unlock achievements in Game Center, or connect with friends through Origin and compete with them in the Closest To the Pin Challenge.

Tiger Woods PGA Tour 12 is available NOW on iPhone, iTouch and iPad for $0.99. Grab it HERE.

AU/NZ gets exclusive Medal of Honor: Warfighter Limited Edition

Because EA loves Australia and New Zealand, they will be releasing an exclusive limited edition version of Medal of Honor: Warfighter, which is due to be released on the 26th of October, 2012.

The exclusive limited edition of Medal of Honor: Warfighter is a one-of-a-kind retail box. The special edition box was designed in exclusive collaboration with the Australian Special Air Service Regiment (SASR) in order to make sure that all the real world weapons and gear were present inside.

EA have also released the special edition packshots, which you can see above. Be sure to let us know what you think of the special limited edition in the comments section below.

Resident Evil 6 gameplay

Capcom has release more gameplay footage for Resident Evil 6. This time the gameplay picks up right after Leon has shot the President.   So fans can expect more survival horror footage with this one.  At E3 Capcom had stated that Leons campaign would play like Resident Evil 2 and 4. Where Chris’s campaign would be like Resident Evil 5, and Jake’s campaign would be like Resident Evil 3.  Capcom also stated that each campaign is 70% the size of Resident Evil 5.

This Resident Evil is looking like the best Resident Evil in the franchise, but  what do you think about this gameplay footage , and Resident Evil 6 in general?

Video Part 1

[pro-player width=’530′ height=’253′ type=’video’]http://www.youtube.com/watch?v=qTtlftZiM1s&feature=plcp[/pro-player]

Video Part 2

[pro-player width=’530′ height=’253′ type=’video’]http://www.youtube.com/watch?v=HHtaK574YM4&feature=plcp[/pro-player]

Gungnir Review


Gungnir
Developer: Sting
Publisher: Atlus USA
Release Date: June 12, 2012
Price: $29.99 – Available Here

Overview:
Over the past seven years Atlus USA has been bringing SRPG fans a very interesting series that has been developed in Japan by Sting. This series just happens to be called Dept. Heaven and over the course of its run we have seen four titles of the series appear on our shores, the most recent being Knights in the Nightmare which was seen as a rather large success and well received by fans of the genre. Can Gungnir, continue the same tradition of quality SPRG gameplay fans know and love?

Story:
Gungnir’s story follows the journey of Giulio, the son of the former leader of a rebel faction named Esperanza. The reason for Esperanza’s rebellion is due to the fact that nearly the entire faction is formed up of Leonicans, a race which is discriminated against and often slaughtered by the Daltans due to their supposed inferiority.

After the loss of their leader in a massacre, the group has fallen on hard times and is mostly trying to fight simply for food until Giulio and his band of well, bandits, attack a caravan which just happened to be a slave caravan. Inside of this caravan is a mysterious woman named Alissa who the empire’s Galgan army wants to re-capture desperately. With the Esperanza rebels now in possession of Alssa, the army moves in and begins to subsequently wipe out nearly everyone Giulio knows. Before Giulio himself is about to be cut down, a mysterious girl appears naming Giulio the chosen one.

She then provides Giulio a powerful and mysterious spear which just happens to be the demonic weapon Gungnir. With his new found weapon and power, he is able to drive back the army and begins to organize a counterattack that will be capable of destroying the Empire once and for all. As it stands Gungnir provides a tale of war and politics that seems a bit generic for the most part, but the game does offer a number of decisions that can be made which will slightly alter their path as well as possibly provide a different ending.

This adds a small level of choice which will entice players to keep an eye on the storyline, though unfortunately the main cast of characters is also quite bland. Nearly all of the characters are given very basic character development and that is all, with practically zero emotions ever truly evident. This can make the player feel extremely disconnected from the whole plot of the story as they will feel like they are simply commanding an army with a few noteworthy fighters rather than a group of rebels trying to who’s plight will keep you interested as they try to stay alive and overthrow an oppressive empire.

Visuals & Audio:
Gungnir takes advantage of the tried and true method of using sprites for characters in the battle system and this is quite beneficial as the characters look quite impressive on the PSP’s screen as they fight on the varied enough battlefields. Also most of the game’s main cast will have portraits which are well drawn, though there is a small issue with these portraits and that is the fact that they always look the same.

It is almost expected nowadays that character portraits at least change to match the character’s emotions at any given time. Because of the unchanging nature of these images some Event Scenes are very difficult to feel overly interested in as they play out with barely any emotion whatsoever, which isn’t helped by the fact Gungnir is not voiced. Despite the lack of any vocal dialogue, the title does have an interesting soundtrack which consists mostly of fantasy type music including heroic tracks and battle music.

Gameplay:
Outside of events, players will be spending nearly the entirety of their time navigating menu screens or defeating groups of enemies in Gungnir’s slightly modified take on the SRPG combat system.  When in combat players are given a minimal amount of information, with only a limited number of attack options which are dependent on the weapon they are using and their experience with said weapon, though outside of battle players will need to worry about equipping their characters and balancing their team, all while trying to keep their team light enough to not fall prey to one of Gungnir’s unique mechanics, Time.

Like one would expect from a game of this type, combat plays out on a grid based area where players will need to take turns moving individual units into attack range and wipe out the enemy forces. Now while this may sound standard so far, the twist that Sting has thrown into Gungnir may toss a wrench in even seasoned SRPG gamers’ plans.

Gungnir has a unique learning curve due to the fact that the game handles unit turns and time passage in a completely different manner. For most SRPGs unit turn will either be determined by unit speed or position on the field, but in Gungnir every battle contains a unique time based system which includes hours, days and even months. As the battle plays out on the field time passes and every unit on the field must wait a certain amount of time before they act, also known as Wait Time.

Every little action in the battle will have a certain amount of Wait Time involved, with simple movements around the field and basic attacks taking only a small amount of time with some spells or special skills taking a number of turns to complete. Players can also choose to sacrifice a character’s max-HP to force them to make another action before their Wait Time is up, but this is a risky endeavor as the battles tend to be quite difficult at times and the loss of an ally can be extremely devastating to your survival, especially since non-story characters’ deaths are permanent, though they will usually retreat unless massive damage is given.

As you enter battle players will sometimes be able to select an Ace (General) for that fight. The selection of a proper Ace for your forces can swing the battle in your favor due to the fact that Ace characters provide bonuses to certain ally units, such as more attack power or shorter Wait Time. The selection of a certain Ace can also swing your decision to bring certain units into battle, as players will have a certain number of storyline characters as well as generic fighters that can be obtained and entered into battle.

Now managing your time is obviously one of the biggest parts of Gugnir’s combat system (you can even fail battles if they drag on too long), the other main mechanic is the Tactic Point system. As you move through the battlefield you will begin to accrue Tactic Points which can then be used to issue various orders such a scramble order which will move a unit’s turn to the beginning of the queue, which is extremely useful as a life-saving mechanic to avoid a killing spell blast or skill or even more useful for providing finishing blows to wounded enemies.

Outside of scrambling, players can also issue Beat and Boost orders which are basically combination attacks which allow the player to perform multi-character beat downs on a single unit (Beat) or assist another character with an action such as lowering an enemy’s block percentages (Boost). These commands can take a large amount of Tactic Points and the player is initially only able to hold a small amount of these. To gather more Tactic Points players must move to certain strategic areas of the map and capture “flags” to boost their total Tactic Point amount. Despite this option, it is still extremely foolhardy to use a large amount of tactic points as they can also allow players to deal more damage, loot bodies, change equipment and more. Plus, it is always good to keep a few tactic points on hand to save a targeted character from death.

Interestingly enough, even losing a battle doesn’t always mean a game over. In fact players are given a chance to retry that battle with all of their stats and weapon mastery points gained from their losing effort. With the strange choice of not including a free battle mode for players to grind for experience, this is the only way to try to farm levels. Interestingly enough however, players are given stars depending on their performance in a fight and how long it took them, as such retrying often will result in a lower star rating. Stars play a minor role by providing bonus treasure in the next area for each star obtained.

Overall:
Gungnir’s storyline may struggle to keep you entertained but the game’s battle system will leave you enthralled with its unique mechanics to keep you coming back for more. It is worth noting that the game does include a New Game+ mode as well, which is very convenient for those who want to see another one of the game’s endings. While Gungnir doesn’t do too much to make itself stand out in the SRPG genre it does enough to provide an entertaining and lengthy experience.

7-5-capsules-out-of-10

Professor Layton and the Miracle Mask Due Out this November

Even though Professor Layton and the Miracle Mask helped launch the 3DS in Japan last year, we have heard very little of it since then when it comes to a western release. Reggie confirmed the title’s future in North America at Nintendo Direct, with the next chapter of the saga due out this November.

As some of you know, this title will put Luke in Layton in a puzzling adventure, with the 3D visuals in tow along with a ton of puzzles. Yeah, that is good enough, but it was also confirmed that Nintendo would be adding a new puzzle everyday after the release…for an ENTIRE YEAR! That is a lot of game, and you should get ready for this huge release now, and check out the trailer down below while you await November.

Monsters University Teaser Trailer

It looks like Disney/Pixar are taking the squeal route!

Disney and Pixar have teamed up once again to create another installment to the hugely successful Monsters Inc. franchise, titled Monsters University. The prequel will explain not only how Mike and Sully learned to scream, but also how they learned to scare children as well. Like all university students, Mike and Sully will be getting up to all sorts of crazy shenanigans and rocking out like party dudes in between studying and boring tests. Make sure you check out the teaser trailer below and see it for yourself!

Monsters University will be scaring it’s way into cinemas June 20, 2013.

 

Shortbreak Studio’s Sugar High Free This Weekend


So, I hear you like free games. How about free cake? If you answered yes, then you may have more in common with the cute protagonist from the iOS game Sugar High. Shortbreak Studios and Biscuit the dog are proud to announce that their first iOS game will be free for an entire weekend.

The free weekend, starting at 8:00AM PST on Friday June 22, ending at 1:00AM PST on Monday June 25, is to celebrate a new update. The new update includes Retina display support, gameplay improvements and loads of new content. Sugar High is a delightful game that scored an impressive 8.5 Capsules here at Capsule Computers. If the promise of a free game and cake don’t have you convinced, check out the new game trailer below, or just head straight to the App Store to get your free copy of Sugar High.

No Charger for 3DS XL in Japan and Europe


In a really odd and bizarre move, Nintendo has confirmed that the long speculated and now confirmed release of the XL version of the 3DS will not include a charger for the device in Japan and Europe.

The move is incredibly strange considering that this device actually needs to be charged in order to be functional. Nintendo’s rationale for this is that they believe users already own a charger for the 3DS and do not require another one. This is unfortunate for users wishing to trade in their old 3DS in exchange for the XL version as the majority of stores won’t accept a console without a charger or will accept it for significantly less remuneration.

This is simply a very stupid decision from Nintendo that hampers what should have been rather exciting news for fans of the 3DS. Unfortunately the only country getting the charger is the U.S. leaving the rest of the world in the dark on this. I am personally disappointed in you Nintendo, I thought you cared more for your consumers.

So what do you think of this situation? Have Nintendo disappointed you? Let us know in the comments section below.