Home Blog Page 5341

Arma 3 and Carrier Command: Gaea Mission Will be at E3

Bohemia Interacive is bringing two games to E3 2012, with the alpha build of Arma 3 and the near complete Carrier Command: Gaea Mission.  For the Arma 3 presentation, which there’s a sneak peek of below, there will be showcases of plenty of different aspects the more interesting of which being diving, helicopters, and night ops.  In addition, there will be some of the campaign through the mission “Deterrence” and players eager to get hands on the game can get more information on the Community Alpha, which is planned.

As for Carrier Command: Gaea Mission, the main presentation will be the campaign and it’s story surrounding the struggle between the Asian Pacific Alliance and the United Earth Coalition on the planetoid of Taurus.  The game, which will allow players to take control of any of the units at any time, is set for release on September 27th for both Windows PC and Xbox 360, but so far the only player intereaction has been through the strategy mode available through the beta.

Tiger Woods PGA Tour 12 Tees Off On Google Play

Fore! Golf season is in full swing here in the northern hemisphere and to celebrate, EA Mobile has released Tiger Woods PGA Tour 12 on the Google Play market for Android devices. Players will get a chance to create and customize their own golfers and play through famous PGA Tour courses, including Pebble Beach and St. Andrews, against eight real life pros, such as Tiger Woods and Paula Creamer. There are four game modes to play through including the PGA Tour mode and the Tiger Challenge, featuring 20 mini-games to sharpen your golfing skills. Multiplayer is supported via local WiFi or Bluetooth connections.

Tiger Woods PGA Tour 12 is available on the Google Play store here.

The Precursors Review


The Precursors

Developer: Deep Shadows
Publisher: Russobit-M
Platforms: PC
Release Date: December 21st, 2010
Price: $19.95US (Gamersgate)

Overview

Imagine playing a game back in 2004, back when everything seemed like it was perfect. Anime was good, gaming was at it’s highest in quality in years and it was just before the release of the current generation of games. Now imagine, one of these games from the golden days appearing before you, but was built with today’s standards in FPS’ gameplay. How would you feel about that?

I imagine you would have felt utter disappointment at picking up such a title. This is simply because the standards in gaming have dropped dramatically since those glory days of old. Despite a few of today’s games trying to break the mold of mediocrity, much of the same trash has been in circulation for a while now and it is this trash that has widely impacted Precursors.

Story

One of the worse things about Precursors is it’s horribly told story. I mean throughout my playthrough, I had no idea what was going on with what, with the exceptions of what was being thrown at me in horribly directed cutscenes. I mean these are so horrible that it took me nearly an hour to realise that I was the unarmoured dude in the spaceship crash at the start of the game.

While playing the game, you will receive a ton of information on the top left of the HUD. usually they’ll throw this information at you in the middle of a firefight, causing this massive backlog of stuff to be present. Even worse is that it doesn’t beep or anything which means that you could be focused on running between points and just simply miss out on information.

The story was pretty unamazing, which I think is to be expected from a game that is based more around exploration, like this game is.

Gameplay

Precursors tries to pin modern day thinking to a classic Unreal formula that falls flat on its own face. part of the fun of the exploration in exploration based games is the exploring, on your own, with no outside help. But no, in Precursors, you’re told where something is, given this massive area to explore and then shown exactly where it is. It takes most of the fun out of the game, assuming you’re having fun playing this game.

One of the worst things about Precursors gameplay is that it borrows from the wrong set of games. Instead of pulling its gameplay from modern shooters and RPGs it should instead be looking to the past for it’s inspiration. Games like Unreal and even Turok should have been an inspiration here. But instead the developers took what could have been awesome and Call of Dutified it. The end result is much lost potential to try and cater to an audience that will not have enjoyed this game in the first place.

Combat in this game felt like an unfair and clunky exchange when it is forced upon you. Most of the time you can just run past a lot of the enemies and not really worry about them. But in some cases, you have to fight and these battles are on fairly unfair terms. These battles often left me feeling mad and aggravated me to the point of having to take a break. You know you’re making a game wrong when you’re presented with a battle that cannot be beaten without a plethora of luck and kiting.

There are also space-sections of the game which are a change of pace and offer some interest, but it feels like an un-needed layer of padding to a game that was already padded without brilliance. It feels like I’m being way too mean with this game, but really, these are just my thoughts…

If you like unfair games that take forever to get anywhere even when being led by a map to an exact location, then this is the game for you, gameplay wise at least. I wont judge you if you do buy this game.

Visuals

Remember earlier when I said that this game was like playing a game from 2004? Well, that’s because it looks like a game straight out of 2004. I am not lying here, it really does look like a game from the ’04 era and I feel that the games visual style has suffered severely because of this.

Have you seen James Cameron’s Avatar? Everyone has at least seen the ads for the film, and I’m fairly sure nearly everyone in the world has seen the movie, I mean there was a massive movement about it where people would dress up as giant blue cats and everything. Anyway, the visual style of the game is much like the planet Pandora’s aesthetics. You’ve got all this glowy stuff, rich vibrant colours and exotic wildlife all waiting to be brought to life which never actually happens. Now I understand that games have budgets, but I think that if they were going for a game as low quality visually like this, they should have released the game on a lower-spec system. The PC, a system synonymous with unforgiving graphic whores, probably wasn’t the best choice to launch this title on.

Without modern graphical techniques, the visuals just look plain, and even sometimes horrible. I think one of the appealing factors to this game was probably it’s world, but it’s just really fallen flat on itself and completely missed it’s mark.

Audio

Okay this is one of the aspects of the game I slightly enjoyed. I mean really, video game composers and musicians need to stop hanging out and producing music together just so that I have a soundtrack to really whinge about. Unfortunately, I think this is more of a case of the soundtrack being acceptable, rather than something brilliant so it’s not worth buying for the music alone.

Often I found the sound effects to be quite bland and uninteresting. This is especially the case with weapons and enemy noises. Heck, this can even be applied to the terrible voice acting within the game. Seriously if there was an award for lack of emotion, this game would get it.

Overall

Precursors is an experience that I would wish on nobody. I played this game because I had to, none of you have to, so please do not follow in my footsteps. Of course, you’re free to do what you like, and maybe you’ll even just want to pick up this game to see how bad it really is.

2-0-capsules-out-of-10

Razor: Salvation Review

Razor: Salvation
Developer: Blowfish Studios
Publisher: Crescent Moon Games
Platform: iPad (Reviewed)/iPhone
Release: 29/5/12
Price: $0.99 [Sale Price]- Available Here

Overview

First-person shooters are a little hard to manage on iOS. The usual dual controls, coupled with changing weapons makes it difficult to not flood the screen with interface. Crescent Moon and Blowfish Studios have teamed up to create just one more shooter for iOS, Razor Salvation. How does it hold up? Read on to see.

Story

Razor Salvaition is a fairly typical science fiction story. Aliens, known as Xenos have invaded the Earth, and you are given the task to defend it. Captaining the dropship Salvation, you need to shoot down the invading aliens and rescue as many civilians as possible. I particularly enjoy the story being told through a pseudo-animated comicbook style introduction to the game, and even little glimpses into the narrative during the loading screens in the form of faux-adverts. Each level, broken down into days, also has a brief introduction, something along the lines of a captain’s log. The game also functions as the first installment for a wider story concerning the Xenos invasion, which may be why the game feels so short. Regardless, the small glimpse into the story is interesting, and maintained well across a number of narrative devices.

Gameplay

Picking up Razor Salvation is rather easy. The game is a stationary shooter, where you take control of the gun on top a dropship. Waves of enemies approach the ship, firing on you as they saunter over. The control system takes some time to get used to, with the fire button on the left feeling slightly uncomfortable, and the means of rotating around feeling very sluggish. Of course, you can always invert the controls in the options menu, but eventually, the trigger button’s placement feels right, and the game becomes much more bearable.

Razor Salvation is a game that grows on you. Despite it’s simple to learn mechanics, the actual playing of the game can feel a little uncomfortable. Similar to the controls, the reloading of the guns can be bothersome. Perhaps I am just used to guns reloading quickly on PC shooter titles. Either way, eventually the slow loading time has its purpose. It forces you to strategically reload and swap your weapons based on your situation. This makes the last two levels particularly taxing to master. There are wide ranges of weapons, all of which can be upgraded, as can the dropship. However, the weapon change menu is a little lacking in terms of usability.

Visuals and Audio

The graphics are great, but completely wasted on the iPhone. Small aliens are hard to shoot from a long distance, and the detail gone into the physics of objects is lost. After a few play throughs, I decided to swap over to the iPad and found the large screen much more rewarding. Cars flipped as I fired rockets, to destroy the enemies hiding behind them. The detail isn’t wasted at all on the larger screen, and even the ability to better see your enemies comes in handy. The interface is just too small on the iPhone screen, and it can become troublesome to view any of the enemies, especially snipers. So, be warned, while the iTunes blurb claims to have ‘console’ quality graphics, these graphics will only be fully appreciated on the larger screen.

The audio at times can be rather annoying. The music is nice as a background, setting an anxious tone to the game. However, sound effects that accompany radar warnings, reloading, explosions and even certain gunfire can become a little overwhelming. Perhaps it is the eventual difficulty of the game, coupled with the tension-building soundtrack, but eventually the sound effects just make me overly frustrated. That being said, it does fit the theme of the game well, saving civilians in a dropship would be a rather stressful ordeal.

Overall

Razor Salvation clearly works better on an iPad. But this comes as no surprise, the high end, graphically stunning, large swipe based games like this always work better with the biggest screen. The controls may be a little uncomfortable at first, but if you give it some time the game comes to life. There is a great deal of strategy that goes into playing the game, giving it a high level of replay-ability.

7-0-capsules-out-of-10

No Gore In Injustice: Gods Among Us

No gore. No surprise.

It has been confirmed that while Injustice: Gods Amoung Us is being developed by the guys behind Mortal Kombat, it certainly won’t be as violent. The game is going for a T (for teen) rating much like Mortal Kombat Vs DC Universe, however NeatherRealm Studios plans to push the envelope and go a bit darker this time around.

DC understandably will never let us cut Batman’s head off,” Ed Boon of NeatherRealm studios told Kotaku. “They’re never going to let us stab Wonder Woman in the face… In this format they’re never going to do something like that.” However, this will not stop characters from smashing each other into walls and through buildings.

Violence is replaced with crazy, over-the-top action,” Says Boon. “We’re making big, action-movie, over-the-top, kind of Transformers, Dark Knight, Spider-Man-type [action]. All the events you see in those kinds of movies is what we’re trying to capture in this thing.”

Boon assures us the game will still be a pretty brutal experience. What do you guys think? Let us know in the comment section below!

E3 2012: Predicting Sony’s E3 Media Conference

E3 2012 is right around the corner. Leading up to this mammoth event, many have been predicting what will turn up to each media conference. In terms of Sony’s media conference, the focus seems to be on exclusive Playstation 3 games, a plethora of Playstation Vita titles (including rumoured ones), updates to existing services and the introduction of new ones. What can we expect at Sony’s E3 media conference this year? Below are some of the possibilities involving the Playstation 3, Playstation Move and, what should be the main focus, the Playstation Vita.

The Playstation 3 and Playstation Move

The Playstation 3 will be focused on games, mostly exclusive ones, since they are usually a system seller. The five main Playstation 3 exclusives that will be shown will be The Last Of Us, God of War: Ascension, Playstation All Stars Battle Royale, Sly 4: Thieves In Time and LittleBigPlanet Karting, all first party titles. Each of these titles will divulge into gameplay, a bit about the story as well as a demonstration. Expect more characters to be revealed for Playstation All Stars Battle Royale, including Nathan Drake, Cole McGrath and Solid Snake. As well as these first party titles, expect some third party titles to be explored. While this could be a long shot, one title that should make an appearance at Sony’s conference will be Ni No Kuni: Wrath of the White Witch. With a confirmed January 2013 release, this could be a chance to show off the game.

The Playstation is more than games, though. So, don’t be surprised if Sony reveals any more media applications. With the revelation that Youtube is coming to the Playstation Vita, a Playstation 3 version could follow suite. More deals with media streaming services might be announced. Then there is the Playstation Plus overhaul. Sony will be showing off the future of the premium service, with possible access to Playstation and Playstation 2 games via a cloud base service. Connectivity with the Playstation Vita is also a possibility.

Also expect some Playstation Move titles to be shown off, both those which use the motion control exclusively and which utilise it as an option. Two games that may have a trailer shown could be Sports Champions 2 and DanceStar Party Hits, both which were recently announced. Bioshock Infinite could also make an appearance, with Ken Levine showing off how the Move will work in the game. But that is all that can be commented on the Playstation Move. Sony will be bringing more stuff for the Move but it seems the motion control peripheral is on life support.

The Playstation Vita

Since its release in February, the Playstation Vita will surely be the focus of this year’s E3 conference for Sony. So far, gamers have seen Uncharted, WipEout, Gravity Rush and Resistance coming from the first party studios of Sony, with third party support in the form of Disgaea 3: Absence of Detention (NIS), Ultimate Marvel vs Capcom 3 (Capcom) and Rayman Origins (Ubisoft). Currently, the amount of games being released for the Playstation Vita is only at a trickle, with only a couple of games every month since February. This could be why Vita sales are only at 1.8 million. That number will shoot up if the Vita has a strong presence at E3.

E3 will be where the Vita will either shine in the spotlight or wither into nothingness. Sony must show the world that the Vita is worth having and, if these games do appear at E3, then they certainly will achieve that. What is already known is the release of Sly 4: Thieves In Time with the Playstation 3, utilising a cross-platform save feature which will allow players to take their save game on the go. Warrior’s Lair (introduced last year as Ruin) will use the same feature. Also expected to be there are two rumoured titles that have found home on the Playstation 3: LittleBigPlanet Karting and Playstation All Stars Battle Royale. If both games are to be found on the Vita, then it opens up endless opportunities. Imagine cross platform multiplayer, as well as sharing content with others on both platforms. Modnation Racers did share created PS3 and PSP tracks with the Vita version. A test, perhaps?

Assassin’s Creed Lawsuit Settled

The ongoing lawsuit between author John Beiswenger and Ubisoft has been settled out of court.

Beiswenger was claiming parts of the Assassin’s Creed story was stolen from his book, Link, but now has settled with Ubisoft. The main claim of theft is that the ideas for the Animus device were first seen in his self-published book. This voluntary dismissal of the suit means it will no longer prevent a release delay of the up coming Assassin’s Creed III. However, it should be noted that things have been left open so Beiswenger can re-open the suit at a later date. Beiswenger claims he still believes that the original source material was still originally his.

His representative had the following to say:

“My client’s decision to exercise his right to voluntarily dismiss the action, without prejudice, in no way diminishes his stalwart conviction in the merit of his claims against Ubisoft. He is unwavering in his belief that many key components of the Assassin’s Creed video game franchise infringe on many key components of his novel, Link. We believe Ubisoft has engaged in egregious acts of copyright infringement and, should he choose to seek redress through the courts in the future, we remain confident that a trier of fact would agree.”
-Representative of John Beiswenger

Atelier Meruru: The Apprentice of Arland Review


Atelier Meruru: The Apprentice of Arland
Developer: GUST
Publisher: NIS America
Release Date: May 29, 2012
Price: $49.98 – Available Here

Overview:
Over the past few years NIS America has brought us each game in the Atelier Arland series of games, beginning with Atelier Rorona back in 2010. This marked the first time that the series had appeared on the PlayStation 3 and it was far from the last, as Atelier Totori ventured into JRPG fans’ hearts just last year. Now NIS America has brought the Atelier Arland series to a close with the third and final game of the series, Atelier Meruru: The Apprentice of Arland. With two games of the Arland series already under their belts, has Gust and NIS America brought us the best alchemical combination of gameplay and unique storytelling yet?

Story:
The Kingdom of Arls is a kingdom in name only, as the country has fallen behind in staying up with modern technology and developing their country properly. As such, their nation only has a few residents who are willing to stay in a nation so far behind the rest of the world. In fact, the King of Arls has spoken with the leader of Arland and in five years’ time the larger nation of Arland will absorb the land of Arls.

With the matter of the merger settled, an alchemist many may remember has settled down in the kingdom of Arls, an alchemist named Totori. The princess of the Arls, Meruru has taken quite an interest in Totori and her practice of alchemy. Much to the dismay of her father the King, Meruru convinces Totori to take her on as an apprentice who she will teach alchemy to. However the King of Arls will only allow this under one condition.

Players are once again limited to a certain time constraint with Atelier Meruru as the condition this time around is that Meruru use her new found love of alchemy to develop and improve the kingdom, bringing prosperity to the languishing nation. If she can improve the country and bring its population up in three years, the King will acknowledge her love of alchemy and allow her to continue, effectively extending the players time until the merger with Arland in five years.

While this may be the players’ goal, in the end the storyline doesn’t revolve around any impending doom or threat that will end the world. In fact the storyline for Meruru follows the same path that we saw in the past Atelier Arland games, a much more personal and lighthearted one. Players will follow the journey of a young and slightly naïve princess who knew barely anything outside of the castle walls until she becomes just as great an alchemist as her teacher and her teacher’s teacher.

Along the way players will slowly become better friends with other characters in the game and in these moments is where most of the game’s storyline takes place. In the end there are only a few structured main storyline segments while most of the events shown to the player are whenever Meruru experiences something with one of her friends.

Most of these segments are presented as if they were happening in Meruru’s everyday life and there will be times you will truly feel connected with a few of the characters. This helps immensely whenever something funny occurs, as there are a number of running jokes which are presented multiple times, and although players will likely be able to guess what will happen, they will still find themselves chuckling at whatever happened.

Ironically, there are a very large amount of characters from past games which return to make their appearances in Atelier Meruru; in fact many of them join you as escort characters to fight in battles. This includes your teacher Totori who takes a more hands on role by joining you early on, as well as Totori’s teacher Rorona who happens to have undergone a slight change… one that has turned her into a little girl!

Besides these two returning main characters, other allies from previous games appear to help out Meruru in one way or another, so those who have not played the past games will miss out slightly on these character references and how everyone knows each other. There is a brief prologue which recaps the past two games very quickly, but this doesn’t provide too much background information. In the end however, lack of knowledge about past games in the series isn’t too much of a detriment as Meruru’s story doesn’t pull any major plot points from past titles.

Visuals:
Atelier Meruru uses the same type of cell shaded graphics that the past series have used, including a color palette that is very soft on the eyes and full of bright colors. With the use of this art style, every character, including simple NPCs, are well detailed. Whether these characters are simply moving around towns or fields or in battle, Meruru and her friends retain the same level of detail as always.

Atelier Meruru also continues to use the same event presentation, where characters usually talk to one another in visual novel styled scenes, with each character talking given a still portrait. These still portraits appear to be hand drawn and change their appearance depending on the characters’ mood at any given time. Unlike past games, it appears that Meruru has a wider array of portraits to go along with her bursting personality. Also, players will occasionally be shown a special fully drawn image as seen below.

Unfortunately the same level of quality can’t be found everywhere, as most of the fields that characters will explore are relatively simple and similar in appearance. Thankfully the design of the monsters provides a decent amount of uniqueness to each area. These enemies are all well designed and feature detailed models as well. The combination of well-designed enemies, colorful main cast of characters and the water-colored styled color palette create a lovely experience every time battle is entered.

Audio:
As with the game’s visual presentation, much of the game’s audio retains the same quality and tone of past Atelier Arland games. As such the background music is very soft and mellow, which is great for field exploration and whenever time is spent in the town. The battle music is nice and enjoyable as well as it helps accentuate difficult battles while easier fights don’t feel too much different than normal exploration due to the nice choice in background music. It is also worth mentioning that the opening theme song is quite lovely, as I found myself listening to it every time I booted the game up.

Now Atelier Meruru’s voice acting is hit or miss. With plenty of returning characters plenty of old voice actors have returned to reprise their roles, with the exception being Rorona of course. These old voice actors, especially Totori, provide a nice accompaniment to the new cast of characters. Meruru’s voice acting is handled well; with her voice actor always sounding as excited as the character is which really helps sell how Meruru is always bursting with energy.

Unfortunately a few of the side characters have some rather basic voice acting which doesn’t fit their characters, which is unfortunate due to the large amount of time players will spend getting attached to Meruru’s allies. It is worth noting that the Japanese voice track is included in the release, though personally the English cast was still more enjoyable to listen to, simply thanks to the returning cast and Meruru herself.

Gameplay:
Now the key mechanic to Atelier Meruru is the fact that you have to now develop a country and meet specific population goals within a certain time frame. To do this, you have to acquire development points which will allow you to build various buildings, such as an Academy, housing, a bigger wall and more. Each of these developments can add more population to the kingdom of Arls and may also provide side bonuses to Meruru and her friends as well.

But how do you receive these development points you ask? Well this is where the balancing act of Atelier Meruru comes into play. As your days pass by, you will receive various requests in the forms of letters outside of Totori’s (your) workshop. These requests are then taken to the King’s right hand man, Rufus, who will give you a certain requirement to complete the requests.

Interestingly enough, the requests can be anything from picking all of the plain grass from a field, to slaying a strong monster, slaying a number of monsters, slaying all the monsters in a specific area to open up a path or delivering a specific amount of alchemized goods to a place. These quests are often varied enough that the player won’t find them too repetitive. Once the player completes these requests, they will receive the DP they need to develop the kingdom.

However as I mentioned before, there is one specific meter players must keep an eye on besides however many days pass. This meter is your popularity meter, which can only be increased by taking jobs at the Tavern. These jobs are similar to what players experienced in Atelier Totori, however the time limit for these jobs has been removed. Whenever the player finishes these jobs, they will receive a bit of money and a boost to their popularity level.

If the player’s popularity falls too low, they will find their population actually dropping, instead of increasing. Unfortunately though, it is quite difficult to actually allow your popularity to fall that low as a number of these quests are stunningly easy to complete with the help of some in-game stores. There are also a few requests you will sometimes receive from your friends as well, which tend to be a bit more complicated, and completing these requests will boost your friend level as well as provide a nice cash bonus.

Now while players will be balancing their time between development requests and popularity boosting missions, the core element to Atelier Meruru is still alchemy. The alchemy system is as great as it was in past Atelier Arland games, as players will have to gather certain ingredients from either out in the field in gathering points, by defeating enemies or even buying them from a store to create items using alchemical recipes.  Items with a higher quality will boost the final product’s quality with a higher quality levl allowing the item to deal out more damage, heal more or finish quests faster. Thankfully creating items is easier than ever, as Meruru’s recipe book will even show players if a certain recipes ingredients can be made with things they already possess.

Players will often need to create items to turn in quests, as well as to buff out their own team as Meruru, Totori and Rorona can deal out special attacks using disposable weapons created in alchemy. Now Atelier Meruru uses your standard turn based combat system where the player’s characters will take turns attacking with the enemy. However, if an enemy happens to turn their attention to Meruru, her two escorts can potentially block the damage with their own body with the use of the assist gauge.

This gauge, which fills up as players attack and receive damage, can also offer players a chance to create a string of combo attacks if Meruru uses an item to damage the opponent. This gives heavy hitting allies a chance to deal out twice as much damage in only one turn. Enemies can be quite difficult at times however, and there are a number of times that the difficulty level can spike, with enemies taking a drastic difficulty increase only one area away from smaller, weaker enemies.

Now while players are fighting, gathering alchemical ingredients, finishing quests and developing the country, there is always one thing looming over them. The ever present calendar which ticks away days as if they were nothing at all. It is very easy for players to spend two weeks of time creating various items with alchemy, and any time the player travels on the main map, days pass as if they were nothing. In fact, some long journeys can take over a week each way. This can be quite worrisome as players see their precious time slip away, though a number of options are presented later on that allow the player to streamline some of their alchemical activities and place their focus on more important things, such as building a kingdom and experiencing the game’s lovely characters.

Overall:
Atelier Meruru: The Apprentice of Arland brings a satisfying close to the Arland series by capitalizing on everything that fans of the series loved. With an easy to understand and enjoyable to use alchemy system and fun battle system, players will find themselves entranced both in the workshop and out in the field. However where Atelier Meruru truly shines is whenever the characters interact with one another. As such, fans of the series would be doing themselves a great disservice to pass this title up while newcomers will likely find Atelier Meruru a bit more accessible than past titles. As such, there has never been a time to become an apprentice alchemist than alongside Meruru.

9-0-capsules-out-of-10

Dragon Ball Z Kinect Rating Summary Revealed

The Entertainment Software Rating Board (ESRB) has revealed the summary for their rating for the upcoming Xbox 360 exclusive title Dragon Ball Z for Kinect. Rated T (for teen), the summary explains this judgement is due to blood, cartoon violence and mild language.

This is a fighting game in which players engage in one-on-one battles against characters from the Dragon Ball Z universe. Players frequently punch, kick, and use special attacks (e.g., fireballs, colorful energy bursts) to drain opponents’ health. Impact sounds and loud cries of pain can be heard during each battle. Cutscenes also depict violence (e.g., a planet’s inhabitants getting dissolved into an energy ball; bloodied characters lying dead on the ground; warriors bruised and bloody from battle). The word “hell” can be heard in the dialogue.
-The Entertainment Software Rating Board (ESRB)

Dragon Ball Z Kinect is expected to Kamehameha it’s way into stores sometime during October, 2012.

Playstation Vita Assassin Creed 3: Liberation Leaked Images

As previously reported, Assassin’s Creed 3 will be coming to the Playstation Vita however more information has surfaced, or been leaked rather by two photos posted on twitter, about the new Assassin’s Creed game on the Playstation Vita.

Well we now know that the Vita version will not be a straight port, but instead an entirely new spin-off game titled ‘Assassin Creed 3: Liberation’.

The game will take place in New Orleans with an entirely new female protagonist named Aveline. Assassin’s Creed 3 and Assassin Creed 3: Liberation are set to be released simultaneously on the same date on October 30.

No doubt we will hear much more information on Assassin Creed 3: Liberation at this year’s E3 in a couple of days.