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Mass Effect 3 multiplayer events finally available on PlayStation 3

While gamers on the Xbox 360 and PC version of Mass Effect 3 have been able to take part in multiplayer event weekends since the game’s release, PlayStation 3 players have been left in the dark. This was more than a little disappointment for PS3 users as these multiplayer events offered bonus experience points and special objectives to make the multiplayer mode more fun.

However that is all going to change as this weekends’ “Operation Exorcist” event will be available on the PlayStation 3 as well as the other two platforms. It is worth noting that the issue for the drought wasn’t a problem with Sony themselves, not EA or BioWare.

First Skyrim DLC may explore the Falmer’s past and add crossbows to the mix

You have to hand it to The Elder Scrolls V: Skyrim fans. When they aren’t creating a multitude of mods on the PC or delving into various dungeons on the console versions of the game they are digging through the files contained in the game itself. One such Bethesda forum member chose to go digging in the files of the latest Skyrim patch and found a number of references to “Snow Elves,” a “Snow Elf Prince” and even some information pertaining to crossbows.

All of these files were located in a folder that is called “DLC01.” So while this is all just an assumption at this point, it seems that the first piece of DLC for Skyrim is going to feature the addition of Crossbows and a story that digs deep into the past of the Falmer. Bethesda has so far had “no comment” on this leaked information but we shall see in the coming weeks if any of this has turned out true.

Kingdom Hearts 3D to receive demo in Japan; new English screenshots released

Square Enix in Japan has revealed their plans to release a downloadable demo for Kingdom Hearts 3D: Dream Drop Distance in Japan next week. The demo will be able to be played by Japanese 3DS users 15 times before the demo deletes itself automatically. Those who play the demo will be able to travel through Traverse Town as they play as Sora. To pad out your party Square Enix is also including Wonder Nyan, Neko Cat and Kuma Panda as Dream Eaters to go along with you.

While Square Enix in North America hasn’t said anything about a demo being released here, they have released a slew of new English screenshots and enemy artwork which can be seen below. Until demo plants are announced those eager to play Kingdom Hearts 3D: Dream Drop Distance will need to wait until the game’s release date of July 31st in North America and July 20th in PAL regions.

Say hello to Agent 47’s new handler in latest Hitman: Absolution character reveal

You won’t always be traversing through dimly lit buildings and running along dark and rainy alleyways in Hitman: Absolution. In fact, it seems you will even be crashing a BBQ party or two as seen in the above image. But that isn’t all Square Enix and IO Interactive has revealed today for Hitman: Absolution.

Also revealed today was a new character introduction video which can be seen below. This time around we learn about Agent 47’s new handler Benjamin Travis’ background. Those who are curious about who will voice Ben will be happy to know that he is being voiced by Powers Boothe who has appeared in Sin City and 24 in the past.

The eXceed Collection Review


The eXceed Collection
Publisher: Nyu Media
Developer: FLAT / Tennen-Sozei
Platforms: PC
Release Date: March 29th, 2012
Price: $9.99 (Buy Here) – (Soundtracks)

Overview

The eXceed Collection is a small collection of 3rd-person birdseye view bullet-hell shooters developed by eXceed. In these games, of which there are three, players take control of stylised-female characters that fly across various landscapes and do battle against enemies that fire a plethora of bullets (I guess?) to kill the player. These kinds of games are really big in Japan and are starting to amass a nice following over here in the west as well.Is the eXceed collection a nice place to start your collection of bullet-hell shooters? Is this something a fan should pick up?

Story

The eXceed Collection collects three titles – Gun Bullet Children, Vampire REX and Jade Penetrate Black Package – which are all interconnected with each other. This means that the games share the same universe and each game takes on a different timeline in relation to the meta-story. Or, at least, this is the impression that the games gave in their presentation and brief descriptions about the universe. With the exception of the third game, I really think this is set in a different universe.

The storyline in these games is really told in a way that would not make sense for a more traditional kind of game. However, these games are built like arcade shooters and as a result, the way the story progresses works really well. Usually the story scenes will occur like this – Small bit of exposition before the beginning of an area, kill some stuff, enemy appears, small conversation, kill enemy, repeat for next level.

That isn’t to say that the story is uninteresting because it is so brief, but I feel that the story is just an excuse to give the players a sense of purpose in their accumulation of a highscore. Players looking for a deep and meaningful story may not find it in this package, however, for what it is, it does tell a nice tale.

Gameplay

Here is the meat of the games. The gameplay. The way the games play. The eXceed Collection games all play very similarly in that they are bullet-hell shooters.

What this means is that players will have to navigate not only wave after wave of enemies as they appear on the screen, but their attacks that will fly at you and cover nearly the entire screen in their bullets, leaving you to learn the patterns quickly to avoid being shot and killed. Unfortunately, getting hit outside of the safe time-limit (which counts down quickly) will get you killed, so these are definitely games where quick reflexes and learning to play are an absolute must.

In the first game, Gun Bullet Children, players are given the option to play between three different characters, each with their own weapons to defeat enemies. For instance, one of the girls fires one bolt upwards while having a backup unit behind her that attacks the nearest enemies, while another girl fires three beams upwards, with each coming from the left, right and center. What I particularly enjoyed about this first title was how you had to really learn each major battle in each level. Finishing a level – at all – is an incredibly rewarding experience and is something that players will notice should they choose to invest even a little time into getting this down-pat.

The second game, Vampire REX (my favourite of the three), is a little more simpler than the first game in that you only really control the one character. However it does add a really nice element to the game, which is the ability to change your alignment in conjunction with enemy attacks. For example, there are two elements – Light and Dark – that you can switch between at the press of a button, and say that a dark attack hit me while I was aligned into my dark phase, I would absorb the energy from the attack rather than dying. However, if the light attack hit me while I was dark, I would be killed. This element makes it a little easier to pick up and play as you only have to dodge half the amount of crap being flung at you, but it does also add a further challenge to boss fights where if you focus too much on phase-shifting, you’ll be killed from not dodging enough.

The third game, Jade Penetrate Black Package, feels like an amalgamation of the first two, mechnically speaking. What I mean by this is that there is a mechanic introduced for this game called grazing. Essentially grazing is pretty similar to the phasing introduced in the last game with the exception of you being unresistant to everything, like in the first one. Essentially grazing is having a near miss with an opponents attack, and much like the previous game, this will fill your mana bar which will then allow you to unload a special attack. One of the more remarkable things about this game, when compared to the others, is the movement. Basically, when you’re not attacking or are spamming the attack button, you will move faster than if you were to hold it down. But with this there is also a trade-off, you will utilise different attacks based on whether you are spamming shots, or are holding the shoot button down.

One problem that I would to call attention to was with the first game, Gun Bullet Children, in that it did not read my Xbox 360 controller properly during gameplay. All of the games are gamepad compatible, but, I just found it to be unresponsive with me. The other two function perfectly and the first game is only slightly flawed because of it. It’s not hard to play with a keyboard, but I felt it was my duty to warn you on this.

These games are tough-as-nails to play and gamers who love challenges, and who also have superb reflexes and/or co-ordination will definitely enjoy this game on the gameplay aspect alone. Definitely pick up this package if you’re someone who loves learning sequences, especially if you’re the kind of person who loves sequences.

Audio

THIS GAME HAS ONE OF THE MOST AWESOMEST SOUNDTRACKS THAT I HAVE EVER HEARD, EVER. I absolutely loved the amazingly awesome soundtrack so much that I would recommend this game solely for it’s soundtrack. This is a game that I immediately set to try and rip the audio from after hearing only the first level. Sadly, most of it is protected, but the first game uses MP3s, which I’m sure some of you will be rocking out to by just having your PC automatically pick up the games folder.

Each game also has a number of voice-over clips that play during the storyline conversations that happen in the games. These are really well done and have a clear and crisp sound that makes them feel quite authentic. I also felt that the voices fit the characters quite well, even if the kinds of tones and pronunciations might make them seem far too cutesy. These kinds of girls are big in Otaku culture and these games are a reflection of that.

And lastly, the games soundtrack. I cannot emphasis this enough. It is like better than most of the licensed stuff I’ve heard, more awesome than some indie stuff and is like awesome heaped with awesome with more awesome splattered on top. Eargasm, eargasm everywhere.

Video

At a glance, this game is not the prettiest thing to look at. Especially the first one where there is no apparent windowed button, causing the game to stretch everywhere over my widescreen display. However, as you will notice, each game is progressively prettier than the last game.

Each of the player characters are portrayed as cute, or moe, girls which I feel is a push towards the core market for these kinds of games, Otaku. This does not detract from the game at all, and as an Otaku myself, I feel that it only strengthens the games premise just a little. But on saying that, I can see where some people might not be as interested in the game if it features cute girls rather than butch, metal-armour wearing roughnecks who are a symbol for burning testosterone.

The visuals, honestly, aren’t super impressive, but nor are they incredibly mediocre. They do what they’re supposed to do and they’re not buggy so I cant really whinge about them. Well with the exception of the first game anyway, the characters don;t display properly, but there is a link to a fix in the documentation, so it isn’t really worth too much of a mention.

Overall

The eXceed Collection is an amazing bundle that is set at a price-point that anyone with even a passing interest in bullet-hell shooters will consider picking up. The games are an absolute blast to play and they change it up just enough to be different with each title. A must buy for Otaku and Gamers everywhere.

 8-5-capsules-out-of-10

The Art of XCOM: Enemy Unknown and Greg Foertsch talking… ART

Join XCOM Enemy Unknowns Art Director Greg Foertsch as he talks about the importance of character design and Art in relation to creating a truly immersive experience for the player as well as maintaining the mood, tension and characteristics of the reimagined franchise. For those of you who dont know, the X-COM franchise which began in 1993 was developed and published by Mythos and Microprose Games and spawned 5 successors and many knock offs along the way. Thankfully 2KGames and Fireaxis are bringing the franchise back to life and XCOM: Enemy Unknown looks to be sticking true to its strategic turn based roots seen in the first instalment in 1993. Greg Foertsch gives the viwers of 2KTV an insight into how the team created the look of game as well as the characters whihch he interstingly contracts to Action figures. Take a look and keep and eye out for more XCOM interviews and information.

To visit the official XCOM site goto XCOM.com and then choose between the 2 titles.

Thomas Was Alone Gets an Assassin’s Creed Voice Actor

Mike Bithell has been putting the finishing touches on his indie game Thomas Was Alone, but what does that mean for an indie game?  Well, hiring an amazing voice actor to narrate it of course.  And what better narrator than the voice of snarky Shaun Hastings from the Assassin’s Creed series, Danny Wallace.  You can check out a taste of the narration in the trailer below to get a feel for how the final product will sound.

Thomas Was Alone is an indie developed minimalist platforming game that began it life as a flash game made in 24 hours back in October 2010.  Now spanning 100 levels about friendship and platforming, it has been refined even further with more characters, story, and the aforementioned narration.  Be sure to keep an eye out for this as it is set to release “shortly” for PC and Mac.

Blades of Time PC and Mac Box Art Released

Iceberg Interactive has released the shots of the retail editions for Blades of Time, both regular and limited edition.  Blades of Time will be coming out for Mac and PC May 18th to North-West Europe, Australia, New Zealand, and South Africa, as well as the exclusive Mac and PC limited edition.

Blades of Time: Limited Edition includes in addition to the full game the Mac/PC exclusive Sky Islands map for Outbreak mode, an art book, Original Soundtrack, a wallpaper collection, and the Dismal Swamp DLC, which features Michelle and her mentor seeking to prevent the Blades of Time player character Ayumi from joining the Keeper of Chaos.

If you’re interested in Blades of Time, be sure to check out the limited edition version, so that you don’t miss out on all those extras.

Playstation All Stars Battle Royale Details

The not so secret Sony fighting game has been officially been announced on GTTV with a release in holiday 2012. Playstation All Stars Battle Royale, in development at Superbot Entertainment, will pit an array of Sony owned characters (a possibly a few third party characters who have appeared on the Playstation consoles) in four player, free for all battles in themed stages based on popular Playstation games. Six characters have been revealed in the announcement: Kratos (God of War), Sweet Tooth (Twisted Metal), PaRappa the Rapper (PaRappa the Rapper ), Fat Princess (Fat Princess), Colonel Radec (Killzone), and Sly Cooper (Sly Cooper series). Of course, more characters will be announced, most likely at E3 2012. The game will be for the Playstation 3.

Playstation All Stars Battle Royale will feature both solo and multiplayer modes, as all fighting games will. Two single player modes were announced: Combat Trials and Arcade Mode. In Combat Trials, players not only learn the basics of the game but perfect their skills through hundreds of unique challenges. Additionally players can play through a fixed level progression with prizes in Arcade mode. Three online multiplayer modes have been announced: Tournament Mode, Special Event Battle and Custom Matches.

A few preview articles have popped up and have revealed a few gameplay details. Yes, the presentation does look like Nintendo’s Super Smash Brothers, but there are differences. First up, the Playstation characters have three attack buttons in combination with directional input, one more than Super Smash Brothers. Each character also has three levels of special attacks, built up by collection Energy Points (EP). Health is also non-existent, but you don’t knock characters off the stage. Items are existent, but don’t pop up as often. Stages are quite different as well, as the background does get involve in the fight. One stage is based on BUZZ!. At times, the titular character will pose questions and players can answer them. Get it right and reap in the benefits. Besides, as Charles Caleb Colton said, “Imitation is the sincerest form of flattery.”

With the game now out in the wild, what does everyone think? With such a polarising audience emerging, will you give it a go if you had the chance? Give us your thoughts and check out a couple of screenshots & and gameplay  below.

Sugar High Review

Sugar High
Developer: Shortbreak Studios
Publisher: Shortbreak Studios
Platform: iPhone(Reviewed)/iPad
Release: 18/4/12
Price: $0.99 – Available Here

Overview

Honestly, what’s more fun than watching a dog sleep? They move their legs and sometimes utter tiny barks or growls. We all stare on and say “awww they’re dreaming!” But what do they dream about? Sugar High is a game about one dogs dream to feast on as much candy, fruit and cake as possible. Small iOS developers, Shortbreak Studios, have created this delightful little treat, fusing an original story, simplistic mechanics, easy to use control systems and topping it off with pleasantly unique visual style.

Story

It’s always nice to see an original story on the iOS market. Shortbreak have created a casual game that has a well integrated story. Although it may may not directly impact on the gameplay itself, it is framed in such a way that it creates a rather enjoyable experience. The story is an optional element to the game that can be accessed through the main menu. It’s told through animated comic-book style panels. A small adorable dog salivates and stares at an empty bowl, before slowly walking off to nap in the wait for dinner. In it’s dreams, the dog visits a huge land of candy, with vast amounts of cake, lollies and fruit. The option to watch the story voluntarily at first seemed like a bit of a waste, but given the casual nature of the game, it makes sense. This way players are not confronted with the story over and over again and can dive straight into a world of cakes and candy.

Gameplay

Mechanically, Sugar High is not the most original. However, this does not mean the game isn’t well executed. The game is reminiscent of that popular iOS title, Tiny Wings. The character, in this case a hungry dog, travels down and up slopes, flying into the air and collecting items along the way. The game is controlled with a simple touch and release input, that is rather easy to pick up. The physics and basic mechanics both work well, but like I said, are not the most original. Yet, that’s not all Sugar High has to offer. Throughout the level, there are pieces of candy, small green monsters, and rings of fruit. Knocking down monsters or eating candies adds to your sugar level, which can reach all the way to 10. Entering fruit causes the dog to flip around before being thrown out into the air. Performing perfect jumps too will add to your sugar level. Once it reaches 10, you obtain a sugar high. The point of all this is to make it as far as possible before a clock-faced monster catches up and eats the dog. Writing the description of the game, or even having read it, it may appear that Sugar High has too many elements. This is not the case, each of these parts seamlessly work together, making for a particularly fluid gaming experience.

Visual and Audio

I really enjoyed the visual style of Sugar High. The worlds are hyperbolic and dreamy and all have unique colour schemes that fit within the overall theme of the game itself. The dog is well designed and just adorable. Little touches like fruit juice coming out of fruit slices and the dog looking at you when they fly really adds to the game over all. I particularly like the surprise interactivity of the dog in the main menu screen. I had a small glitch with the audio initially where there seemed to be no sound effects, but once I replayed the game I was taken by the small howls of the dog and the well-designed soundtrack.

Overall

Overall, Sugar High is a fantastic execution of a rather simple idea. The game is incredibly addictive and I even found myself playing half-heartedly as I walked down the street. Those in the market for casual games will be captivated by this delightful title. With its pick-up-and-play game design and charming audiovisual elements, Sugar High is sure to impress any iOS user.

8-5-capsules-out-of-10