Nintendo Australia have recently confirmed that TEKKEN 3D Prime Edition will be available for the Nintendo 3DS as of 23 February 2012. For those of you who are unfamiliar with the title, TEKKEN 3D be the first time the famous King of Iron Fist Tournament will be played in full 3D – featuring unique functionally that only the Nintendo 3DS can offer. Players will be able to choose from a selection of more than 40 characters and battle across totally new stages alongside older stages redesigned especially for the 3DS. TEKKEN 3D Prime Edition will also feature a full-length CG movie on the cartridge – TEKKEN Blood Vengeance – produced by Digital Frontier and directed by Youichi Mouri.
As if this was not exciting enough, Nintendo have also released some new information about other 3DS titles including: Resident Evil Revelations, Metal Gear Solid: Snake Eater 3D and Kid Icarus: Uprising.
Resident Evil Revelations will be available alongside the new peripheral, the Circle Pad Pro, from February 2. The title can be purchased on its own or with the Circle Pad Pro, which features a second analogue stick with two more shoulder buttons. Konami’s Metal Gear Solid, available March 8, and Kid Icarus: Uprising (TBC) will also make use of this soon to be released peripheral. This looks to be a great start of the year for 3DS owners!
Ash II: Shadows – Gold Edition Review Developer: SRRN Games Publisher: Konami Platform: iPhone (reviewed)/iPad Release: 19/01/12 Price: $5.49 – Available Here
Overview
For those of you not familiar with the Ash franchise by SRRN games, this includes myself, Ash is a full length RPG designed exclusively for iOS. Ash II: Shadows follows this tradition, creating an episodic game for both iPhone and iPad. Unlike the original, this time around SRRN have had a little financial backing from heavy hitters Konami. Oddly, there are two versions of the game – gold and silver. The Gold edition (reviewed) will include all future chapters, while the Silver edition will require players to pay for the future chapters. Multiple versions aside, the game is essentially the same. Same story, same game play, just a little more costly depending which version you dish out for.
Gameplay
Ash II: Shadows plays like a typical RPG. Your band of heroes wanders a magical land, sporadically encountering enemies as you progress. Enemies and towns are signified with smaller versions on themselves, what may look like a sand castle is actually a huge fortress full of twists and turns and even more enemies. Similarly, one snake could turn out to be a giant serpent and two bears – all of which think it’s reasonable to attack your heroes. This type of gameplay takes the emphasis away from the creation of a huge sprawling world and makes you focus down on the raw mechanics. Encountering enemies calls for a battle, which in true RPG fashion is turn based and allows you to flee or fight – using magic or might. As you progress and grind your way through the game you’ll eventually level up and also encounter new weapons along the way. These gameplay elements work rather well; they aren’t anything special but will keep RPG fans playing. My one complaint would be the rather dull battle interface and probably that it is a little too easy to gain victory in the battles for my liking. But with any good RPG what keeps you playing for hours and hours is the story. With hours and HOURS of gameplay hidden deep within this small App, does Ash II: Shadows have the story to keep players engaged from start to finish?
Story
The basic plot of Ash II: Shadows follows a similar formula to a lot of RPGs. The magical world of Aghaus is in peril and can only be saved by the heroes of old. Nicholas, Damien and Yuka set out on a quest, eventually gaining new members to the party as they progress on their journey. The heroes are investigating an evil force known as the corruption, which is spreading its way across the land. The story progresses at a rather fast pace, often laced with some odd choices in humour that don’t help you in your understanding of the seemingly never-ending story. Of course, the mystery is there to keep you playing, but at times the lack of being fed information can be a little annoying. That being said, there are very few engaging and original narratives in the App store – for this Ash II: Shadows, SRRN games and Konami should all be commended.
Visuals
With the huge flux in what, I guess, can be deemed as ‘retro’ games be ported to iOS, ‘retro inspired’ games have began to spawn in an attempt to gain popularity and climb the ranks in the App store. It’s a bold move, yet one that SRRN was willing to take again on Ash II. The graphics are rather simplistic, especially when venturing across huge open spaces and enemies and cities are converted to small sprites or landmarks no bigger than your own sprite. The characters are all well crafted – a unique blend between pixelated sprites and high definition hand drawn characters. Characters are brought to life even more during moments of dialogue, featuring detailed portraits of our heroes, and other talking characters spread throughout the game. The downfall here is that they retain the same facial expressions throughout, which becomes a little odd during those scripted moments where humour is being used. A little variation between expressions would not have gone unnoticed, but given the length of the narrative and the pending release of more chapters it makes sense to take it easy on the App size in terms of visual complexity. It took a little while to warm up to the unique visual style of Ash II: Shadows, but in the end I began to appreciate it for the beautiful title that it is.
Audio
If there is one element of Ash II: Shadows to be praised, it is the audio. Orchestral scores play throughout the game – from the title screen, changing and altering with new area you enter. The sound effects range from a turning of pages when skimming through dialogue to battle sound effects when fighting off enemies. While the sound effects may be a little intrusive at times, this is only because the background sound tracks are so ambient, engaging and well composed that it’s a shame to have any distraction from them what so ever.
Overall
With an original story, despite it being a little lacking in complex information, and simplistic gameplay Ash II: Shadows is a must for any iOS wielding RPG fan. The graphics are a unique take on a popular genre – combining HD graphics for the iPad and iPhone 4 series with a ‘retro’ feeling style of modeling and level design. Held together with impeccably composed audio, this game has almost everything. However, the title can often sit on the cusp between great and mediocre, with the need to buy episodic installments in the silver edition a little off putting. Ash II: Shadows might not win new comers over to the RPG genre, but fans of this game type, and indeed fans of the original Ash will enjoy this title.
Puddle Publisher: Konami Developer: Neko Entertainment Platforms: Xbox 360 (Reviewed), PlayStation 3, PlayStation Vita Release Date: January 25th, 2012 (Xbox Live Arcade) January 31st, 2012 (PlayStation Network) Price: 800 Microsoft Points
Overview:
Puddle was originally a school project developed by six students studying at EMJIN, a video game development school in France. The project would go on to win the ‘Student Showcase’ prize at the Independent Gaming Festival which took place at the Game Developer’s Conference in 2011. Neko Entertainment took up the task to commercially develop the title and release it for digital platforms.
It’s nice to see a game with such humble beginnings making it to the mainstream, and deservingly so, considering the unique concept of the game. Puddle is billed as physics based puzzle game, and while similar ideas have surfaced in gaming over the years, Puddle executes its concept in a rather unique and impressive manner, although as a game experience, it somewhat does not deliver as well as you would expect.
Visuals and Sound:
Like most indie video game releases with modest budgets, Puddle is a very simplistic looking game but the graphics are clean and crisp, and the visual design does the job well enough. It won’t impress you with its graphical effects and such, but there is some artistic flair that’s a bit surreal.
Musically, Puddle is a rather gloomy game, and combined with the sound effects, it’s a bit eerie and creepy at times. The music in the game is soft and trance like, but it does have some harder techno moments and different styles depending on the theme of the level.
Speaking of levels, Puddle has a whole set of thematic worlds and each has their own unique style, as you will furnaces, office space, labs, and even the human body. Each stage has a cool design and an interesting shadow puppet like effect for the most part.
Gameplay:
In Puddle, you essentially take control of the environment by tilting it with the triggers, and that’s there is to the controls really, one trigger to tilt to the left and the other to the right. Tilting the environments manipulates objects within it, but what you’re primarily manipulating is fluid. As the name of the game suggests, you manipulate puddles of various kinds of liquid, and the idea is to guide the liquid through various environments with the goal of reaching an exit. Some levels require you to do so within a certain time limit, but in most levels you need to successfully preserve a certain volume of liquid till you reach the exit. The quicker you are and the more liquid you preserve, the better your score. There are also plenty of obstacles to add to the challenge, such as fire and plants. Occasionally things shake up a bit and you do something other than playing around with liquid.
The concept sounds simple enough, but the execution is rather deep. The entire game is governed by a close to life-like physics engine, and as you’re tilting the environment all the objects behave and react in a fairly realistic manner, and influenced by gravity, momentum, friction and the laws of nature and physics. It is impressive how they pulled it off, the liquid physics take centre stage in this game, and what’s interesting is that each type of liquid has unique properties, causing them to behave differently.
They’ve done a really nice job with the physics engine, also with the way each type of liquid behaves. On that note, it would be worthwhile to refresh your high school of physics and chemistry, because the puzzles in the game tend to assume that you, for example, know how liquid chloride reacts to heat.
Which brings me to the main problem with Puddle, it isn’t the casual and relaxing puzzle game that it appears to be, as instead it is actually a fairly difficult game where the challenge picks up early on. It can be very difficult to get used to the physics of each type of liquid and it’s very easy to lose control of it. In your first session, you’re most likely going to be just scraping by as it will require a lot of replays to really figure out the intricate physics. Also, the level design is a bit tricky as it can be difficult to figure out what’s coming ahead, and the problem with that is that Puddle isn’t supposed to be a twitch heavy kind of game, as knowledge of the path ahead would be necessary to plan the flow of the liquid.
That’s how it is with Puddle; the game is not an intoxicating puzzle game where skill comes into play, as instead it requires repeated plays and a ton of memorisation. The liquid behaves in a very unpredictable manner, and in a matter of moments you lose all of it. The game can feel a bit stiff at times, but is perhaps the consequence of having realistic physics, as impressive as they are they still sometimes take away from the enjoyment.
The developers aren’t exactly shy about the fact that the game is difficult, as you have ‘Whines’ that you can use to skip a level. You start off with two Whines, and to get more you need to go back and complete the levels you originally skipped over.
Overall:
Puddle is a pretty cool concept for a puzzle game, and the physics engine is rather impressive and nicely executed. It’s a cool showcase of what you can do with technology, and even more interesting considering that it’s from an indie developer with a modest budget. However, as a video game, it isn’t exactly enjoyable or compelling. You will have fun seeing how all the various types of liquids and objects behave in each of the uniquely themed level, but the compelling draw and addictiveness that characterise puzzle games are sorely absent. It’s an interesting puzzle game, but too gimmicky for its own good, and not justified or fun enough for its price point. Also, I think this game may be more enjoyable on the Vita.
Cars 2 Developer: Virtual Toys Publisher: Sony Computer Entertainment Platforms: PlayStation Portable (reviewed), PlayStation 3, Xbox 360, Wii, PC, Nintendo DS, Nintendo 3DS, Macintosh, iOS Release Date: 24/11/2011 Price: $28.00
Overview
Cars 2 and its predecessor, Cars, have to be considered the weakest Pixar movies that have been created. It doesn’t mean it is terrible, but, compared to the Toy Story trilogy, The Incredibles and even Monsters Inc., Cars and Cars 2 didn’t have that Pixar magic or not enough of it. The only thing that Cars has is the merchandising juggernaut it seems to be pulling. With that in mind, it is no surprise that a game based on the second movie has been created for every platform out there, including the Playstation Portable, which the spotlight is shining upon. Is it a good portable outing or will it follow the mixed reactions that the franchise is receiving?
Gameplay
The gameplay is that of a typical racing game. You hit the accelerator and race around a track with three other cars, making each race a four car race. The accelerator resides on the R button and the brakes are used with the L button. However, expect your L button to gather dust as the cars will automatically turn corners, requiring no skill in actually controlling the car. The cars also have two special abilities: a shield to protect from barging and a speed boost. However, they won’t come into play all that often due to the fact that they really are not that necessary. The cars can also jump so that they may leap over obstacles. Of course, the alternative is moving to the side.
Expect five race types when you progress throughout the game: Race, Attack, Battle Race, Elimination and Against The Odds. Each of the race types is very different in terms of gameplay. Race is basic four car race, including you, while Elimination adds the stipulation where the last place car on every lap is eliminated. Although it offers different gameplay experiences, don’t expect to jump into one of them because, with the exception of Race, they will be locked. To be honest, this is a poor decision. The game is tailored to children, who would want to jump into the game. They would lose interest in the game if one type of race is only available. Then again, this is Cars and the name itself will make the biggest child fans throw a tantrum.
In Cars 2, there is no story mode, or an obvious one at that. Instead, expect a mode known as the C.H.R.O.M.E Missions. This was somewhat surprising. This is a film based game, so it would be expected to include a mode where the player will be following the film’s basic plot. But if that did occur, the game would have a focus on Mater, since he was the focus in the film. So, in a way, C.H.R.O.M.E does focus somewhat on the film’s plot. Why? Because, after some tutorial levels, the player must go through five clearance levels, each with their own missions usually based on one of the race modes. Although the children may enjoy it, overall, it was quite boring. If not the change of the type of race and the fact that you can collect medals and badges, then this would have been a big time waster.
If there is one frustrating element, then it will have to be the camera. Instead of the usual behind the car type of camera, the camera is a 3D isometric perspective. It follows the action, swinging around when the cars go around the corner. It isn’t that bad, however, this camera did take me by surprise. Granted, the cars, in both the game and the movie, look like toy cars. The problem continues to build with the abundance of obstacles littered on the track. Sometimes, the obstacle can be seen beforehand. Note that I say sometimes, because there will be times where the camera will not do its job, inevitably causing you to crash right into an obstacle you did not anticipate. This is down right frustrating when the camera does not do its job. To make matters worse, this is the only camera available, so expect a lot of frustrating playthrough.
With the audience in mind, the gameplay has to be tweaked to suite the young ones. This provides a problem for those of an older age, but I don’t see anyone above the age of eight to play this game, so they can get away with it. One particular element of the gameplay, however, which is frustrating, is the ‘rubberbanding.’ For those who don’t know what ‘rubberbanding’ is, ‘rubberbanding’ is a term where it describes the element where the AI cars will slow down for the player, allowing them to catch up, no matter the difficulty. It also works the other way, the player will never gain a great lead because the Al will suddenly speed up and cut their lead very quickly, ending with too many close calls.
Visuals and Audio
What Cars 2 have, compared to the more modern games, is that it is full of colour. All of the familiar cars that your child would recognise are here, including the main character Lightning McQueen and his faithful friend Mater. The details on these cars are finely done, considering the hardware. The environments are also visually enticing. Menus are easily to navigate as well, complete with a bland light blue backdrop. When the game is booted up and throughout the course of the game, you will encounter CGI cutscenes which are visually spectacular. Yes, I just said something is this game is spectacular. Audio is average, with limitations on the dialogue of the characters, usually only to those CGI cutscenes.
Overall
The game is not broken or unplayable. If your child is a big fan of the Cars franchise, then purchase this game for them. However, for every one else, stick with Mario Kart or something else. The gameplay is quite boring despite the variations of the same race, there is no cohesive story, the type of camera used was the wrong choice and adding ‘rubberbanding’ was a misstep. While the visuals are somewhat of a redeeming factor, Cars 2 for the PSP should only be touched by those who find the mediocre franchise good or parents who want to keep their kids quiet.
Even more additional content for The Sims 3 is now available. The Sims 3 Master Suite Stuff Pack is the 5th stuff pack released for the game and now adds luxurious bedding and bathroom décor. This new stuff pack adds a range of brand new furniture, items, clothing and hairstyles all with a romantic and luxurious twist.
Check out the very tongue-in-cheek trailer below, and yes I’m not sure if they’re trying to sell the game or “something else” entirely.
The Sims 3 Master Suite Stuff Pack is available to purchase in stores or as a digital download via EA’s online store Origin.
Riot Games is happy to reveal their latest champion, Ziggs – the Hexplosives Expert. Being one of the few yordles in the League of Legends, this cute little fuzzball carries some deathly explosive angst.
Abilities
Short Fuse (Passive) – Every 12 seconds Ziggs’ next basic attack deals bonus magic damage. This cooldown is reduced whenever Ziggs uses an ability.
Bouncing Bomb – Ziggs throws a bouncing bomb that deals magic damage.
Satchel Charge – Ziggs flings an explosive charge that detonates after 4 seconds, or when this ability is activated again. The explosion deals magic damage to enemies, knocking them away. Ziggs is also knocked away, but takes no damage.
Hexplosive Minefield – Ziggs scatters proximity mines that detonate on enemy contact, dealing magic damage and slowing.
Mega Inferno Bomb (Ultimate) – Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance, Enemies in the primary blast zone take more damage than those further away.
Lore
Once upon a time, Ziggs started off like any normal yordle scientist working in a laboratory. The major difference between himself and others was centered around his “failed” experiments and his accidental discoveries. No, Ziggs did not find penicillin but he did stumble upon the destructiveness of his work. Proud enough to test his mettle at the Yordle Academy in Piltover, he provided a demonstration of his work within the academy’s walls. The demonstration soon became the demolition of one of the interior walls, and Ziggs was quickly escorted out the door.
Before Zigg’s return trip to Bandle City, a group of Zaunite agents kidnapped the professors of the Yordle Academy. The Piltover guards were quick to track the kidnappers to a heavily fortified Zaunite compound. Unable to breach the fortress, there was only one place to turn. Ziggs devised a plan to launch an assault of “hexplosives” at the reinforced walls. Once administered, the devastation of the walls became visible after the air cleared. The fuzzball of a yordle stormed through the compound with bombs in hand to rescue the professors. Making short work of the guards, he was safely able to return the kidnapped to safety. In return for Ziggs’ bravery, the academy donned him the title of Dean of Demolitions and asked for his continued service with a sponsor in the League of Legends. Where better to test his hexplosives than the Fields of Justice?
Deep Silver and Techland recently announced that they were releasing the first piece of Campaign DLC for Dead Island on January 31st on the Xbox 360 and PlayStation 3 in North America while those in Europe will have to wait until February 1st and that it would entail the story of Ryder White, a man who anyone who has finished the game will recognize.
Now Deep Silver has released a trailer explaining what the story we will be seeing in the DLC will be about. You have to hand it to the creators, because this trailer looks simply amazing as most of the trailers for the game have been. Those looking to pick up the DLC will be paying 800 MSP or $9.99 depending on the console of choice.
Focus Home Interactive offers us a glance of their upcoming adventure title, Yesterday, with some exclusive new screenshots. Shuffling away from previously made game comedies such as “The Next BIG Thing” and their million dollar selling trilogy of “Runaway”, Pendulo Studios presents Yesterday as a dark thriller that will keep you shrouded in mystery.
Amongst three playable characters is one named John Yesterday. John is sent by a billionaire, Henry White, to investigate the happenings of a murderous cult. I have never heard of a happy cult to discover, but I think John will soon find his own life in peril. With clues spread across the world, Yesterday will need to piece the puzzle together while discovering who he really is.
The four screenshots below offer an unique blend of a cartoon splashed on top of reality. If that’s not enough, open up the Yesterday Website for the entire gallery. Be ready to experience this dark thriller in March 2012!
While I still cannot fathom why BlazBlue isn’t being featured at all in the Evo 2012 fighting game tournament, BlazBlue players still have other venues to test their skills as Aksys Games bring some updates on two major BlazBlue tournaments taking place soon.
First off is the BlazBlue Revolution tournament series that will be taking place in Japan, but thanks to Aksys Games and Arc System Works, players in North America will be able to compete for a chance to win a spot at the tournament. Winners of the North American region qualifiers will be flown to Japan by Aksys Games. Full details of the tournament can be found here:
While BlazBlue Revolution is set to be the biggest BlazBlue tournament of the year, another tournament will be taking place in Japan this weekend at GODSGARDEN. The event will be re-streamed in English. Details for this tournament are:
Date: January 28th, 2012 Time: Restream starts at 2 AM (EST), actual preliminaries will start at 3 AM (EST). Hosts: Lord Knight, St1ckBuG URL: ustream.tv/channel/godsgarden2
Both tournaments will feature the latest entry, BlazBlue: Continuum Shift Extend. Check out my review of the game if you haven’t already.
The physics puzzle platformer, which won in the Student Showcase Division at IGF 2010, was released yesterday on XBLA. It was created by 6 students from the French videogame school EMJMIN, later to be picked up by Neko Entertainment.
Puddle sees you tilting the game world, coaxing the puddle of liquid across the level, avoiding hazards and taking real-world physics into account. You must work with friction and momentum, getting used to each new fluid you are presented with, each with their own unique properties.
Download it now on Xbox LIVE Arcade for 800 Microsoft Points! Puddle is also coming to the Playstation Network on January 31st for $9.99.