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Opinion: Epic Games Backs Away From The Vita

Epic Games are known for their Unreal Engine and the Gears of War series. Recently, they had released Infinity Blade II, which is looking like the most well-received title on iOS, even more well-received than Angry Birds. It impresses with its visuals, its depth and quality for an iOS game. Now, I wonder if they were to put it on a handheld console? Well, if they did, it wouldn’t be the Playstation Vita.

It has been revealed by Mike Capps, President of Epic Games, in an interview with GamesIndustry.biz that the Playstation Vita won’t be added to their portfolio sometime soon, despite having development kits sent to them. Why? Well, this is their reasoning:

We’re not currently making a Vita game, I’m not sure how well it’s going to be accepted in our Western market which is primarily where our games sell.

It’s a really cool platform, but I have a phone, and it’s really hard to compete with that.

There are two arguments that he makes and they come off quite distasteful to anyone who appreciates dedicated handheld gaming and who is excited for the Playstation Vita. I think I shall address them with something I like to call common sense.

Now, let’s look at the first argument, which is, “I’m not sure how well it’s going to be accepted in our Western market which is primarily where our games sell.” Now, let’s actually look at Playstation Portable sales in North America. I am using PSP sales because this theory may have stemmed from the popular belief that the Playstation Portable wasn’t a success in the West. Actually, if I am not mistaken, the PSP has sold over 10 million units in North America alone and has a worldwide total of over 70 million. What about the Nintendo 3DS? Western developers cried doomsday on that, yet it has surpassed first year DS sales and it has set its sights for three million units sold within its first year. Hmmm, according to Epic’s though tank, that may not be success to them.

Let’s further add some more common sense. Continuing on his first point, in order to move hardware, it needs to have a strong lineup of software. So, if Epic wanted to debunk their own dedicated handheld fears, they would have gazed upon the dedicated handhelds and try to make a game that is fun, engaging and takes advantage of their portability. Maybe then they would have not only gained a considerable amount of money in sales but also have some experience and confidence in developing with dedicated handhelds.

What about that second point? Apparently, they believe that “It’s a really cool platform, but I have a phone, and it’s really hard to compete with that.” Alright, I’m going back to that state where I need to indulge him, and anyone else for that matter, in a lesson of Basic Portable Gaming 101. Firstly, why he is comparing a phone to the Playstation Vita? I know I am going to slightly corrupt my opinion with a cliche, but it is like comparing apples to oranges. They are in two different markets. Yet, Western developers like Epic Games can not seem to get their head around that.

This leads me to my second point in terms of that second statement. Do Epic Games know the audience of both markets? I would argue that the gamers that might look at purchasing the Playstation Vita are the ones that made Gears of War a success, pending on how much they do side with the other major hardware manufacturers. They may be the type of gamers that enjoy Call of Duty (sorry!), Elder Scrolls, Assassin’s Creed and much more. Then there is the niche crowd, equally important in my view. Their dedication to a series overseas has no bounds, which is recognised (sometimes) by the developer and enters in a partnership to localise the title. The smartphone market? Yes, there may be some “hardcore” gamers there, but most of them only want the “next best thing.” It is a bubble jungle, the smartphone scene. I believe their audience is more fiendish than the core crowd of gamers. They are also the mothers who Facebook all day and blame video games for violence on the streets. Maybe you are just a bad parent? (gasp, he is using logic!)

If Epic Games, or indeed any Western developers, do not heed my words, then they might want to heed the words of American journalist Herb Caen, “A man begins cutting his wisdom teeth the first time he bites off more than he can chew.” This is where the Western gaming industry is going with portable gaming. Smartphones may the yellow brick road right now, but soon enough, the road may lead you to the centre of the darkest forest with no escape. Epic Games, just remember who you are and what you develop. I shall leave it at that.

3DS Update: Impressions

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Well, the time has finally came. Since being announced back in October, 3DS owners have been waiting for their large update to take place and give new reason to toy with the handheld’s offerings, and after a short delay, Nintendo have now dropped the update onto the world. So what’s new, how do you get it, and how awesome is my Kirby Hat? Let’s take a look.

How to obtain the 3DS Update

This one is simple. All you have to do to download your update is simply make sure you are connected to a Wi-Fi point, go into Settings (the icon with a wrench), click “Other Settings” and scroll over to “System Update”. After agreeing to Nintendo’s new terms of service, you will be downloading the rather small download, which should take under two minutes time for most connections.

What’s New?

Mii Plaza
As I mentioned, there are quite a few new features. The first major upgrade has been in the Mii Plaza. Here are just a few things you will find after getting your update:

The first new addition is the new “Music Player“. This really is a subtle inclusion and lets the player go in and listen to tracks from the Find Mii game as well as the other on-system tunes, such as the main plaza theme. While it may seem small, I really could see this being a potential hot feature later on if Nintendo throw in some soundtracks to their classic releases.

Next up, you will see a bouquet of flowers. I’m sure they smell nice, but this add-in is used to give the player an incentive to use their Plaza to it’s full potential and is simply titled “Accomplishments“. There are 78 Accomplishments to gain right off the bat, and thus far I have already earned 12 based on my own past activities in the Mii Plaza.

A world map now can be also found in this revamped plaza. Just as it sounds, this map simply displays the locations of other 3DS owners you have Streetpassed during your travels. Yep, I’m at a whopping two, but maybe now I will feel the urge to get my system on the road more (we can only hope). Another very minor addition is the slide-show function. After completing a puzzle, this area simply holds your completed 3D images, allowing you to flip through each at a moments notice.

Puzzle Swap now has quite a few extras as well and if you have completed all your puzzles, you can start collecting coins again and hunting down 3DS owners as more slides have been added. The first puzzle I have received thus far was for Mario Kart 7, which needs 40 pieces to complete. 10 squares in the middle are now pink as well and must be unlocked through Streetpassing rather than purchases with coins. Also in the Play section comes Find Mii 2. Much like the first version, this little romp has players search for their Mii by using guest’s Miis to battle the many ghosts and evils along the way. To unlock this mode, you have to be complete with the original and have all the hats unlocked.

3D Video
I haven’t really messed with 3D video too much, but it was yet another addition that came with this first update. As well as taking 3D photos, owners are now allowed to shoot a 10 minute video that can be viewed in 3D. The video’s quality is decent considering the camera, but nothing too overly dramatic as far as the effect goes. A Stop-Motion mechanic has also been added to allow for several photos in succession, and then edit them together in one 3D movie. The clips you create through either method are then stored on your SD card and can be viewed at anytime.

Nintendo Zone
Out of all the updates we have seen, this one is still the most mysterious. Nintendo Zone is a tool that Spotpasses specific locations to provide the user with exclusive goodies and content. Once I actually succeed in doing this, we will be sure to post an update of what comes forth.

Friends List
Nintendo know that the friend code system needs work, and this little update to your friends list is quite an intriguing addition. Whenever you see a friend playing a multiplayer game online, you can simply tap their Mii and have the option to “Join Game“. At the moment there is only a small handful of online titles for the system, but this is definitely a step in the right direction as far as online play goes.

So, that’s that. Quite a few new features to toy with at the moment. I can easily say that this is one of the better updates the 3DS has seen so far. Sure, aside from 3D Video, a lot of this is minor stuff. The little additions are starting to add up though, and the 3DS seems to be improving more each and every day. Another thing to keep in mind is that Hulu Plus, 3DS demos, and many more previously announced features should be coming in a second update before the end of the year, which will definitely give us something to look forward to in the coming future.

Resistance 3 Goes Brutal With New DLC

Time to go brutal with Resistance and I mean right now. Insomniac has announced some new downloadable for the Playstation 3 shooter Resistance 3. Entitled “Brutality”, the DLC will feature a new survival-base game mode. In this game mode, the player will be forced to defend themselves from waves of Grims. Also included in this DLC pack is the Sledgehammer for use in this mode. The Sledgehammer makes an appearance in the campaign.

Also included is some new additions to the soundtrack. The DLC will have a soundtrack from metal band Masterdon. The “Brutality” DLC pack is now available right now on the Playstation Store. It will cost you US$3.99. By the sounds of things, this looks like a great pack. A new game mode for you and a buddy to play with? Count me in.

PopCap Launch New Bejeweled on the iPhone…

One of the most addictive puzzlers is now getting a facelift thanks to PopCap. As of today, an all-new adaptation of Bejeweled as well as a new freemium standalone version of Bejeweled Blitz have crashed onto the app store and are ready for download.

Why the change? PopCap have made a statement about the new Bejeweled which gives us a further look into the causal mastermind’s future.

“With nearly 40 million mobile units sold over the past eight years, Bejeweled is the second best-selling mobile game of all time, behind only Tetris,” noted Giordano Bruno Contestabile, Bejeweled franchise business director at PopCap Games. “As we strive to reach virtually everyone with a mobile communications device, PopCap will continue to make games that are even more accessible to that ever-expanding global audience. We’re taking a critical step toward this goal with the introduction of these new Bejeweled titles that will enhance our offerings on the iPhone for years to come.”

This new and constantly evolving Bejeweled sounds great so far, and luckily, some new features have also been detailed to give us a glimpse of all the offerings included.

  • New high-res graphics and retina display support
  • 3 game modes: Classic, Zen (featuring 6 ambient sound tracks and 6 mantras) and Diamond Mine
  • In-game leaderboards to track personal high scores
  • User profiles with gameplay statistics and 30 PopCap icons to personalize the experience
  • 7 achievement badges with 4 levels each (bronze, silver, gold, platinum), plus 3 elite badges
  • A player ranking system

As mentioned, Bejeweled Blitz is also getting an overhaul with it’s own goods in store. As most of you are aware, this little title started on Facebook and has turned into a social gaming phenomenon. Here is what’s in store for this outing:

  • An entirely new and irresistible user-interface
  • The Daily Spin feature where players try their luck to get bonus coins
  • A fun new tutorial system to help get new players moving up the leaderboards as quickly as possible
  • Retina display support and more

So what happens to the old Bejeweled 2 + Blitz? A nice room at Shady Falls as that classic has been completely retired to make room for these much more enhanced versions. Players can visit the Apple App Store to download the all-new Bejeweled for €0.79 (UK £0.69).

UFC3 Undisputed: Jones Versus Machida

The guys over at THQ have released a new video of UFC3 Undisputed which simulates a UFC 140 fight between Lyoto Machida and Jon Jones.

The video showcases the vicious moves, takedowns, and submissions the UFC franchise is known for, and the results of the fight were gathered by simulating it 25 times. To see who emerged victorious, check out the video below.

UFC3 Undisputed hits store shelves on February 14th, 2012 for Xbox 360 and Playstation 3.

WWE ’12 Review

WWE ’12
Platform: Xbox 360 (reviewed), Playstation 3, Nintendo Wii
Publisher: THQ
Developer: Yuke’s
Release Date: November 22, 2011
Price: $59.99 – Available Here

Overview
Fans of World Wrestling Entertainment have been treated well in terms of releases in the past decade as each year, we see a brand new title come out that always promises to be bigger and better than it’s predecessor. THQ have been delivering the goods for over 11 years now and I can definitely say there have been some absolute masterpieces to come out of the prestigious “Smackdown” series. If you need proof on that statement, just look at Smackdown 2 or Here Comes the Pain, both of which completely shook ground on their platform and delivered just about everything a fan could want. They were simple, true to the sport, and most of all…fun. Unfortunately, that is all in the past now as the last few titles in the franchise have been taking more steps back than forward.

2011 is a whole new year though. No longer donning the “Smackdown vs Raw” name, WWE ’12 is THQ’s fresh take on the series. Featuring a new control scheme, new gameplay mechanics, a brand new Road to Wrestlemania Mode, and a healthy array of customization, this is supposed to be the wrestling game that changes it all. “Bigger, Badder, Better” was even the catchphrase used to promote the game. After foaming at the mouth for months just to see what this offering would bring, I finally got to get my hands on this reboot. Sadly, I feel like I need some soap as this may in fact be the worst wrestling title to ever grace a console. Why do I say that? Here is my review for WWE ’12.

Road to Wreslemania
For the past few years, Road to Wrestlemania has taken over the standard “Season” mode where the player was allowed to choose one of five Superstars and then go through a WWE calender year, performing in matches while getting fed plots and feuds along the way. WWE ’12 utilizes that same formula this time around, but now everything is much more limited. Instead of actually selecting your favorite Superstar, the player starts off playing as Sheamus, then switching to Triple H, and finally getting to embody your own creation…by the name of Jacob Cass.

Each week you will take your assigned Superstar into a match, with new feuds and scenarios thrown in at random to build up hype for the next Pay-Per-View. As far as a serious plot in a wrestling game goes, we have seen some good and not-so good storylines in the past, but the Road to Wrestlemania mode with WWE ’12 is just flat out sloppy. It’s not that the writing is terrible, as a lot of the scenarios feel very true to the real thing. This mode’s downfall comes down to execution. You see, each of the three participants of this mode are given just six months to tell one full story. Sheamus’ arc is about the rise of a new faction, Triple H wants to be WWE Champion yet again, and Jacob Cass is a rookie who runs into some “Classic” competition. Again, there is a lot of meat to these narratives, but going four hours with each persona in the same storyline becomes a tiresome road to travel on. Players will fight backstage, in the ring, and see a good number of opponent changes, but everyone of these plots fall apart before finishing as unlike the television product, there isn’t much continuity.

If the story wasn’t jumbled enough, the matches within Road to Wrestlemania have been replaced themselves with a new objective based formula. These play out like matches, but instead of pinning or making an opponent tap out, the player just presses an action button to be taken straight to a cutscene. Sometimes I would have dominated heavily before hitting the action button, just to see my Superstar layed out in an instant due to the the cutscene that followed. This eliminates any feeling of completion or any safisfying finish and it’s almost as if Yuke’s pulled away the controller and said “NO! We’ll do it!”. With such a huge variety of match types in the game, it was also a bit saddening to constantly be thrown into 6-man tags and tag matches in general. This type of bout did not work well with the objective-based finales at all (imagine taking out a whole team, only to be destroyed by one of those Superstars after completing the objective), and led to a lot of line-ups being a near mirror-image of what was offered for the previous week.

Gameplay
As far as gameplay goes, a lot has changed in WWE ’12. Instead of using the control stick to perform grapples, THQ and Yuke’s have went back to the old face-button formula. For example, on the Xbox 360 controller, the A button is used to grapple, irish-whipping can be done with the B button, X is used for strikes, and Y is used to perform special maneuvers. After refining the stick method for so long, it was a bit odd to see such a huge backtrack in terms of control, but it’s not too difficult to re-learn the basics in a short time. Blocking works nearly in the same manner that we seen in previous entries with the player having to tap the appropriate trigger, but the timing windows have been minimized. Thankfully, this does improve countering, as blocking a move is a lot more strategical and accuracy and timing must be used to turn a move into a reversal. Running, taunting, and all of the other controls have remained in tact for the most part, so those familiar with the Smackdown vs Raw series will feel right at home when it comes to beating down a foe in the vast amount of exhibition matches after forgetting all about that now unnecessary stick. The core system is still solid and enjoyable…that is until the new physics engine comes into the picture.

One of the most promoted inclusions in WWE ’12 was the new “Predator Technology”. For those unfamiliar, this lets players now interrupt grapples and attack a wrestler who is in an animation. This tech also stops Superstars from teleporting to an appropriate spot to perform a maneuver so that the action looks and feels more realistic. While this addition was needed in the Smackdown vs Raw series, it was pulled off atrociously here. When you do interrupt a move, there is little to no hit detection and most of the time, both of the opponents attacked will just fall to the ground and land on their feet, like nothing ever happened. To make matters worse, glitches also rear their ugly heads while attacking an opponent in an animation. I have had several occasions where my wrestler would literally twist into a rival while performing a move, temporarily creating a polygonal pretzel. Yes, it can be a hilarious sight to see, but my laughs were usually met with a sigh as there isn’t any reason these intrusive glitches should be happening. Looking back, wrestling games other than the Smackdown series have incorporated the same physics as the Predator Technology and did so quite well. Even No Mercy for the Nintendo 64 allowed for animation interruptions, and sadly that method was executed in a more realistic and fluid manner than what we see in WWE ’12.

Staying on the same topic, the teleporting was one issue that was fixed. No longer do Superstars float to a spot to perform their finisher, and when you do pull off that said move, the result still looks authentic. For some odd reason though, if you are playing as someone who had a location based finisher, their special move will then be changed to a small elbow to the face outside of the ring. When you battle all match to get the chance to pull off an ultimate attack, it’s quite disheartening to see such a light technique done to an opponent, and also out of character for a good number of personalities within the game.

Jolly Blast: Soccer Available Now In The App Store

Time to put on your soccer boots and join ‘Coach Tony’ Gonzalez, Holly, Jolly and friends in the first of many interactive sports adventures from Jolly Productions. The game features NFL All-Pro Tony Gonzalez as Coach Tony, who teaches Holly and Jolly Blast the basics of soccer.

The game will feature an animated version of the five-time All-Pro tight end for the Kansas City Chiefs and Atlanta Falcons, Coach Tony, who will hopefully use his impressive resume to encourage children to be active and spark a lifelong love for games and movement.

    “Jolly Blast’s mission is to teach kids and parents that participating in sports is a fun way to build self-esteem, get some exercise as well as learn teamwork and sportsmanship,” said Gonzalez, who is the second leading receiver in NFL history. “Whether it’s an organized sport, a school playground activity or a made-up backyard game, kids who are physically active develop solid health and fitness practices that enrich them for a lifetime.”

The story follows Holly and Jolly who are on a mission to save their home planet Blah from bordem, and what better way to do that with a game of soccer. The app is designed to get children up and moving as well as teach them the basic soccer rules, moves and terminology. Parents will never need to frown when their kids start to play videogames with a title like this.

Visit the App Store to purchase Jolly Blast Soccer for just $1.99.

Gears of War 3: RAAM’s Shadow DLC Review


Gears of War 3: RAAM’s Shadow
Developer: Epic Games
Publisher: Microsoft
Platform: Xbox 360 (Reviewed)
Release Date: December 13, 2011
Price: 1200 MSP

Overview:
Ever since Gears of War 3 was released a few months ago we have seen a number of pieces of DLC for the title. Nearly all of the DLC has been for weapon skins, but there was a multiplayer piece of DLC which added multiple maps to the experience. It is quite surprising however, that Epic is releasing a piece of campaign DLC so quickly after the release of the title, at least compared to the year long wait for Gears of War 2 campaign DLC. Now we have Gears of War 3: RAAM’s Shadow which provides a whole new chapter in the Gears of War series. How does it fair?

Story:
We’ve all seen the end of the Gears of War storyline… but what about what happened before Delta Squad entered the fray and Marcus Fenix became the headline man of the Gears of War series. Well while Marcus was sitting in jail before the events of Gears of War 1, other COGs were fighting a losing battle against the Locust swarm. Players will jump into the boots of Michael Barrick the leader of the Zeta squad who is joined by Lt. Minh Young Kim, Tai Kaliso and Alicia Valera.

While Minh Young Kim and Tai Kaliso may be familiar with most Gears of War fans, Alicia Valera is brand new to this piece of DLC and to the Gears series while Michael Barrick is actually known from the Gears of War comic book series. Zeta squad has been tasked to evacuate civilians from Ilima City and to try and protect them against the various Locusts and get them out of there before the Locus Kryll storm turns the city into a graveyard.

Myrrah on the other hand, wants to eliminate every human occupying the city and murder them by any means necessary. As such she has sent forth an elite squad of Locusts headed by General RAAM to bring forth Seeder artillery to fill the sky with ink and bring about the death of the humans via the Kryll storm even faster.

In RAAM’s Shadow we are given our first taste into how the Locust Queen Myrrah issues her commands to the soldiers as well as how powerful RAAM himself was. Unfortunately that is the only real interesting bit of the story we see in this DLC. Out of all of the characters in Zeta Squad, not a single one of them sees any type of character development nor do they see much characterization even outside of soldiers.

Sure there is a very minor amount of development, but it simply turns out to be non-consequential by the end of the story and ultimately feels like a waste of time. While it is great to see more story for the series rather than multiplayer DLC, this additional content simply feels like a waste of time as it does barely anything to expand the player’s knowledge or experience in the series. To make things a bit worse, the game attempts to be dramatic a few times, especially in the first minute of the story nearly all drama is useless thanks to practically no character development. Trying to make players feel something for characters that say around a minutes worth of dialogue throughout the entire story simply doesn’t work.

Visuals:
One thing that is interesting about this piece of DLC is that it takes place before even Gears of War 1. What this means is that the world itself is still mostly intact and everything around you isn’t burned down, destroyed or looks like it has been abandoned for years at a time. This means as you fight through the streets of Ilima City you will be seeing what used to be a thriving city evacuated and left at the mercy of the Locust. This new look is certainly a breath of fresh air and helps make the experience seem worthwhile, especially after most of the environments that were experienced in Gears of War 3 were so desolate and downtrodden.

As a whole it is good to see a whole set of new characters to be played rather than the ones we have been dealt over the past three Gears of War titles. Kim and Tai both look as good as we may remember them from their past titles, though Alicia and Barrick actually have rather unique looking designs, such as a cigar hanging out of Barrick’s mouth throughout the entire campaign which will be immediately noticeable being as those are the characters played, with the co-op partner taking control of Alicia.

Audio:
Now Gears of War has always had a rather gruff sounding voice cast and that has stayed the same as always. The voice actors for Tai and Kim have reprised their roles while Alicia’s actress performs an admiral job with her lines. Barrick is the replacement for Fenix’s gravelly voice that is heard all of the time, so you won’t find anything substantially different or interesting here. Myrrah’s actress also reprises her role as well and the rest of the DLC’s score is much of the same that has already been heard before.

Gameplay:
As players step into the shoes of the Zeta team they will be given a five chapter long scenario to play through. This piece of DLC provides both the standard version of these levels as well as the arcade versions for those who feel like competing with one another. Of course the multiplayer aspect has also returned which allows four players to play on the same team as they make their way through the story which is just as enjoyable as it was throughout the Gears of War 3 campaign.

Now the only new weapon introduced for the COG soldiers turns out to not even be a new weapon at all in this DLC, but actually a different way to make use of the Hammer of Dawn. Rather than add any new or interesting weapons for the COG, we have been given the Hammer of Dawn Command Center which is a stationary piece of equipment that provides a top down view of a certain section of the battlefield to eliminate the Locust.

While the COG receive a completely anemic weaponry addition, the highlight of this DLC is playing as none other than General RAAM himself. RAAM is a slow and practically unstoppable force on the battlefield and players can finally wield his abilities to eliminate countless faceless COG soldiers. RAAM moves around with a full Kryll swarm shield that is only dispersed whenever you send it out to tear apart COG soldiers into bloody messes or whenever an explosion occurs near them.

The Kryll are a brutal weapon that is absolutely devastating, but his other weapon is his a very wicked looking blade that is carried in his left hand. This blade can be used for simple melee that will likely kill any COG it hits, or can be held down to perform the same action as a bayonet charge. The sound for the charge is even the same as the bayonet which is unfortunate and the animation for the stab is almost the same exact thing except with more brutality as RAAM runs them through with one hand and flings them aside.

Unfortunately that is all there really is added gameplay wise to the story part of the DLC. Those who are interested in playing plenty of multiplayer will see that every gun you can use in multiplayer can now be equipped with a Chocolate skin. This is a neat little skin but is completely static in appearance and looks like a mix between dark chocolate and milk chocolate. Besides that there are also new skins for the multiplayer mode in versus mode, four COG skins and two Locust skins. The four skins for the COG is of course each of the Zeta squad members and the two Locus skins are the big man himself General RAAM and Theron Elite.

The enemy and allied AI seems to follow the exact same structure as it did in the Gears of War 3 campaign mode, though I experienced a number of new issues that emerged with this piece of DLC. Whenever an E-hole popped open and locust would crawl out, there are a number of times that they will simply fall back into that same hole and die. This is especially true with the ally AI as I experienced a number of mission failures due to an AI partner stumbling into a hole and dying with nothing even near them.

Overall:
All in all Gears of War 3: RAAM’s Shadow gives us all the power of RAAM but unfortunately we have only a minimal amount of time to take advantage of his power as the balance between COG and RAAM gameplay time is 75% COG and 25% RAAM. As a whole the DLC fails to actually add much storyline or even draw any emotion out of the player with its lackluster story content and story run through time of around three hours it doesn’t quite live up to its 1200 MSP price tag. Still, those looking for more Gears of War action can’t go wrong nor can those who are looking for new skins in multiplayer.
6-5-capsules-out-of-10

Chrono Trigger travels through time onto the iPhone

A game that etched it’s way into history back in the 90’s on the Super Nintendo, will be travelling forward through time and landing inside of iPhones across Japan on the 13th of December. That game is of course the legendary anime-styled role playing game Chrono Trigger.

To coincide with the release of Chrono Trigger on ther iPhone, a trailer has been released to promote the trek through time. You can check out the Chrono Trigger trailer below.

While the iPhone release is currently set for Japan, it is said to be coming to other regions in the future. What do you think of Chrono Trigger on the iPhone? Let us know in the shoutbox and comments section.

Super Pokemon Rumble released on 3DS

With over 600 Toy Pokémon, Super Pokémon Rumble is an action-packed 3D game available exclusively on the Nintendo 3DS! You get to create your own elite team of Toy Pokémon from those you encounter and you get to do some real-time battles with other Toy Pokémon and giant Boss Pokémon!

Not only is this brand new Pokémon game on the 3DS, but there are two exclusive passwords to unlock two special Toy Pokémon in your game to celebrate the launch! For Tepig enter 54870822 and for Snivy enter 49416440. Ensure you talk to Munna in Easterly Town, which is the second town in the game, and after entering the correct password Munna will tell you where to befriend the special Toy Pokémon. Additional exclusive passwords will also be revealed soon.

For more details and a sneak peek at the game, head to the official Super Pokémon Rumble website HERE

Super Pokémon Rumble is available NOW for Nintendo 3DS for $34.99 – get it HERE