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Faery: Legends of Avalon PC Review

Faery: Legends of Avalon

Genre: Turn-Based RPG
Developer: Spiders
Publisher: Focus Home Interactive
Platform: PC / XBLA / PSN
Purchase: 12.53 Euros (Download Only)

Intro

Imagine if someone was explaining to you that there existed a game with Final Fantasy’s battle system mixed together with Mass Effects dialogue system, along with Borderlands visual style. You would be quite pumped, would you not? I’d wager that you would be. Well, I’m going to tell you why that won’t be the case with Faery: Legends of Avalon.

Story

The game begins with your player created Faery awakening in what appears to be the middle of nowhere. You are greeted by two other Faeries that inform you that the king has had you awakened in this world where humans are no longer believing in Faeries and that he wants to see you at once. This of course was all King Oberons own doing, as he forced the Faeries to retreat into a slumber which allowed the entire world to crumble around him over time.

This guy is the King.

The story of Faery is told through chatter between the player and NPCs. It is also told through the players actions within the game, but not too largely. Like, for example, you can influence how much non player characters like you by choosing whether or not to use the bad or good option in a dialogue.

Gameplay

As I stated in the intro, Faery plays very similarly to Final Fantasy in regards to combat. You have one team on the left and one team on the right, with each unit taking turns in hitting the other sides units until one dies. Unfortunately for this game, the battles are too easy and it never feels like you’re risking death. This is because of the obvious weaknesses in regards to spells, as well as being able to choose your fights smartly. Unlike most turn-based rpgs, enemies are visible in the play zone of the game and can be easily avoided if they look like they might be a challenge, thanks to the game giving you a pair of wings to fly wherever you want.

And really, that’s the games main selling point; the wings. Being able to fly across one end of a zone to another end of a zone in a really fast time is something that is really appealing. In this game, the flight replaces the walking that would normally be found in this type of game. So you still need to hover down to the ground in order to collect things and talk to NPC’s. You’ll also find that the majority of enemies also lay along the ground, so flying above them will generally keep you from fighting them.

Though, you will quickly learn that this technique isn’t very effective in dungeons. These are generally located in caves and the like. Dungeons tend to limit the distance in height that you can fly, which can force you into combat with some enemies. While most battles are incredibly easy, it just feels like this was added in to create a longer feeling dungeon.

After battling enemies, you will generally find that you increase your experience which goes towards upgrading your levels and unlocking new skills. So it often works against your favour to avoid battles anyway, though, some you will have to leave alone as they’re not yet balanced for the level you may currently be (or be too low for you to bother taking).

Remind anyone of anything?

The game also has a very easy to learn control scheme, so you won’t find yourself fighting with the controls very often. Along with easy to learn controls are easy to navigate menus and things. You’ll find that the further you go into the game, the more each option will mean to you in each customisation screen.

The last thing I’m going to talk about is the dialogue wheel. This thing is directly lifted from Mass Effect. Like, really directly. While it’s a good model to base a conversation on, I would like to see a little innovation in this area.

Graphics

This game is not pretty. Not at all. The game gives you a character creation tool because the devs probably realised that their own creations were representations of the spawn-lings of Satan. This normally wouldn’t be a problem (because games like Morrowind had absolutely atrocious modelling too), but the game is called ‘Faeries’; so it’s not unreasonable to expect somewhat pretty looking models.

“I’ll swallow your souls!”

The developers don’t look like they’ve put much effort into player models, or they’ve worked themselves too hard in modelling everything and have included too much that they just couldn’t cope with the amount, so quality degraded. I’m not sure if that’s the actual case, but it is what it looks like.

Outside of models are the effects, and they look effecty I guess. There isn’t really much flash in this game, nor are there any kind of effect filters to make the game seem different visually from scene to scene. It’s just one screen of yuck, to another screen of yuck. Not a very good selling point.

Audio

No voice acting and poor musical quality, this game has both those traits.

While I can forgive the lack of voice acting (I think that a lot of games use way too much of their budget in this department and hurt the final product in the end), having a poorly composed soundtrack is one that I cannot.  I mean, why’d they go for a symphonic soundtrack? They could have saved a tonne on utilising a midi soundtrack (did you know that most Zelda games run on this format?) and maybe had a much better sounding end result too. But regardless of the recording levels, if the composition is terrible, so too will the soundtrack be. There just wasn’t enough dynamics in the battle themes, nor was there enough memorability or effective composition in the overworld.

It’s hard to show audio in text format…

The attack/weapon/magic effects aren’t anything special, but they do their job at letting you know that something is happening while accompanying the visual effect of what’s happening.

Closing

Faery: Legends of Avalon is a RPG with turn based elements and a conversation wheel like Mass Effect. What isn’t as fun as however, is Mass Effect or Final Fantasy. If you’re the type of player that looks for fun in their games, you will want to avoid this title. However, if you’re the kind of player that loves being made to enjoy horrible and mind-numbing boredom, this game is the perfect match for you.

As an independently developed game, I can understand the budgetary limitations and man power limitations, but those could have been circumvented simply by adhering to a couple of the things that I touched on briefly in the above post. At best, this game can be used to entertain small children or as a tool to explain role playing mechanics of other games.

5-0-capsules-out-of-10

Namco Bandai Announce Ridge Racer For Playstation Vita


Namco Bandai have announced some big news, revealing that Ridge Racer (working title) is currently under development for the Next Generation Portable entertainment system, Playstation Vita from Sony. Players can expect the latest installment of the Ridge Racer arcade racing series to include break-neck speeds in high-performance racing machines with exciting new gameplay capabilities. The title is currently being co-developed by Namco Bandai and Cellius, a joint venture founded between Namco Bandai and Sony Computer Entertainment. Producer of this latest title is none other than Hideo Teramoto, who brought us games such as Ridge Racer for the PSP and Ridge Racer 7 for the Playstation 3. With this in mind, there is no doubt that this collaboration between Namco Bandai and Sony will end with great results.

GAMEVIL’s Baseball Superstars II Pro Now Available on the App Store

Mobile publisher and developer, GAMEVIL have announced another iOS game to add to the battering order of their hit baseball franchise, Baseball Superstars II Pro. Available now in the App Store, Baseball Superstars II Pro is an ambitious baseball themed title featuring seven game modes including: My League, Season, Exhibition, Homerun Race, Tournament, Mission and Match Mode. GAMEVIL have come back into the game, bringing advanced graphics to demonstrate high quality animations and details on the field as well a revamped interface to give users more control. New features to Baseball Superstars II Pro include: the power to recruit and add new super players to both training and story mode, customised pitching styles and batting effects, improved artificial intelligence for team-mates, selectable fielding tactics as well as the ability to control the weather. Baseball Superstars II Pro is currently available in the Australian App Store for $1.19 and the US App Store for $0.99.

E3 2011 Day 2 Pictures

E3-2011-Photos-0657

Though the big three have already made their huge announcements at this year’s E3, the games are just getting underway. MasterAbbott & Travis were on hand for the second day on the Expo floor, and every publisher was out and about to promote the coming year’s line-up.

In the photos below you can see the guys check out the booths for THQ, Capcom, Atlus, Sega and even Nintendo with the brand new Nintendo Wii U in tow along with some of the first images for the upcoming 3DS line-up (Cosplay Chun-Li Approves!). Enjoy the gallery and don’t forget to check back tomorrow for the final day of Capsule Computer’s E3 coverage!

 

Rift 1.3 Hammerknell trailer is now up

Coming June 22nd is the latest patch for the three month old MMORPG Rift, 1.3 Hammerknell. It is this same patch that is to have free character transfers and the like.

In this latest patch, players will be greeted with a brand new raid, The Desolate Halls of Hammerknell, which will be a new challenge for 20 players to undertake and enjoy. Hammerknell is a long lost Dwarven city located in the Moonshade Highlands and will feature long forgotten abominations and even more.

In the trailer players will catch a glimpse of the magnificence of the new area and of some of the trials and dangers that lay ahead. So any Rift players out there, make sure you take a look in order to better prepare yourself for the upcoming raid.

For more info visit –

The Official Website.

And our previous news article on free character transfers.

 

Gundam AGE revealed!


As previously reported, a new Gundam series is in the works and today it was formally announced along with details on the series. It was announced that the new series will be called Gundam AGE and will be produced by Level 5 a game developer whom has previously worked on anime series such as Inazuma Eleven and Danboru Senki.

Also unveiled was the plot of the series. The series takes place during an event known as the “One Hundred Year War” (a callback to the One Year War, of the original series). It will chronicle 3 protagonists lives over the 100 year time period of the war, including a father, son and descendant. Thus the “AGE” in the title.

The characters names have each been revealed, the father being named Furitto Asuno, his son named Asemu Asuno and their descendant Kio Asuno. Each character shares the same Gundam mecha which was originally developed by Furitto and then passed down through the ages.

There will be several tie-in projects including a manga, model kits, video games and more. The anime is slated for a release this Japanese Autumn season (September to November).

Wii U hands-on impressions

Both myself and MasterAbbott were given a hands on demonstration for each of the Wii U’s current playable experiences. The reason I say experiences is because these games are not actually being developed as legitimate games for the title, but were simply made to help E3 attendee’s be able to understand the technology and the advancements that the Wii U makes.

Japanese Tech Garden:
The first demonstration shown off was simply a repeat of what was shown off at the end of the Nintendo conference. This means that it followed a bird landing on a branch of a tree which suddenly bursts into bloom with Cherry Blossoms. The bird then picks one of the flowers from the tree and flies off with it and dropping it in the water where Koi fish swim around it.

HD Experience:
Yet another technological experience wasn’t interactive but showed off the fact that the Wii U will be able to display games with HD graphics. To do this they took footage from The Legend of Zelda: Twilight Princess and upgraded the graphics to HD and showed off footage against a spider boss of some sort. Link has never looked as good as he did on the Wii U’s small screen, which displayed everything flawlessly from the TV to the controller.

Measure Up:
This experience helped show off the way that players can take the controller and play with two people on one screen. This demonstration allowed two players to follow various instructions and draw the best they could to match these instructions. For example we were told to draw a triangle with 1.5 inch sides and we were graded on how close to this distance we were able to come as well as how cleanly our triangle was made. The person with the better score was given a point and over five matches, the one who won at least three walked away with the victory.

New Super Mario Bros. Mii:
Super Mario Brothers for the Wii U was set up to show attendees that they can play seamlessly without a TV. A TV was set up showing the game itself alongside the Wii U controller which displayed the exact same image flawlessly. We had five different levels to choose from, including a basic ground level, a cloud level and more. Super Mario Bros. Mii has the Mii name because you can play as your own Mii instead of Mario or Luigi.

Shield Pose:
The Shield Pose game was set up to show us how the various sensors in the Wii U’s controller detect movement and how players will be able to have complete 360 degree motion. During the experience we were told to raise the Wii U controller at a certain time to block arrows, and then bring the Wii U down quickly to shake the arrows off. This included arrows shot from the left, right and above meaning that we were turning all different ways and blocking the arrows being shot at us. This concluded with a quick dancing session and finally a powerful energy blast that we had to physically shove forward with the Wii U controller to destroy the pirates shooting arrows at us.

Chase Mii:
The Chase Mii game was set up to show the flawless play that Wii U owners will experience with the new and old technology from the Wii. Four players were given Wii remotes and were tasked with chasing down a pre-set Mii character that was being controlled by the Wii U. The Wii U holder was able to see the entire map and was tasked with simply running away and avoid being tackled by the other four players. The experience worked flawlessly and is quite responsive as both new and old tech worked seamlessly with one another.

Battle Mii:
Finally we have the Battle Mii station which allowed three players to play at the same time. Two players controlled Samus Aran bodied Mii’s that also had the ability to roll up into a ball like Samus. These two players use the Wii remotes and are tasked with shooting down the space ship which is being controlled by the third player with the Wii U controller. The Wii U controller holder must defeat the two players on the ground to win and can control their space ship by tilting the Wii U controller one way or another, you are able to shoot with the triggers on the back. The tilting controls felt a bit difficult to use unfortunately and we spent a lot of time nose diving into the ground but thankfully there is a bit of time in the beginning to help accustom yourself with the gyroscope experience before the match begins.

The Wii U is actually as impressive as it sounded in the Nintendo Conference. At first I was a bit skeptical but after holding the Wii U controller in my hand I was pleasantly surprised to not only find that it was very light, weighing no more than two or three pounds, and that it was as responsive to movement as the 3DS is now. The flawless integration of the old technology with the new technology is also impressive, making current Wii owners feel that they will have an enhanced experience thanks to owning both titles when this one is released.

Also I must speculate, that despite the fact that these games were announced only as experiences, that the four playable titles were actually quite enjoyable and could easily be combined into some sort of collection that could be released alongside the Wii U when it is shipped, similar to the way Wii Sports was with the Wii. This however is only speculation and should be taken as such.

Mass Effect 3 voice control exclusive to Xbox 360

The voice commands featured in Mass Effect 3 will only be available on the Xbox 360 version of the game. PC and PS3 versions will get no voice control features, as stated by BioWare’s Casey Hudson, executive producer of Mass Effect, saying that Kinect internal hardware is handling the voice recognition which means it would be a lot more difficult for voice control to feature on PC and PS3.

And there people were being apprehensive that Mass Effect 3 on Xbox 360 has the purple “Better with Kinect” bar – it turns out the Xbox 360 version could be the stronger of the three with this feature.

Mass Effect 3 is due for release on March 6th, 2012.

Killer Freaks from Outer Space revealed for Wii U by Ubisoft

Only recently, Ubisoft revealed that they would be backing Nintendo up with all their might for the release of the Wii U, promising two brand new IPs on top of the other titles planned for the system.

Now Ubisoft have been kind enough to reveal one of the two new IPs, Killer Freaks From Outer Space, which will be a launch title for the Wii U. Playing as one of the last survivors, it’s kill or be killed, and you must eliminate the Killer Freaks. Failure in this task results in the extinction of the human race, so only you can decide whether its legacy continues.

The trailer features a Londoner with a strong accent heading out on to the street and encountering a group of the monsters. Sweary, scary action ensues, so despite the misleading title hinting that it could be toying with words and actually be a kids game, this is most definitely not one for the kids.

Rise of Nightmares trailer all bound up

A very flickery trailer for Sega’s Kinect horror game, Rise of Nightmares, has been released. Unfortunately there’s no gameplay to go on in this trailer, only a slightly odd series of events hinting at just how involving the terror of Rise of Nightmares will be.

Rise of Nightmares heightens the horror experience like never before, forcing you to use your whole body against your enemies. Using the technology behind the Kinect sensor, you will fight your way out of a nightmare-world crawling with zombies, monsters and hellish scientists.

Rise of Nightmares is due for release exclusively on Xbox 360 Kinect this September.