Wednesday, November 12, 2014

Pokemon Omega Ruby Version Preview for 3ds

Pokémon Omega Ruby and Pokémon Alpha Sapphire will take you on a journey like no other as you collect, battle and trade Pokémon while trying to stop a shadowy group with plans to alter the Hoenn region forever. In your adventure, you will meet Legendary Pokémon and battle against evil organizations intent on their own aims! Take a journey through the Hoenn region, where two large organizations with opposing aims are locked in struggle: Team Magma and Team Aqua. In Pokémon Omega Ruby, Team Magma will seize more power to achieve its goals; Team Aqua plays the more prominent role in Pokémon Alpha Sapphire. Their contrary purposes lead them to clash bitterly. In order to bring about these grand plans, each will turn to the power of a Legendary Pokémon: Team Magma pursues Groudon while Team Aqua goes after Kyogre. What could be driving them to such lengths? Super-Secret Bases make their return in Pokemon Omega Ruby and Alpha Sapphire, but this time there are a few new features to show off while connecting with friends. Secret Bases are small rooms you can create, decorate, and share with friends. Add items from shops around Hoenn, set traps to trick visitors, and even create your very own Pokemon battle rules to test your rivals. It will be like being the leader of your very own Pokemon Gym! Sharing your Super-Secret Base with another player can be done in two simple ways. You can find a Secret Base with the StreetPass function of your 3DS, or you can create a QR code specifically for your secret base for others to scan with their 3DS camera and instantly find. Release Date Nintendo November 21, 2014

Wednesday, March 5, 2014

God of War Collection Coming to PS Vita Review

Summary: Two Epic Adventures of Conquest, Destiny, and Vengeance, God of War and God of War II, return for the first time on BluRay Disc! In God of War: Colleciton, you will experience the dark world of Ancient Greece through Kratos, a brutal warrior determined to murder the God of War.
Wait, what? God of War 1 and 2 are coming to Vita? Are you frakking kidding me? YEAAAAHH!!! All of the work in my career is an important part of making me who I am but the first two ‘God of War’ games were truly the catalysts for a creative A-Bomb… and no small amount of F-Bomb’s too. ‘God of War’ 1 and 2 changed the course of my career forever and nothing could please me more than to see them getting released on the Vita. We did some amazing work with the controls, seamless integration of an epic story into a load-free experience, and now that can be taken with you ANYWHERE!! If you haven’t played the games, never been a better time to check out portable version of the originals that started it all. How much would you pay for this on-the-go awesomeness? A million dollars, right? I would, but that is only because I truly have no concept of money, that’s why no one lets me handle it. I would own the original boulder prop from ‘Raiders of the Lost Ark’ right now if they did. It would be great but I would be broke. I am sure you can all handle your own money so grab the sweet Vita double pack when it releases with an MSRP of $29.99 on May 6th.

Saturday, February 22, 2014

Toukiden: The Age of Demons review

Description Toukiden: The Age of Demons takes Tecmo Koei’s expertise in historically themed games to an expansive fantasy world influenced by historical and traditional Japanese elements. Developed by the team that created Dynasty Warriors, this new franchise casts players in the role of the demon-fighting warrior, known as a Slayer. Starting from the Utakata Village headquarters where they will accept quests, players will venture out to battle monstrous and deadly Oni (demons) before they destroy all of humanity. Toukiden features a cast of characters that serve as your teammates, each given a little life by Japanese voice actors. Players join a squad of "Slayers" that must destroy many demonic Oni to save a historical Japan-inspired world from utter destruction. Along the way, players sift through occasional dialog options to build relationships with the characters, each one seemingly losing confidence in the task at hand before your created hero inevitably reminds them of their value to the group. The hero is also the only one of the group that can collect the souls of fallen legendary heroes, called Mitama, equipping them like armor to provide boosts and abilities in battle. It's not a particularly novel plot, but it's serviceable enough to encourage you to keep pressing forward. Unless you deliberately choose not to, you'll rarely ever venture out of the hub village alone to take on a large Oni. You can almost always choose to bring three of your fellow, CPU-controlled slayers with you, instantly making Toukiden much easier to handle than other beast-busting, dungeon-crawling adventures. The missions aren't as varied, primarily focusing the action on defeating various quantities of monsters with occasionally-restrictive challenges (kill 100 creatures within 5 minutes, etc). The main story lasts five chapters, though the offline campaign continues with subsequent chapters after the credits roll. Coupled with online co-op, the amount of content is healthy and generally satisfying, though the repetitive objectives can become tedious.
Compounding the monotonous objectives, Toukiden's demons display little in the way of flair or personality. You won't come to any deep understanding of the Oni or their malevolent intentions – they are simply "the bad guys" that stand between you and better equipment. Aside from their increasingly-elaborate designs as the campaign wore on (such as the downright freakish Viper Queen, a snail-meets-demon woman with two large, protruding snake legs), the large Oni only represented Toukiden's gradually escalating difficulty. Had the Oni shown more fatigue or permanent damage (hacked off limbs return as purple, translucent phantom appendages), they might have exuded at least a trace of personality, giving me more reason to go out of my way to reconquer the ones I'd already beaten. Destroying demons piece-by-piece was satisfying to a point, but not as thrilling as it is when slaying Monster Hunter's vibrant, lively beasts. The main story is pretty easy to trek through. I failed just twice during the 72 missions that compose the primary quest (before the extra chapters are unlocked). Even when introduced to a new, intimidating large Oni for the first time, the "cut the limbs off, then hack away at them" gameplan stayed true throughout the entire adventure. Items recovered from Oni are used to fulfill quests and upgrade equipment, though I completed nearly three chapters without changing my equipment or Mitama at all. I did give in eventually, curious about whatever new gear I could acquire, and I'm glad I did; battles with monstrous Oni that would have lasted 25 minutes turned into 15 to 20-minute encounters with my newer, stronger blades. Over time, Toukiden's array of collectible Mitama and equipment offer enough layers of strategy and depth that Toukiden became nearly as addicting – in terms of grinding to progress – as your traditional Monster Hunter game. The other half of Toukiden comprises co-op missions, which are tracked separately but don't differ much in objective from the story missions. Players can tackle them offline with their NPC teammates, via local multiplayer with up to three friends or online with friends and/or strangers. Those who can't field a full team can still select characters from the story to join them on missions as well. Save for very few disconnects and some latency issues – Oni locations sometimes don't synchronize, and it will appear that other players are hacking away at thin air – online multiplayer was a breeze to navigate and participate in. Players are stuck with preset text messaging and character gestures when in a hunting party, however. The lack of custom messaging options is a disappointing omission for avid hunters. You can always use the Vita's Party app to voice chat with friends, of course, not that team communication is really necessary – Toukiden's "kill the thing that never leaves this area" objective never changes.

Wednesday, January 1, 2014

Final fantasy X/X-2 HD Remaster for the PS Vita

Final fantasy X HD was recently release in Japan: Dec 26, 2013 Square Enix brings back two of the most popular RPGs of all time with bundle of the HD remasterings of Final Fantasy X and Final Fantasy X! Final Fantasy X began in 1999, with a budget of more than US$32.3 million and a team of more than 100 people. The game was the first in the main series not entirely scored by Nobuo Uematsu; Masashi Hamauzu and Junya Nakano were signed as Uematsu's fellow composers. Final Fantasy X was both a critical and commercial success, selling over 6.6 million units worldwide. On March 3, 2003, it was followed by Final Fantasy X-2, making it the first Final Fantasy game to have a direct game sequel. Final Fantasy X follows the exploits of the Summoner Yuna and her guardians as they battle an evil immortal enemy known as Sin. This beloved entry in the franchise includes side-quests such as the underwater sport of Blitzball and a monster battle arena, as well as a redesigned fighting system that mixes classic Final Fantasy elements with a "Sphere Grid" system. Final Fantasy X-2 is the first true sequel in the popular RPG series, and picks the story up two years later. The world has entered into a period known as the "Eternal Calm". During this moment of change, the people of Spira have shunned the once-sacred teachings of Yevon, and embraced the use of the formerly forbidden machina. While many of Spira's inhabitants are enjoying this time of peace, evidence of the High Summoner Yuna's lost love Tidus surfaces, prompting her to begin a new quest to find him. But these flaws stand out only because the game is such a dramatic masterpiece. As I said before, the story is the tightest one yet, with a clear focus and a well-constructed narrative arc. Along the way, you're treated to numerous stirring scenes, some rich with celebration, others fraught with peril, still others imbued with breathtaking beauty. Many scenes stand out, but one in particular comes to mind. It starts off early in the game, right after the major blitzball tourney, with an embarrassingly melodramatic sequence. Much later, though, the story returns to that moment via a flashback, and in the context of all the startling revelations, this once-cheesy moment is suddenly suffused with poignancy, dripping with nostalgic wistfulness. Wow. Now, that's an achievement. I mean, how many games have the sheer audacity to reach back into their own depths, pull out a wince-inducing scene, and then pull off the amazing feat of changing the very tone and relevance of that moment? That takes courage. Which, of course, all adds up to one fine role-playing experience. But what of the gameplay? Well, despite being an "RPE," FFX still packs in more quality gameplay than most RPGs could ever hope for, with the finest battle system yet for the series. The all-new Conditional Turn-based Battle system injects a much-needed dose of strategy into the combat, forcing you to really think your way through some of the tough boss fights later in the game. Even better, you can now switch in any of your seven allies whenever you want—which you'll need to do in order to get through the game. These upgrades fix two of my biggest gripes with the series. First, you no longer have a cast of unused characters; you really do need to use everyone at all times. Second, the pacing of the battles is much better. The artificially induced panic of the constantly ticking clock from the old Active-Time Battle system is gone, replaced with the more relaxed but also more challenging CTB system. Routine fights go by quicker if you choose the right characters to square off against the right monsters. The boss battles are more complex. And combat is much more dramatic. This CTB setup is perfectly complemented by FFX's innovative new Sphere Grid. Turning the notion of experience points on its ear, FFX offers a purely visual interface that you navigate using items gained primarily through battle. What's so brilliant about the Grid is that it offers an enticing illusion of free will. Each character starts off at a different point on the Grid, and as such is limited in his or her choices early on. Wakka, for example, is a heavyweight brawler, while Lulu is your black mage. But as you go on, you start to open up the Grid, unlocking all kinds of possibilities. Yet even during those early stages, the visual setup and the appeal of simply fiddling around on the Grid made it feel like I was building up my characters from scratch in the manner of my choosing—even though that's far from what was going on. As a longtime FF fan, I found the Grid to be the perfect balance between the free-form job system of FFV and the more regimented class systems of games like FFVI and FFIX. Release Date: March 18, 2014 for the English version of the game.