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Here’s your weekly look at what’s new on A Game with Chums!

Monday saw the latest instalment of our continuing let’s play of Life is Strange, in which Max raided everybody’s dorm rooms, got her best friend headbutted, and then ran into her old chum Chloe. Or rather, Chloe almost ran into Max. Also, Chloe has a Twin Peaks license plate, so she’s pretty cool with me.

Part 4 of the series, which finishes up Episode 1, will be up tomorrow!

On Thursday, our newest quick look was P.T., Hideo Kojima and Guillermo Del Toro’s ill-fated playable teaser for the sadly-cancelled Silent Hills. We’re all still pretty cut up about that, as P.T. was an absolute masterclass in nerve-shredding tension. Dan and I had played the game at launch but Paul, not being a PS4 owner, had missed out and so he wanted to see what all the fuss was about. We made him play it, and he didn’t make it very far. This one’s best watched with headphones on.

I hope you enjoy the latest videos, and please do give us a like and subscribe if you do!

Oops! This was supposed to be posted over the weekend and called ‘This week on A Game with Chums’, but alas, time got away from me. Anyway, let’s take a look at what was new in the world of AGwC over the last week.

Monday saw a new episode in our new Let’s Play series for DONTNOD/Square Enix’s adventure game Life is Strange. As a reminder, these go up once a week (so there’s a new one up right now!). In this episode, Max explores her university campus, and we get to see a skater kid stack it and take a deck in the nads. Top stuff, not to be missed.

Next up is another pick-ups video, filmed once again in a pub. So we decided to call them piss-up pick-ups. Because we’re a classy lot.
Recorded on May Day, Paul and I decided to head out on a grey, rainy bank holiday to scour the local game stores and see what we could find. It’s not just games though, as we managed to pick up a bit of nerdy swag too. Check it out to see what we grabbed.

(I can only apologise for the thumbnail. Dan was absent that day, so we had to include him in some way. Yes, those are chess pawns in his eyes).

Finally, on Thursday we published a Quick Look video of Rare Replay, where we decided to play some of the compilation’s Snapshots – think mini-challenges not unlike Nintendo’s NES Remix. Watch in awe at our heroic attempts at the endless, infamous Turbo Tunnel from Battletoads, and be prepared to wear out the edge of your seat as we attempt to build a rocket and blast off in Jetpac!

Also, as a cool little aside, Rare replied to our tweet ❤

That's all for this week! I'll be back with another round-up later this week, but as stated above our latest episode – part 3 – of Life is Strange is now live on our channel. Be sure to give it a watch and leave us a comment if you enjoyed it!

One of the original Xbox’s cult favourites is coming to Xbox One and Windows 10 soon, and, courtesy of Polygon, we now have our first look at gameplay.

A quirky mix of Arena battler and Collectible Card Game, Phantom Dust was a Japanese exclusive for Microsoft’s original big black box, made by Sega alumnus Yukio Futatsugi, creator of the excellent Panzer Dragoon series. Sadly, the game never saw release in Europe, and was not made widely available in the States either, causing many to miss out on it. Thankfully, it’s now getting a second chance.

Co-developed by retro specialists Code Mystics, Phantom Dust HD brings the game to Xbox One in full, native 1080p (with support for arbitrary resolutions on the PC side), expands the screen ratio from its original 4:3 to 16:9, and brings back multiplayer functionality over Xbox Live. Adam Isgreen, Creative Director at Microsoft Studios Publishing, is careful not to label the game a remaster, instead choosing to call it a re-release, and he notes that, with the source code for the game lost, there was a limit to what the team at Code Mystics could do to bring the game up to date. Having said that, it sounds like the new HD version is using higher resolution development assets rather than the compressed textures and FMV files found on the original retail disc, and it’s clear to see that Phantom Dust now looks better than it ever has, sporting a much cleaner presentation.

Some changes have also been made to the way players build a card deck, with some free DLC aimed at getting players straight into multiplayer without having to cut their teeth in the campaign first. To facilitate this, players will now have separate saves for both modes; while single-player unlocks will feed into your multiplayer arsenal, multiplayer-earned cards won’t be available in your campaign run. While it may be disappointing to some that Phantom Dust HD isn’t a full-on remaster, with these and some other quality of life changes in place, it’s safe to say that it’s also more than a mere port of the original.

One point of contention will surely be that the game still runs at 30 frames per second, but Isgreen notes that the original was hard-coded to that refresh rate and that the team were unable to change it. “The entire engine was built around the game running at 30 FPS,” Isgreen told fans on Neogaf. “Everything in the code and data is either frames @ 30, assumes 30, or hard-coded to expect 30 FPS.” On the plus side, Phantom Dust HD will be a Play Anywhere title, so players that have access to both Xbox One and Windows 10 will be able to buy it once and have it available on both platforms.

The route Phantom Dust has taken on its way to Xbox One has been rather circuitous. At E3 2014, Microsoft announced a reboot with a flashy CGI trailer – a CGI trailer that it later transpired developer Darkside Games had never seen. The game was put on hold in 2015, resulting in the small developer closing its doors – Kotaku covered the story from the developer’s perspective. Microsoft insisted that they still had intentions to develop the title, but nothing has been heard since.

At E3 last year, in a post-conference stream with Geoff Keighley, General Manager of Microsoft Studios Publishing Shannon Loftis announced a port of the original game, to the surprise of many. It seemed to some that this was a sop to those disappointed by the cancellation of the reboot, but it was later revealed that Loftis had funded the port with some leftover budget from another project, and had kept Head of Xbox Phil Spencer out of the loop until she had something to show him. Spencer is a big proponent of the game himself, so it seems Phantom Dust‘s XBO outing is something of a passion project for many on the Xbox team.

Quite when Phantom Dust will release is yet to be confirmed, but Spencer has previously stated the idea was to have it out before E3. Isgreen also told Polygon that fans will be happy about the price; many will already be expecting a low price point, given its mid-2000’s looks, but the Microsoft exec also suggested that the idea is to get as many people playing the game as possible, suggesting a low barrier to entry. Perhaps we’ll actually see it launch on Games with Gold in the near future?

Many will also be wondering what this means for the future of the franchise, if it indeed has one. Could this be testing the waters for another crack at a reboot, should players respond positively to it? Time will tell. But with E3 on the horizon, and an interview with Phil Spencer, where he spoke of investing in first party, still fresh in their minds, fans will surely be hoping for some good news this June. For my part, I hope that Phantom Dust and the recent Voodoo Vince re-release are the start of a renewed focus on some of Microsoft’s older IPs.

A few days ago, I posted about a YouTube channel I’d started with a couple of friends, called A Game with Chums. Up until now, we’ve focused on random one-off Quick Looks, but as of yesterday we’ve embarked upon our first ever full Let’s Play. I’d like to invite you to join us as we play through DONTNOD’s critical hit Life is Strange.

I mentioned before that we upload videos every Monday and Thursday, so we’ve decided to make Monday our Let’s Play day. This Thursday, we’ll have something else for you in our Quick Look series, and then we’ll be getting back to Life is Strange again next Monday.

Also, I know we’re a bit quiet in this first part. Sorry about that, it took us a while to set up and then settle into it. We’ll be back in full force for Part 2! I hope you’ll enjoy the video and join us for the rest of the adventure, and if you do, please consider throwing us a like and hitting that sub button. Thanks!

You might have noticed that I’ve been a bit absent for a while. There are a few reasons for that, the most important of which is that I’ve been working to set up a new YouTube channel with a couple of friends. Dubbed ‘A Game with Chums‘ (yes, we shamelessly ripped off A Game of Thrones because we have no imagination), our channel focuses on video game quick looks with the occasional bit of drunken banter. We aim to get new videos up every Monday and Thursday, and so far have 12 ready to watch, with today’s Catherine quick look being our newest (and possibly most drunken).

So far, we’ve just made 20-30 minute videos of random games (including plenty of OG Xbox!), but we do plan on getting some let’s plays recorded before long – it’s a bit difficult to schedule at the moment, as we all live separately and can’t meet up as often as we’d like, but we’ll make it happen.

A Game with Chums is pretty low-tech – it’s just the gameplay footage and our commentary, no fancy webcam view or picture-in-picture windows or anything. This is partly because we’re a bit poor, and so have to make do, partly because we’re still learning, and partly because we’d like the gameplay to take centre stage. We’ll get better as we go along, and I hope you’ll take a chance to check our channel out, and maybe even subscribe and follow us on social media if you enjoy what you see. We’d also welcome game suggestions on our various accounts, which I’ll link below.

Facebook
Twitter
Instagram

None of this means I won’t be writing anymore, though. I appreciate that my blog has appeared to be dead for a fair while, but I do intend to get back to writing before long – that’s my main passion, after all. I hope you’ll check back soon to see what’s new, and I also hope you’ll check out our YouTube channel and like what you see.

Stay tuned for more, and thanks!

2B and 9S
I absolutely love NieR. It wasn’t always so; until a little over a year ago, it was one of those games that sat in my perpetual backlog, waiting to see if I’d ever get around to playing it. Friends had tried to convince me, telling me of its unique characters, its genre-hopping tendencies, or its wonderful soundtrack, but still it sat unloved on my shelf. And then, at E3 last year, there was a surprise. A sequel was coming, and it was being developed by Platinum Games! I saw friends celebrating this announcement the way I celebrated Shenmue 3‘s reveal and I knew that I had to pull my finger out and finally play the 2010 original. After doing so (and coming to realise that it’s one of the best games of its generation), I came to regard that E3 surprise as something of a dream project: Taro Yoko was back to direct, as was producer Yosuke Saito and composer Keiichi Okabe, and they were being joined by frigging Platinum Games and Akihiko Yoshida. Holy fucking shit.

And so here we are, a few months before release, and Square Enix have bestowed upon us a little Christmas present: a high-octane demo to take us through the festive period. If there’s one weakness the original NieR had, it was probably the functional but fairly uninspiring combat, so the idea of Platinum handling the fighting engine is cause to salivate, and there’s plenty of opportunity to try it out here. We’re let loose as android warrior 2B, as she fights aggressive robots through an otherwise abandoned factory, a rusty, dilapidated setting somewhat reminiscent of the first game’s junk heap dungeon, though the boss waiting for you at the end is much larger than P-33 (or Beepy to his friends).

Bullets!

Combat recalls Bayonetta at her balletic best, as 2B pirouettes around the arena with a pair of swords at her disposal. There’s a heavy and light attack for you to create combos from, with jump and heavy attack performing a wide-arcing launcher allowing you to continue your assault while airborne. Executing a heavy attack in mid-air will see 2B slam her sword heavily into the ground, while holding the button when stationary will charge up a short, brutal heavy combo. Of course, this being an action game, you’re going to need a dodge, and NieR Automata‘s might well be the best I’ve encountered in any action game, allowing you to not only nimbly evade enemy attacks but glide elegantly around the battlefield. It even has a touch of Bayonetta‘s witch time about it, with a perfectly timed dodge seeing 2B almost dissolving into thin air. It doesn’t slow down time, but it feels just as satisfying to pull off, and looks terribly flashy. But this isn’t just a straightforward action game, it’s a NieR game, and that means there’s going to be plenty of bullet hell sections, too. To aid you in this, you have a robotic pod that hovers above your head and sounds a lot like Mass Effect‘s Legion, effectively playing the part of Grimoire Weiss here and empowering you to shoot down enemy bullets. It’s definitely not anywhere near as charming as a floating magic book that sounds like Alan Rickman, though.

Reaching the end of the dungeon, there’s of course a massive boss to contend with, and even a touch of fighter jet/mecha action, and as you finally defeat the gargantuan construct, only to witness more of them rise from the depths of the ocean, it hits home just how much Automata feels like a perfect mix of Taro Yoko and Platinum; there was the worry that one would dilute the other, or both might only be able to operate at half strength, but it feels like everyone is firing on all cylinders and working together nicely. Though the demo is combat heavy – and as such we are yet to see the more expansive environments, genre-splicing madness and deeper RPG trappings you’d expect of a sequel to NieR – there’s a sense that you can feel the touches of everyone who has had their hands on this, whether it be the character action combat of Osaka’s finest, the perspective shifts and bullet hell sections that made NieR such an idiosyncratic gem, or the wonderful Akihiko Yoshida character designs and haunting soundtrack from Keiichi Okabe, this really is NieR x Platinum Games, and it seems like it’ll be everything I wanted, and everything that this particular collaboration promised. It’s almost as if it’s a game tailor-made for me: I can’t quite believe that the next great Platinum character action game is also going to be a NieR sequel. What a time to be alive.

Side-on

Now there are only two things to wonder about. Firstly is how well Platinum have kept to the structure of the original, which drew a fair bit of inspiration from the Legend of Zelda franchise; as much as I love Platinum’s games, I don’t want a NieR game to be a series of discreet missions (although, now I think of it, I’d love to see them have a stab at Drakengard somewhere down the line, too!). It also remains to be seen just how much Automata will tie into the original game, with this one apparently set more than eight thousand years after the events of NieR, with humans having fled to the moon, the earth having been overrun by hostile robots, and taken to sending androids like 2B to the surface to reclaim the land. We already know that a few characters will be returning in some fashion, so I’m hopeful that we’ll get some kind of insight into the immediate aftermath of the first game, where the world was left in a pretty sorry state. But then, when has Yoko ever done the expected thing and given us a direct sequel? Only time will tell.

NieR Automata releases on March 10th 2017. You can see a playthrough of the demo below.

regalia
Little more than two weeks before the release of Final Fantasy XV, Square Enix released the third and final demo for their ambitious open world adventure. First there was Episode Duscae, our first proper look at Final Fantasy XV that released more than 18 months ago, as a bonus for those purchasing Final Fantasy Type 0. Then, as the company held a lavish event this past March to announce the (now missed) original release date for the game, we were, ahem, ‘treated’ to the Platinum Demo. With each demo, there has been as much to complain about as there has been cause for celebration, but this time the good massively outweighs the bad; this latest taster, Judgment Disc, shows not only that the game has come along in leaps and bounds, but that the two months Hajime Tabata’s team bought themselves back in September have been wisely spent indeed.

Of course, before we get into the gameplay and technical details of Judgment Disc, it’s important to note that it is a Japan-only demo. As such, if you want to play it, you’ll need to either change your Xbox region to Japan, or create a Japanese PSN account. As there’s no English text or speech, you could also do with some working knowledge of spoken and written Japanese. I have neither, but managed to stumble through the demo regardless (though not without a couple of issues, as I’ll get into later).

Getting into the demo itself, the first thing you’ll note is that it both looks and performs much better than either of the previous releases; offering nice clean image quality and steady frame rates, Judgment Disc shows Final Fantasy XV looking and feeling better than it ever has before. It’s even noticeably improved from the Gold Master footage Square Enix made available in the days after the delay announcement, so there’s no doubt that pushing back the release was absolutely worth it. The chunk of the game we’re given picks up right from the start, with the unexplained (and somewhat bewildering) chapter 0 flash-forward giving way to the present day as Noctis and chums must push their broken down car along a sun-baked highway to Hammerhead, before moving onto Galdin Quay in hopes of catching a boat to Altissia so that the prince can make it to his wedding in time.

Before long, you’re set free and out into the sandy region of Leide, to hunt monsters as payment for your car repairs, and it becomes immediately obvious that the chunk of world we’re given to run around in is absolutely vast, the generous demo recalling memories of Panzer Dragoon Saga‘s entire first disc being given away on the cover of Sega Saturn Magazine back in May ’98 (I still have that disc!). Indeed, it’s a shame that this demo hasn’t been made available to everyone, such is the positive impression it leaves; few will have played the promising Episode Duscae, tethered as it was to first print purchases of Type 0, and Platinum Demo really wasn’t something that deserved to be most people’s first point of contact with the game. Granted, it’s easy enough to get your hands on Judgment Disc – especially on Xbox One – but the fact that all text and voice is in Japanese will be off-putting to some.

If there’s one concern I do have at the moment, it’s that, at this admittedly very early point in the game, I think I preferred the combat in Episode Duscae – well, certain aspects of it at least. The systems are broadly similar of course, with Noctis switching between four weapons, stringing together combos as he goes, all the while dodging enemy attacks with an MP-draining defense stance or a more traditional dodge-roll. What’s different here is that, rather than building your combo by placing weapons in specific spots, influencing when and how they’ll show up in your ongoing assault, you now have the ability to switch weapons in real-time, a change originally seen in the Platinum Demo. This is absolutely A Good Thing. What’s less welcome, however, is the absence of Duscae‘s weapon-specific Techniques. In that first demo, each weapon in Noctis’ armoury had a powerful ability attached to it – his Blood Sword, for instance, offered Drain Blade which, after a short wind-up would hit the enemy and transfer some of it’s vitality to Noctis, while his Dragon Lance would grant you access to that iconic Final Fantasy Jump command. While we’ve known about this change for a while – they were also missing from the adult Noctis battle at the end of Platinum Demo, for instance – it’s still a rather disappointing change, and can serve to make combat feel a little more one-note than it previously did; while the game still isn’t a case of ‘hold circle to win’, as many detractors would claim around Duscae‘s release, it does now feel a little closer to that than it previously did. That being said, these Techniques do have a replacement here, of a sort. They’ve been given to your allies.

Well, kind of. You see, above your weapon UI, there’s a green bar with a few notches along it that fills as you battle enemies. Attaining a notch on this metre allows you to perform a party attack, ordering one of your entourage to carry out a specific ability. For instance, Gladio, Noctis’ beefy bodyguard, will perform Tempest, a wide-sweeping sword attack that pulls enemies together and was last seen attached to Noctis’ Engine Blade in Duscae. Ignis and Prompto have their own abilities of course, with Prompto firing a piercing shot at the targeted enemy and Ignis throwing his daggers out to mark a number of enemies, which Noctis will then warp between. These actions are always enjoyable to use, and successfully landing one triggers a QTE which allows Noctis to follow up with a tap of a button. And while they are definitely an addition I like, as they make the otherwise-uncontrollable members of your party feel a bit more involved and under your control, I must question whether they had to come at the cost of Noctis’ own weapon techniques, which were, more often than not, a risk/reward mechanic in Duscae, as they needed both a long wind-up and a good chunk of MP. Without this mechanic, the rhythm of battle has changed from one where you’d constantly be looking for a bit of time and space to slip in a damaging technique to one where you just attack until you build enough meter to trigger a party member into action, which then takes you out of the fight for a few seconds. Again, it’s very early in the game at this point, and I’m sure there’ll be later additions to the core combat system that shake up that rhythm somewhat.

gladio

What’s a little more concerning is the somewhat unresponsive nature of your button presses. There’s a noticeable delay between pressing a button and having a command carried out; running through the world and jumping over obstacles will see you needing to press jump before you actually reach that obstacle, for instance. While this is something you’ll get used to fairly quickly, it’s exacerbated by the combat system’s reliance on animation priority, making it very easy to get stuck in the middle of a sword swing – especially with a slow weapon like the Engine Blade – and then take a hit despite holding down the defend button while you wait for the animation to finish. Animation priority alone would make the combat a little more ponderous, as you wait for an opening before committing to an attack (think The Witcher 2‘s sword combat) but marrying this to unresponsive button presses can and will cause frustration. Enemies are weak to specific weapons, so if you’re fighting a monster that requires you to use a heavy sword – like the crabs near Galdin Quay you can see in this article’s second video – you’ll probably end up getting knocked about before you land a hit. I’m hoping that the responsiveness will be improved for release (we will still be getting a day one patch, of course), but otherwise it’s something I’ll have to adapt to by playing much more cautiously, watching enemies for an opening rather than just wading in with a massive sword.

There is actually a mechanic in the battle system which seems to exist to give you a bit of breathing space, however: link attacks. Should you land a parry or a back attack while standing next to an ally, you might trigger a cool, cinematic co-operative attack with that party member. These segments always look fantastic – witness Gladio throwing Noctis into the air from the point of his sword, before the prince comes crashing down to earth with his spear – and like the aforementioned party actions, these also take you out of the action for a second or two. I can imagine that attempting to manoeuver yourself into a position to make link strikes happen as often as possible will be a big part of your combat strategy, giving enemies less of a chance to attack.

We got a brief look at magic usage in the Platinum Demo, and Judgment Disc gives us an opportunity to try out the game’s new spell-crafting system. Gathering magic is somewhat reminiscent of FFVIII‘s draw system, as throughout the world you’ll find naturally occurring deposits of elemental energy that you can absorb and then use to craft magic spells. Unfortunately, I couldn’t manage to wrap my head around the crafting mechanics, whereby you select an equippable magic bottle, an amount of elemental energy and then modifying items from your inventory to create spells with differing effects, such as a fire spell that will also poison your target. As I couldn’t read the text prompts, I had to settle for pressing all the buttons in hopes of making something happen but sadly, elemental mastery eluded me. It’s a system that should help add a few wrinkles to combat, and I can’t wait to get to grips with in the full game, but Judgment Disc does at least gift us a few uses of the base fire spell partway through the demo. Try not to throw it at your team mates. Or do, if you want to see them panic a bit, as magical friendly fire is a thing that exists in Final Fantasy XV.

Another aspect of the game that I look forward to finding out more about is sidequests. In the chunk of game offered here, you can take on hunts at local diners before heading out into the open world to exterminate troublesome mobs, but other than that side content seems a little thin on the ground. Again, not being able to understand the language puts me at a disadvantage here – for all I know, it’s possible to pick up additional quests simply by overhearing NPCs or reading in-game items – I’ll find out for sure when I have an English copy of the game. We’ve also seen some side content in the material Square Enix and various press outlets have put out in the last couple of months, it just remains to be seen how impactful that content will be; will it boil down to fetch quests and monster hunts, or is there something more interesting in there?

What is interesting is that we finally get to play with the Regalia this time. We came tantalisingly close in Episode Duscae, with the demo ending just as we were ready to get behind the wheel, but here we get to finally take our flash set of wheels for a spin. You can choose either to drive manually or let Ignis take control, and this mode is surprisingly enjoyable, as you’re left free to spin the camera around and enjoy the scenery, all the while listening to classic Final Fantasy tunes on the car radio. I can see myself driving all over just to enjoy some old school Uematsu magic, though if I have one piece of advice, it is this: do not forget to fill up on fuel!

Story remains my biggest interest, though. In a sense, I’m quite glad I can’t understand any of the text or dialogue in this demo – though I have seen all of this content in English, thanks to Square-Enix’s aggressive video policy post-delay, the language barrier has kept me from getting too interested in the goings-on of Noctis and his retinue, allowing me to focus solely on the gameplay. But this has always been one of the biggest draws for me in a Final Fantasy – following the narrative beats, getting to know the characters, and losing myself in the world – and having avoided all spoilers, I know just enough to be very interested in where things go from here. One thing I had been worried about was the absence of the imperial invasion of Insomnia – originally slated for the game and now only appearing in Kingsglaive – fearing that the events of the game might feel a bit disconnected from that really quite important story detail. Thankfully, the day one ‘Crown Update‘ will add scenes from the film (as well as the excellent Omen trailer) to flesh out the current state of the world, so that should help. As I mentioned in my Kingsglaive review, I am a little sad we’ll never see the Insomnia invasion in-game, but I’m ready to see where this version of the story takes us, and I can’t wait to join Noctis and crew on the road. After ten years of waiting, I can’t believe its merely days away.