Archives for posts with tag: News

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!

Switch console
I’m pretty excited about the Switch. I have to admit, I like the idea of a hybrid console quite a bit; while I love my home console blockbusters as much as the next person, I have a lot of admiration for my handhelds, because they offer games that either don’t see release on home console, or that just make sense to play on a smaller screen wherever you are. Games like Danganronpa, Steins;Gate and Bravely Default, and others like Rhythm Thief, Yomawari and Etrian Odyssey make systems like the Vita and 3DS worth owning, so the prospect of a machine that gives me both my handheld fix and Nintendo’s evergreen home console titles certainly excites.

Before the unveil, when rumours of a hybrid console were still just that, Nintendo moved to consolidate its handheld and home console teams, leading many to believe that their new machine would give gamers the best of both worlds in one box, offering a steady stream of typically home console-style titles and more traditional handheld fare, all in one place. Post-reveal however, the waters were muddied somewhat when Reggie Fils-Aimé, President of Nintendo of America, stated that the Switch would not serve as a replacement for the company’s current handheld, the 3DS. This statement was further strengthened when, during a Nintendo Direct stream for the Fire Emblem series, a new handheld-only title was announced.

Of course, it’s a good thing that Nintendo are continuing to support their 65 million-strong 3DS userbase, but the only thing I could think in the aftermath of that announcement was, “why couldn’t they put that on the Switch as well?”

Fire Emblem Echoes: Shadows of Valentia, a ground-up remake of the Japan-only 1992 Famicon game Fire Emblem Gaiden, lands on the 3DS in May, just two months after the Switch itself hits store shelves supported by a pretty meagre launch line-up. Of course, by May, new Switch owners will also be able to get hold of Mario Kart 8 Deluxe, a Game of the Year-style port of the Wii U kart racer, as well as, presumably, a handful of other games, such as Disgaea 5 and Puyo Puyo Tetris. And while there was also an announcement for a new, Switch-only Fire Emblem at that Direct presentation, it won’t see release until sometime next year. So it strikes me as a bit odd that Nintendo didn’t think to put Echoes out on both systems, giving gamers the choice of where (and how!) they want to play the game, while also bolstering the Switch line-up at the same time.

It seems to me that Nintendo have an opportunity here to both beef up their new console’s catalogue and transition gamers over from the 3DS, by releasing those handheld games – and I’m making the assumption here that Echoes won’t be the last ever game made for the 3DS – on the Switch too. One problem here could be price, as gamers aren’t likely to pay significantly more money for a game that they could just get on their existing 3DS, and pre-order pricing for Switch games is currently a bit out-there (Super Bomberman R for fifty quid, anyone?). What I’d like to see Nintendo do is to make the games available on the same day and, crucially, at the same price for both systems. I’d be perfectly happy to pay, say, £30 to play a Fire Emblem Echoes or a Link Between Worlds-style Zelda adventure on my Switch, filling the gaps between the likes of Splatoon 2 and Super Mario Odyssey.

Project Octopath Traveler, from the Bravely Default team, suggests we will see smaller-scale, traditionally handheld-style games on the system.

Project Octopath Traveler, from the Bravely Default team, suggests we will see smaller-scale, traditionally handheld-style games on the system.

This is a new concept for a games machine, one that can be used as either a handheld or a home console, so lets see it take advantage of that unique selling point and bring as many games into our hands as possible. Handhelds like the 3DS and Vita are overflowing with tons of little Japanese curios, visual novels, old-school jRPGs and rhythm-action games, and sadly, eventually those systems are going to be put out to pasture. I want the Switch to pick up that slack, to continue that legacy, while pushing up the minimum target spec, allowing for more technically-impressive handheld games while also bringing Nintendo’s stellar home console output right into my lap, all at the same time. I want to see Nintendo really embracing the handheld aspect of the Switch; I want to see it become a super-powered successor to the Vita and 3DS as much as it is a sequel to the Wii U, even if they do keep insisting its primarily a home console.

Because if they mean to support the Switch and the 3DS separately, we have to wonder why they ever bothered to merge their handheld and home console teams in the first place.

7t7o4av

Western Hatsune Miku fans would surely be celebrating this week, if only they could tear themselves away from the newest rhythm game in the Project DIVA series.

Released in Japan last June, those of us outside the Land of the Rising Sun never thought we’d see the game released in our territories. Thankfully Sega surprised us all late last year, announcing that Hatsune Miku: Project DIVA Future Tone would be dancing its way westward in the new year. Earlier this week, it finally arrived on PS4.

If you’re familiar with the Project DIVA rhythm games that have previously graced the PlayStation 3, 4 and Vita (and prior to that, in Japan only, the PSP and arcades), then you’ll feel right at home here, as you hit notes in time while Miku and her Vocaloid pals sing and dance their digital hearts out. Future Tone itself is a port of 2013’s Japanese arcade release Hatsune Miku: Project DIVA Arcade Future Tone, and can be found on the PlayStation Store as a free, base-game download with two songs, as well as two paid add-on packs – Colourful Tone and Future Sound – which each contain over a hundred songs. The packs are £24.99 a pop, or you can grab a bundle containing everything for a more than reasonable £44.99. That will net you 220 songs, as well as hundreds of modules (outfits) and accessories for all six Vocaloids.

While Future Tone is definitely a Project DIVA game, its mechanics do differ a little from the console series. First off, the positives: scratch notes are no more! I was never a fan of these, as I thought they just served to make stretches of a song a bit boring and lacking in challenge. Here, they’re replaced by directional slide notes, which would be activated via a touch panel on the arcade machine. On PS4, you can play these either via L1/R1 or tilting either stick in the displayed direction. These feel more interactive than scratch notes ever did, and come in a couple of different types – short slides that basically only require a press of a shoulder button or a flick of an analogue stick, or lengthier slides that require a hold. I prefer to use the stick for these, as they feel more tactile.

Slide notes

Hold notes are also different. In Future Tone, they have no tail to denote their length, and there’s actually no requirement to hold them at all; if you want, you can just tap them like a normal note marker and move on without fear of damaging your combo, but holding will add to your score quite substantially, especially if you can get a multi-note hold going.

Speaking of multi-note inputs, these are also different, and it’s here where Future Tone provides most of its challenge, at least to me. These new linked notes task you with tapping or holding two different inputs at once; think the arrow notes from the Project DIVA series, except in Future Tone you’ll often need to hit two different buttons – rather than, say, up and triangle, you might have to hit X and O. Sometimes you’ll have to hit three or four buttons at the same time, and these really do take some getting used to as there’s nothing like them in the previous games. You can of course (indeed, should) use d-pad inputs as well as the face buttons, but still, these are always the bits where my runs fall apart as I try to make sense of what I’m seeing on the screen in the split-second I have to respond, panic, and subsequently flub a whole section. Go me!

While the most recent title, Project DIVA X, was a bit of a letdown, Future Tone represents a massive improvement simply by pruning the fluff of past games. The Project DIVA series has long offered some light simulation/relationship elements, such as building friendships with the Vocaloids and buying gifts for them to display in their rooms, but Future Tone sweeps all of this aside in favour of simply presenting the player with over 200 songs to play, all unlocked from the start. It’s just a pure rhythm game with tons and tons of content, and it’s exactly what I wanted the next game in the series to be. If I have any complaints, it’s that while you can create custom playlists, you can’t actually play through them – the game only allows you to watch them as music videos, which is nice (and any snapshots you take here will also show up during the game’s brief loading screens), but seems oddly restrictive – and there’s no Matryoshka, though as there’s no GUMI in Future Tone, it’s an understandable omission.

mikugongetchoo

If you’ve ever been curious about these games but never jumped in, now is the perfect time. Quite honestly, Project DIVA Future Tone is the ultimate Miku game. It may not have every song, but you’ll be hard pressed to feel let down by the song list. The only question is where does the series go from here? It’d be a little disappointing to go back to smaller releases after this hefty offering, so my hope is that this game will serve as an evolving platform going forward, with Sega adding songs new and old to the game over time. And maybe even GUMI, too.

It’s also another sign that Sega might be starting to wake up to their fans outside of Japan. Releasing the best Miku game ever is a hell of a strong start to the year, a year in which we’re also going to be seeing Yakuzas 0 and Kiwami, Valkyria Revolution, a couple of new Sonic titles and more. It’s also coming hot on the heels of the news that Sega has registered websites related to HD remasters of Shenmue, so it seems there are reasons for fans to be cheerful after all.

mikuft
The seemingly impossible has happened, as Sega have confirmed that Hatsune Miku: Project Diva Future Tone, a previously Japan-only port of the previously Japan-only Hatsune Miku arcade game, will be released in Europe and the Americas early next year.

Coming to the PlayStation Network on January 10th, Future Tone will be made available in the same digital configurations as its Japanese release. There will be two separate song packs, called ‘Future Sound’ and ‘Colourful Tone’, the former focusing on tracks that have appeared in the Project Diva games, the latter being drawn from the Project Mirai and Arcade games. In total, there will be over 200 songs and more than 300 modules to choose from.

We only have prices in USD at the moment, but we can assume Euro and GBP pricing won’t be too far removed. Each pack will cost $29.99, or you can buy a bundle for $53.99 that will contain both packs as well as a couple of bonuses. Here’s an overview from Sega themselves:

About

Hatsune Miku: Project Diva Future Tone kicks off with a bang by giving players more than 200 songs for Miku and her digital friends to perform. Newcomers and veterans alike will have new controls to master, and tons of customization thanks an unparalleled amount of costume modules to unlock! Releasing on Jan. 10, 2017, players will be able to choose their Future Tone collection – from ‘Future Sound,’ a collection of songs centred around the Project Diva kinship of games or ‘Colourful Tone’ which collects songs related to the Project Mirai games and arcade songs. Lovers of all things Miku who purchase both packs will have both hairstyle customizations and exclusive “survival course” added on! Each package will be available for $29.99 or the entire Future Tone set of both will be at special discount for just $53.99.

Key Features
•Energy to Surpass Miku Herself – As the arcade version of Hatsune Miku, Future Tone amps up the game’s speed and energy, and players will need to master a different style of control, making it the most frenetic Miku rhythm game yet.
•Choose from Hundreds of Songs – With a final tally of 224 songs across both of Future Tone‘s packages, the game features the most expansive collection of songs yet from Hatsune Miku and her friends.
•Set the Stage – Dress up Hatsune Miku and her friends with more 340 unique costume modules and accessories across the Future Tone packages. Players who purchase both packages will get access to an exclusive feature where they can mix and match costumes and hairstyles.
•Bring the House Down –Future Tone takes full advantage of the PlayStation 4 and will present all of the arcade-style action rendered in glorious 1080p/60fps.

Hatsune Miku: Project Diva Future Tone is a pure arcade experience – players will be able to unlock songs as they play the songs in any of the game’s up to five difficulties: Easy, Normal, Hard, Extreme, and Extra Extreme, earning the game’s VP currency commensurate to the challenge level. VP can be used to buy new costume modules and customized items to style Miku and her friends in the manner of players’ choosing.

Pricing

When the game launches, players can find Hatsune Miku: Project Diva Future Tone on the PlayStation Store as a free download that contains two songs. Within the game’s user interface, players will be able to purchase the ‘Colourful Tone’ and/or ‘Future Sound’ packages individually for $29.99 or as a bundle for $53.99.

It’s great to be getting more Miku so soon after the western release of her latest game, Project Diva X. With Future Tone being a digital-only release in Japan, it was a longshot to expect it to make its way over here – especially in Europe where Project Diva X didn’t receive a physical release, leading fans to wonder if Sega was feeling a little hesitant about the series’ future here. It seems we needn’t have worried. Now to put some PSN credit on my Christmas list…

You can see the first English trailer below.

SOURCE: Gematsu

nocto
Yesterday, a new demo was released for the upcoming Final Fantasy XV. Called Final Fantasy XV Judgment Disc, it is unfortunately limited to Japan, with no plans to release it outside of the region.

This is a bit of a shame, considering that it’s effectively a chunk out of the beginning of the game, and while you will have seen it all a hundred times over if you’ve been paying particular attention to the post-delay coverage, there’s nothing quite like getting to play it for yourself. This is especially true when you take into account that the rather disappointing/baffling Platinum Demo is still the only exposure most people will have had to the game.

Still, just because it’s Japan-only doesn’t mean we can’t get our grubby mitts on it. It’s available on both PlayStation 4 and Xbox One’s respective stores, and with a little effort you can grab it for yourself. If you’re on PS4, you’ll need a Japanese account, but things are a little simpler on XBO; simply switch your console’s region to Japan (you can even leave language to your original setting), locate the demo on the store (I searched for ‘Final Fantasy Judgment’), set it to download, and then switch your region back. Although I will be buying the game on PS4, I grabbed the demo on Xbox One simply because it was easier.

CARBUNCLE'S BACK!!

CARBUNCLE’S BACK!!

Of course, just because we can play it, doesn’t mean we can understand it. There are no options for either language or subtitles, so unless you can understand spoken and written Japanese, you won’t have much of a clue as to what’s going on. I can pick up a handful of words of spoken Japanese, but when it comes to text I’m SOL. Luckily, a helpful Redditor has compiled this list of menu translations. It won’t help you understand the game’s dialogue, but at the very least it allowed me to invert my look controls before I lost my damn mind.

So far, I’ve only muddled my way through the tutorial (which, thanks to on-screen button prompts, isn’t particularly difficult to do) and played a little bit into the first chapter, killing a few oversized scorpions in a bid to get my flash car fixed. I’ll have a full write-up going up in the following days, once I’ve had a chance to play through it fully, but for now there’s one thing I can say for sure: Prompto is best bro.

After months of teasing, Blizzard have finally unveiled Sombra, the newest hero for Overwatch.

The announcement happened at Blizzcon, Blizzard’s annual convention, and revealed Sombra to be an offensive hero. With the (overlong) ARG leaning heavily on her exploits as a world class hacker, many thought she’d be either a defense or utility support hero, and while she does have a few useful utility abilities in her bag of tricks, which we’ll get onto shortly, she’s basically a backline harasser who looks to be quite capable of dishing out large amounts of damage with her SMG.

As an offensive hero, it’ll come as no surprise to learn that Sombra has some movement abilities to help her get around. In some ways, she almost seems like a bit of a mix of Tracer and Reaper; like Tracer, Sombra can teleport, though she does this by throwing an Unreal Tournament-style Translocator that remains in place for fifteen seconds. Perhaps you’ll throw it on a health pack, go and cause some havoc, and then port back to replenish your health. Or perhaps you’ll fling it over the heads of your enemies to appear behind them and harry their backline.

Sombra has long been thought to be a stealthy character, and her other movement ability ties into that. Her Thermoptic Camouflage renders her basically invisible for a handful of seconds, granting her a massive speed boost into the bargain, and it comes across like a stealthy take on Reaper’s Wraith Form, essentially taking her out of the fight briefly and allowing her to get around at speed. Of course, should she attack or be attacked while cloaked, Sombra will drop out of stealth. Using it in conjunction with the translocator should allow her to get in and out at will and really upset the enemy team’s setup.

But what about those utility abilities that we mentioned earlier? Well, being a top hacker, Sombra can of course, well, hack. Holding her alt fire (right click on PC, most likely left trigger on consoles) allows her to begin hacking an enemy, which will temporarily lock their abilities. Is there a Genji on the other team that’s really annoying you? Hack him to deny him his deflect and then go to town! Or hack that Zarya to prevent her from giving out shields.

BOOP!

Perhaps the most exciting use of Sombra’s hack, however, and the one that will probably be the biggest help to your team, is her ability to hack health packs. While hacked, these not only respawn much, much faster but can also no longer be used by enemy players. And while Sombra’s hack has a six second cooldown – and affects enemies for the same amount of time – a hacked health pack will remain so for a full minute and is not undone if you hack something else, so it should be possible to run around and basically salt the earth, so far as enemy health pickups are concerned. Focus down the enemy healer, and this becomes an ability that could seriously turn the tide. Hacking takes a second or two, cannot be initiated while in stealth, and taking damage will interrupt the attempt, so you’ll have to pick your targets carefully.

Sombra’s ultimate is also quite a Support-y ability, as she sends out an area-of-effect EMP pulse that not only hacks all enemies in range, but also dissipates all shields and barriers. That means Reinhart’s barrier is gone. Zarya’s shields are gone. Has Lucio just dropped the beat? That’s all gone too. It’s basically a massive leveller, and I can see it maybe being a touch controversial; I can’t argue too much with it cancelling out ults like Lucio’s, as his and Zenyatta’s ults basically already exist to nullify offensive ultimates. What might be taking things a touch too far is the added effect of also hacking everyone in range, disabling all of their abilities on top of the shield-wipe. It might prove to be too powerful, but I guess we’ll see as Sombra moves into the PTR next week, and then later onto the live servers for more players to get to grips with. But as things stand, I really quite like the look of Sombra as a stealthy, debilitating assault hero. She looks like she’ll be an absolute blast to play, and I can’t wait to get to grips with her.

Along with the character intro above, a new animated short was also shown at Blizzcon, detailing some of her background and operations with Talon operatives Reaper and Widowmaker. You can see the short, called Infiltration, below.

Also announced at Blizzcon were several updates and additions coming to the game. To begin with, we got some detail on a couple of new maps, beginning with a 6v6 control point space called Oasis, which is set in a shining, high-tech city in the Middle East, perhaps reminiscent of Dubai. The other new environment, Eco Point Antarctica, is a smaller map made to host some new modes under an ‘Arcade’ banner, which serves as a new spot for the game’s brawls to live in, as well as an outlet for a bit of experimentation. In Arcade, we’ll be seeing a couple of smaller-scale skirmish modes, like the 1v1 Mystery Brawl. A best-of-nine mode, the Mystery Brawl will see players given the same CPU-picked hero, with the first player to five rounds emerging victorious. There’s also 3v3 Elimination, which has no hero stacking and only allows players to switch out their characters between rounds. There’s no respawning, so get eliminated and you’ll be sitting on the sidelines waiting for the next round to begin.

It’s good to see Blizzard trying out some new modes in the game, but at the moment 1v1 just strikes me as a gimmick. It also remains to be seen how well team play, Overwatch‘s strongest suit, will be represented in what is effectively a TDM variant in 3v3 Elimination. Hopefully it won’t just boil down to three offense heroes lining up against another three damage dealers. The Hallowe’en brawl, Junkenstein’s Revenge, got us all hyped for a proper PvE co-op experience, so it’s a shame that we aren’t getting something more like that. Hopefully, as Arcade mode grows, we’ll see some more experimental modes.

Last but certainly not least, we’re also going to be seeing some changes to Quick Play, which will now have a one hero limit, bringing it into line with Competitive in that regard. Don’t worry though, if you love stacking heroes, there’ll be a mode in Arcade called 6v6 No Limits to pick up the slack. Whether it will be as well-populated as Quick Play, however, we shall have to wait and see – if hero stacking is what you love about Quick Play, this news might be a bit worrisome.

Still, it’s good to see Blizzard in something of an experimental mood with Overwatch, and with a new hero, new maps and Arcade mode all on the horizon, fans certainly won’t be short of things to do.