CGMagazine http://www.cgmagonline.com Comics Gaming Magazine Mon, 24 Apr 2017 21:16:38 +0000 en-US hourly 1 https://wordpress.org/?v=4.7.4 58109468 Virtual and Augmented Reality Investments Diminish http://www.cgmagonline.com/2017/04/24/virtual-augmented-reality-investments-diminish/ http://www.cgmagonline.com/2017/04/24/virtual-augmented-reality-investments-diminish/#respond Mon, 24 Apr 2017 21:16:38 +0000 http://www.cgmagonline.com/?p=100010

By Remington Joseph

Virtual and Augmented reality may be in trouble after some recent studies have shown diminished interest in the technology. According to Crunchbase data, a total of 26 companies with AR or VR-focused businesses raised a disclosed amount of funds in the first quarter of 2017, raising over $200 million. The numbers pale in comparison to […]

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By Remington Joseph

Virtual and Augmented reality may be in trouble after some recent studies have shown diminished interest in the technology.

According to Crunchbase data, a total of 26 companies with AR or VR-focused businesses raised a disclosed amount of funds in the first quarter of 2017, raising over $200 million. The numbers pale in comparison to the previous year where 29 companies were able to raise just over $1 billion. This marks the lowest quarterly number of financing and investments total in over a year. A chart was made, looking at the financing totals for augmented and virtual reality startups for the past five quarters.

While nothing is certain, the slow adoption rate of VR and AR technology may be the cause of investor’s uneasiness. The number of companies involved with the technology is small, meaning any changes in the market will have an impact. Another factor that may be dampening investor expectations about the new market is the bad publicity a few of the VR developing companies have received recently. The Oculus Rift hasn’t lived up to the high expectations originally set for the device, resulting in many of the demo stations set up in stores to be closed down. High-end devices such as the Oculus Rift or HTC Vive failed to meet sales expectations while low-cost devices such as the PlayStation VR fared much better on the market.

One of the biggest complaints often heard about VR, is the lack of software supporting the hardware. Many of the titles used to promote hardware have either been stuck in development or were met with negative reception when released. An example of this is Crytek’s Robinson: The Journey, a first-person adventure game where players explore a world filled with dinosaurs, solving puzzles as they progress. Critics complained about the game’s controls with some even saying the VR aspect made them feel ill.

VR isn’t dead as of yet. Even with slow sales, a number of VR headsets have been deemed commercially successful. With investors hesitant to continue supporting the hardware, it’ll be the quality of the upcoming software in the future that determines the fate of VR.

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Toronto eSports Player Released After Racial Slur Rant http://www.cgmagonline.com/2017/04/24/toronto-esports-player-released-racial-slur-rant/ http://www.cgmagonline.com/2017/04/24/toronto-esports-player-released-racial-slur-rant/#respond Mon, 24 Apr 2017 20:47:39 +0000 http://www.cgmagonline.com/?p=99981

By Remington Joseph

Matt Vaughn, a known pro Overwatch player in Toronto had his contract terminated after yelling racial slurs online. Toronto eSports released Matt “Dellor” Vaughn from his contract with the organization on April 23, 2017. The 28-year-old became enraged after being killed by the enemy team, responding by yelling the N-word into his microphone using the game’s voice […]

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By Remington Joseph

Matt Vaughn, a known pro Overwatch player in Toronto had his contract terminated after yelling racial slurs online.

Toronto eSports released Matt “Dellor” Vaughn from his contract with the organization on April 23, 2017. The 28-year-old became enraged after being killed by the enemy team, responding by yelling the N-word into his microphone using the game’s voice chat system. This was done without Vaughn realizing that he was streaming on his Twitch channel at the time with a number of his followers listening. It wasn’t long until a clip of the recording was uploaded online and presented to Toronto eSports.

“Toronto eSports is an organization built on inclusivity, and we have always had a zero- tolerance policy for any forms of discrimination,” Said Toronto eSports President Ryan Pallett in a statement on the organization’s website. It wasn’t long at all after the situation was brought to light that Vaughn was confronted and promptly released. In violation of the terms of service violations, Vaughns Twitch channel has been shut down. Vaughn stated he deserved to be dropped by Toronto eSports, claiming in a post on TwitLonger that he isn’t racist and that he has anger problems. He also sent out a tweet stating that he is done with eSports and will not be returning.

The shouting of racial slurs and other discriminatory terms is not rare in the space of online gaming. The anonymity created by playing online often ends up breeding such toxic environments. These words generally end up reaching the ears of children, too young to know the meaning and impact behind many of the words they hear which then become casual words for them to drop online. It can be argued whether the fault lies on players using such language, the parents allowing kids to play games above the given age rating or if it’s both.

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Persona 5 Confidant Guide – Sae, Igor, Morgana, and Sojiro http://www.cgmagonline.com/2017/04/24/persona-5-confidant-guide-sae-igor-morgana-and-sojiro/ http://www.cgmagonline.com/2017/04/24/persona-5-confidant-guide-sae-igor-morgana-and-sojiro/#respond Mon, 24 Apr 2017 18:37:57 +0000 http://www.cgmagonline.com/?p=99636

By Brendan Frye

With the debut of Persona 3, Atlus managed to rework many of the ways progression is made in their demon summoning JRPG. Outside of battle stats and equipment, relationships and character attributes such as guts and charisma came into play. In conjunction with these new features, a new daily schedule filled with deadlines and events […]

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By Brendan Frye

With the debut of Persona 3, Atlus managed to rework many of the ways progression is made in their demon summoning JRPG. Outside of battle stats and equipment, relationships and character attributes such as guts and charisma came into play. In conjunction with these new features, a new daily schedule filled with deadlines and events was added, giving players more to focus on outside of dungeon crawling. Persona 4 expanded slightly on all of these mechanics while adding new elements such as a weather system. Almost all of the previously used systems and more are present in Atlus’ newest and largest title to date, Persona 5.

Persona is a series where time plays a key role in story progression, and Persona 5 is no different. To maximize a play though of the game, every day needs to be pushed to its fullest. With so many characters you can get to know, and some giving major bonuses as you level up, it is hard to know where to start. That is why we have built a handy guide that should help you progress though the game and make the most of your relationships.

While some Confidant will progress automatically, and others will be locked off until later in the story, many can be powered though early on. This guide will help you select the best responses to dialog and pick the right gifts to give you that edge on your way through Persona 5. When you see the possibility of achieving a +3 on a dialog option, ensure you do it. It will help the relationship evolve faster, and will give bonus that can be invaluable on your mission of justice.

Please note, while we try to avoid major spoilers, due to the nature of the guide, there are minor spoilers, so please keep this in mind when utilizing the guide.

Persona 5 Confidant Guide – Sae, Igor, Morgana, and Sojiro

Sae Niijima Confidant Relationship Guide – Le Judgement (Judgement)

Sae Nijima works at the public prosecutor listens to your story as you recount the events of your life as a phantom thief.

Rank 1:

  • Automatically on 7/9

Rank 2:

  • Unlocks automatically on 7/24.

Rank 3:

  • Automatically on 8/22.

Rank 4:

  • Unlocks as part of the story on 9/23.

Rank 5:

  • Automatically on 10/12.

Rank 6:

  • Unlocks on 10/28.

Rank 7, 8, 9 & 10

  • Automatically on 11/20.
  • Unlock: True Judgement.

Persona 5 Confidant Guide – Sae, Igor, Morgana, and Sojiro 5

Igor Confidant Relationship Guide – Le Mat (Fool)

Igor helps to strengthen your persona abilities, aiding your growth as you progress through the main storyline.

Rank 1:

  • Automatically on 4/12.
  • Unlock: Wild Talk ability (allows you to negotiation with Shadows in Hold Ups)
  • Unlock: Arcana Burst (Grants Bonus EXP in this Arcana based on confidence rank)

Rank 2:

  • Automatically after you infiltrate the first palace
  • Unlock: Third Eye ability (letting you use the sense skill with L1)

Rank 3:

  • Automatically on 5/5.
  • Unlock: Power Stock ability (Increases your Persona slots to 10)

Rank 4:

  • Available after the second palace

Rank 5:

  • Automatically on 6/11.
  • Unlock: Super Stock ability (Increases your Persona slots to 10)

Rank 6:

  • After the fourth palace.
  • Unlock: High Arcana Burst ability (Grants EXP based on confidence rank)

Rank 7:

  • Automatically on 8/22.

Rank 8:

  • Automatically on 8/31.
  • Unlock: Ultra Stock ability (Increases your Persona slots to 12)

Rank 9:

  • Automatically on 10/11.

Rank 10:

  • Automatically on 12/24.
  • Unlock: the Max Arcana Burst (raises bonus EXP for Fool Persona fusion)

Persona 5 Confidant Guide – Sae, Igor, Morgana, and Sojiro 2

Morgana Confidant Relationship Guide – Le Bateleur – I (Magician)

Morgana is your companion, supporting you as you lead the phantom thieves while working towards regaining his human form.

Rank 1:

  • Automatically on 4/15.
  • Unlock: Infiltration Tools ability (unlocks being able to make tools in your room when you have free time)

Rank 2:

  • Automatically after you steal your first treasure.
  • Unlock: Baton Pass (Lets you pass the turn to Morgana after an attack that grants you a 1 more)

Rank 3:

  • Automatically after you raid your second palace.
  • Unlock: Follow Up (Morgana has a chance to perform a follow-up attack after Joker)

Rank 4:

  • Automatically on 6/20
  • Unlock: Kitty Talk (Morgana has a chance to jump in with a failed negotiation)

 Rank 5:

  • Automatically after the third palace.
  • Unlock: Pickpocket (Gives the ability to obtain items after a meele attack)

Rank 6:

  • Automatically on 7/25.
  • Unlock: Ace Tools (Lets you craft all types of infiltration tools)

Rank 7:

  • Automatically on 8/29.
  • Unlock: Harisen Recovery (Gives Morgana the chance of stepping in during combat to heal status effects)

Rank 8:

  • Automatically on 9/17.
  • Unlock: Endure (Allows Morgana to survive an attack that would normally be fatal)

Rank 9:

  • After the fifth palace.
  • Unlock: Protect (Gives Morgana the ability to step in and absorb an attack aimed at Joker that would have been fatal)

Rank 10:

  • Automatically on 11/23.
  • Unlock: Second Awakening (Evolves Morgana’s Persona to the final form)

Persona 5 Confidant Guide – Sae, Igor, Morgana, and Sojiro 6

Sojiro Sakura Confidant Cooperation Relationship Guide – Le Pape – V (Hierophant)

Sojiro Sakura owns the cafe where you live and allows you to create your own healing items to take into battle.

Can Be Found At: LeBlanc Café in the evening

Rank 1:

As you progress through the story, you eventually gain the ability to befriend Sojiro

Rank 2:

  • Conversation choices of note:
  • Choice 1: “Making coffee.” +2
  • Choice 2: “That guy seemed suspicious.” +2
  • Choice 3: “I want the ladies to love me.” +2
  • Unlock: Coffee Basics (The ability to brew basic coffee that will restore SP in battle)
  • Bonus: Kindness +3.

    Rank 3:
  • Will need to make coffee with Sojiro to gain access to this rank.
  • Conversation choices of note:
  • Choice 1: “Medium-fine.” +2
  • Choice 3: “Is it trouble?” +2

Rank 4:

  • Conversation choices of note:
  • Choice 1: “Tell me more.” +3
  • Choice 2: “Call Sojiro’s phone.” +3
  • Unlock: Leblanc Curry Ability (lets you make your own curry in the Leblanc kitchen)
  • Bonus: Kindness +3

Rank 5:

  • Available only after 8/22.
  • Conversation choices of note:
  • Choice 1: “I think I’m addicted!” +3 / “It wasn’t bad.” +2
  • Choice 2: “She wasn’t normal, huh?” +3 / “She was like Futaba?” +2
  • Choice 3: “It really paid off in the end.” +2
  • Bonus: Kindness +3

Rank 6:

  • Conversation choices of note:
  • Choice 1: “To each his own.” +2
  • Choice 2: “Shut your mouth.” +3 / “You’re wrong.” +2
  • Choice 3: “Saving Futaba was no mistake.” +2
  • Unlock: Coffee Mastery (Allows you to make power powerful coffee to restore SP)
  • Bonus: Kindness +3

Rank 7:

  • Requires kindness rank 5 (angelic).
  • Conversation choices of note:
  • Choice 1: “You might be right.” +2
  • Bonus: Kindness +3

Rank 8:

  • Conversation choices of note:
  • Choice 1: “Something with curry.” +3 / “You want my suggestion?” +2
  • Choice 2: “I was just protecting Futaba.” +2
  • Unlock: the Mementos Mission Request: “The Money-Grubbing Uncle”  
  • * Futaba and Sojiro Cooperations locked until this is complete. Will give access to Rank 9 once complete

Rank 9:

  • Conversation choices of note:
  • Choice 1: “It’s great.” +3 / “It’s a bit of a nag.” +2
  • Choice 2: “You have a great daughter.” +3 / “Congrats.” +3
  • Unlock: Curry Tips (Increases the quality of the Curry you can make)

Rank 10:

  • Conversation choices of note: irrelevant as all choices will give the same outcome
  • Unlock: Kanda Church location.
  • Unlock: Curry Mastery (Allows you to make Master Curry that will refill the full parties SP)

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Persona 5 Confidant Guide – Togo, Ohya, Takemi, and Mifune http://www.cgmagonline.com/2017/04/24/persona-5-confidant-guide-hifumi-ichiko-ichiko-and-tae/ http://www.cgmagonline.com/2017/04/24/persona-5-confidant-guide-hifumi-ichiko-ichiko-and-tae/#respond Mon, 24 Apr 2017 18:35:47 +0000 http://www.cgmagonline.com/?p=99680

By Brendan Frye

The cast of Persona 5 is filled with a wide array of ladies for you to interact with, each with their own stories and problems they need to overcome. Spending your time with these ladies will not only boost your social links, allowing for bonuses such as item discounts to be unlocked but it’ll also […]

This post is by www.cgmagonline.com read the original post: Persona 5 Confidant Guide – Togo, Ohya, Takemi, and Mifune

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By Brendan Frye

The cast of Persona 5 is filled with a wide array of ladies for you to interact with, each with their own stories and problems they need to overcome. Spending your time with these ladies will not only boost your social links, allowing for bonuses such as item discounts to be unlocked but it’ll also allow you to become romantically involved them. When you’re not busy studying for exams or trying to manage that Big Bang Burger challenge, here’s a guide to winning the hearts of all the dateable female confidants outside your main party.

Persona 5 Confidant Guide – Hifumi, Ichiko, Ichiko, and Tae 1

Hifumi Togo Confidant Relationship Guide – Star (XVIII)

Hifumi Togo is a Shogi genius and will help boost up your tactical choices in combat. Upgrading the rank with Togo will give some powerful combat abilities including the option to swap out party members during battle on the fly.

Can Be Found At: The church at Kanda at night. The location will unlock though story events later in the game after 6/25.

Potential Gifts: Black Book Cover (Shibuya Underground Mall), Sakura Design Fan (Shibuya Underground Mall), Matcha Pudding (Shibuya Underground Mall), Rakugo Classical Works (Shibuya Underground Mall), High-Class Fragrance Gift Package (Shibuya Underground Mall)

Rank 1:

  • You will need at least charm rank 3 (suave) to start the conversation.
  • Unlock: Koma Sabaki (Lets you swap out party members on Jokers turn)

Rank 2:

  • Conversation choices of note:
  • Choice 1: “That’s interesting.” +2
  • Choice 3: “But you don’t want to, right?” +2
  • Bonus: Knowledge Up

Rank 3:

  • Conversation choices of note:
  • Choice 1: “Describes you perfectly.” +2
  • Choice 2: “Having a difficult time?” +2
  • Unlock: Uchikomi (Allows for the chance of your non-present allies to drop in for an attack when you down an enemy)
  • Bonus: Knowledge Up

Rank 4

  • Conversation choices of note:
  • Choice 1: “I didn’t mind.” +2 / “Must’ve been the katsu curry.” +2
  • Choice 2: “They’re cool.” +2
  • Bonus: Knowledge Up
  • Unlock: Book Town location.

Rank 5:

  • Conversation choices of note:
  • Choice 1: “She’s scary.” +2
  • Choice 2: “You should stop then.” +2
  • Unlock: Kakoi Kuzushi (Gives you the option to attempt an escape when surrounded by enemies)
  • Bonus: Knowledge Up

Rank 6:

  • Conversation choices of note:
  • Choice 1: “Is that frustrating?” +2
  • Choice 2: “Do what you love.” +2 / “Do you still like shogi?” +2
  • Unlock: Sky Tower Location
  • Bonus: Knowledge Up

Rank 7:

  • Conversation choices of note:
  • Choice 1: “It may all come down to luck.” +3 / “That’s almost a relief.” +2
  • Choice 2: “I believe in you.” +3 / “Give it your all.” +2
  • Unlock: Narikin (Chance to get double money if you win a battle in one full party turn after an ambush)
  • Bonus: Knowledge Up

Rank 8:

  • Requires knowledge rank 5 (erudite)
  • Conversation choices of note:
  • Choice 2: “That won’t work.” +2
  • Complete the Upstaging the Stage Mother side quest, then return to Hifumi:
  • Choice 1: “I’m glad her heart changed.” +3 / “Maybe…” +2
  • Bonus: Knowledge Up
  • Unlocks: Mementos request “Upstaging the Stage Mother”

Rank 9:

  • Conversation choices of note:
  • Choice 1: “A very queenly decision.” +3
  • Choice 2:
    Romance – “I want to stay by your side.”
    Friendship – “I want to become stronger.”
  • Choice 3:
    Romance – “I want us to date.”
    Friendship – “We’ll be friends forever.”
  • Unlock: Touryou (Removes the need to wait to escape a battle)

Rank 10:

  • Conversation choices of note: irrelevant as all choices will give the same outcome
  • Unlock: Togo System (Allows you to switch party members during any party members turn)

Persona 5 Confidant Guide – Hifumi, Ichiko, Ichiko, and Tae

Ichiko Ohya Confidant Relationship Guide – Le Diable – XV (Devil)

Ichiko Ohya is a news reporter is a news reporter looking for her next big story. By selling information about the phantom thieves, Ichiko Ohya’s scoops can lower the increase of the alert meter when you’re sighted inside of a palace.

Can Be Found At: the Crossroads Bar in Shinjuku at night.

Potential Gifts: Rustic Fountain Pen (Shinjuku General Store), Tabletop Cactus (Shibuya Underground Mall), Sakura Design Fan (Shibuya Underground Mall), Black Mug (Shinjuku General Store), High-Class Fragrance Gift Package (Shibuya Underground Mall), Matcha Pudding (Shibuya Underground Mall)

Rank 1:

  • Unlock: Rumor-filled Scoop (Palace alerts will not increase as quickly when discovered)

Rank 2:

  • Conversation choices of note:
  • Choice 1: “Mishima might…” +2
  • Choice 3: “It’s for the article.” +2
  • Bonus: Charm Up

Rank 3:

  • Conversation choices of note:
  • Choice 1: “You shouldn’t make assumptions.” +2
  • Choice 4: “Was she falsely accused?” +2
  • Bonus: Charm Up

Rank 4

  • Conversation choices of note:
  • Choice 2: Both worth +2
  • Unlock: Shocking Scoop (improves Rumor-filled Scoop ability)
  • Bonus: Charm Up

Rank 5:

  • Conversation choices of note:
  • Choice 4: “That’s unforgivable.” +3 / “That sounds like defamation.” +2
  • Bonus: Charm Up

Rank 6:

  • Conversation choices of note:
  • Choice 2: “He must not like you.” +2
  • Choice 3: “You should trust in her.” +2
  • Choice 4: “You’re a great journalist.” +2 / “That’s the spirit.” +2
  • Bonus: Charm Up

Rank 7:

  • Conversation choices of note:
  • Choice 2: “Let’s think of another way.” +3 / “Don’t let him provoke you.” +3 / “Calm down.” +2
  • Choice 3: “You’re charming as you are.” +3 / “You should work on that.” +2
  • Unlock: Outrageous Scoop (further improves Rumor-filled Scoop ability)
  • Bonus: Charm Up

Rank 8:

  • Conversation choices of note:
  • Choice 1: “You seem tired.” +2
  • After this a sidequest / request for Mementos is unlocked: Fighting for Truth in Journalism.
  • Unlocks: Mementos request “Fighting for Truth in Journalism”
  • Bonus: Charm Up

Rank 9:

  • Conversation choices of note:
  • Choice 2: “You’re not giving up, are you?” +2
  • Choice 3: “I can’t leave you.” +3 / “I want to help.” +3
  • Choice 5:
    Romance – “I took it seriously.”
    Friendship – “I didn’t take it seriously.”
  • Choice 5:
    Romance – “I love you, Ichiko.”
    Friendship – “I’m just kidding.”

Rank 10:

  • Conversation choices of note: irrelevant as all choices will give the same outcome
  • Unlock: Legendary Scoop (Palace security level increases will not increase)

Persona 5 Confidant Guide – Hifumi, Ichiko, Ichiko, and Tae 2

Tae Takemi Confidant Relationship Guide – Death (XIII) 

Potentially one of the most useful Confidants outside the core group of characters, as she will supply you with some useful healing items you can purchase. Also as you rank her up, the availability and price will only get better.

Can Be Found At: The Clinic near Leblanc, but the relationship will only advance during daytime hours.

Potential Gifts: Tabletop Cactus (Shibuya Underground Mall), Truffle Chocolate (Shibuya Underground Mall), Sakura Design Fan (Shibuya Underground Mall), Classical Works (Shibuya Underground Mall), Custard Cake (Shibuya Underground Mall), Black Mug (Shinjuku General Store)

Rank 1:

  • After 4/18, visit the Clinic near LeBlanc Cafe and talk to her to start this cooperation.
  • Unlock: Rejuvenation (increases the range of healing items in the store)

Rank 2:

  • Requires guts rank 2 (bold)
  • Conversation choices of note:
  • Choice 1: “I have a bad heart.” +2
  • Choice 2: “I agree.” +2

Rank 3:

  • Conversation choices of note:
  • Choice 3: “I don’t mind.” +2 / “I need the medicine.” +2
  • Unlock: Sterilization (adds even more items to clinic store)

Rank 4

  • Conversation choices of note:
  • Choice 1: “Dr. Takemi will help.” +2
  • Choice 2: “You seem happy.” +3 / “You’re so kind.” +2 / “Why free?” +2

Rank 5:

  • Conversation choices of note:
  • Choice 3: “That’s good.” +3 / “When will it be done?” +2
  • Unlock: Immunization (adds support items to Clinic store)

Rank 6:

  • Conversation choices of note:
  • Choice 3: “It suits you.” +3 / “You’re not honest.” +2

Rank 7:

  • Conversation choices of note:
  • Choice 1: “This is harrassment.” +2 / “She’s a great doctor.” +2
  • Choice 3: “Just rest for today.” +2 / “Anything I can do?” +2
  • Choice 4: “We all do sometimes.” +3 / “I’m glad you did.” +2
  • Unlock: a Discount (reduces the prices of items at the clinic store by 50%)

Rank 8:

  • Requires Charm rank 4 (charismatic)
  • Conversation choices of note:
  • Choice 2: “I’m your ally.” +2
  • Unlocks: Mementos request “Bad Medicine”
  • After “Bad Medicine” Side Quest
  • Choice 2: “Let’s get to work, doctor.” +3 / “It’s not over yet.” +3 / “You should hurry.” +2
  • Choice 3: “It’s for you.” +3 / “It’s for Miwa-chan.” +3 / “It’s for my exams.” +2

Rank 9:

  • Conversation choices of note:
  • Choice 1: “It was rough.” +3 / “Don’t worry about it.” +2 / “It was for my exams.” +2
  • Choice 3:
    Romance – “I wanted to see you”
    Friendship – “It was for my exams.”
  • Choice 4:
    Romance – “I love you.”
    Friendship – “What do you think?”
  • Choice 5:
    Romance – “It isn’t a joke.”
    Friendship – “That sounds good.”

Rank 10:

  • Any choices you make will be irrelevant since this is the max rank.
  • Unlock: Resuscitation (Adds even more revival related items to the clinic store)

Persona 5 Confidant Guide – Hifumi, Ichiko, Ichiko, and Tae 3

Sadayo Kawakami Confidant Relationship Guide – Temperance (XIV)

Sadayo Kawakami can be used as a great time saver. She will offer solutions to slack off at school, along with ways to avoid menial tasks by paying her to do them for you.

Can Be Found At: Can be reached from the phone in LeBlanc. Available Friday and Saturday nights

Potential Gifts:  Branded Perfume (Shibuya Underground Mall), High-Class Fragrance Gift Package (Shibuya Underground Mall), Custard Cake (Shibuya Underground Mall), Star-Shaped Compact Mirror (Shinjuku General Store)

Rank 1:

  • On 5/24 a story event will trigger a relationship with Sadayo Kawakami
  • Once you have her phone number, call her from the phone at Leblanc
  • You need guts rank 3 (staunch) to call her
  • She will cost ¥5,000 for every time you call her over
  • Unlock: Slack Off (Will let you spend select school hours to read, make infiltration tools or sleep)

Rank 2:

  • Conversation choices of note:
  • Choice 1: It does.” +2
  • Choice 2: “Absolutely not!” +2

Rank 3:

  • Conversation choices of note:
  • Choice 1: “Yeah, they do.” +2 / “Do some real cooking.” +2
  • Choice 3: “I’ll request you more often.” +3
  • Unlock: Housekeeping (Kawakami can make coffee or handle laundry)

Rank 4

  • Conversation choices of note:
  • Choice 2: “How rude.” +2
  • Choice 3: “You need to love yourself.” +3 / “Yes, you do.” +2

Rank 5:

  • Conversation choices of note:
  • Choice 1: “It’s fun.” +2 / “Who’s the Master here?” +2
  • Choice 2: “How terrible…” +2 / “So, did you stop?” +2
  • Unlock: Free Time (lets you slack off even more during school)

Rank 6:

  • Conversation choices of note:
  • Choice 1: “Want to rest a bit?” +2
  • Choice 2: “Are you alright?” +3 / “You should go home.” +3 / “Have you seen a doctor?” +2

Rank 7:

  • Conversation choices of note:
  • Choice 1: “Don’t pay them.” +3 / “Don’t strain yourself.” +2
  • Choice 2: “Think this through more.” +3
  • Unlock: Super Housekeeping (Kawakami can make infiltration tools or curry)

Rank 8:

  • Conversation choices of note:
  • Choice 1: “Is this what you really want?” +3
  • Choice 2: “If that’s what you’ve decided.” +3 / “You’re running away.” +2
  • Choice 5: All give +3
  • Choice 6: All give +3
  • Unlocks: Mementos request “A Teacher Maid to Suffer

Rank 9:

  • You must complete “A Teacher Maid to Suffer” to proceed to this rank
  • Conversation choices of note:
  • Choice 1: “Nonsense.” +3
  • Choice 2: Both +3
  • Choice 3:
    Romance – “I want to keep seeing you.”
    Friendship – “Not really.”
  • Choice 4:
    Romance – “I mean what I say.”
    Friendship – “Got it.”
  • Choice 5:
    Romance – “I’m a man, you’re a woman.”
    Friendship – “I’m a master, you’re a maid.”

Rank 10:

  • Conversation choices of note: irrelevant as all choices will give the same outcome
  • Unlock: Special Message (The ability that will let you go out at night after exploring the metaverse)

Persona 5 Confidant Guide – Hifumi, Ichiko, Ichiko, and Tae 5

Chihaya Mifune Confidant Relationship Guide – La Roue de – X (Fortune)

Chihaya Mifune is a fortune teller who can help to increase the rewards given at the end of battles for a fee.

Can Be Found At: Shinjuku at night at her stall, as long as it is not raining

Potential Gifts: Glass Vase (Shibuya Underground Mall), Star-Shaped Compact Mirror (Shinjuku General Store), Flower Basket (Shinjuku General Store)

Rank 1:

  • Available to interact with from 6/22 onwards
  • Talk to her and ask for a prediction.
  • Go back to speak to her another day and purchase the Holy Stone for ¥100,000 Yen.
  • Will obtain Rank 1 once you complete the Mementos quest “Boyfriend Abuse”
  • Unlock: Luck Reading (A reading with Chihaya will temporarily boosts to one social stat)

Rank 2:

  • Conversation choices of note:
  • Choice 1: “Encourage her.”
  • Choice 2: “Overturn your fate.”
  • Choice 3: “Open your mind to change.” +2

Rank 3:

  • Conversation choices of note:
  • Choice 1: “Follow his heart.”
  • Choice 2: “Thieves may steal her away.”
  • Unlock: Money Reading (Boosts money obtained in fights temporarily after a reading) 

Rank 4

  • Conversation choices of note:
  • Choice 2: “Strengthen your will.”

Rank 5:

  • Conversation choices of note:
  • Choice 1: “You’re such a hard worker.” +3 / “You must have a lot of free time.” +2
  • Unlock: Fate Reading (Reveals the upcoming abilities of confidence)

Rank 6:

  • Conversation choices of note:
  • Choice 4: “You’re just Chihaya to me.” +3

Rank 7:

  • Conversation choices of note:
  • Choice 1: “I don’t think so.” +3 / “You shouldn’t have tricked them.” +2
  • Unlock: Affinity Reading (Ability to boost a relationship with a chosen confident)

Rank 8:

  • Unlocks: Mementos request “Debunking the Psychic
  • Once the “Debunking the Psychic” mission has been finished, return for the rest of the conversation.
  • Impactful conversation choices for this rank:
  • Choice 1: “I know.” +3 /  “I had no idea.” +2
  • Choice 2: All give +3
  • Choice 4: “Hell yeah, I am.” +3

Rank 9:

  • Conversation choices of note:
  • Choice 2: “Well, fate can be changed.” +3 / “That’s all in the past now.” +2
  • Choice 4:
    Romance – “So I can be with you.”
    Friendship – “I like having my fortune read.”
  • Returns the ¥100,000 Yen spent to buy Holy Stone

Rank 10:

  • Conversation choices of note: irrelevant as all choices will give the same outcome
  • Unlock: Special Fate Reading(Will preview all the abilities that can be unlocked for any confident you choose)

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Deadpool 2 Gets Premiere Date http://www.cgmagonline.com/2017/04/24/deadpool-2-gets-premiere-date/ http://www.cgmagonline.com/2017/04/24/deadpool-2-gets-premiere-date/#respond Mon, 24 Apr 2017 18:03:56 +0000 http://www.cgmagonline.com/?p=99970

By Remington Joseph

20th Century Fox announced yesterday that the Deadpool sequel will debut June 1, 2018.The new Deadpool movie will be premiering six weeks after X-Men: New Mutants which is slated for April 13, 2018 and will be followed by another X-Men movie, Dark Phoenix, in November. Deadpool 2 will star Ryan Reynolds, reprising his role as […]

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By Remington Joseph

20th Century Fox announced yesterday that the Deadpool sequel will debut June 1, 2018.The new Deadpool movie will be premiering six weeks after X-Men: New Mutants which is slated for April 13, 2018 and will be followed by another X-Men movie, Dark Phoenix, in November. Deadpool 2 will star Ryan Reynolds, reprising his role as the titular character. Joining him will be Josh Brolin as Cable, who also is scheduled to play Thanos in the upcoming Avengers: Infinity War films. Zazie Beetz will also play a role in the film as Domino. Previous characters from the first film, Colossus, NegaSonic, Teenage Warhead and Dopinder will all return for the sequel as well. It has been stated that Cable’s origins will not be adapted in-depth in the new movie. The writers for the first film, Rhett Reese and Paul Wernick will also be returning for the sequel project. Tim Miller will not be returning as the director however, with David Leitch directing instead.

The original Deadpool premiered in February 2016 and was met with tremendous success. It became the highest grossing R-rated film of all time at $783.1 million, a feat made even more impressive given its small budget of $58 million. Deadpool was a critical success as well, earning two Golden Globe nominations. Ryan Reynolds became heavily involved in the development of a Deadpool film after portraying Wade Wilson in X-Men Origins: Wolverine, wanting to do a proper portrayal of the character more in line with Marvel’s source material.

Earlier this year, a promotional film for Fox’s theatrical release of Logan was released online, starring Deadpool. The short film also served as a first look at the sequel for Deadpool, paying homage to the phone booth transformations performed by Superman in the past. Marvel’s Stan Lee also made a short cameo in the film.

Deadpool 2 is currently finishing up with casting and will begin shooting later this year.

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NieR: Automata DLC Heading West in May http://www.cgmagonline.com/2017/04/24/nier-automata-dlc-heading-west-may/ http://www.cgmagonline.com/2017/04/24/nier-automata-dlc-heading-west-may/#respond Mon, 24 Apr 2017 17:47:30 +0000 http://www.cgmagonline.com/?p=99969

By Zubi Khan

Square Enix has announced the Western release date for DLC that is set to come out for NieR: Automata, which already launched in March of this year in Japan. Set to launch May 2, 2017 in the West for PlayStation 4 and PC, the DLC for NieR: Automata introduces a coliseum battle arena, hairsprays for […]

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By Zubi Khan

Square Enix has announced the Western release date for DLC that is set to come out for NieR: Automata, which already launched in March of this year in Japan.

Set to launch May 2, 2017 in the West for PlayStation 4 and PC, the DLC for NieR: Automata introduces a coliseum battle arena, hairsprays for the characters 2B and A2, Mask with unique abilities, special bullets that alter how enemy bullets appear, new music for the jukebox and finally, costumes for all the playable characters.  In Japan, the original NieR was released in two variants, similar to that of the mainline Pokémon games, the costume DLC in NieR: Automata resembles the attire worn by the characters from NieR: Replicant, a version of Nier that was never released in the West, (we got NieR: Gestalt) the costumes are based on the characters Kainé and Brother Nier, the protagonist and one of the main supporting leads of Nier Replicant.

The coliseum DLC also contains a special boss fight with none other than the Square Enix CEO, Yosuke Matsuda and the Platinum Games president and CEO, Keneichi Sato. This isn’t the first time Square Enix’s CEO has been represented within a game, in Final Fantasy XV, released in late 2016, Square had shown off a fight with the main playable character Noctis against Mr. Matsuda during a special stream of the game, later upon the games release the special battle against the CEO was made available in-game via timed DLC.

NieR: Automata is a sequel to the original NeiR that came out for the PlayStation 3 and Xbox 360 in 2010.

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Everything Review- A Whole Lot of Nothing http://www.cgmagonline.com/reviews/everything-review-whole-lot-nothing/ http://www.cgmagonline.com/reviews/everything-review-whole-lot-nothing/#respond Mon, 24 Apr 2017 17:11:49 +0000 http://www.cgmagonline.com/?post_type=reviews&p=99954

By Cody Orme

Oh, look another game designed to get popular off the backs of “Let’s Play” stars whose target audience is children that would rather watch a video game with a personality reacting to it instead of experiencing the game for themselves. That game is actually pretty philosophical, despite its simple presentation and initial gimmick. I’m not […]

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By Cody Orme

Oh, look another game designed to get popular off the backs of “Let’s Play” stars whose target audience is children that would rather watch a video game with a personality reacting to it instead of experiencing the game for themselves. That game is actually pretty philosophical, despite its simple presentation and initial gimmick. I’m not going to lie, I’ve never been so surprised by a title like I was with Everything. In many ways, one could argue that it’s weird,  borderline nonsense exterior was the perfect ploy to trick people into, well, having an existential crisis. That is until I played it for longer than 10 minutes. Don’t let my initial praise fool you, Everything is hardly a game, and it lacks a lot of polish, but it’s a unique experience, and one that will be hard to forget.

Much like Goat Simulator, Everything tries to bank on its weird physics engine to garner some kind of interest. It’s almost like a viral game, and for the most part, those are shallow experiences. There are tonnes of examples outside of Goat Simulator. Five Nights at Freddy’s, even Minecraft (though you can argue it’s a deep experience that influenced an entire generation of titles) are just a few off the top of my head. Those types of games rely mostly on a hook, and in Everything’s case, that hook is in the way the character models move.  Instead of actually animating them, they kind of just roll around.Taking control of a horse to start, players somersault their way through the world, forming groups with animals of the same species. While it’s an interesting concept, it doesn’t actually do anything. The real meat of the game allows players to take control of larger or smaller species, from the grass and trees all the way up to continents, planets and even solar systems, eventually looping into molecules and back to the trusted horse.

1 1

Throughout this adventure, players learn that they can talk to different life forms, from trees and rocks to other creatures. Some are there to help, while others are only concerned with themselves, but it appears that most are concerned with their existence and what it means to be alive. This is an interesting premise, and the further into the game players get, more questions arise. It’s frustrating though since every time it seems like players are on the verge of learning something, it’s never followed up. It’s a concept that is never fully explored. In fact, much of it feels manufactured. While it’s an interesting premise, one that is actually explored frequently in the medium, it feels like that theme of existential dread or questioning is only there to make the game feel “weird” and “different” to give the streamers something to react to. And in that way, Everything feels incredibly disingenuous.

That’s unfortunate because there really isn’t anything outside of that initial sense of “weirdness.” Everything is shallow in every department. Visually, the game is ugly, except for a singular area between space and molecules. The music, while timed hilariously, is epic, but it’s a small loop played at random times, and as mentioned before, no work was made to actually animate any of the character models.  Not only that, but detection physics are all over the place. At some points, players will be able to roll almost all the way through rocks. It makes for an extremely unpolished experience that only takes away any good will Everything tries to build.

Still, for an easy to pick up title, there is something there that is lost in a lot of modern gaming: a sense of relaxation. There is no challenge in Everything, it’s more of a concept than a fully thought out experience. Still, the possibilities are almost endless in what players can take control of, and in a way, it’s almost overwhelming. It’s just unfortunate that they all pretty much play the same, offering little to no actual difference in experience. With that being said, weirdly enough, I noticed the worm had slightly more animation than anything else but moved so much slower. That’s neither praise nor criticism, just something I noted in my play through.

Yet, as much as I wanted to enjoy Everything, it’s an empty experience trying to be deeper than it really is. It’s even more frustrating when it becomes clear that Everything is nothing more that streamer fodder to get views from an audience that will probably never actually buy the game anyway. Still, as a one time playthrough, Everything can be interesting, even good for a chuckle or two, but once it’s over, there’s no need to ever get back to it.

Score:6.5

Final Thoughts:As much as I wanted to enjoy Everything, it’s an empty experience trying to be deeper than it really is.

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Lock’s Quest Remaster Delayed Until May 30 http://www.cgmagonline.com/2017/04/24/locks-quest-remaster-delayed-may-30/ http://www.cgmagonline.com/2017/04/24/locks-quest-remaster-delayed-may-30/#respond Mon, 24 Apr 2017 17:06:52 +0000 http://www.cgmagonline.com/?p=99959

By Tyler Jones

Earlier this year, fans were excited to hear that Lock’s Quest would be getting a re-mastered version on the PlayStation 4, Xbox One and PC. At the time of its announcement, it was given a general release date of sometime during the month of April. However, the two companies responsible for this remaster (publisher THQ […]

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By Tyler Jones

Earlier this year, fans were excited to hear that Lock’s Quest would be getting a re-mastered version on the PlayStation 4, Xbox One and PC. At the time of its announcement, it was given a general release date of sometime during the month of April. However, the two companies responsible for this remaster (publisher THQ Nordic and developer Digital Continue) have just recently announced that it will be delayed.

Fans will not have to wait too long, thankfully, as it now has a release date set for May 30, 2017. The original, which was released for the Nintendo DS in 2008, is a real-time strategy video game that is shot from an isometric perspective. Combat-wise, it is split up into two main sections: Build and Battle. Once players have wrapped up the building phase, which does put a limit on time and resources, they move on to the battle phase.

The remastered version is set to do more than just upgrade the visual and game performance. First of all, a brand-new progression system is being implemented that will automatically unlock new turret points at certain times during the game’s story. Also, a new map will be featured with new Antonia Defense Battles.

But, as it is a remaster, it will do a superb job of improving the original’s graphical prowess. This will include a user interface that is revamped for a higher resolution, art and characters that will look crisper and clearer, and the original soundtrack remastered in high-definition.

Most fans will know what Lock’s Quest will entail, as long as the Nintendo DS version was played, but for those looking for a sneak peek a trailer was released just recently. It gives an adequate depiction of what the remastered version will look like, graphically.

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Planet Coaster and Elite Dangerous Hitting Retail Stores This Year http://www.cgmagonline.com/2017/04/24/planet-coaster-elite-dangerous-hitting-retail-stores-year/ http://www.cgmagonline.com/2017/04/24/planet-coaster-elite-dangerous-hitting-retail-stores-year/#respond Mon, 24 Apr 2017 16:17:01 +0000 http://www.cgmagonline.com/?p=99943

By Tyler Jones

Fans of the previous digital exclusives Planet Coaster and Elite Dangerous will be delighted to know that both games will be hitting retail stores later this year. In order to do so, Frontier Developments (the developers of the two titles) announced their brand-new partnership with Sold Out Sales and Marketing. While Planet Coaster has a […]

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By Tyler Jones

Fans of the previous digital exclusives Planet Coaster and Elite Dangerous will be delighted to know that both games will be hitting retail stores later this year. In order to do so, Frontier Developments (the developers of the two titles) announced their brand-new partnership with Sold Out Sales and Marketing.

While Planet Coaster has a confirmed retail date of May 23, 2017 (on PC only), Elite Dangerous has an unspecified release. However, what was announced is that it will be hitting retail later in 2017 on both the PlayStation 4 and Xbox One.

Planet Coaster is a coaster park simulation video game that originally launched on November 17, 2016. Staying true to the genre, players are tasked with designing and constructing the most elite amusement park imaginable. This includes creating the perfect scenery around it, an ideal landscape, rides that produce unrelenting thrills, and anything to ensure guests are left with a smile on their faces.

Elite Dangerous is a completely different experience, being a massively multiplayer space epic. When each player starts their journey, they will do so with practically nothing. They must do everything in their power to build their reputation from the ground up. Whether this is gaining the proper knowledge or becoming wealthy, it must be done to survive the futuristic galaxy that is filled with wily veterans.

One aspect, that fans of Elite Dangerous will probably be asking, was addressed to prevent any future confusion. The retail release will be the Legendary Edition, which means that it will include the base game, Elite Dangerous: Horizons, and 1,000 Frontier Points that can be used as in-game currency.

For Sold Out Sales and Marketing, this move was a no-brainer.

“We’re thrilled to be working with Frontier Developments on two of the best titles created in Britain in recent years,” Garry Williams, the Chief Executive Officer of the company, stated. “Frontier’s creativity, passion and quality is something we admire, and we’re looking forward to working together to take these titles to retail stores around the world.”

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Overwatch Has its First Match-Fixing Scandal http://www.cgmagonline.com/2017/04/24/overwatch-first-match-fixing-scandal/ http://www.cgmagonline.com/2017/04/24/overwatch-first-match-fixing-scandal/#respond Mon, 24 Apr 2017 15:58:17 +0000 http://www.cgmagonline.com/?p=99939

By Remington Joseph

Blizzard’s popular team-based shooter Overwatch had its first match-fixing scandal since the game’s launch last year. Reported by Engadget, Korean police have charged Jin Seok-hoon and Baek Min-jeh, the player-manager, and coach of South Korea’s eSports team, Luminous Solar. The two are being charged without detention for attempting to fix a qualifying match for the […]

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By Remington Joseph

Blizzard’s popular team-based shooter Overwatch had its first match-fixing scandal since the game’s launch last year.

Reported by Engadget, Korean police have charged Jin Seok-hoon and Baek Min-jeh, the player-manager, and coach of South Korea’s eSports team, Luminous Solar. The two are being charged without detention for attempting to fix a qualifying match for the second season of the APEX Overwatch league. While the two weren’t named after being officially charged by the Gyeonggi Bukbu Provincial Police Agency Cyber Bureau, a Korean eSports cable channel had already banned the player manager and coach for previously offering sponsorship to a rival team in return for forfeiting a match in February.

Overwatch has quickly become one of the fastest growing eSports titles with over 25 million players along with new updates in the form of characters and maps. Hundreds of thousands of dollars are offered in tournaments, making the threat of match fixing a serious issue. Given how largely popular the game has become, there’s no surprise that individuals would try to abuse the opportunity.

Many players in Korea make a living off of winning game tournaments, both legally and illegally. A number of people in South Korea were arrested in recent years over similar cases with other games. StarCraft 2, a major title within the eSports community has had issues with cheating since 2010 with a number of match-fixing scandals.

While eSports isn’t nearly as big in the west as it is in South Korea, it is gaining steady popularity, giving rise to its own issues. In 2012, collusion was found between the two final teams during the MLG Summer Championship for League of Legends after the teams agreed to split their winnings regardless of the outcome. The teams were disqualified and MLG issued an apology to spectators.

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Axiom Verge Recieving Physical Switch Release http://www.cgmagonline.com/2017/04/24/axiom-verge-recieving-physical-switch-release/ http://www.cgmagonline.com/2017/04/24/axiom-verge-recieving-physical-switch-release/#respond Mon, 24 Apr 2017 15:44:55 +0000 http://www.cgmagonline.com/?p=99944

By Zubi Khan

Axiom Verge, a side scrolling, Metroidvania-inspired indie game, first released on the PlayStation network in 2015 is now scheduled to get a physical release on the Nintendo Switch. Tom Happ, the creator of Axiom Verge spilled the beans in an interview with Shout Engine, citing that the game would get a physical release on Nintendo’s […]

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By Zubi Khan

Axiom Verge, a side scrolling, Metroidvania-inspired indie game, first released on the PlayStation network in 2015 is now scheduled to get a physical release on the Nintendo Switch.

Tom Happ, the creator of Axiom Verge spilled the beans in an interview with Shout Engine, citing that the game would get a physical release on Nintendo’s new hybrid console, manual and all. The game originally was set to release all the way back in 2013 for the Xbox 360, however, players had to wait till 2016 to play Axiom Verge on an Xbox platform, that being the Xbox One and not the 360.

Axiom Verge is currently available on the PlayStation 4, Xbox One, Wii U and the PlayStation Vita with cross-buy support with the aforementioned PlayStation 4 release (sadly, no cross-saving). Axiom Verge was met with a mostly positive critical response, with CGMazagine giving it a 9.5 score, mentioning that game was an homage to old school Metroid games.

The game is a testament and a love letter of not only Metroid, but many side scrolling action games from the NES era, it is fitting that the game will soon find a new home on the Nintendo Switch, a console that currently lacks a flagship Metroid title.  This new physical release will also be available on all other major platforms sometime in the second quarter of this year in a special edition package known as the Multiverse edition.

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The Makers of Prison Architect Announce New Title http://www.cgmagonline.com/2017/04/24/makers-prison-architect-announce-new-title/ http://www.cgmagonline.com/2017/04/24/makers-prison-architect-announce-new-title/#respond Mon, 24 Apr 2017 15:31:40 +0000 http://www.cgmagonline.com/?p=99935

By Tyler Jones

The masterminds from the acclaimed simulation video game Prison Architect (Introversion Software), have just revealed their latest creation. However, this one is going to entail a completely different experience. Introversion Software officially announced that Scanner Sombre would be making its way to Steam on April 26, 2017 at 3 p.m. BST / 7 a.m. PDT […]

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By Tyler Jones

The masterminds from the acclaimed simulation video game Prison Architect (Introversion Software), have just revealed their latest creation. However, this one is going to entail a completely different experience.

Introversion Software officially announced that Scanner Sombre would be making its way to Steam on April 26, 2017 at 3 p.m. BST / 7 a.m. PDT / 10 am EDT (this Wednesday). Great, a new game was announced by the creators of Prison Architect but what exactly is it?

The trailer that was just released for the game, proves that it will be a visual masterpiece that will trouble the mind at every turn. Shot from a first-person perspective, players are given the task of traversing a series of underground caves to eventually find their way to their intended destination. All in the meanwhile, completely surrounded by darkness.

If it is complete darkness, how can caves be explored? This is where the gimmick of this game comes into play, the Light Detection and Ranging scanner. With this scanner, players will be able to use millions of light-points to create neon-3D images of the environments.

Chris Delay and Mark Morris, the Creative Director and Managing Director at Introversion Software respectively, promised fans that this will be entirely different than what they experienced in Prison Architect. Delay even went so far as to say this is a total departure for them as a company, in terms of atmosphere. While Morris warned players that this new title may bring feelings of discomfort alongside with it.

When the game launches, it will only cost $11.99. However, on Steam, GOG and the Humble store, players can get a 20 per cent discount when it officially becomes available. This is setting up to be one of the biggest steals of the year.

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Viz Media Announces Splatoon Manga Western Launch http://www.cgmagonline.com/2017/04/24/viz-media-announces-splatoon-manga-western-launch/ http://www.cgmagonline.com/2017/04/24/viz-media-announces-splatoon-manga-western-launch/#respond Mon, 24 Apr 2017 14:22:05 +0000 http://www.cgmagonline.com/?p=99929

By Remington Joseph

Viz Media tweeted out yesterday that the manga series based off of Nintendo’s Wii U exclusive Splatoon will debut in the US this year. The Splatoon manga stars Goggles-Kun along with his three friends, Headphones-Chan, Glasses-Kun and Knit Cap-Chan, four young inklings. Most of the series plot focuses on the four taking part in turf wars as […]

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By Remington Joseph

Viz Media tweeted out yesterday that the manga series based off of Nintendo’s Wii U exclusive Splatoon will debut in the US this year.

The Splatoon manga stars Goggles-Kun along with his three friends, Headphones-Chan, Glasses-Kun and Knit Cap-Chan, four young inklings. Most of the series plot focuses on the four taking part in turf wars as the blue team, expanding on the mode found in the game. The manga began in 2015 in Japan’s CoroCoro magazine with a fan made issue by Sankichi Hinodeya, depicting a battle between the blue and yellow teams. Sankichi returned later that year with the series’ official first issue. Ten issues of the Splatoon manga have been released in CoroCoro since then with two official volume releases. The Splatoon manga contains a healthy amount of comedy thrown in, representing the world of Splatoon in a child-friendly way, matching that of the game.

CoroCoro Magazine is a popular monthly magazine published by Shogakukan Inc. CoroCoro is mainly targeted at elementary school aged boys, featuring hit properties such as Pokémon, often offering new information about upcoming titles. A number of manga titles are serialized in the magazine, many of them inspired by video games such as Super Mario, Animal Crossing, Yokai Watch and many more.

The Splatoon manga’s debut will add to the company’s already expansive lineup of manga titles based on video game properties. Viz Media currently offers a number of different series based off the Pokémon franchise. They also offer a manga focusing on Capcom’s Resident Evil series. Earlier this year, Viz Media announced the launch of The Legend of Zelda: Twilight Princess’ adaptation. The manga was created by Akira Himekawa, the team widely renowned for Zelda adaptations in the past.

While no exact release date was announced, Viz Media plans to launch the series in fall of this year.

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How Rogue One Killed the Skywalker Family http://www.cgmagonline.com/2017/04/24/rogue-one-killed-skywalker-family/ http://www.cgmagonline.com/2017/04/24/rogue-one-killed-skywalker-family/#comments Mon, 24 Apr 2017 14:02:48 +0000 http://www.cgmagonline.com/?p=99919

By Boyd Reynolds

Rogue One: A Star Wars Story released this April on Blu-ray and Digital HD and the sales are sure to be high.At the box office, Rogue One was a colossal hit, raking in over $1 billion worldwide. The film continued in the new Star Wars tradition of making films that the majority of fans enjoy, […]

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By Boyd Reynolds

Rogue One: A Star Wars Story released this April on Blu-ray and Digital HD and the sales are sure to be high.At the box office, Rogue One was a colossal hit, raking in over $1 billion worldwide. The film continued in the new Star Wars tradition of making films that the majority of fans enjoy, a departure from George Lucas’s prequels which left much of the fan base disheartened. Beginning with JJ Abrams’ The Force Awakens, Star Wars enthusiasts once again fell in love with a galaxy far, far away. With Rogue One, fans truly embraced the first Star Wars movie that didn’t directly involve the Skywalker family saga. Star Wars without Skywalkers? Blasphemy. But hold on there.

In this post-Lucas era of Star Wars movies, the future of these films may well be devoid of the Skywalker family. The reason? Look no further than the success of Rogue One.

How Rogue One Killed the Skywalker Family 1Rogue One was first ever standalone Star Wars feature film. Every other Star Wars movie has involved the Skywalker family. Luke, Leia, Anakin, Ben Solo—they have all been major players in the Star Wars movies — until now. Both fans and critics largely embraced Rogue One, the first of its kind to depart from the Skywalker experience. Sure, it piggybacked off the events of A New Hope, and showcased a few Star Wars regulars (most notably Grand Moff Tarkin and Darth Vader). However, the film featured new heroes (Jinn, Casian, and Saw Gerrera), a new villain (Orson Krennic) and new planets (Jedha, Eadu, and Scarif). Rogue One had far less of a connection to the original Star Wars Trilogy than The Force Awakens. There was no Han Solo shepherding audiences through the plot, as in Episode VII. While Tarkin, Vader and the Death Star itself were all significant standouts in Rogue One, neither had nearly the screen time nor the emotional plot points that Han had in The Force Awakens.

There also was a significant shift within Rogue One compared to the saga films; one clearly felt by fans and the new brain trust at Lucasfilm. There is no opening crawl. Never has a Star Wars movie opened without an opening crawl, giving audiences a sense of what has just happened prior to the action beginning. As well, John Williams’s iconic Star Wars score was absent. Star Wars is as synonymous with Skywalkers as it is with John Williams’s music. And there were no Jedi. No Jedi! In a Star Wars movie! Yes, it happened and it never poisoned the project. Looking at the fan and critical response and the ticket sales, it was still a fantastic return on investment. To the plain eye, these changes only make Rogue One slightly different. But to the more trained eye, it’s clear this was a significant departure from the saga films, and clearly a deliberate attempt to distance these standalone films from the Skywalker saga.

How Rogue One Killed the Skywalker Family 2

Recently, Disney head honcho Bob Iger stated at USC’s Marshall School of Business that there will be Star Wars stories for the next decade and a half. Automatically, one would think this would fall in line with one saga film followed by one standalone film alternating years. Yet, could Episode IX be the last of the saga films? It’s entirely possible. Look at the list of standalone films (or trilogies) that could be on the horizon: Boba Fett, Obi-Wan, Yoda, Darth Maul, and Knights of the Old Republic. These characters have already been created and have a history to draw from and a fan base that already has a connection to these characters. And as we’ve seen with Rogue One, audiences happily accept new characters introduced into the Star Wars universe.

Now, Lucasfilm may continue with the saga films—following key characters like Rey, Finn and Poe Dameron. The success of Rogue One proves they can continue the saga films, should they want, and leave the Skywalkers out of it. Now, much of this depends on the answers given to audiences in Episode VIII. We don’t even know the lineage of Rey. She could be related to Luke in some way, but there is also the theory out there she is a relative of Obi-Wan. And the latter idea would change the Star Wars game forever. If this happens, the Skywalkers could be left behind. There is a real opportunity for the Skywalkers saga to be done. And the success of Rogue One may have signed its death warrant.

As well, there may be good reason for Lucasfilm to want to end the Skywalker storyline. Should Lucasfilm do this, it does conclude George Lucas’s vision. And to Lucas, Star Wars was always a family story—the saga of the Skywalkers. Caught up in that Skywalker soap opera where all the planets, politics, and bounty hunters surrounding them. After Episode IX, Lucasfilm may want to wipe the slate clean and continue on with their own heroes.

How Rogue One Killed the Skywalker Family 3

Being owned by Disney, there are other merchandising opportunities to look into as well. With a new generation of Star Wars fans emerging, this is the perfect time to introduce new characters such as those we saw introduced in The Force Awakens. But Disney has done this with the precision of a brain surgeon; new characters have been introduced amidst the look and feel of the original Star Wars Trilogy. They have been smart enough to keep as much of the old as not to alienate the pre-existing fan base, but have enough new to get the next generation interested in buying action figures and Halloween costumes.

In the end, the success of Rogue One may have killed the Skywalker family saga films. The fans have clearly opened themselves up to this new Star Wars world, a universe devoid of such Star Wars staples as Jedi, Skywalkers and John Williams.

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The Binding of Isaac: Afterbirth+ Switch Review http://www.cgmagonline.com/reviews/binding-isaac-afterbirth-switch-review/ http://www.cgmagonline.com/reviews/binding-isaac-afterbirth-switch-review/#respond Sun, 23 Apr 2017 14:00:52 +0000 http://www.cgmagonline.com/?post_type=reviews&p=99901

By Elias Blondeau

The Binding of Isaac has had quite an interesting little journey over the past few years. Initially banned from Nintendo platforms thanks to its creepy, crawly take on Catholicism, the former Newgrounds hit eventually found its way onto the 3DS long after finding an established base on other platforms. Now, Nintendo seems to have cozied […]

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By Elias Blondeau

The Binding of Isaac has had quite an interesting little journey over the past few years. Initially banned from Nintendo platforms thanks to its creepy, crawly take on Catholicism, the former Newgrounds hit eventually found its way onto the 3DS long after finding an established base on other platforms. Now, Nintendo seems to have cozied up to Edmund McMillan’s strange roguelike odyssey, with Afterbirth+ getting its only physical release on the Switch—and being treated like a first-party release in everything but name only.

It’s nice to see this turn of events, because Binding of Isaac has always been a love letter to classic NES games, The Legend of Zelda in particular. Everything from its room layouts to several enemy types are directly inspired by the 1987 classic, something this release wears on its sleeve with its included instruction manual being a page-by-page riff on Zelda’s (right down to a typing error.) In a way, it feels like Isaac and his creepy friends (who might just be Isaac in an assortment of wigs) have finally found their way home.

Binding of Isaac itself feels right at home on the Switch, too. Its roguelike gameplay can be enjoyed in long binges or short bursts, and its visuals look good on a big or small screen. Apply these statements, then, to Nintendo’s dark horse console. I’ve found myself curled up on the couch under a blanket, doing some runs in handheld mode, then popping it into the dock, snapping off the JoyCons and playing some local multiplayer with my bud. Yes, Binding of Isaac has been portable before on the 3DS and the Vita, but the ability to have an easy way to experience a portable take on the game, a console version, and easy multiplayer makes this version an enticing offer. The fact that this is the definitive version of the game, complete with everything available on other platforms, only sweetens the deal.

My only bone to pick is that in local multiplayer, the framerate definitively suffers. Some of the more graphically intense areas, in particular anything in the Womb levels, really chug with two separate players. This doesn’t bother me all that much, as local multiplayer is something that isn’t necessarily the most popular way of enjoying Binding of Isaac. But that said, it’s disappointing when it is a fun little feature that I enjoy, and I do hope Nicalis puts out a stability patch soon.

But considering all the benefits of this release, from the versatility of the platform to the breadth of content (which can easily last diligent players several hundred hours,) I’d be hard-pressed to dissuade people from picking this up. The Binding of Isaac: Afterbirth+ is my favourite version of this fantastic game—a stellar port of a cute, creepy, and somewhat profound work of art. A must-have for all Switch owners.

Score:9

Final Thoughts:The Binding of Isaac: Afterbirth+ is a perfect fit for the Switch, and barring some framerate problems in local multiplayer, is arguably the best way to play this modern classic.

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Level Up Showcasing Canadian Development Talent http://www.cgmagonline.com/2017/04/22/level-showcsing-canadian-development-talent/ http://www.cgmagonline.com/2017/04/22/level-showcsing-canadian-development-talent/#respond Sat, 22 Apr 2017 14:00:40 +0000 http://www.cgmagonline.com/?p=99135

By Remington Joseph

The Level Up Showcase is an anual event, and on April 5, 2017 seventh anniversary of the occasion.Located in Toronto’s Design Exchange building, over two thousand attendees showed up to get hands-on previews of some of some of the best games developed by students in colleges and universities across Ontario. Open to the public, Level Up […]

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By Remington Joseph

The Level Up Showcase is an anual event, and on April 5, 2017 seventh anniversary of the occasion.Located in Toronto’s Design Exchange building, over two thousand attendees showed up to get hands-on previews of some of some of the best games developed by students in colleges and universities across Ontario.

Open to the public, Level Up offers something for everyone. Attendees get to try out games from up and coming minds, while many students participating in the Level Up Showcase are given the chance to network with fellow developers and larger companies, potentially serving as their entry point into the industry. The Level Up Showcase has developed a reputation for helping young creators find success by bringing attention to indie titles like the PC exclusive Pitfall Planet, a co-op puzzle adventure game and Runbow, the well-received racing platformer released on Wii U and PC.

Level Up Showcase 2

All types of different games were playable at the event. One of the more outlandish titles found at Level Up was a game called Cattlefront. Cattlefront is a multiplayer focused game where players are split into opposing alien factions fighting over the planet’s resources which in this case, happens to be cows. There’s a constant struggle between balancing scoring points and attacking or defending against opponents. Rounds are timed to about 2 minutes, perfect for short sessions with groups. The development team behind Cattlefront really wanted to try something new with their game, combining their very different ideas to come up with what turned out to be a very unique and somewhat strange title.

Another game on display was a simple dodgeball style game set in space called Destroid. Players control a UFO on a 2D plane, grabbing hold of nearby asteroids and tossing them at other players. The game’s controls were easy to learn, using only two buttons, making it easy for newcomers to join in. The asteroids you pick up revolve around your ship, allowing for different strategies of whether you want to use them offensively or defensively. At the end of each taking note of the gameplay stats recorded at the end of the match I played. An impressive fact about Destroid was that the majority of the game’s eight-month development cycle went to creating a completely new engine from scratch rather than using a pre-existing one.

Mobile games made an appearance at Level Up as well with games such as COLHEX, a title made for iOS devices. Supporting up to six players locally on one device, COLHEX has players select a colour before being presented a field of hexagons. Players are then given 30 seconds to tap and claim as many hexagons as possible, the one with the most when the time ends being the winner. One of the interesting things about the game is that while playing, player’s hands often get in the way of each other, sometimes resulting in tapping the wrong colour which could accidentally help your opponent win. Rather than a being a design flaw, this is actually considered part of the gameplay, forcing players to pay attention to more than just what they’re seeing onscreen. COLHEX’s sole creator Alessandro Profenna gave his opinion on mobile gaming. He stated that he feels mobile gaming works best for smaller titles, focusing on quick gameplay that can be enjoyed in groups rather than the long-term commitment offered by many console games. COLHEX is still being worked on with potential features like a single player likely to be added. The game will see a free release on the App store when it is completed sometime this year.

Level Up Showcase 1

Another mobile game shown was called Tram-panic. The game has you take on the role of a streetcar driver, rushing back and forth to pick up passengers while avoiding certain ones that lower your score or cause certain status effects. One of the most unique things about Tram-panic is its visual style. Using pixel graphics, Tram-panic recreates what truly looks like a retro game styled version of Toronto. The game served as a reminder of how unapologetically Canadian Level Up was and that some of these games would only be found here. Tram-Panic won’t remain a Level Up exclusive forever though. The game is planned for release on mobile devices soon.

One of the larger games shown off at Level Up was Into the Vortex, a third-person stealth action game filled with puzzles.  Running on the Unity engine, the sci-fi stealth game has players shift reality in order to avoid enemies and puzzles, solving puzzles and finding new routes around the map using abilities given early in the game. Into the Vortex was inspired by famous stealth titles such as Assassin’s Creed and Deus EX: Human Revolution. The amount of detail already put into the game was one of the most impressive aspects about it. Roughly five months into development, the six-person team created a lot in such a short span of time. The demo featured multiple detailed areas, functioning AI and a number of different puzzles. On top of all that, the build of the game had full story cut scenes.

One of the last games previewed at the Level Up Showcase was arguably one of the most popular games shown at the event. Coming in third place in the audience choice awards category, Twin Switch garnered a lot of attention. Built on the Unity Engine, the game is a two on two arena shooter that blends mechanics found in third-person shooters and twin stick shooter, switching to a top-down perspective when targeting opponents. Twin Switch was developed with the idea of being a competitive twin stick shooter, a rarity within the genre. The game’s style is reminiscent to Halo’s multiplayer, especially with the game’s sci-fi combat armour and arena designs. When playing Twin Switch, the game looks and feels as though it could’ve shipped as is. The game was graphically impressive and seemed to run perfectly with power-ups scattered around the map to add an extra layer to the already polished gameplay.

It’s no surprise that with such a high quality of games being shown off, larger developers have a lot to gain from an event like Level Up. Ubisoft, in particular, sponsors the event, helping to judge the best games previewed. The company seeks out much of its talent from Level Up, often hiring those who participate. Level Up also helps developers see different types of games that wouldn’t normally make it into the public eye.

Diversity is shown all over as developers create for platforms, old and new. Some of the best put together games made use of virtual reality technology such as the HTC Vive, a platform not many developers have used yet. My time at the Level Up Showcase taught me the way that gamers inspire gamers. Many of the students mentioned that it was their love of games growing up that brought them to pursue game development as a career and that Level Up managed to teach them even more beyond what they learned in class, gaining experience by being able to speak with others in the same field. Many of these

My time at the Level Up Showcase taught me the way that gamers inspire gamers. Many of the students mentioned that it was their love of games growing up that brought them to pursue game development as a career and that Level Up managed to teach them even more beyond what they learned in class, gaining experience by being able to speak with others in the same field. Many of these

Many of these fledgeling developers will go on to join larger development teams or create their own studios, continuing the chain of inspiration for future students at the next Level Up Showcase.

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Pixels & Ink #245 – SNES Mini http://www.cgmagonline.com/2017/04/21/pixels-ink-245-snes-mini/ http://www.cgmagonline.com/2017/04/21/pixels-ink-245-snes-mini/#respond Fri, 21 Apr 2017 21:54:09 +0000 http://www.cgmagonline.com/?p=99908

By Cody Orme

On this weeks Episode of the Pixels and Ink podcast, Cody, Phil and Brendan talk about their faviourite SNES games, and how Microsoft being an under dog this console generations has lead to innovation. On top of all that, Phil got to see Free Fire between play sessions for Mario Kart 8 Deluxe.

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By Cody Orme

On this weeks Episode of the Pixels and Ink podcast, Cody, Phil and Brendan talk about their faviourite SNES games, and how Microsoft being an under dog this console generations has lead to innovation. On top of all that, Phil got to see Free Fire between play sessions for Mario Kart 8 Deluxe.

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The New King of City Building – A Talk with Colossal Order http://www.cgmagonline.com/2017/04/21/new-king-city-building-talk-colossal-order/ http://www.cgmagonline.com/2017/04/21/new-king-city-building-talk-colossal-order/#respond Fri, 21 Apr 2017 19:06:53 +0000 http://www.cgmagonline.com/?p=99875

By Brendan Frye

There was a time when if you wanted a city builder, you looked to SimCity. That time has changed since Cities Skylines hit the scene in 2015. Despite development handled by Colossal Order, a studio with a reputation for creating solid city sims with titles like Cities in Motion, no one imagined it would hit […]

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By Brendan Frye

There was a time when if you wanted a city builder, you looked to SimCity. That time has changed since Cities Skylines hit the scene in 2015. Despite development handled by Colossal Order, a studio with a reputation for creating solid city sims with titles like Cities in Motion, no one imagined it would hit at the perfect time to make such an impact before it launched.

Much of that was because SimCity released in 2014 with a lot of hype. People where excited, and it was poised to be the second coming of the city sim for a new generation. Sadly none of that came to pass. The game was not a bad, but it did not live up to the lofty expectations of a fan base eager to jump back into a legendary franchise. It lacked the charm of previous games such as SimCity 2000, and ultimately never clicked with many players. Then Cities Skylines came around, hitting all the right beats, quickly becoming a must-play for all fans of the genre. Now years after launch, the team at Colossal Order are not slowing down. Just recently hitting Xbox One, Cities: Skylines – Xbox One Edition is poised to hit a new section of players that would normally never play this genre of game. I managed to catch up with Mariina Hallikainen, CEO of Colossal Order to discuss Cities Skylines and what is next for the up-and-coming developer and how the fans are helping shape the future of Cities Skylines.

The New King of City Building – A Talk with Colossal OrderCGMagazine: Can you tell me a bit what you do at the studio and how long you’ve been at the studio?

Mariina Hallikainen: So basically, I’m one of the founders of Colossal Order. We set up the studio back in 2009, and I’ve been handling the business side of it ever since. So as the CEO, I have multiple things that I need to do. And starting small, there was anything from like community management to marketing as well as the business side. But now that the company has grown slightly, I have been able to delegate some of those tasks to other people.

CGM: Can you explain a bit how you got involved with Cites: Skyline?

Hallikainen: That was basically our dream to make that game ever since we started the studio. We were huge fans of those classic city builders, and back in 2009 we were just five people starting the studio. So we understood that there would be no way for us to actually make a full-blown city builder and make it great.

So we decided to focus on only one aspect of a city builder, which was the Mass Transit. That was the topic of Cities in Motion. And for us, it was really kind of a dream project to be able to work on a full-blown city builder. Eventually, we gathered a bigger team, more experience in the industry, and then just took on the challenge eventually.

The New King of City Building – A Talk with Colossal Order 1CGM: Your game has been described as basically the spiritual successor to SimCity. How do you take to that kind of commendation?

Hallikainen: Well, the story is actually quite funny because – as I said, we loved those, classic city builders. SimCity 2000, SimCity 4 were the ones that we have grown up playing. There was a long time after SimCity 4 that there was no news of that franchise.

So when they actually announced the new SimCity, we were pretty sure that, “okay, we are never going to be able to make our own city builder because they will basically dominate the market again for upcoming 10 years or so”.

So for us, it was a little bit of a developer news, though we were very excited to see what they do with the franchise. But as it turns out, there was still room for another city builder out there, so we decided to take on the challenge.

And it’s been bittersweet altogether. We are huge fans of Maxis and the games they have made.

CGM: Now moving forward, I’ve seen Cities: Skylines has numerous updates, and the fan reaction has been staggering, to say the least. What is your view of the fan reaction to Cities: Skylines up to this point, and how do you view the fans are taking each individual update as they come?

Hallikainen: It’s been absolutely fantastic for us to see such a huge community being built around the game. I think modding is the huge part of the game, and it’s great that we have so many active modders and so many people excited about the game and who basically follow the news.

And I think it’s one of those things that we want to have a good relationship with our community. We want to listen to their suggestions, their feedback, because they are who we are making this game for. So try to keep an open communication, just basically create content which will be interesting for them.

So it’s always extremely pleasing to see when they are excited about the new features that we’re working on. It gives us so much inspiration and strength.

The New King of City Building – A Talk with Colossal Order 3CGM: What are the future plans for Cities: Skylines? Do you have a 10-year vision for the game, or do you see this as an ever-growing project as time goes on?

Hallikainen: I do hope that we have a chance to work on this for the long haul, basically. It’s been a great ride so far and we have so many things we want to improve, bring new content to the game. And it’s definitely something that we hope to work on years forward.

CGM: Now, for each individual update, how do you go about figuring out what to put in them? Do you listen to the fans or do you have internal idea of what you want the game to evolve into?  

Hallikainen: Well, the best thing when we noticed that the fans want the same thing than we do, that’s the easiest – put it bluntly. It’s really something that if we think about what we have done for the game after the release, we actually did have a plan to work on something completely different before After Dark. And we got such an overwhelming amount of requests to add the day-and-night cycle to the game that we decided to skip our original idea for the first expansion and work on After Dark.

Basically – because we were kind of thinking that it might not be possible under the schedule we were in. And then a couple of our programmers just decided on one Friday afternoon prototype the thing. And then they showed it to me, like, “This is what we could do.” It was looking fantastic so I called Paradox, our publisher and was like, “Would it be okay if we like switch this completely?” And it worked out great. I think that expansion is – it was so well received. It was really fun to work on.

So, we have our internal vision, of course, as the developers of the game where we want this game to go in the future and what kind of content we want to create to it. But then you have this almost unified vision with the fans. Like, if you think about the natural disasters, people were asking for disasters to the game, so it’s so much fun to kind of work on those features.

Mass Transit is something that we feel might add– it’s really like kind of an ode to our previous games. So it’s a very endearing project for us to work on.

The New King of City Building – A Talk with Colossal Order 4CGM: How has it been like working with Paradox as a publisher for Cities: Skylines? Have they been very supportive or are they giving you no’s, and then you often have a back and forth?

Hallikainen: We’ve enjoyed it a lot. We actually have been working with them since 2010, ever since the first Cities in Motion. So we are very familiar with them. They are super easy to work with. It’s really a pleasure because we have such a similar vision on what we want to do with the game. I think they fully understand why we want to engage with the community. I think that we’re kind of on the same wavelength on how we want – and how we want to make games and what kind of games we want to make.

I think the best part with Paradox is that they let our do our thing, if you know what I mean. It’s like we are the developers of the game and we get to do that, and they are doing the things that we don’t want to do, which is basically the marketing and distributing and these kinds of things. But we at Colossal get to fully focus on just developing the game and communicating with the fans. So it’s a very good cooperation between us.

CGM: Now, with the Maxis shutting down, you guys are the only game in town when it comes to big city builders. Has that increased the pressure to make sure you deal with fans properly?

Hallikainen: We have been always very open with our community. Of course, with Cities in Motion, the community was tiny compared to the one we have with Cities: Skylines. But I feel that that’s one of the things that we want to be the kind of game developers who fans feel that it’s okay to approach. We get a lot of emails, we have the Paradox forums, I love reading Reddit – the subreddit we have. It’s so much fun, people sharing their stories with the game and asking questions. We try to answer those. Of course, we are a small team, so we basically – the Paradox forums is, of course, the official channel.

But in the sense that I think that’s a modern way of working. It’s something that is very important to us to talk to our audience. I think that it only makes the product better, or the game better. So – and especially with the extensive modding tools we have. If we wouldn’t have this conversation, it would feel very one-sided. And I think it’s definitely an important part of the whole Cities: Skylines experience to have that community there. I think it’s for both for the fans and for us as developers

The New King of City Building – A Talk with Colossal Order 5CGM: Now, rewinding a bit to when Cities: Skylines was first in development, what were the tenets of the process? How did you feel it would be received when you went forward with the game?

Hallikainen:  Well, we have been completely surprised by the, like, massive success that Cities: Skylines has received. We had our internal target for the copies sold was 300,000. And then in the first 24 hours after the game was released, it was already like – it was 250,000 copies. So we were at the office, like, “Okay, we may have to adjust our targets slightly.”

It was completely mind-blowing. I mean, we did not expect that. I started to get the kind of feeling – I knew we were making a good game. I think Cities: Skylines is definitely our best game yet.

But also we were so focused and we used our resources so well. We worked so well as a team while the development was going.

And then, I think it was around one week or two weeks before the release that we had these press events and a Paradox convention. And then the streamers got the review codes and there started to be this kind of hype and buzz around the release. And I was thinking, like, “Yeah, this might turn out all right.”

There’s a huge pressure when you – when the game is released and you kind of have no idea how it’s going to go. Always hoping for the best and fearing the worst. That’s kind of the feelings you have there before you see how it actually goes.

We almost couldn’t believe what was happening. And I have to say, honestly, it took us a while as a small team to be able to handle all the suggestions and feedback and wishes after the release, because the success was so massive at that point. But definitely, something that I think we caught up really quickly after the initial shock. So It’s been overall a really, really great experience.

And I think one of the important things is that we’re still not a big company.  Like you mentioned, we’re now pretty much the only ones working on city builders. But I think it’s one of those things that people need to remember, that there are so many good small teams out there. And nowadays, you don’t have to have a massive team to make a good-quality game. So it’s a very competitive field still.

The New King of City Building – A Talk with Colossal Order 6CGM: How big is the team now working on the game?

Hallikainen: We have 18 people at the moment.

CGM: What do you see the future for Cities: Skylines? What do you see it going – what do you see it evolving into as time goes on?

Hallikainen: Well, I’m hoping it will be the best city builder ever made – modestly. (Laughter.) Yeah, we aim high.

It’s something that we’re very much looking forward to keep the conversation with the – with our fans, with the community. Improving the modding tools is a big part. So we can keep that side of the game alive as well as finding new, interesting features and content for the game in the future as well.

CGM: Have you seen any mods being made that you then say, “We need this in the core game” or are you letting the mod community and your game live separately?

Hallikainen: This is actually – we get so inspired by the modders. The very first thing when we released the game, which was our oversight, we have lost one-way streets or one-way roads in the game. And one of the first mods that actually appeared was that you can operate the roads so that you can change the direction of the one-way road. How did you not have this in the game from the beginning? And then we were like, “This is – of course this needs to be.” We patched that really quickly after the release. Felt a little bit like – I think the modders keep us focused, and it’s a very good collaboration there.

We have, for example, for Mass Transit, there’s actually quite a few mods we have actually investigated and looked into. And we will be adding some of the ideas they have there to the base game, because not all players want to use the mods. And there are so many good things available that I think those need to be available for all the players.

So we’re definitely getting inspired by the mods as well.

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Sega Confirms New Yakuza Title in the Works http://www.cgmagonline.com/2017/04/21/sega-confirms-new-yakuza-title-works/ http://www.cgmagonline.com/2017/04/21/sega-confirms-new-yakuza-title-works/#respond Fri, 21 Apr 2017 18:54:10 +0000 http://www.cgmagonline.com/?p=99886

By Tyler Jones

Only the residents of Japan have been able to enjoy the wonders that await in Yakuza 6: The Song of Life, yet it has already been revealed that another title is currently in the works. According to Games Talk, during the Famitsu Awards 2016, Toshihiro Nagoshi gave reasons for fans of the franchise to be […]

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By Tyler Jones

Only the residents of Japan have been able to enjoy the wonders that await in Yakuza 6: The Song of Life, yet it has already been revealed that another title is currently in the works. According to Games Talk, during the Famitsu Awards 2016, Toshihiro Nagoshi gave reasons for fans of the franchise to be excited about the near future.

Nagoshi, who is the Chief Creative Officer for Sega, stated at the event that he wants to create a brand-new Yakuza title. However, he did not limit that to just one game. In fact, he revealed that it may be multiple instalments. As they created the Dragon Engine in Yakuza 6: The Song of Life, the future titles would feature the game engine itself, Nagoshi also pointed out.

The excitement continues, though, as this is not just an idea of his. He confirmed that work on the new title is already being done and in the near future, early development of the game could be touched on. Still, fans of this series (outside of Japan) still must wait until 2018 to play Yakuza 6: The Song of Life.

Staying true to the tradition of the series, this entry is an open-world action adventure video game that will put most of the focus on Kazuma Kiryu. Players can expect some of the same gameplay they have enjoyed from its predecessors; exploration mixed with arcade-style combat. However, only those who own a PlayStation 4 will be able to play the role of Kiryu. Sega has exclusively licensed and released this entry to Sony’s newest console. But, this should not come as a surprise as most of the series has remained exclusive to PlayStation.

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Call of Duty: WWII Worldwide Reveal Set for April 26 http://www.cgmagonline.com/2017/04/21/call-duty-wwii-worldwide-reveal-set-april-26/ http://www.cgmagonline.com/2017/04/21/call-duty-wwii-worldwide-reveal-set-april-26/#respond Fri, 21 Apr 2017 18:04:24 +0000 http://www.cgmagonline.com/?p=99866

By Tyler Jones

Call of Duty fans who have been long awaiting the franchise to go back to its roots, since Call of Duty: Infinite Warfare will be delighted to know that the newest entry has just received a worldwide reveal date. Activision has revealed, on the official web page of Call of Duty, that Call of Duty: WWII […]

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By Tyler Jones

Call of Duty fans who have been long awaiting the franchise to go back to its roots, since Call of Duty: Infinite Warfare will be delighted to know that the newest entry has just received a worldwide reveal date. Activision has revealed, on the official web page of Call of Duty, that Call of Duty: WWII will be receiving a live stream event on April 26, 10 a.m. PST.

Fans can expect this worldwide reveal to explain further details on the upcoming game, as well as a first look on what this latest entry will entail. In addition to all of this, the studio will also explain what visions they have for this latest entry. However, Call of Duty enthusiasts already know that Call of Duty: WWII is set to take the franchise back to its roots.

After Activision decided to provide a sense of freshness into the franchise, lifelong fans responded with disappointment. Thomas Tippl, the Chief Operating Officer at Activision, acknowledged the complaints that were received by fans when they decided to take the game into space. Due to this, and the company thinking that Call of Duty: Infinite Warfare would be a success, fans who complained about this innovation were glad to hear what Tippl had to say about the upcoming game.

“In 2017, Activision will take Call of Duty back to its roots and traditional combat will once again take center stage,” Tippl reveals. “This is what our dedicated community of Call of Duty players and Sledgehammer Games, which has been developing this year’s title, are the most excited about.”

For anyone who is paranoid that they may miss the reveal, there is an option to RSVP on the official countdown page (which is present on the web page of Call of Duty). Those who choose to do this will also receive email updates from Activision.

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Talking Nerdy With Arrow’s Lexa Doig http://www.cgmagonline.com/2017/04/21/talking-nerdy-with-arrows-lexa-doig/ http://www.cgmagonline.com/2017/04/21/talking-nerdy-with-arrows-lexa-doig/#respond Fri, 21 Apr 2017 16:36:15 +0000 http://www.cgmagonline.com/?p=99847

By Jordan Biordi

Lexa Doig is a Canadian model turned actress who has been known for starring roles in Andromeda, Jason X and even the popular Video and Arcade Top 10. In her latest role portraying Talia Al Ghul in Arrow, CGMagazine sat down to talk to her about her career, her love of video games and portraying […]

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By Jordan Biordi

Lexa Doig is a Canadian model turned actress who has been known for starring roles in Andromeda, Jason X and even the popular Video and Arcade Top 10. In her latest role portraying Talia Al Ghul in Arrow, CGMagazine sat down to talk to her about her career, her love of video games and portraying the famous DC character

CGMagazine: Tell us a little bit about how you got your career started?

Lexa Doig: Well it’s funny because I always wanted to be an actor since I was very small. And this the funny thing — this is a very relevant conversation that’s happening in my industry right now, in terms of representation — because as a little beige, half-Filipino girl growing up, I didn’t see faces that looked like mine on TV. So… I used to watch Nia Peeples Dance Party religiously because she looked like someone who could’ve been a member of my family. But otherwise I didn’t see faces that looked like mine or that I could relate to in any way when I watched television so it was one of those funny things that growing up, it wasn’t something I thought I could do until I was in my teens and started modelling.

Talking Nerdy With Arrow's Lexa Doig 2

And I started doing commercials and things like that, and that’s when there’s a crossover between actors and models filming commercials because both sets of people generally tend to audition for them. And I had made some friends with other actors that were like “you don’t need to do the modelling thing, I’ll introduce you to my agent.” And I was like, “Wow! I can actually do this.” Because I had always done school plays, and I was in the theatre program in high school I just didn’t think it was something I would be able to pursue professionally. And then, through friends I met doing a commercial I got my first talent agent and haven’t really looked back since; even at times when I probably should have.

CGM: As you were getting into the industry, who were some of your biggest influences?

Doig: It’s funny, I was asked this question the other day and I honestly don’t know. You know, anybody and everybody was. The funny thing is, there are influences from people that you work with directly; I remember working with Kate Milligan, I was well into being a professional actor at that point, but I was so impressed with how she controlled her environment. Meryl Streep is obviously the gold standard, but the funny thing is, when you’re watching performances in film at that level, everybody has something to contribute. There’s value in all of it.

CGM: Now, you were on Video and Arcade Top 10, tell us a little about that how was that experience?

Doig: Are you Canadian?

CGM: Funny story, I was actually on an episode.

Doig: SHUT UP! Do you remember who the hosts were when you were on it?

CGM: I’m pretty sure it was Nicholas Picholas

Lexa: Because when I was on it Liza Fromer and Gord Woolvett were the two main hosts, and Nicholas Picholas and I were music and entertainment; so we were the cutaways. And it was hilarious because I don’t think once ever, because, at the speed in which these were done, I don’t think we ever, maybe Liza and Gord did a little bit; nobody actually really interacted with these poor contestants. So there were these kids that are coming on the show that literally get shoved on, and then we have to read off a teleprompter as fast as we possibly can, and then YAY this person won! And you see this stunned kid going “…uh..ok?” And then it’s like, “Ok thanks, bye!”

CGM: Did you have fun at least on the show?

Doig: I did! It was actually my first on-camera gig being a host. I mean, it’s not rocket science, but learning the skill of actually just calming down and being comfortable in front of the camera was a really great first step. And we churned them out, we did like five a day, but we’d only do it like one day a month in a studio in Hamilton. But it was a good experience! I’m still friends with Gord Woolvett to this day, and I’m Twitter friends with Liza and Nick.

And a small piece of trivia. Do you know why Nicholas Picholas calls himself Picholas?

CGM: No I don’t.

Doig: His real name is, and I’m not kidding, Schimmelpenninck Van Deroy. I’ll never forget it, it’s this many years later and I still know his last name is Schimmelpenninck Van Deroy. There are few people I can share that piece of trivia with who will truly appreciate it.

CGM: Were you ever a big gamer then? Is that what drew you toward the show?

Doig: I’m a PC gamer, but I just auditioned for the show. That was when I was still modelling and you throw everything at the wall and see what sticks. But in terms of gaming, when I was younger I used to play Nintendo; I used to play Street Fighter, I was always Chun-Li.

CGM: I’m always Chun-Li too, she’s the best.

Doig: But when I got older, I got more into the D&D style games like Eye of the Beholder and then…I’ve never played Skyrim, but what was the other one I played that had Melicamp the Chicken?

CGM: Baldur’s Gate?

 Doig: Yeah! Do you remember the one that had the berserker who had a Miniature Giant Space Hamster named Boo? It was brilliant! It’s funny because I did become a Skyrim widow for a time, my husband really embraced Skyrim, to the point that I was kind of concerned. But I would watch him play it and I do love the humour that would periodically show up in those games, like the Wabbajack, I was like “this is my favourite weapon ever!” But the controls are a little…I think I’m a little too old pick up the controls, I got them down on a PC and then, I don’t know, I just stopped playing and then games advanced so quickly that I’m like “Ok, I missed that bandwagon, I’ll watch other people play them.”

CGM: So let’s talk a little bit about Arrow. What’s it like playing Talia Al’Ghul?

Doig: Well she’s an important character in the DC Universe, but I’m not sure how integral she is in the Arrow universe yet. The way it’s been set up she trained Green Arrow. She was like the final step of training that Oliver had before he went back to Starling City. She’s a lot of the reason he went back. It’s interesting because I think she’s the final step in the journey, she’s the final piece of the puzzle to help him differentiate himself from this alter-ego that he has. But I don’t really know how important she is yet, because we’ve only seen her in flashbacks.

 CGM: Talia’s character is usually portrayed similarly in her interpretations, what do you feel you bring that is unique to you?

Doig: Probably sarcasm, because I’m a snarky bitch. I did a certain amount of research, and I watched as much as I could of previous episodes that feature the Al Ghul family, and it’s stylized in a sense because they’re part of the world but they’re not of the world. There’s a bit of a supernatural element with the Lazarus Pits and the League of Assassins, and they operate on the periphery. I felt it would be far more interesting that the difference with Talia is that she’s of the world. Yes, she can operate on the periphery, that’s where she was born and raised and trained, but she can also put on a business suit and attend a meeting; I thought that would be interesting because that’s kind of what Oliver does. So that was my thought process in creating Talia so that her language and her manner and her cadences are a little more modern, as opposed to that Shakespearean style that you saw with the Al Ghul family.

CGM: My final question is, what’s next for you? Any future projects?

Doig: I do believe I’m going in for another episode of Arrow, and then hopefully a second season of The Arrangement which is the show that I’m doing for E. That’s just kind of it, that and figuring out if my son is going to make my life joyful by going to school on an island.

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Hacknet Labryinths Review – More Hacknet http://www.cgmagonline.com/reviews/hacknet-labryinths-review-hacknet/ http://www.cgmagonline.com/reviews/hacknet-labryinths-review-hacknet/#respond Fri, 21 Apr 2017 14:16:24 +0000 http://www.cgmagonline.com/?post_type=reviews&p=99828

By Lane Martin

There are few things that scratch the same itch as a bad movie, and there is no bad movie that I go back to as often as 1995’s Hackers (The Craft is a close second). Hackers is not an exceptionally accurate depiction of what it takes to crack into a system, but it was enough […]

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By Lane Martin

There are few things that scratch the same itch as a bad movie, and there is no bad movie that I go back to as often as 1995’s Hackers (The Craft is a close second). Hackers is not an exceptionally accurate depiction of what it takes to crack into a system, but it was enough to get my younger self-interested in the subject. Soon enough I was going through my family’s home computer with a fine-tooth comb learning as much as I could about how it ticked. Hacknet: Labyrinths brings me back there, to sleepless nights in front of a crappy gateway, reading everything I could on software architecture, networking, and even phone phreaking.

Hacknet Labyrinths is the first piece of downloadable content for 2015’s Hacknet, a game that I absolutely adored. If you’re unfamiliar with the base game, I’ll explain. Hacknet was a terminal hacking simulator that utilized legitimate Linux commands, an amazing soundtrack, and visual effects inspired by the multitudes of brainless ways Hollywood tends to depict hacking. The juxtaposition of the legitimate code right beside ridiculous visual effects always amused me intensely. The story was simple—finding justice for a dead hacker—and the gameplay revolved around the thrill of breaking into new systems undetected and the quiet voyeurism as you poked through their files. Also, the ending was perfect. I won’t spoil anything here, but whenever I go about the final mission in Hacknet, I still get chills.

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The DLC isn’t terribly different. There is a heavier reliance on story, as you won’t be flying solo anymore. Labyrinths finds you as a member of an elite conclave of hackers going on jobs to steal information and new tools to help you complete your dark works. You’ll always be in contact with your compatriots through the chat system, which replaces your old e-mail account throughout the DLC. During some jobs, you’ll find their assistance necessary, and eventually their personalities will start to shine through the colourful screennames.

If you’re worried that you might not be able to ‘hack it’ in a game like this, I would advise you not to worry. Hacknet does an excellent job of teaching the basics, even if you’ve never used a command line—or you don’t even know what that means. The rest is about exploration. You explore the limits of your tools and you explore the systems you break into searching for information, more tools, and the hottest new themes to customize your terminal view.

The missions in Labyrinths typically require more thought and time than they did in the base game. You may feel like you’ve hit a wall at points during your hacking adventures. This can lead to some frustration, but no obstacle is insurmountable, and you typically need to better utilize all of the tools at your disposal. I found these challenges deeply satisfying and loved every moment I spent slowly getting to know the people I was hacking through their irc chats and e-mails, then doling out justice as I saw fit.

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What it all comes down to is this; Hacknet: Labyrinths is more Hacknet, with all the greatness and downfalls of that. You’ll still be exploring the vastness of the net, utilizing real Linux commands in the most accurate depiction of hacking to date while grooving to some sweet synth tracks and super cool visuals. You’ll get some new tools, but they won’t really change the way you go about playing the game. Dumping a system’s memory and analyzing it is useful, but it was rarely my first course of action.

I loved Hacknet: Labyrinths, but I loved the original game. The game cuts to the very heart of me and reflects so much of my younger days in the best way possible. It’s certainly not for everyone, but the people who are going to like it are really going to love it. If it sounds like something you might be interested in, you should give it a try. If it sounds like it may not be your cup of tea, you’re better off avoiding it. I can only hope that this game inspires kids in the same way a terrible movie inspired me as a kid. Hack the planet.

Score:8.5

Final Thoughts:Hacknet: Labyrinths does everything the base game only better and harder. There are new tools and more story to look forward too, but it ends up just being more Hacknet, not that that’s a bad thing.

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Sony Raises Estimated Sales Figures for the Year http://www.cgmagonline.com/2017/04/21/sony-raises-estimated-sales-figures-year/ http://www.cgmagonline.com/2017/04/21/sony-raises-estimated-sales-figures-year/#respond Fri, 21 Apr 2017 14:00:53 +0000 http://www.cgmagonline.com/?p=99836

By Remington Joseph

Sony () reports that the company raised its estimated profit sales figures for the year for the conclusion of the financial year. Sony stated that they expect to report net profits of $620 million for the financial year to March 2017. This number is triple of Sony’s previously estimated forecast of $222 million but results […]

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By Remington Joseph

Sony (SNE 33,82 +0,14 +0,42%) reports that the company raised its estimated profit sales figures for the year for the conclusion of the financial year.

Sony stated that they expect to report net profits of $620 million for the financial year to March 2017. This number is triple of Sony’s previously estimated forecast of $222 million but results in half of the $1.26 billion that the company made in profits back in 2015. Previous statements were provided by Sony in February of this year. The company anticipated improvements in all divisions with the exception of its components business.

Previous financial reveals from Sony show a continuous decrease in profit numbers from quarter to quarter over the last few years. One of the main reasons for this fell on the company’s mobile division, costing over $500 million during the third financial quarter of 2015. Sony managed to solve this issue by downsizing the division and focusing on more profitable models.

In recent years, Sony’s PlayStation brand has become the company’s most profitable and iconic division. In the first quarter of 2016, 78 per cent of Sony’s $546 million profit came from their PlayStation division. Within three years, Sony has now sold over 50 million PlayStation 4’s, including its variations, the PlayStation 4 Pro and the slim version of the console. In terms of software, over 400 million games have been sold across retail and digital platforms. PlayStation VR, Sony’s official VR headset has also reached record numbers since its debut, selling over 900 thousand units since its launch in October 2016. Sony recently revealed plans to push harder with the marketing of PlayStation VR.

Sony announced that the company’s gross revenue forecast is $65 billion, a forecast that has remained unchanged since February. Sony is expected to announce its full-year results at the end of next week.

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Cities: Skylines – Xbox One Edition Review http://www.cgmagonline.com/reviews/cities-skylines-xbox-one-edition-review/ http://www.cgmagonline.com/reviews/cities-skylines-xbox-one-edition-review/#respond Fri, 21 Apr 2017 13:17:56 +0000 http://www.cgmagonline.com/?post_type=reviews&p=99819

By Cody Orme

City Sims are some of the most intricate titles in the video game medium. They require the player to think ahead, plan accordingly, and please the simulated people living in their city. These games aren’t for everyone, and for the most part they’ve kept to themselves on the PC, where the mouse and keyboard controls […]

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By Cody Orme

City Sims are some of the most intricate titles in the video game medium. They require the player to think ahead, plan accordingly, and please the simulated people living in their city. These games aren’t for everyone, and for the most part they’ve kept to themselves on the PC, where the mouse and keyboard controls really complement the gameplay. But every once in a while a title comes along and tries to break through to the other side and succeed on consoles. Originally a strong PC title, Cities: Skylines – Xbox One Edition is the debut entry of the series on consoles, and with it comes some growing pains.

Don’t get me wrong, as far as city sims go, it’s hard to find a title as consistently fun as Cities: Skylines.  Released in 2015 by Paradox interactive, Cities Skylines picked up the torch that Sim City dropped a few years back, working as almost a spiritual successor to that franchise—even if it isn’t quite dead. Players choose from different landscapes that have different terrains and varying amounts of natural resources. From there, they lay out the roads to their cities, create districts, and supply those districts with amenities like power and water. Users can also control things like taxes, offering even more depth. It’s all about balance, as players must keep in mind what the city needs as well as what the people desire. Fortunately, prospective mayors won’t have to guess what the citizens want because they have a habit of passive-aggressively tweeting about how horrible you are until you build a windmill or something. If citizens are unhappy, it will affect the city.  Buildings will be abandoned, revenue goes down and you’ll get constant tweets about how much the city sucks (no, I’m not over the tweets!). Aside from that, there’s actually a lot of infrastructure to lay out from emergency services to decorations and even public transportation. It can seem overwhelming at first, but after a few hours, Cities: Skylines goes from an intimidating simulation to a deep but manageable experience.

But the game is two years old, so this isn’t really news to anyone. Cities: Skylines – Xbox One Edition brings this experience to the living room, swapping the monitor for a TV screen, a mouse and keyboard for a controller and a desk for a nice couch.  Packed in this edition is the “After Dark” expansion, which allows players to see their cities come to life at night—a really a nice touch, even if it’s mostly visual. The controller support works rather well with the right stick controlling the cursor and the left stick controlling the camera. Triggers allow players to zoom in and out, while the face buttons all serve different purposes, from receiving information to building and demolition. But while the controller works, it’s hard to say if it’s better than the original controls. Call me old fashioned, but a mouse and keyboard really is the best way to experience this genre, and I felt things as simple as building a straight road or even going to the other end of my town took a little longer in this version. With that being said, tasks, like elevating roads or creating tunnels, are a little more streamlined with the D-Pad. It’s a mixed bag it seems. How well the controller gameplay works could be up to the individual player.

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Thankfully, that’s not a serious complaint, and for the most part, the rest of the game still looks and feels like Cities: Skylines. Retaining its less than realistic aesthetic, Cities: Skylines – Xbox One Edition looks just as good on consoles as it does on PC. This version looks more like a port than a completely new experience. The soundtrack is also back, with its calming, Sims-like inspiration, and it always fades into the background perfectly.  Even the environmental sounds are great when players zoom in close to the city streets to observe their progress. This is very true to the original experience, now brought to home consoles for those who may have never had the chance to try it out.

If you’re one of those people, there isn’t a better example of a city sim on consoles.  It’s a faithful port of one of the best titles in its class with a new control scheme and one of the more interesting expansions packed in. It’s just unfortunate that the genre itself feels like an awkward teenager on this platform. It sort of knows what it wants to be; it just doesn’t quite know how to go about doing it.

Score:8.5

Final Thoughts:Still one of the best games in the genre, Cities: Skylines - Xbox One Edition, is the best city sim on consoles.

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Persona 5 Confidant Guide – Futaba, Makoto, Ann, Ryuji, Haru, and Yusuke http://www.cgmagonline.com/2017/04/20/persona-5-confidant-guide-futaba-makoto-ann-ryuji-haru-and-yusuke/ http://www.cgmagonline.com/2017/04/20/persona-5-confidant-guide-futaba-makoto-ann-ryuji-haru-and-yusuke/#respond Thu, 20 Apr 2017 20:24:52 +0000 http://www.cgmagonline.com/?p=99695

By Brendan Frye

The members in your party are likely to be the characters you spend most of your time with during your year in Persona 5. Raising your social link with each of them will also be the most immediately beneficial. Your allies will be able to perform follow-up attacks, help to negotiate with enemy shadows along […]

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By Brendan Frye

The members in your party are likely to be the characters you spend most of your time with during your year in Persona 5. Raising your social link with each of them will also be the most immediately beneficial. Your allies will be able to perform follow-up attacks, help to negotiate with enemy shadows along with other useful skills during and outside of battles. Here’s the complete guide to helping you strengthen your bonds with your fellow phantom thieves.

Persona 5 Confidant Guide – Party 1

Futaba Sakura Confidant Relationship Guide – L’Hermite – IX (Hermit)

Futaba Sakura is the navigator for the phantom thieves. Her social link grants extra support when entering battles.

Can Be Found At: Once befriended, outside LeBlanc.

Potential Gifts: Best of KGB49 (CD Shop, Underground Mall, Shibuya), Motorbike Figure (Tokobushiya Otaku Goods, Akihabara) Local Mascot Set (Tokobushiya Otaku Goods, Akihabara)

Rank 1:

  • Unlocked on though story progression 8/31
  • Unlock: Moral Support (Futaba has a chance to cast Kaja or other party-healing magic mid-battle)
  • Unlock: Akihabara location.

Rank 2:

  • Requires kindness rank 4 (selfless)
  • Available after 9/2
  • Conversation choices of note:
  • Choice 1: “That’s a great idea.” +2
  • Choice 2: “If we work together.” +3 / “Want me to help?” +2
  • Unlock: Mementos Scan(Futaba has a chance of fully mapping out a floor of Mementoes on arrival)

Rank 3:

  • Conversation choices of note:
  • Choice 1: “I was about to come find you.” +3
  • Choice 2: “Good to see you again.” +3 / “You’re the one who appeared.” +2

Rank 4

  • Conversation choices of note:
  • Choice 1: “Let’s do this together.” +3 / “Nope.” +2
  • Choice 3: “I think it’s cute.” +3 / “Everyone does it.” +2 / “Not at all.” +2
  • Unlock: Position Hack skill (Futaba can arrange for you to sometimes open a battle with a hold-up)

Rank 5:

  • Conversation choices of note:
  • Choice 1: “That must have been a shock.” +3 / “Are you happy?” +2
  • Choice 2: “I think you’re right.” +3 / “Your… what?” +2
  • Choice 3: “He’s the protagonist.” +3 / “What’s an NPC?” +2

Rank 6:

  • Conversation choices of note:
  • Choice 1: “That must have been a shock.” +3 /  “Are you happy?” +2
  • Choice 2: “You didn’t know any better.” +2
  • Unlock: Active Support ability (Moral Support can sometimes charge and recover SP)

Rank 7:

  • Impactful conversation choices for this rank:
  • Choice 1: “What horrible parents.” +2 / “We have to put a stop to this.” +2
  • Choice 2: “I’ll do it, for you.” +3 / “We’ll show them the truth.” +3 / “Give me some time.” +2
  • Unlock: Treasure Reboot ability.
  • Unlock: Mementoes request “Daughter’s Just a Meal Ticket” (Must be completed to progress past this rank)

Rank 8:

  • Impactful conversation choices for this rank:
  • Choice 1: “That’s incredible.” +3 /  “I’m glad to hear that.” +3 / “Did you stutter at all?” +2
  • Choice 2: “You worked really hard, too.” +3 / “You’re making me blush…” +2

Rank 9:

  • Impactful conversation choices for this rank:
  • Choice 1: “You’ve really matured.” +3 / “What if you get bullied again?” +2
  • Choice 2: “Are you OK, Futaba?” +3 / “You’re imagining things.” +2
  • Choice 3: “If you want.” +2 / “No way.” +2
  • Choice 4:
    Romance – “Because I love you.”
    Friendship – “Because we’re teammates.”
  • Unlock: Emergency Shift (Futaba gains the ability to potentially swap out some party members when two or more are KOed)

Rank 10:

  • Conversation choices of note: irrelevant as all choices will give the same outcome
  • Unlock: Final Guard (Chance to completely nullify an otherwise fatal attack)
  • Unlock: Second Awakening

Persona 5 Confidant Guide – Party 2

Makoto Niijima Confidant Relationship Guide – La Papesse – II (Priestess)

Makoto Nijima is the student council president and one of the phantom thieves. Furthering her social link grants her new skills in battle

Can Be Found At: Student Council Office or outside the school gates Goods, Akihabara

Potential Gifts: Black Book Cover (Underground Mall, Shibuya), Classical Works (Underground Mall, Shibuya), Motorbike Figure (Tokobushiya Otaku)

Rank 1:

  • After clearing the Bank Palace dungeon in the story, find Makoto in front of the Student Council Office at school.
  • Rank 3 Knowledge (Scholarly) is required.
  • Unlock: Shadow Calculus (Ability to see potential drops from enemies on the analyses screen)

Rank 2:

  • Conversation choices of note:
  • Choice 1: “You’re very well informed.” +2
  • Choice 2: “That was dangerous.” +3 /  “You should have known better.” +2
  • Unlock: Baton Pass (letting you pass Makoto’s turn to other Baton Pass users in battle after a 1 More)

Rank 3:

  • Conversation choices of note:
  • Choice 2: “You can change.” +3 /  “Don’t let it get to you.” +2
  • Choice 1: “You have the wrong idea.” +2
  • Unlock: Brainiac Talk (Makoto gets the chance to step in and rescue a failed demon negotiation)

Rank 4:

  • Conversation choices of note:
  • Choice 1: “That’s unlike you.” +2
  • Choice 3: “Why do you use it?” +3 /  “That’s adorable.” +2
  • Choice 4: “That’s an amazing goal.” +3 /  “I like a woman in uniform.” +2
  • Unlock: Follow Up (Makoto gains the ability to attack an enemy after Joker as a follow-up)

Rank 5:

  • Conversation choices of note:
  • Choice 1: “He sounds suspicious.” +3 /  “That’s annoying.” +2
  • Choice 2: “I got this.” +3 /  “Only if I can take it seriously.” +2

Rank 6:

  • Requires rank 5 Charm.
  • Conversation choices of note:
  • Choice 1: “Love comes in many forms.” +3 /  “We just started.” +2
  • Unlock: Harisen Recovery (Makoto has a chance to step in and heal status ailments on party members when in the party)

Rank 7:

  • Conversation choices of note:
  • Choice 4: “That’s a horrible story.” +3 /  “He was a noble man.” +3  /  “Was it tough without him?” +2
  • Choice 5: All result in +3
  • Choice 6: All result in +2
  • Unlock: Shadow Factorization ( Can tell if an attack will be effective or not while targeting)

Rank 8:

  • Conversation choices of note:
  • Choice 1: “He says that to all the girls.” +2 /  “That’s how he ropes you in.” +2
  • Choice 2: “Absolutely.” +3 /  “What are you going to do?” +2  /  “Eh, she deserves him.” +2
  • Unlock: Endure ability

Rank 9:

  • Conversation choices of note:
  • Choice 1: All result in +3
  • Choice 2: All result in +2
  • Choice 3: “That was the right move.” +2
  • Choice 4: “I’m a regular here.” +3 /  “It’s a popular meeting spot.” +3  /  “Not as much as you.” +2
  • Choice 5:
    Friendship – “You’ll find someone someday.” +3
    Romance – “I’ll be your study partner.”
  • Choice 6:
    Romance – “I do.”
    Friendship – “That’s not what I meant.”
  • Unlock: Protect (Makoto can shield Joker from fatal attack)

Rank 10:

  • Conversation choices of note: irrelevant as all choices will give the same outcome
  • Unlock: Second Awakening

Persona 5 Confidant Guide – Party 3

Ann Takamaki Confidant Relationship Guide – L’Amoureux – VI (Lovers)

Ann Takamaki is one your fellow phantom thieves. Her abilities help her in fighting and negotiating with shadows.

Can Be Found At: Underground Mall in Shibuya after school

Potential Gifts: Truffle Chocolate (Shibuya Underground Mall), Best of KGB49 (Shibuya Underground Mall), Branded Perfume (Shibuya Underground Mall), Red Lipstick (Shibuya Underground Mall), Heart-Shaped Ring (Shibuya Underground Mall), Custard Cake (Shibuya Underground Mall), Matcha Pudding (Shibuya Underground Mall), Cheap Chocolate (Shibuya Central Street)

Rank 1:

  • On 4/15 as part of the story, your cooperation with Ann will begin.
  • Unlock: Baton Pass (Letting you pass Ann’s turn to other Baton Pass users in battle after a 1 More)

Rank 2:

  • Requires kindness rank 2 (considerate)
  • After 5/6.
  • Conversation choices of note:
  • Choice 1: “She’s so strong.” +3 / “Are you feeling better now?” +3 / “So are you friends again?” +2
  • Choice 2: “You might be right.” +3 / “You can’t blame yourself?” +2 / “Kamoshida had the upper hand.” +2
  • Choice 3: Both give +3
  • Unlock: Girl Talk (Ann gains a chance to step in and rescue a failed demon negotiation)

Rank 3:

  • Conversation choices of note:
  • Choice 5: “Can we stop yet?” +3 / “I love you.” +2 / “I like you.” +2
  • Choice 8: “Has that happened to you?” +3 / “That’s odd.” +2
  • Choice 9: “The freedom sounds nice?” +2
  • Unlock: Follow Up (giving Ann the chance to attack an enemy after Joker as a follow-up)
  • Unlock: Inokashira Park location.

Rank 4

  • Conversation choices of note:
  • Choice 1: “I know what you mean.” +3 / “That comes down to you.” +2
  • Choice 2: “That’s hilarious.” +3 / “That was mean of her.” +2
  • Choice 3: “Tell me?” +3 / “I’m afraid to know.” +2
  • Choice 4: “Good idea.” +3 / “How exactly?” +2
  • Choice 5: “Good luck with that.” +3

Rank 5:

  • Conversation choices of note:
  • Choice 1: “Give it up.” +2
  • Choice 2: “She’s amazing, huh…” +2
  • Choice 3: “It had grace.” +2
  • Unlock: Crocodile Tears ( Giving Ann the chance to lower a demon’s demands during demon negotiation)

Rank 6:

  • Conversation choices of note:
  • Choice 1: “It seems that way.” +3 /  “If it’s a friend, yeah.” +2
  • Choice 4: “Show her your strength.” +3 / “Comfort her.” +3 / “Listen to what she has to say.” +2
  • Unlock: the Harisen Recovery ( Ann gains the ability to step in and heal status ailments on party members when in the party)

Rank 7:

  • Conversation choices of note:
  • Choice 1: “She admires you.” +2
  • Choice 4: “Go get ’em, tiger.” +2
  • Unlock: Sexy Technique (Ann gains a chance to seduce demons during demon negotiation)

Rank 8:

  • Conversation choices of note:
  • Choice 1: “You have some real guts.” +3 /  “You’re beautiful as-is.” +2
  • Choice 2: All give +3
  • Choice 4: All give +3
  • Unlock: Endure

Rank 9:

  • Conversation choices of note:
  • Choice 3: All give +3
  • Choice 4:
    Romance – “You have me.”
    Friendship – “You have the others.”
  • Unlock: Protect (Ann can shield Joker from fatal attack)

Rank 10:

  • Conversation choices of note: irrelevant as all choices will give the same outcome
  • Unlock: Second Awakening

Persona 5 Confidant Guide – Party 4

Ryuji Sakamoto Confidant Relationship Guide – Le Chariot – VII (Chariot)

Ryuji Sakamoto is one of the first to join the phantom thieves, Strengthening his social link helps to further his abilities in battle.

Can Be Found At: In the hallway after school or at the arcade on days off

Rank 1:

  • On 4/12 as part of the story, your cooperation with Ryuji will begin.

Rank 2:

  • Conversation choices of note:
  • Choice 1: “You seem pretty excited.” +3 / “I’m counting on you.” +3 / “…help with what?” +2
  • Choice 3: Both give +2
  • Unlocks Baton Pass ability, letting you pass Ryuji’s turn to other Baton Pass users in battle after a 1 More.

Rank 3:

  • Conversation choices of note:
  • Choice 1: “Let’s not fight.” +2
  • Choice 2: “Calm down, Ryuji.” +3 / “Just endure it.” +2
  • Unlocks the Follow Up ability, giving Ryuji the chance to attack an enemy after Joker as a follow-up.

Rank 4

  • Conversation choices of note:
  • Choice 1: “Are you worried about him?” +3
  • Choice 2: “I know how you feel.” +3 / “But you’re doing great.” +3 / “It’s not so bad.” +2
  • Unlocks the Punk Talk ability, giving Ryuji the chance to step in and rescue a failed demon negotiation.
  • Unlocks the Ogikubo Ramen location.

Rank 5:

  • Conversation choices of note:
  • Choice 1: “Protein powder?” +3 / “A towel?” +2
  • Choice 2: “You seem conflicted.” +2 / “Do you want to rejoin?” +2
  • Choice 3: “So he’s short?.” +3 / “So he’s an asshole?” +3

Rank 6:

  • Conversation choices of note:
  • Choice 1: “We can train at my place.” +3 /  “Let’s stay here.” +2 / “How about Protein Lovers?” +2
  • Choice 2: “You guys should trust Nakaoka.” +3 / “There is no time for arguing.” +3
  • Choice 3: “Absolutely.” +3 / “More or less.” +3
  • Unlocks the Harisen Recovery ability, which gives Ryuji the chance to step in and heal status ailments on party members when in the party.

Rank 7:

  • Conversation choices of note:
  • Choice 1: “Let’s talk to Takeshi.” +3
  • Choice 2: “I think it’s cool Ryuji.” +3 / “Wait, what?” +2
  • Grants the Insta-kill ability, which gives Ryuji the chance to instantly win a battle after an ambush. Becomes more likely the weaker an enemy is.

Rank 8:

  • Conversation choices of note:
  • Choice 2: All give +3
  • Choice 3: “All I did was watch.” +3 / “Are you gonna pay me back?” +2
  • Choice 4: All give +3
  • Unlocks the Endure ability, giving Ryuji a chance to withstand a blow in combat that would usually kill.

Rank 9:

  • Conversation choices of note:
  • Choice 1: “Are you satisfied now?” +3 / “Not running?” +2
  • Choice 2: “Don’t do it.” +3 / “What did you say?” +2 / “Do you have any time for that?” +2
  • Choice 3: All give +3
  • Choice 4: “I agree.” +2
  • Unlock: Protect (Ryuji can shield Joker from fatal attack)

Rank 10:

  • Conversation choices of note: irrelevant as all choices will give the same outcome
  • Unlocks Second Awakening, evolving Makoto’s Persona to its final form, Chi You.

Persona 5 Confidant Guide – Party 5

Haru Okumura Confidant Relationship Guide – Limperatrice – III (Empress)

Haru Okumura is one of the phantom thieves. Strengthening her social link grants her new abilities in battle

Can Be Found At: Usually found on the rooftop of the school after school unless it is Sunday or Raining

Potential Gifts: Glass Vase (Shibuya Underground Mall)

Rank 1:

  • After 10/30, find and chat with her on the school rooftop. On Sundays, she hangs out at the school gates
  • Unlock: Cultivation (allows you to grow vegetables on the roof)

Rank 2:

  • Requires Proficiency Rank 5 (Transcendent)
  • Conversation choices of note:
  • Choice 1: “Are you opening a cafe?” +3 / “Are you starting a farm?” +3 / “You like coffee?” +2
  • Choice 2: “He sounds suspicious.” +2
  • Choice 3: “This is a complex issue.” +3 / “You might be wrong.” +2 / “Maybe you should fire him.” +2
  • Unlock: Baton Pass (Letting you pass Haru’s turn to other Baton Pass users in battle after a 1 More)

Rank 3:

  • Conversation choices of note:
  • Choice 3: “Not yet.” +3 / “I have.” +2 / “Too many times to count.” +2
  • Choice 2: “I don’t want to go with you.” +2
  • Choice 1: “It’ll be okay, I promise.” +3 / “They won’t find out.” +3 / “A phantom thief wouldn’t worry.” +2
  • Unlock: Follow (Haru gains the chance to attack an enemy after Joker as a follow-up)

Rank 4:

  • Conversation choices of note:
  • Choice 1: “That’s pricey.” +3 / “It must be amazing.” +3
  • Choice 2: All give +3
  • Choice 3: All give +3
  • Choice 4: “Let’s ask him.” +3
  • Choice 5: “I’m not really sure.” +3
  • Unlock: Celeb Talk (giving Haru the chance to step in on a failed demon negotiation)

Rank 5:

  • Conversation choices of note:
  • Choice 1: “Somebody’s telling the truth.” +3 / “Trust no one.” +3
  • Choice 2: “There has to be another way.” +3
  • Choice 3: “That doesn’t matter now.” +3 / “I don’t think so.” +3
  • Unlocks: Selective Breeding (which improves vegetable crop outcome)

Rank 6:

  • Conversation choices of note:
  • Choice 1: “That’s fascinating.” +3 / “You’re so studious.” +3 / “Can you make some for me?” +3
  • Choice 2: “I had no idea.” +3
  • Choice 3: “That would be bad.” +3 / “Black like coffee?” +3
  • Choice 5: “Be strong, Haru.” +3
  • Unlock: Harisen Recovery (Haru gains the chance to step in and heal status ailments on party members when in the party)

Rank 7:

  • Conversation choices of note:
  • Choice 2: “That sounds really tough…” +3 / “What do you want to do?” +3
  • Choice 3: All are +3
  • Choice 4: Both are +3
  • Unlock: Soil Improvement (which reduces the time a crop takes to grow)

Rank 8:

  • Conversation choices of note:
  • Choice 1: “The soil?” +3
  • Choice 2: All are +3
  • Choice 3: All are +3
  • Unlock: Endure

Rank 9:

  • Conversation choices of note:
  • Choice 2: All are +3
  • Choice 3: “You’re very welcome.” +3 / “You did amazing.” +3
  • Choice 4:
    Relationship – “I like you too, Haru.”
    Friendship – “He saw us as good friends.”
  • Unlock: Protect (Haru can shield Joker from fatal attack)

Rank 10:

  • Conversation choices of note: irrelevant as all choices will give the same outcome
  • Unlock: Second Awakening

Persona 5 Confidant Guide – Party 6

Yusuke Kitagawa Confidant Relationship Guide – L’Empereur – IV (Emperor)

Yusuke Kitagawa is an artist who fights alongside you as one of the phantom thieves. Strengthening his social link grants him new abilities in battle

Can Be Found At: Found after school in the Shibuya Station Underground Walkway.

Rank 1:

  • On 6/18 there will be an unmissable event with Yusuke. Talk to him at the train station’s underground passageway afterwards.
  • Unlock: Novice Duplication (Allows Yusuke to produce low-level skill cards for you. These can be used to teach your Persona moves)

Rank 2:

  • Conversation choices of note:
  • Choice 1: “It’s novel.” +2 / “It’s enigmatic.” +2
  • Choice 2: “I can’t wait.” +3 / “I hope you’re right.” +3
  • Unlock: Baton Pass (lets you pass Yusuke’s turn to other Baton Pass users in battle after a 1 More)

Rank 3:

  • Conversation choices of note:
  • Choice 1: “Don’t let it bother you.” +2
  • Choice 3: “This isn’t like you.” +3 / “You’re really giving up?” +2
  • Choice 4: Both give +2
  • Unlock: Follow Up (gives Yusuke the chance to attack an enemy after Joker as a follow-up.
  • Unlocks the Ueno Museum location)

Rank 4:

  • Conversation choices of note:
  • Choice 1: “Why are we in a boat?” +2 / “I should bring a girl here.” +2
  • Choice 2: “Love comes in all forms.” +3 / “Maybe you should train more.” +2
  • Unlock: Artist Talk (Yusuke gains a chance to step in on a failed demon negotiation)
  • Unlock: Inokashira Park location.

Rank 5:

  • Conversation choices of note:
  • Choice 1: “Do you want me to strip?” +3 / “I dunno if I can do it…” +2
  • Choice 2: “I’m sure you will.” +3 / “It doesn’t look like it.” +3 / “Do you want to give up?” +2
  • Unlock: Adept Duplication (Allows Yusuke to create medium-level skill cards on your request.
  • Unlocks the Kanda Church location)

Rank 6:

  • Requires rank 4 Proficiency.
  • Conversation choices of note:
  • Choice 1: “It feels nostalgic.” +2
  • Unlock: Harisen Recovery (Yusuke has a chance to step in and heal status ailments on party members when in the party)

Rank 7:

  • Conversation choices of note:
  • Choice 1: “What do you mean?” +2
  • Choice 2: “The truth is within you.” +3
  • Unlocks the Master Duplication ability, which allows Yusuke to create skill cards for high-end skills..

Rank 8:

  • Conversation choices of note:
  • Choice 1: “It has to be Ann.” +2
  • Choice 2: “You’ve really grown, Yusuke.” +3
  • Unlocks the Endure ability, giving Yusuke a chance to withstand a blow in combat that would usually kill.

Rank 9:

  • Conversation choices of note:
  • Choice 1: “Her love for her son.” +3 / “The pain of separation.” +3
  • Choice 2: “You’ve really changed, Yusuke.” +3
  • Unlock: Protect (Yusuke can shield Joker from fatal attack)

Rank 10:

  • Conversation choices of note: irrelevant as all choices will give the same outcome
  • Unlock: Second Awakening

This post is by www.cgmagonline.com read the original post: Persona 5 Confidant Guide – Futaba, Makoto, Ann, Ryuji, Haru, and Yusuke

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Free Fire Review – B-Movie Feel, A-Level Production http://www.cgmagonline.com/reviews/free-fire-review-b-movie-feel-level-production/ http://www.cgmagonline.com/reviews/free-fire-review-b-movie-feel-level-production/#respond Thu, 20 Apr 2017 19:53:16 +0000 http://www.cgmagonline.com/?post_type=reviews&p=99791

By Phil Brown

Writer and director Ben Wheatley has become a critical darling and film festival favourite, yet always does so within the bounds of genre movie thrills. Along with his co-writer/editor/wife Amy Jump, Wheatley has carved out a comfortable and confident space for himself as a director who can make profane entertainment feel like an artistic statement […]

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By Phil Brown

Writer and director Ben Wheatley has become a critical darling and film festival favourite, yet always does so within the bounds of genre movie thrills. Along with his co-writer/editor/wife Amy Jump, Wheatley has carved out a comfortable and confident space for himself as a director who can make profane entertainment feel like an artistic statement and vice versa. He’s dabbled in suburban gangsters (Down Terrence), hard horror (Kill List), serial killer rom-comedy (Sightseers), an acid trip period piece (A Field in England), and a twisted JG Ballard adaptation (High-Rise). His most recent movies were his most mature and technically accomplished, yet also signalled a shift towards the deeply esoteric from which Wheatley and Jump might never return. Now along comes Free Fire, a no-nonsense single location action flick laced with morbid laughs and paced with reckless abandoned. Undoubtedly the filmmaker’s most pretentious defenders will feel slighted by the shift to B-movie bliss, but at the same time, this might be the breakout movie that gets Wheatley the wider audience that he deserves. It’s certainly relentlessly entertaining and nasty enough to earn a cult audience. Now let’s see if they arrive.

The setup is simple. Somewhere in 1970s Boston, two IRA soldiers (Cillian Murphy and Michael Smiley) have set up an arms deal with a South African gunrunner (Sharlto Copley). They arranged the deal through a business woman with dirty fingernails (Brie Larson) and her wise-talking connected pothead associate (Armie Hammer). They all show up at a mysterious warehouse out of earshot from any Beantown cops. They all bring backup (including Sam Riley, Jack Reynor, and Noah Taylor) and those backup bodies have some interpersonal beef. The guns weren’t the ones that were ordered. Suddenly a lot of angry folks on the wrong side of the law are trapped in an abandoned building together with enough firepower to have a very serious and meaningful conversation. From that point on, it’s basically a feature long Mexican stand-off with relentless tension broken up only by bullets, bloody, or jokes related to bullets and blood.

Free Fire Review - B-Movie Feel, A-Level Production 2

The setting of the movie is undeniably the 70s (the delightfully over-the-top fashions and facial hair make that abundantly clear), but the tone is more in tune with the 90s. This is the sort of actor-driven dirty crime movie with sparkling dialogue, sudden violence, classic rock, and slapstick comedy that virtually became a genre to itself after Tarantino. Thankfully, it’s been just long enough since that stream of genre flicks for the material to feel fresh again and Wheatley/Jump are more than capable of making the material their own. This might take place in B-movie land with all of the delightfully over-the-top action that entails, but there is a sense of authenticity to the characterizations that goes a long way towards selling things. Everyone is carefully crafted with clear personalities designed to comedically clash. The violence is relentless, yet grittily real. The humour never stops, yet feels completely natural given the heighten situation. In other words, this isn’t The Boondock Saints and thank god for that.

It certainly helps that the cast is so strong. Murphy and Smiley enjoy doing the strong stoic thing with just enough eccentric character beats to feel like more than British Bronsons. Brie Larson gets to be the sanest head in the room and the most surprising source of action, which suits her considerable talents well. Sharlto Copley gets to play the wild card and as he’s proven since District 9 the guy can go over the top with the best of them. He gets the biggest laughs, followed swiftly by Armie Hammer, whose dapper stoner with a killer’s eye is easily one of his best performances and serves as a reminder why he should be a star. Every actor does well. Wheatley knows how to cast and how to let his performers take control. Given all of the bullets flying, it’s amazing how complete the characters feel.

Free Fire Review - B-Movie Feel, A-Level Production 3

The film opens with some stylish visuals to set the scene, but once things go south, the camerawork grows increasingly frantic, crammed in with the characters ducking and dodging. Wheatley keeps his violence grounded enough to sell relatable pain, yet exaggerates and piles on enough bloodshed for some Looney Tunes-ish slapstick. While Free Fire stays true to the reality of the world it creates, the entertainment factory is littered with so much dark humour and blood-soaked slapstick that theatres will rock as if they are watching a comedy. This is a blast of brutal entertainment from a filmmaking team who have proven that they can do more, but have committed deliver these cheap thrills as well as they can. Don’t be surprised if Hollywood snaps up Ben Wheatley and Amy Jump shortly after Free Fire hits VOD. If the duo can create something this spine-tingling entertaining with a tight budget and a single location, just imagine what could happen with greater resources. Hopefully, we’ll find out sooner rather than later. Wheatley is on one hell of a roll. It’s hard to see that stopping anytime soon.

Score:8.5

Final Thoughts:A rip-roaring and vicious action/comedy by overqualified filmmakers adoring the opportunity to make a B-movie feel like an A-production.

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Broforce Composer Working on New Title AereA http://www.cgmagonline.com/2017/04/20/broforce-composer-working-new-title-aerea/ http://www.cgmagonline.com/2017/04/20/broforce-composer-working-new-title-aerea/#respond Thu, 20 Apr 2017 19:03:17 +0000 http://www.cgmagonline.com/?p=99788

By Zubi Khan

SOEDESCO announced that are teaming up with Bro Force composer Deon Van Heerden to deliver the score for their new title AereA. Aerea, is a game that focuses on music while letting the player take control of four characters on an RPG quest where they must return nine ‘primordial instrumentals’ to their rightful places and […]

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By Zubi Khan

SOEDESCO announced that are teaming up with Bro Force composer Deon Van Heerden to deliver the score for their new title AereA.

Aerea, is a game that focuses on music while letting the player take control of four characters on an RPG quest where they must return nine ‘primordial instrumentals’ to their rightful places and restore balance to the world of Aezir. The game promises to run at a native 4K, while exploring multiple islands that all have unique biomes with a boss waiting at the end of each area.

The game also features 4-player local co-op that can be enjoyed with friends. It is fitting that Aerea has Heerden at the helm, someone that already understands the genre of a game and can produce music that best accentuates it.  Although Bro Force is far removed from a fantasy setting, the game oozes action and punchy 80s era beats, Heerden working on Aerea means the game has the potential to incorporate great, epic fantasy music while tying it in closely with the game’s theme of music.  The game will feature Boss battles that all have unique tracks specifically composed by Deon Van Heerden, this will not only give each boss more personality but also help incorporate the unique instrument each boss possesses with the music itself.

Aerea will be available on PC, Playstation 4 and Xbox One on June 30, 2017, while the physical retail release and the special of the game will ship with a copy of the soundtrack.

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Blizzard Offering Free Mega Bundles for Heroes of the Storm http://www.cgmagonline.com/2017/04/20/blizzard-offering-free-mega-bundles-heroes-storm/ http://www.cgmagonline.com/2017/04/20/blizzard-offering-free-mega-bundles-heroes-storm/#respond Thu, 20 Apr 2017 18:43:17 +0000 http://www.cgmagonline.com/?p=99781

By Tyler Jones

With Heroes of the Storm 2.0 quickly on the horizon, Blizzard Entertainment has revealed an extra incentive for players to log on. They have announced, on the official homepage for Heroes of the Storm that players who log on will be given enough free gems to unlock one of the four available Mega Bundles for […]

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By Tyler Jones

With Heroes of the Storm 2.0 quickly on the horizon, Blizzard Entertainment has revealed an extra incentive for players to log on. They have announced, on the official homepage for Heroes of the Storm that players who log on will be given enough free gems to unlock one of the four available Mega Bundles for free.

When Heroes of the Storm 2.0 goes live, on April 25, 2017 everyone will have until then and May 22, 2017 to take advantage of this spectacular offer. The key is to determine which bundle best fits one’s skillset. Each version contains 20 Heroes, and each of them has their own unique themes. Among them are the Assassin, Flex, Support & Specialist, and Tanks & Bruisers Mega Bundles.

For a quick overview, the Assassin is great for players who are aggressive in battle, the Flex is good for a wide variety of playstyles, the Support & Specialist is ideal for ultimate strategists, and the Tanks & Bruisers is, again, great for “in your face” players. For further details, they are all outlined in-depth on the Heroes of the Storm web page.

However, for those who are new to this online multiplayer battle arena video game, Blizzard has a quiz that can determine which bundle is an ideal match. It is important to do so because as soon as a player chooses which Mega Bundle they want for free, the remaining three will not be available any longer.

If anyone is thinking about getting into this game, now is the perfect time to do so. Not only is Blizzard offering this huge offer for free, they are doing so in conjunction with an improved version of the game. Heroes of the Storm 2.0 is set to take the game to a different stratosphere with a new Battleground, Loot Chests, more powerful progression system and new heroes.

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Grand Theft Auto Online: Tiny Racers Launching April 25 http://www.cgmagonline.com/2017/04/20/grand-theft-auto-online-tiny-racers-launching-april-25-420-deals/ http://www.cgmagonline.com/2017/04/20/grand-theft-auto-online-tiny-racers-launching-april-25-420-deals/#respond Thu, 20 Apr 2017 16:47:06 +0000 http://www.cgmagonline.com/?p=99775

By Tyler Jones

It seems fitting, with the new gameplay trailer for Micro Machines World Series that was recently released, that now yet another classic top-down racer receives a gameplay trailer. However, this is not a standalone game but an extension of a previous game. Rockstar Games unveiled a brand-new trailer for their upcoming extension to Grand Theft […]

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By Tyler Jones

It seems fitting, with the new gameplay trailer for Micro Machines World Series that was recently released, that now yet another classic top-down racer receives a gameplay trailer. However, this is not a standalone game but an extension of a previous game.

Rockstar Games unveiled a brand-new trailer for their upcoming extension to Grand Theft Auto Online, called Tiny Cars. Whether intentional or not, this looks like it will be a throwback to the original days of Grand Theft Auto. Shot from a top-down perspective, it will be reminiscent of an old arcade-style racing game. The goal, which it always seems to be in this franchise, is to eliminate the competition by any means necessary.

Fans who are licking their chops at the sounds of this will not have to wait very long, as the trailer confirmed it would be released on April 25, 2017 for PlayStatio 4, Xbox One and PC. If for no other reason, this can give fans who are highly anticipating the release of Micro Machines World Series a way to get their fix before June 23, 2017. For those who could completely care less about this, there is some other noteworthy news from Rockstar Games as it entails to Grand Theft Auto Online.

In celebration of the date today (4/20), there will be some special savings for a limited time. Obviously, they all are in accordance with drugs. Firstly, any weed sales that are garnered in someone’s business will earn 50 per cent more revenue than normal. In addition, players can also save some money today. Via The Open Road, all Weed Farm Business and Business Upgrades are 50 per cent off the normal price. Finally, Green Tire Smoke (from LC Customs) will also be 50 per cent off this afternoon.

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Ten Games We Want on a Possible SNES Classic http://www.cgmagonline.com/2017/04/20/ten-games-we-want-on-a-possible-snes-classic/ http://www.cgmagonline.com/2017/04/20/ten-games-we-want-on-a-possible-snes-classic/#respond Thu, 20 Apr 2017 16:25:14 +0000 http://www.cgmagonline.com/?p=99742

By Cody Orme

In the history of the video game industry, it’s hard to find a console as great as the SNES. The successor to the original Nintendo Entertainment System, the SNES took Sega head on, and brought the company back to prominence as the dominant force in the games industry. With the SNES, Nintendo managed to strike […]

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By Cody Orme

In the history of the video game industry, it’s hard to find a console as great as the SNES. The successor to the original Nintendo Entertainment System, the SNES took Sega head on, and brought the company back to prominence as the dominant force in the games industry. With the SNES, Nintendo managed to strike a balance of an affordable cost, with relatively powerful hardware, which lead to a steady stream of high-quality content. Titles like The Legend of Zelda: A Link to the Past, Super Metroid, and Super Mario World are not considered to be the best those storied series’ had to offer, but also some of the best the industry has ever seen.

With Nintendo’s discontinuation of the NES Classic, and possible development of a SNES Classic, what titles should be on the new tiny console has been the talk of the community. While the titles mentioned above are obvious choices, we here at CGM decided to shed some light on the titles we’d like to see on the SNES Classic—aside from The Legend of Zelda: A Link to the Past, Super Metroid, and Super Mario World.

Donkey Kong Country

Developer: Rare
Publisher: Nintendo
Release Date: November 1996

Most players prefer the later entries in the series, but the original Donkey Kong Country is one of the most important titles on the SNES. From a historic standpoint, this was the game that put Rare on the map, allowing Nintendo to trust them with developing some of the best games of the following console generation. From a visual standpoint, Donkey Kong Country set a new standard of expectations for titles that came out after it with its stunning realistic arts style and psudo-3D character models on a 2D plane. But from a gameplay perspective, it’s hard to find a platformer as satisfying as Donkey Kong Country. With memorable levels like Treetop Town, and countless mine cart stages, along with secrets galore Donkey Kong Country is insanely replayable. Mix in that iconic David Wise soundtrack, and you have a winner.

Chrono Trigger

Developer: Square  
Publisher: 
Square
Release: March 11, 1995

What happens when you mix the creator of Final Fantasy, with one of the main designers in Dragon Quest and get the artist responsible for Dragonball to animate your characters? You get Chrono Trigger. Square Enix pulled out all the stops for this JRPG and it shows. With a story about time travel, one of the most refined battle systems in the land, and a loveable cast of ragtag characters this is a game that’s been ported to every system imaginable. It also allows players to experience it in its original form without the need of a cartridge—which isn’t cheap—is integral to preserving the history of the gaming industry.

Zombies Ate My Neighbours

Developer: Lucas Arts
Publisher: 
Konami
Release: 
July 1993

It’s not very often older titles allowed for co-op multiplayer. Taking control of Zak and Julie, players work together to traverse their neighbourhood that has (gasp) been taken over by zombies! With an angled camera view, players must rush across 48 stages saving their neighbours by nightfall. It’s got all the charm of early 90s Lucas Arts games, but it’s really just best to play the game instead of reading about it.

Teenage Mutant Ninja Turtles IV: Turtles in Time

Developer: Konami
Publisher: 
Konami
Release: 
March 1991

You’ll be hard pressed to find something bigger than the Ninja Turtles in the early 90s. So it’s no surprise that they got a ton of licenced games. But one stands above the rest as one of the greatest beat ‘em ups ever—Turtles in Time. Playing as one of Raffi, Leo, Mikey or Donnie (the best) users go across a variety of stages beating the snot out of Foot Soldiers and squaring up against iconic villains like Leatherhead, Rocksteady, Dr. Stockman, Shredder and Krang. It’s such a good game. And I don’t care how hard it would be for Nintendo to get the rights for it on the SNES Classic, it has to be there.

F-Zero

Developer: Nintendo EAD
Publisher:
 Nintendo
Release: 
November 1990

Want to go fast but don’t own a Genesis? F-Zero has got you covered. Using a technique called “Mode 7 Scrolling” which essentially positions and scales individually to give a 3D effect, F-Zero revolutionized how racing games played that generation. Not only that, but this title introduced the world to a colourful cast of characters, and more specifically Captain Falcon.

Final Fantasy VI

Developer: Square
Publisher: 
Square
Release: 
April 1996

Most consider this to be the best in the Final Fantasy series, and they wouldn’t be wrong. Square in the 90s had the Midas touch, and Final Fantasy VI is a perfect example of that. Known at Final Fantasy III stateside, this entry in the series doesn’t necessarily differ from the norm, rather it builds on the solid foundation it established years earlier. With a compelling story and interesting characters, a new audience should experience Final Fantasy VI. Especially with all the hype around the Final Fantasy VII remake just around the corner.

Saturday Night Slam Masters

Developer: Capcom
Publisher: 
Capcom
Release: 
July 1993

I had to put one lesser-known title in this list. Wrestling in the 90s was huge, and Capcom capitalized on that, while simultaneously giving a back-story to one of its most iconic characters—Mike Hagar. Saturday Night Slam Masters originally launched in arcades with a console version eventually making it’s way to homes with a special multiplayer battle royal mode. It’s over the top, fast paced action, and even if you don’t like wrestling, it’s a great fighter that deserves a shot.

Super Mario RPG

Developer: Square
Publisher:
Nintendo
Release: 
May 1996

I could probably just make an entire list of Square titles but I had to cap it off here, and there is nothing more SNES Era gaming than Super Mario RPG. Taking everyone’s favourite plumber and plopping him into an unfamiliar genre—at the time—is definitely a good hook, but if Super Mario RPG failed as an experiment, we probably wouldn’t see the Mario and Luigi series or Paper Mario. It’s a collaboration between two companies that were at their best, combining to make an entry in a genre that at the time was king. There’s a great cast, great score, an active battle system, it’s a great way to introduce players into a genre that can be very intimidating.

EarthBound

Developer: Ape, HAL Laboratory
Publisher: Nintendo
Release: 
June 1995

Ever since Nintendo released EarthBound to the Virtual Console, it seems the series has garnered more love than ever. But, there was a time when it was just a weird niche game that was really expensive for collectors. The latter part is still true, a cartridge for EarthBound will cost you a few hundred dollars, but for players who just need to experience this game, the SNES Mini could be the perfect place.

EarthBound won’t blow you away with a great battle system, which is pretty basic, but, it can get pretty intense by allowing players to actually pull off attacks while their health is depleting. But where the game excels is its humour. With a sarcastic take on America at the time, EarthBound comments on cults, the Apple and Microsoft war, and small town living. It’s a blast, and honestly, needs to be played.

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Saints Row 2 is Free on GOG For the Next Several Hours http://www.cgmagonline.com/2017/04/20/saints-row-2-free-gog-next-several-hours/ http://www.cgmagonline.com/2017/04/20/saints-row-2-free-gog-next-several-hours/#respond Thu, 20 Apr 2017 15:39:59 +0000 http://www.cgmagonline.com/?p=99768

By Tyler Jones

Saints Row 2 has been out for nearly a decade, but for anyone who has not experienced it (or do not have their original copy anymore) the time to do so is now. More specifically, within the next 24-40 hours of this posting. GOG announced on their official Twitter page that they would be giving away […]

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By Tyler Jones

Saints Row 2 has been out for nearly a decade, but for anyone who has not experienced it (or do not have their original copy anymore) the time to do so is now. More specifically, within the next 24-40 hours of this posting.

GOG announced on their official Twitter page that they would be giving away Saints Row 2 to everyone within the next 48 hours (at the time of their original posting). On their official webpage, they have a countdown timer. So, anyone who is paranoid that they may miss out on the free download, check the timer to see if it is still available.

As far as Saints Row 2 itself, it does a tremendous job of giving players an enormous amount of freedom during gameplay. Not only is it an open-world video game, but players can also choose who to play as, how to play as them, and who they want accompanying them. On top of the freedom to explore for several bonus missions, this sequel to the original Saints Row offers a great deal of customization, creative combat system, several vehicles, and a co-op campaign mode.

For those who remember playing the Steam version, the gameplay was not executed well at all. Reviewers and players have complained that it is practically unplayable due to the framerate issues, poor handling and control, and insane lag. On the GOG page, though, many reviewers have stated that this version is much improved over the Steam one. However, with that being said, do not expect one of the best games ever made.

This is just a fantastic way to bring in any players who are interested in the Saints Row series but never got around to playing them.

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Arc System Works Announces New Guilty Gear Entry http://www.cgmagonline.com/2017/04/20/arc-system-works-anninces-new-guilty-gear-entry/ http://www.cgmagonline.com/2017/04/20/arc-system-works-anninces-new-guilty-gear-entry/#respond Thu, 20 Apr 2017 15:14:36 +0000 http://www.cgmagonline.com/?p=99765

By Zubi Khan

Arc System Works announced their renowned long-running series, Guilty Gear is getting another instalment for European territories known as Guilty Gear Xrd REV 2. The first entry in the Guilty Gear series launched back in 1998 for the original PlayStation in Japan and the Americas, with the European release left until the new millennium.  Guilty […]

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By Zubi Khan

Arc System Works announced their renowned long-running series, Guilty Gear is getting another instalment for European territories known as Guilty Gear Xrd REV 2. The first entry in the Guilty Gear series launched back in 1998 for the original PlayStation in Japan and the Americas, with the European release left until the new millennium.  Guilty gear in its long history has spawned more than just excellent and stylish fighting games, with figurines, drama CDs and even a full blown anime. The new entry in the series brings with it everything that made the previous entries in the series great and amps it up to the next level.  New characters, stages and story scenarios on top of the returning and acclaimed tutorial system all return in the new game.  Guilty Gear Xrd REV 2 features the return of

The new entry in the series brings with it everything that made the previous entries in the series great and amps it up to the next level.  New characters, stages and story scenarios on top of the returning and acclaimed tutorial system all return in the new game.  Guilty Gear Xrd REV 2 features the return of Bailken and Answer, fan favourite character from previous entries in the series. Additionally, the game will launch with a revamped online match system as well rebalances and tweaks to the existing roster.

Guilty Gear Xrd rev 2 will be available as a stand-alone physical release on both the PlayStation 3 and PlayStation 4 console. The game will also be available for digital download on the PlayStation network, finally, owners of a digital copy of Guilty Gear REV 2 will be pleased to hear that they will be able to upgrade the game free of charge.  The game will release on May 26, 2017.

Guilty Gear Xrd REV 2 will also be available for digital download on the PlayStation network, finally, owners of a digital copy of Guilty Gear REV 2 will be pleased to hear that they will be able to upgrade the game free of charge.  The game will release on May 26, 2017 in Europe.

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Atlus registers domains hinting at the future of the Persona series http://www.cgmagonline.com/2017/04/20/atlus-registers-domains-hinting-future-persona-series/ http://www.cgmagonline.com/2017/04/20/atlus-registers-domains-hinting-future-persona-series/#respond Thu, 20 Apr 2017 14:42:41 +0000 http://www.cgmagonline.com/?p=99755

By Kenneth Shepard

Atlus appears to be preparing for the future of the Persona franchise with a series of domain registrations for several unannounced titles. Twitter user regularpanties posted a screenshot of several domain registrations under the company ryusoffice Corp, Inc, a company who has been associated with Atlus in domain registration for games like Project Re Fantasy. […]

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By Kenneth Shepard

Atlus appears to be preparing for the future of the Persona franchise with a series of domain registrations for several unannounced titles.

Twitter user regularpanties posted a screenshot of several domain registrations under the company ryusoffice Corp, Inc, a company who has been associated with Atlus in domain registration for games like Project Re Fantasy.

Atlus registers domains hinting at the future of the Persona series

Notable registrations include the following:

PQ2.jp, hinting at a sequel to 2014’s 3DS dungeon-crawler spin-off Persona Q: Shadow of the Labyrinth.

P3D.jp, possibly referencing a Persona 3-centric rhythm game in the style of Persona 4: Dancing All Night.

P5D.jp, potentially alluding to a similar rhythm game based on music and characters from Persona 5.

P5U.jp, which may be hinting at another fighting game in the style of Persona 4 Arena and sequel Persona 4 Arena Ultimax.

Other registrations hint at future mainline Persona games, including references to a Persona 8 and 9. With Persona 5 only wrapping up development last year, it’s unlikely any work is underway for sequels this far out, this is most likely Atlus preparing for the future and locking down these domain names in case the series makes it this far.

Keep in mind that all of this is speculation, but regardless of whether or not all or any of these potential projects pan out, Atlus is obviously considering several titles for the Persona franchise in the coming years.

These registrations come only a few weeks after Persona 5’s much-delayed North American launch, after which the game has shipped over 1.5 million copies worldwide across PlayStation 4 and PlayStation 3. This was several months after the game’s initial Japanese release, which took place in September of last year. Despite the game’s being on the market for months now, Atlus launched the game with significant restrictions on the PlayStation 4’s sharing features, disabling them for the entirety of the game.

For more on the series, check out CGM’s review of Persona 5.

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Mario Kart 8 Deluxe Review – Overflowing With Content http://www.cgmagonline.com/reviews/mario-kart-8-deluxe-review-overflowing-content/ http://www.cgmagonline.com/reviews/mario-kart-8-deluxe-review-overflowing-content/#respond Thu, 20 Apr 2017 13:00:41 +0000 http://www.cgmagonline.com/?post_type=reviews&p=99725

By Phil Brown

Back in the ancient days of the SNES, the Nintendo wizards had a weird idea. What if all of the Mario mascots starred in a go-kart racing game with projectiles? It was a ridiculous concept and like so many ridiculous concepts that the Nintendo geniuses have spat out of their brains over the years, it […]

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By Phil Brown

Back in the ancient days of the SNES, the Nintendo wizards had a weird idea. What if all of the Mario mascots starred in a go-kart racing game with projectiles? It was a ridiculous concept and like so many ridiculous concepts that the Nintendo geniuses have spat out of their brains over the years, it was also absolutely brilliant. Now Mario Kart is a Nintendo stable. We all know that every console will get a Mario Kart to call it’s own and we all know that it’ll be friggin’ fantastic. So, now a mere matter of weeks after launch, the Nintendo Switch already has a Mario Kart to call it’s own. On the downside, it’s a repackage of Mario Kart 8 with all the DLC and a few extra bells n’ whistles. Thankfully, Mario Kart 8 Deluxe serves up an excellent entry in the series that so many players missed because it was released on the failed Wii U. Plus, the Deluxe edition fixed Mario Kart 8’s few problems, added a few new toys, and is a goddamn blast. Would it be more exciting if we had a Mario Kart 9 in our hands this week? Well, sure. But at the same time this thing is so much damn fun that it’s hard to complain.

Mario Kart 8 Deluxe Review - Overflowing With Content 1

So, first up let’s talk about what’s the same. Mario Kart 8 is fantastic. The visuals are gorgeous with an impressively increased scale and an endless stream of vibrant visuals that look fantastic in HD. The DLC items brought F-Zero tracks to the party that prove just how badly the big N needs to revive that franchise. The addition of Link—and his stretched knees crammed into a tiny kart—was a gloriously geeky touch. Mario Kart 8’s new items fit into the fold without breaking the formula. The gameplay is as sweetly smooth n’ satisfying as ever. The game was easy to pick up and learn yet deep enough to reward endless satisfying replays and little quirks to master. It was a fine addition to the franchise and one that hasn’t dated or lost anything on the Switch. If anything, this is definitely the version to own.

First off, Mario Kart 8 Deluxe looks and plays like a dream on the Switch. I noticed no frame rate drops like some recent releases. That wasn’t a problem in split screen or even during online play—though to be fair I was only able to set up two races with three other players during the brief window that Nintendo allowed for online play, so things could be different once races kick off with up to 12 online opponents after launch. I also found the controls crossed over remarkably well when playing on a single tiny joycon. Nothing was lost. This will be a perfect title to play with a friend portably. It works perfectly.  As for the changes, there aren’t many. Mostly additions rather than subtractions had the issues. The big removal was that “fire jump” trick that everyone hated. You don’t have to worry about that anymore. So…yay, I guess.

Mario Kart 8 Deluxe Review - Overflowing With Content 2

The biggest addition is the revamped “Battle Mode.” Gone are those cavernous repurposed tracks that never quite worked in battle. Now there are eight elegantly designed battle arenas—five new, three taken from previous releases—with just enough space for eleven players to smash each other to bits. The usual balloon battle makes its return and likely remains the best but battle modes, but the other options have their charms. Bob-bomb Blast only offers contenders bombs to fight with, but given that you can hold quite a few at once and explosions are pretty it’s a good time. Coin Runners depends on coin counting and retaining for supremacy, Shine Thief turns into all-against-one madness with a crown that the winner must wear the most. Renegade Roundup gives half the players piranha plants to trap the other half in jail until they are released by a team member like King’s Court—it’s an odd concept, but satisfying once you get the hang of thing. All the Battle Modes work well and after the disappointing design that Battle Mode had on the Wii U edition of Mario Kart 8, it’s a relief to have the popular Nintendo karting beat em’ up back in full force.

Other major additions include the ability to hold two items at once, which is just as fun as it sounds—even though you can only use them in one specific order, which is annoying—the return of the ghost item, and the feather jump item from SNES. Those are all welcome, if hardly game changers—although banking two items comes close when trying to make a worst-to-first Karting comeback. There are also a few new characters added to the party like some Inkling boys and girls from Splatoon, King Boo, and Bowser Jr. Like the nearly endless stream of unlockable cars that just keep coming—including that delightful bowser ball from Super Mario World—the added characters are mostly just cosmetic additions, but damn if they aren’t welcome. In total there are 42 different racers now, including the nearly endlessly customizable Mii and 48 tracks. That’s pretty insane. It’s hard to complain.

Mario Kart 8 Deluxe Review - Overflowing With Content 3

Undoubtedly many folks will dismiss Mario Kart 8 Deluxe purely because it’s a repackage of an old Mario Kart title rather than a shiny new version. Fair enough, I can understand that. However, if you can look past the repackaging, there’s no denying that this is the biggest and deepest Mario Kart title ever released. Assuming that the online racing works as smoothly as it did for me in a very short playtime, Nintendo have worked out all the flaws in the previous release of Mario Kart 8 and added enough new bells and whistles to Mario Kart 8 Deluxe to make even those who bought all the DLC last time want to come back. More importantly, this game plays beautifully on the joycons as a portable Switch title and is a perfect way to show off Nintendo’s brand new system to jealous friends who don’t feel like sitting through Zelda fights on a tablet screen. You can’t call a repackage a killer app, but for anyone who skipped the Wii U this title comes close. This is a fine timesuck for any self-respecting Nintendo nerd and should be cherished for many moons to come. Now if you’ll excuse me, those red shells aren’t going to fire themselves.

Score:9

Final Thoughts:Mario Kart 8 remains one of the highlights of the franchise and while it would have been nice for The Switch to get a new title rather than a Deluxe repackage, this thing plays like a dream and is overflowing with content.

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Gwent Team at CD Projekt Looking for Gameplay Programmers http://www.cgmagonline.com/2017/04/20/cd-projekt-looking-gameplay-programmers/ http://www.cgmagonline.com/2017/04/20/cd-projekt-looking-gameplay-programmers/#respond Thu, 20 Apr 2017 12:50:33 +0000 http://www.cgmagonline.com/?p=99674

By Tyler Jones

Anyone looking for employment as a Gameplay Programmer? If so, then the Gwent team at CD Projekt is extremely interested. On the CD Projekt Red web page, they have a job application that is listed for a talented Gameplay Programmer to assist with Gwent. As a Programmer, CD Projekt notes that the selected applicant will […]

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By Tyler Jones

Anyone looking for employment as a Gameplay Programmer? If so, then the Gwent team at CD Projekt is extremely interested. On the CD Projekt Red web page, they have a job application that is listed for a talented Gameplay Programmer to assist with Gwent. As a Programmer, CD Projekt notes that the selected applicant will be responsible for developing best practices for the team; along with handling the implementation and designing of architecture. This will also include being able to constantly think of game ideas.

However, only a select few are going to be qualified for a position of this magnitude. Make sure that, for anyone who legitimately feels they could have a chance, the following skills and experience are possessed. First and foremost, the job posting requires the applicant to be passionate about video games. That one is pretty easy, though. Then, the following are addressed.

  • Must have knowledge of mobile game development (both 2D and 3D) and operating systems (iOS, Windows, Android)
  • Possess a Computer Science/Software Engineer Degree, or have equivalent work experience.
  • Have at least three years of experience with C# and Unity (along with game development in those programming languages)

They offer benefits that are worth taking the chance for, though; including, private health care, salary, multiple paid days off, and experience with an elite video game developer. Take into consideration, that this is not a freelance opportunity and employees would need to work in their studio based in Warsaw, Poland.

Outside of this, the board of CD Projekt has recommended that a dividend payout should happen for 100 million PLN. Their recent report recommended this to take place on May 30, 2017. After this, they mention a follow-up date of June 13, 2017.

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Talking Crushmon with Lead Game Designer Young Jun Son http://www.cgmagonline.com/2017/04/20/talking-crushmon-lead-game-designer-young-jun-son/ http://www.cgmagonline.com/2017/04/20/talking-crushmon-lead-game-designer-young-jun-son/#respond Thu, 20 Apr 2017 11:30:48 +0000 http://www.cgmagonline.com/?p=99639

By Brendan Quinn

The mobile market is one of the most lucrative in the video game industry. If a company, established or start-up, can create a game that is the right mix of fun and addictive, consumers will spend money in droves to continue playing it. Of course, these games have to make money, but that doesn’t restrict […]

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By Brendan Quinn

The mobile market is one of the most lucrative in the video game industry. If a company, established or start-up, can create a game that is the right mix of fun and addictive, consumers will spend money in droves to continue playing it. Of course, these games have to make money, but that doesn’t restrict the game from being worth your time. CrushMon is the latest outing from Nexon, a mobile and online focused developer located in Korea. CGMagazine got to speak with Young Jun Son, Lead Game Designer of Concom, to get some more details on the game and the process involved in making it stand out in a saturated marketplace.

CGMagazine: Can you describe the basics of the game for us?

Young Jun Son: CrushMon is a 3D Action RPG in which players can enjoy an exhilarating hack & slash action with stimulating effects. There are 4 character classes you can choose from – Swordsman, Archer, Mage, Hammer-er. The game also provides 140 dungeons, Infinite Tower, Asynchronous PVP, Boss Relay, and Party Play, which can all be selected within ‘Sky Island’ (a lobby screen in which you can move around freely with other players).

We use a Collection system, in which you collect equipment/materials acquired through Chests that are obtained after clearing the Dungeons. When the collections are complete, characters can level-up and their equipment can be upgraded. Not only do the collections give EXP, but they also provide many other enjoyables within the game, such as Skills, Pets, and Soul Stones (items that engraves extraordinary powers on your weapons). Through a Rune system, you can also differentiate your character from everyone else’s. With Boss monsters and other cute-but-evil creatures as enemies, CrushMon provides an action-packed role-playing ‘Hack & Slash’ experience.

CGM: What makes CrushMon stand out against similar games?

YJS: It’s really a fun hack-and-slash, 3D Action RPG! With console-like graphics, it provides an touch screen game mechanic that attracts mobile gamers. With the ‘roll’ skill, you can dodge the skills of enemies to whichever direction, and use skills freely during the attack motions of characters. Console-like controls and fancy effects give CrushMon an edge over its competitors.

CrushMon differs from other RPGs in terms of character development. It uses a ‘Collection’ system, which greatly simplifies the growth of your heroes. No more synthesizing and enhancing of equipment! Our Collections provides users an easy method of taking care of an inventory.

Collecting a set amount of the same equipment allows you to strengthen your equipment. Or, you can exchange your equipment through the ‘Chest Exchange’ to acquire a higher grade item. This allows you to experience first-hand the basics of character growth through dungeon play.

CGM: What unique features does it offer players that allows it to stand out from the competition?

YJS: Its content, with having 140 Dungeon stages, Infinite Tower, interactive contents (Party Play, Asynchronous PVP), Boss Relay, and ‘Sky Island’.

Later on, we are planning to add more functions that elevates the competition aspect within the game. Which means, not only more stages will be added on to the already existing 140 dungeons, but guild systems will also thrive and be one of the main additions in CrushMon.

Heroes in an endless battle of Good vs. Evil, and their brave adventures will enrich the story that awaits. Join the 4 heroes in a storybook adventure!

In addition, there will be various events in Sky Island, which you can find out more by joining the battle!

CGM: All free-to-play games require some form of monetization. How does CrushMon tackle this issue?

YJS: In a macro perspective, the gameplay is somewhat organized to require users of a little ‘grinding’, and users with less time on their hands can surpass that with purchases. However, the requirement level is low. With its Collection system and the absence of ‘stamina’, CrushMon allows its players to enjoy their gameplay without hard restrictions.

And as stated above, players who want to quickly reach high levels can attain their goals by purchasing Chests and in-game currency. Not only that, several sales packages allow them to enjoy the diversity of purchasable items.

CGM: What kind of balance needs to be struck for the game to be both entertaining and a viable source of income for the company?

YJS: Our first and foremost goal is to create an environment in which users can easily understand the gameplay of CrushMon. The next step is to let the users feel its top-of-the-class action.

We have prepared a long time to reach the full potential of these two elements, and we now can say that they have come to their final stages.

By adding various equipment and action that relieves you of all your stress, we’ll guide you to the perfect balance that emphasizes the simplicity of character growth and the ‘fun’ of the gameplay. We believe that this is what makes a game truly successful.

CGM: What lessons have the team learned over the years about what makes a good mobile game?

YJS: There have been countless number of ARPG games that have been introduced in the market. But similar styles and growth strategies made them difficult to have a new impact. We wanted to stay away from the repeated tactics. We wanted to take on the challenge of being original, and therefore went through countless R&D processes to come up with the current infrastructure.

Since we could empathize with the players of wanting to play more but not being able to, we decided to discard the ‘stamina’ which restricted the gameplay. We went with a simpler approach, a growth cycle that revolved around a collection system. Focusing on the enjoyable competition that allowed a long-term ‘fun’ was our number one priority.

CGM: How was working with Unity?

 YJS: When developing a prototype of CrushMon, the game had low specifications and requirements. The needs of users however, called for an opposite direction of development, which was to a high-quality game. At first, we looked towards the Unreal engine, but then we were reluctant because of its inability to be compatible with mobile devices at the time. So, we turned towards Unity.

Our developers were used to the Unreal engine, and therefore had trouble adjusting at first. Now, however, we have fully submerged in the new system. The library and technical support of Unity was very helpful at the time. Looking through Unity 5 and Unreal engines, we are currently continuing with the research of finding out what engine most satisfies our gamers’ needs.

This post is by www.cgmagonline.com read the original post: Talking Crushmon with Lead Game Designer Young Jun Son

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Persona 5 Confidant Guide – Mishima, Yoshida, Oda and Munehisa http://www.cgmagonline.com/2017/04/19/persona-5-confidant-guide-mishima-yoshida-oda-munehisa/ http://www.cgmagonline.com/2017/04/19/persona-5-confidant-guide-mishima-yoshida-oda-munehisa/#respond Thu, 20 Apr 2017 01:40:59 +0000 http://www.cgmagonline.com/?p=99697

By Brendan Frye

While dating women is a big part of Persona 5, there are just as many characters that you don’t go out with who are instrumental in your rehabilitation. Though the majority of these characters don’t involve themselves directly in your phantom thief escapades, their social links can have an effect on how you fare in Palaces […]

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By Brendan Frye

While dating women is a big part of Persona 5, there are just as many characters that you don’t go out with who are instrumental in your rehabilitation. Though the majority of these characters don’t involve themselves directly in your phantom thief escapades, their social links can have an effect on how you fare in Palaces and in Momentos. For help in forging friendships with the unique characters you’ll find around Tokyo, here’s our guide for maxing out social links with non-romantic confidants.

Non-Dateable Confidant Guide 4Yuuki Mishima Confidant Relationship Guide – La Lune – XVIII (Moon)

Yuuki Mishima is a Shujin Academy student who runs the phantom thieves website. Increasing his social link grants your team members more experience points.

Can Be Found At: Shibuya or in Shinjuku in the evening

Rank 1:

  • This cooperation kicks off on 5/6 automatically as part of the main story.
  • Unlock: Mishima’s Support (Allows backup party members to earn EXP, although at a reduced rate)

Rank 2:

  • Automatically on 5/8.

Rank 3:

  • Conversation choices of note:
  • Choice 1: “Great idea.” +3 / “I’m already taken.” +2
  • Choice 2: “We’re part of… the Phandom?” +2 / “Let’s tell the truth.” +2
  • Choice 3: “It’s not your fault.” +2
  • Unlock: Mishima’s Enthusiasm (increasing the EXP earned from battles)

Rank 4

  • Conversation choices of note:
  • Choice 1: “Steak sounds good.” +3 / “I love desserts.” +2
  • Choice 2: “You’re amazing.” +2
  • Unlock: Mishima’s Desperation (Boosts the EXP back-up party members receive from Mishima’s Support)

Rank 5:

  • Conversation choices of note:
  • Choice 1: “Is it for me?” +3 / “Why was it so expensive?” +2
  • Choice 2: “That’s a good idea.” +2

Rank 6:

  • Conversation choices of note:
  • Choice 1: “Just tell me already.” +2 / “You sure are fired up…” +2
  • Choice 2: “Rumours are wrong all the time…” +2 / “It’s none of our business.” +2
  • Choice 4: “Absolutely. Nice job.” +2
  • Unlock: Inokashira Park location

Rank 7:

  • Conversation choices of note:
  • Choice 1: “You’re so reliable.” +3 / “And what exactly will we win?” +2
  • Choice 2: “Sounds pretty twisted.” +2 / “You need to chill.” +2
  • Once this is done, meet with your team and then go into Mementos and find the target. Talk to them. Later, Mishima will get in touch to talk:
  • Choice 3: “Maybe the Phansite?” +3 / “I’m sure there is.” +2
  • Unlock: Phanboy (drastically increasing the EXP you gain from battle)

Rank 8:

  • Conversation choices of note:
  • Choice 1: “I’m not leaving.” +3 / “You should run too.” +2
  • Choice 3: “Wait, that was all an act?” +3 / “You were super cool.” +3 / “Totally.” +2

Rank 9:

  • Conversation choices of note:
  • Choice 1: “You showed some real courage.” +3 / “I’m glad you’re still alive.” +2

Rank 10:

  • Any choices you make will be irrelevant since this is the max rank.
  • Unlock: Salvation Wish (allows backup party members to gain full EXP from battles)

Non-Dateable Confidant Guide 3

Toranosuke Yoshida Confidant Relationship Guide – Le Soleil – XIX (Sun)

Can Be Found At: Shibyua Station Square in the evening

Rank 1:

  • Can be started on 5/6 onwards
  • You can apply to work there via the leaflets in the train station. Work there twice and you’ll meet Yoshida, starting off this confidant cooperation.

Rank 2:

  • Conversation choices of note:
  • Choice 1: “I want to improve my speech.” +2
  • Choice 2: “One with conviction.” +2 / “I don’t know yet.” +2
  • Choice 3: “That was helpful.” +2
  • Unlock: Diplomacy (Allows you to demand more money or items in demon negotiations)

Rank 3:

  • Conversation choices of note:
  • Choice 2: “His message.” +2 / “His speaking skills.” +2
  • Unlock: Fundraising (Allows you to demand more money in demon negotiations)

Rank 4

  • Conversation choices of note:
  • Choice 4: “I couldn’t help myself.” +2

Rank 5:

  • Conversation choices of note:
  • Choice 1: “That media doesn’t matter.” +3 / “I think so.” +2
  • Unlock: Manipulation (Increases the chances an enemy will give rare items)

Rank 6:

  • Conversation choices of note:
  • Choice 1: “I don’t really care.” +3 / “I’m for them.” +2
  • Choice 2: “I’d decline.” +3 / “I’d leave it to chance.” +2

Rank 7:

  • Conversation choices of note:
  • Choice 1: “You should decline.” +2

Rank 8:

  • Conversation choices of note:
  • Choice 1: “That’s a difficult decision.” +2
  • Choice 3: “Stick to your beliefs.” +2
  • Unlock: Mind Control (Allows you to skip demon negotiations entirely)

Rank 9:

  • Conversation choices of note:
  • Choice 1: “Do your best.” +3 / “I’m getting nervous.” +2
  • Choice 2: “You had a change of heart.” +2

Rank 10:

  • Conversation choices of note: irrelevant as all choices will give the same outcome
  • Unlock: Charismatic Speech (Contracts can be formed with higher level persona easier)

Non-Dateable Confidant Guide 2

Shinya Oda Confidant Relationship Guide – Tower (XVI)

Shinya Oda in an elementary school student who frequents the arcade. His social link strengthens your gun abilities

Can Be Found At: Shibuya Arcade after school

Rank 1:

  • On 9/4 Mishima will text you details about a new side quest, “Winners Don’t Use Cheats”.
  • Pursue the side quest to achieve the Tower Arcana
  • Unlock: Down Shot (an ability that lets you use a full clip to down an enemy)
  • Bonus: Kindness Up

Rank 2:

  • Conversation choices of note:
  • Choice 1: “Don’t compare me to you.” +3 / “Sorry.” +2
  • Choice 2: “What a rude employee.” +2
  • Choice 3: “Do you admire them?” +2
  • Choice 4: “So do I.” +3 / “I’ll let them know.” +3
  • Unlock: Bullet Hail (allows you to enter a battle guns blazing after an ambush)
  • Bonus: Kindness Up

Rank 3:

  • Conversation choices of note:
  • Choice 2: “That’s the spirit.” +2
  • Unlock: Warning Shot (allows you to threaten enemy’s during negotiations)
  • Bonus: Kindness Up

Rank 4

  • Conversation choices of note:
  • Choice 1: “Dr. Takemi will help.” +2
  • Choice 2: “You seem happy.” +3 / “You’re so kind.” +2 / “Why free?” +2
  • Bonus: Kindness Up

Rank 5:

  • Conversation choices of note:
  • Choice 1: “Yeah, you tell him!” +2
  • Choice 2: “Get your revenge.” +2
  • Unlock: Ammo Pouch (boosts the maximum clip size for guns)
  • Bonus: Kindness Up

Rank 6:

  • Conversation choices of note:
  • Choice 3: “I believe in you.” +3 / “That’s good.” +2
  • Choice 4: “Not at all.” +3
  • Unlock: Cheap Shot (decreases the bullets needed to down an enemy)
  • Bonus: Kindness Up

Rank 7:

  • Conversation choices of note:
  • All answers will work in this rank
  • Bonus: Kindness Up

Rank 8:

  • Conversation choices of note:
  • Choice 1: “No, she’s not.” +2 / “Is that what you think?” +2
  • Choice 2: “I believe in them” +3 / “It’ll all work out.” +2
  • Unlocks: Mementos request “A Mother’s Aggression”
  • Unlock: Electric Slug (Boosts the damage inflicted by bullet Hail)
  • Bonus: Kindness Up

Rank 9:

  • To initiate this rank you must have completed the A Mother’s Aggression side quest.
  • Conversation choices of note:
  • Choice 1: “I’m glad to hear that.” +3 / “Thank the Phantom Thieves.” +2
  • Choice 2: “It means you’ve matured.” +3 / “No, that makes sense.” +3 / “A little bit, yeah.” +2
  • Choice 3: “He wants to win at all costs.”

Rank 10:

  • Conversation choices of note: irrelevant as all choices will give the same outcome
  • Unlock: Oda Special (Allows jokers attacks to avoid resistances)

Non-Dateable Confidant Guide 1

Iwai Munehisa Confidant Relationship Guide – Le Pendu – XII (Hanged Man)

Iwai Munehisa is the owner of the gun replica store. His social link allows you to make customizations to your ranged weapons.

Can Be Found At: Can advance the narrative by visiting his shop at night

Rank 1:

  • After 5/6
  • Will need to be given a package at the airsoft shop and take it back to him
  • Will need guts rank 4 (dauntless)
  • Unlock: Starter Customization (Allows you to customize your guns for battle)

Rank 2:

  • Impactful Conversation Choices for this Rank:
  • Choice 1: “That’s probably the signal.” to call him.
  • Choice 3: “How’s your cold?” +2 / “What should I do now?” +2
  • Bonus: Proficiency Up

Rank 3:

  • Impactful conversation choices for this rank:
  • Choice 2: “I always knew you were a thug.” +3 / “Y-Yakuza?!” +2
  • Choice 3: “We made a deal, didn’t we?” +3
  • Unlock: Medium Customization
  • Bonus: Proficiency Up

Rank 4

  • Impactful conversation choices for this rank:
  • Choice 4: “Where’s my reward?” +3 / “You two should play nice.” +2
  • Bonus: Proficiency Up

Rank 5:

  • Impactful conversation choices for this rank:
  • Choice 2: “You’re pathetic.” +3
  • Choice 3: “That’s right.” +3 / “I’ll stick around for the guns.” +3
  • Unlock: Discount on gun customizations
  • Bonus: Proficiency Up

Rank 6:

  • Impactful conversation choices for this rank:
  • Choice 3: “Girls.” +3 / “That’s a secret.” +3 / “Our futures.” +2
  • Choice 4: “You should buy is something.” +3 / “Right.” +2

Rank 7:

  • Impactful conversation choices for this rank:
  • Choice 1: “Absolutely.” +3 / “I guess he likes guns.” +2
  • Choice 2: “He’s clever.” +3 / “What a crafty bastard.” +2
  • Unlock: Advanced Gun Customization
  • Bonus: Proficiency Up

Rank 8:

  • Requires guts rank 5
  • Impactful conversation choices for this rank:
  • Choice 1: “I did it all for Iwai.” +3 / “It most definitely was.” +2
  • Choice 2: “I will.” +2 / “I want to help you.” +2
  • Unlocks: Iwai’s Confidant Mission
  • Once side quest is complete comeback and continue the dialogue
  • Choice 1: “I dunno.” +2
  • Choice 2: “I guess I could consider it.” +3 / “If you pay me well.” +3 / “I’m back, baby.” +2
  • Bonus: Proficiency Up

Rank 9:

  • Impactful conversation choices for this rank:
  • Choice 1: “Are you sure he’s alive?” +3 / “That’s great news.” +2
  • Choice 5: “Tell him the truth.” +3 / “You need to trust your son.” +3
  • Choice 6: “He’s a cool kid, huh?” +3 / “Karou is really strong willed.” +3

Rank 10:

  • Conversation choices of note: irrelevant as all choices will give the same outcome
  • Unlock: Special Customization
  • Bonus: Proficiency Up

Non-Dateable Confidant Guide

Goro Akechi Confidant Cooperation Relationship Guide – La Justice – VIII (Justice)

Goro Akechi is the famous detective prince, tasked with capturing the phantom thieves

Rank 1:

  • Unlocked automatically on 6/10.

Rank 2:

  • Unlocked automatically via the story on 7/24.

Rank 3:

  • Unlocked automatically via the story on 8/28.

Rank 4

  • Unlocked automatically via the story on 10/24.

Rank 5:

  • Unlocked automatically via the story on 10/26.

Rank 6:

  • Unlocked automatically via the story on 10/29.
  • Unlock: the Baton
  • Unlock: the Follow Up
  • Unlock: Hairsen Recovery
  • Unlock: Detective Talk

Rank 7:

  • Unlocked automatically via the story on 11/29.

Rank 8:

  • Unlocked automatically via the story on 11/20.

Rank 9:

  • Unlocked while going through the sixth palace

Rank 10:

  • Unlocked while going through the sixth palace

This post is by www.cgmagonline.com read the original post: Persona 5 Confidant Guide – Mishima, Yoshida, Oda and Munehisa

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Crytek Shanghai Refused to Pay Employees; Shuts Down Doors http://www.cgmagonline.com/2017/04/19/crytek-shanghai-refused-pay-employees-shuts-doors/ http://www.cgmagonline.com/2017/04/19/crytek-shanghai-refused-pay-employees-shuts-doors/#respond Wed, 19 Apr 2017 17:33:51 +0000 http://www.cgmagonline.com/?p=99668

By Tyler Jones

No matter how despicable one person may be, no one should be obligated to work with no compensation. Unfortunately, Crytek Shanghai did not think that the above statement was accurate. Ever since September of last year, they were working their employees without giving them a cent. Daniel Ahmed, who is an Analyst at Niko Partners […]

This post is by www.cgmagonline.com read the original post: Crytek Shanghai Refused to Pay Employees; Shuts Down Doors

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By Tyler Jones

No matter how despicable one person may be, no one should be obligated to work with no compensation. Unfortunately, Crytek Shanghai did not think that the above statement was accurate. Ever since September of last year, they were working their employees without giving them a cent.

Daniel Ahmed, who is an Analyst at Niko Partners and regularly tweets about the digital games market in China and Southeast Asia, broke the news via a tweet on Twitter. He noted how during the timeframe where employees received zero compensation, they were still open for a business. However, Ahmed now reveals that they had to close their doors because they could not pay rent.

Crytek assured their employees that they would receive proper pay in due time, sadly, that never happened. Ahmed attached proof to these allegations with an email sent out (via a photo) by the offices in Shanghai. It read,

“To clarify the payroll issue and people not attending office. We will pay for full salaries up until Oct 31st for those that are still with the company now. Of course people that quit earlier will be paid until their last work day”, the email continues. “Starting from Nov 1st, if staff does not come to office, it will be accountant for as a unpaid day for staff.”

Their attempt to become a solo entrepreneur did not work either, as now their doors are closed. Before this, Crytek Shanghai contributed to licensing business development, as well as the localization of Warface in mainland China. Of course, Crytek, themselves, is a software and video game developer with multiple studios around the world. Given that back in December of last year they shut down five of their studios, Crytek has not exactly been on fire as of late.

This post is by www.cgmagonline.com read the original post: Crytek Shanghai Refused to Pay Employees; Shuts Down Doors

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New Gameplay Trailer for Micro Machines World Series Launches http://www.cgmagonline.com/2017/04/19/new-gameplay-trailer-micro-machines-world-series-launches/ http://www.cgmagonline.com/2017/04/19/new-gameplay-trailer-micro-machines-world-series-launches/#respond Wed, 19 Apr 2017 16:56:04 +0000 http://www.cgmagonline.com/?p=99657

By Tyler Jones

A brand-new game play trailer has been unveiled for the upcoming racing game Micro Machines World Series and it appears to be an all-out thrill ride of adventure. The trailer showcased exactly what has made this series a hit since the beginning, absolute carnage with larger than life environments. It gave fans of the series […]

This post is by www.cgmagonline.com read the original post: New Gameplay Trailer for Micro Machines World Series Launches

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By Tyler Jones

A brand-new game play trailer has been unveiled for the upcoming racing game Micro Machines World Series and it appears to be an all-out thrill ride of adventure. The trailer showcased exactly what has made this series a hit since the beginning, absolute carnage with larger than life environments. It gave fans of the series a sense of comfort as many classic vehicles were on display; as well as icy magic, massive hammers and black holes.

Micro Machines World Series is pegged for release on June 23 for the PlayStation 4, Xbox One, Windows, and Steam. It will play off the gimmick of the ones that have proceeded it, playing as a vehicle and racing through crazy environments (kitchen tables, stove tops, workshops, etc.). However, the developers are also going to make it a fresh new take on the franchise by adding new Battle Arenas.

The Battle Modes may be the most intriguing feature of this game, as they pit 12 players against one another in a frantic, competitive environment. Among the modes is Capture the Flag, 6 v 6 Team Deathmatch and Territory. In addition to this, Micro Machines World Series will also feature 12 brand-new vehicles for players to experiment with. Each individual one has its own unique strengths, an arsenal of weapons, and new skins via customization. All of this can be enjoyed in 15 different battle arena areas; such as Buzzsaw Battle and The Laser Lab.

Speaking of weapons, this new entry will have them. Whether this is a Dynamite Launcher or a Cobra Turret, each new weapon adds another layer of excitement. In a lot of ways, this new game play trailer was used as a way to get all fans hearts pumping. Guess what? It worked to absolute perfection; check it out right away!

This post is by www.cgmagonline.com read the original post: New Gameplay Trailer for Micro Machines World Series Launches

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Media Create Weekly Sales Figures for April 10-16 http://www.cgmagonline.com/2017/04/19/media-create-weekly-sales-figures-april-10-16/ http://www.cgmagonline.com/2017/04/19/media-create-weekly-sales-figures-april-10-16/#respond Wed, 19 Apr 2017 16:43:42 +0000 http://www.cgmagonline.com/?p=99626

By Remington Joseph

The latest Media Create sales figures were released today, covering between April 10th and April 16, 2017. With only two new games released during the week in Japan, sales numbers of titles currently on sale have been slowly increasing. Marking the series’ final entry on Nintendo 3DS hardware, Monster Hunter XX (pronounced double cross) remains […]

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By Remington Joseph

The latest Media Create sales figures were released today, covering between April 10th and April 16, 2017.

With only two new games released during the week in Japan, sales numbers of titles currently on sale have been slowly increasing. Marking the series’ final entry on Nintendo 3DS hardware, Monster Hunter XX (pronounced double cross) remains in the number one spot with 43,941 more sales for the week, reaching a total of 1,366,093 units sold since its release in mid-March. Monster Hunter XX is an expanded version of 2015’s Monster Hunter X (localized as Monster Hunter Generations), a 3DS title that has already sold over 4.1 million copies worldwide. The Nintendo Switch version of The Legend of Zelda: Breath of the Wild is the second highest selling game of the week with 20,888 copies sold, reaching 375,291 sales in total. Additionally, the Wii U version of the game placed tenth in sales with an additional 4,740 copies.

Adding the Wii U’s versions lifetime sales, The Legend of Zelda: Breath of the Wild has sold a total of 475,837 copies. Strong numbers for a modern Zelda title in Japan. The PlayStation 4 title, Nier Automata placed fifth on the chart with 6.265 copies sold, totaling 300,953 since its release in February. Nier Automata has already surpassed its predecessor which totaled a little over 100,000 copies sold a year after launch. The two new releases, Pro Evolution Soccer 2017 and Rep Kiss, placed fourteenth and eighteenth on the list respectively. Pro Evolution Soccer 2017 is a reprint of Konami’s soccer game, originally releasing in September 2016. The reprint sold 3,381 copies in its first week. Rep Kiss is a visual novel developed by Entergram, selling 2,918 copies.

In console sales, the Nintendo Switch placed at the number one spot with 45,673 units sold. Sales of the console have remained consistent since its launch in Japan. Nintendo’s other handheld device, the New 3DS snagged the second place on the list with 18,115 units sold, remaining consistent with prior weeks as well. Third place on the list goes to the PlayStation 4 with 17,067 units.

The full list of Media Create’s sales figures can be found on their official website.

This post is by www.cgmagonline.com read the original post: Media Create Weekly Sales Figures for April 10-16

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ESA Reveals American Gaming Stats http://www.cgmagonline.com/2017/04/19/new-report-reveals-gamings-alarming-popularity/ http://www.cgmagonline.com/2017/04/19/new-report-reveals-gamings-alarming-popularity/#respond Wed, 19 Apr 2017 15:32:02 +0000 http://www.cgmagonline.com/?p=99628

By Tyler Jones

For anyone who truly thinks that video games have not become a worldwide phenomenon, think again. A new study that was released by the Entertainment Software Association (ESA) will end all skeptics’ beliefs in the above statement. The report, which is entitled 2017 Essential Facts About the Computer and Video Game Industry, took an exclusive […]

This post is by www.cgmagonline.com read the original post: ESA Reveals American Gaming Stats

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By Tyler Jones

For anyone who truly thinks that video games have not become a worldwide phenomenon, think again. A new study that was released by the Entertainment Software Association (ESA) will end all skeptics’ beliefs in the above statement. The report, which is entitled 2017 Essential Facts About the Computer and Video Game Industry, took an exclusive look at several households in the United States.

The most alarming statistic that came out of this report is that 65 per cent of American households are home to someone who plays video games on a regular basis. Among those 65 per cent, it is also a little surprising to learn of the dominant age group. Oftentimes, video games are associated with the younger audience. However, ESA determined that the average gamer is, in fact, 35 years old (with 72 per cent of gamers aged 18 years of age or older).

With the ongoing rise of violence and realism in video games, this does make sense, though. Then again, this next statistic might top any of the other ones in this report. There are more women that represent the video game population, than males aged 18 or younger. Shockingly, it is not even that close at 31 per cent and 18 per cent, respectively. The younger generation, however, is typically playing video games with their parents.

ESA discovered that 67 per cent of children will play video games with their parents on a weekly basis. These staggering totals have not only benefited consumers in America, but also the United States economy. The report revealed that, in 2016 alone, the video game industry helped contribute $11.7 billion in value to the US GDP. What this did was employ over 60,000 Americans, along with accumulating over $30 billion in consumer revenue.

It is quite amazing how gaming has adapted over the years, and this report proves that Americans (even though the industry has its faults) are mightily attracted to it.

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Netflix Announces New Carmen Sandiego Series http://www.cgmagonline.com/2017/04/19/netflix-announces-new-carmen-sandiego-series/ http://www.cgmagonline.com/2017/04/19/netflix-announces-new-carmen-sandiego-series/#respond Wed, 19 Apr 2017 15:26:14 +0000 http://www.cgmagonline.com/?p=99624

By Remington Joseph

Netflix announced the return of Carmen Sandiego in the form of a new animated series. The popular Carmen Sandiego series will receive a new animated series, consisting of 20 episodes. Produced by Hougton Mifflin Harcourt and DHX Media, the show runner will be Duane Capizzi, the writer for the animated series The Batman. Alongside him, American […]

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By Remington Joseph

Netflix announced the return of Carmen Sandiego in the form of a new animated series.

The popular Carmen Sandiego series will receive a new animated series, consisting of 20 episodes. Produced by Hougton Mifflin Harcourt and DHX Media, the show runner will be Duane Capizzi, the writer for the animated series The Batman. Alongside him, American Author Caroline Fraser and CJ Kettler, executive producer on the 1996 animated series, The Tick, will work on the new series as executive producers. The new Carmen Sandiego series will delve into Carmen’s past, exploring her origins as she continues her international capers. Carmen Sandiego will be voiced by Gina Rodriguez, best known for her role on CW’s Jane the Virgin. The Player, an unseen live-action character from the original series will be played by Finn Wolfhard, known for his work on the Netflix original series, Stranger Things.

The Carmen Sandiego franchise first began as educational video game series in 1985 under the title Where in the World is Carmen Sandiego?. The goal of the game is to track down and arrest Carmen, along with her villains. Players visit different countries where crimes have taken place, gathering hints from various sources until the thief is found. The game was wildly popular, selling over four million copies by 1995. Multiple sequels to the game were released, taking Carmen Sandiego on adventures to different locations, even through time and space. The series latest release was a mobile game developed in 2015 for PC and iOS, titled Carmen Sandiego Returns.

In 1994, Fox aired the animated series, Where on Earth is Carmen Sandiego?. 40 episodes aired, following a premise similar to the game’s plot. Carmen Sandiego and her organization plot to steal items around the world and must be stopped by young ACME agents under the guidance of the Chief. At the beginning and ending of each episode, a live action character is seen from behind a computer screen in order to create the idea that each episode is the game being played.

The new Netflix Carmen Sandiego series is planned to debut in 2019.

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Rumour: Nintendo Currently Developing SNES Mini http://www.cgmagonline.com/2017/04/19/nintendo-currently-developing-snes-mini/ http://www.cgmagonline.com/2017/04/19/nintendo-currently-developing-snes-mini/#respond Wed, 19 Apr 2017 14:06:19 +0000 http://www.cgmagonline.com/?p=99617

By Remington Joseph

Eurogamer reported today that Nintendo will be launching the recently rumoured SNES Mini this year. Nintendo’s new official emulation device is reported to be scheduled for Christmas of this year with development already currently underway. Nintendo’s plans for the new unit are likely to be a major reason why the popular NES Classic was recently […]

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By Remington Joseph

Eurogamer reported today that Nintendo will be launching the recently rumoured SNES Mini this year.

Nintendo’s new official emulation device is reported to be scheduled for Christmas of this year with development already currently underway. Nintendo’s plans for the new unit are likely to be a major reason why the popular NES Classic was recently discontinued. Nintendo recently explained that the company never intended for the NES Classic to be a permanent product but as a cool novelty item for 2016. The SNES Mini is expected to use the same setup as the NES Classic, including a number of pre-installed games on a plug-and-play setup device.

The NES Classic has already been discontinued globally, after only six months on the market. Months after launch, the system suffered supply issues after quickly selling out, leading to a heightened resale market on eBay. Shipments of the NES Classic continued into this year but its production run ended as the SNES Mini production was decided on instead.

Late last year, Nintendo registered a new trademark of the Super Famicom controller. The trademark had many Japanese blogs speculating a new classic emulation device for the Super Famicom. The SNES is known for having an even larger software line-up, featuring many of Nintendo’s bigger sequels such as Super Mario World.

The SNES is best known for its RPG titles. Final Fantasy IV to VI, some of Square Enix’s most popular titles in the franchise were released on the console along with Chrono Trigger, a title many consider to be one of the greatest games of all time. Nintendo also created a number of their own popular RPGs for the console such as Super Mario RPG: Legend of the Seven Stars and their cult classic hit, Earthbound.

Eurogamer reached out to Nintendo for a comment on the upcoming SNES Mini but the company declined to comment.

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Motion Twin Set to Release “RogueVania” Dead Cells to Steam Early Access http://www.cgmagonline.com/2017/04/19/motion-twin-set-to-release-action-packed-dead-cells-to-steam-early-access/ http://www.cgmagonline.com/2017/04/19/motion-twin-set-to-release-action-packed-dead-cells-to-steam-early-access/#respond Wed, 19 Apr 2017 13:00:59 +0000 http://www.cgmagonline.com/?p=99608

By Christopher Whan

The Metroidvania formula is one many of us are quite familiar with, but the people from Motion Twin are set to add another genre to the mix; Rogue-lites. Dead Cells will be hitting Steam Early Access on May 10, 2017 and is promising to bring a new twist to a well-loved genre. You play as […]

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By Christopher Whan

The Metroidvania formula is one many of us are quite familiar with, but the people from Motion Twin are set to add another genre to the mix; Rogue-lites.

Dead Cells will be hitting Steam Early Access on May 10, 2017 and is promising to bring a new twist to a well-loved genre.

Motion Twin set to release action-packed Dead Cells to Steam Early Access

You play as an as-yet-unnamed “green mass of sentient cells stranded on an ever-changing island” in what the developer dubs as a ‘RogueVania” defined as “the threat of permadeath, balanced with a generous system of progression, the exhilaration of discovering new hidden areas, alternate paths to progress through the castle, and a pinch of procedural generation to keep you on your toes.”

Several features players will be familiar with are compiled into a genre that looks like it will strike a cool balance between difficulty and rewarding gameplay.

According to Motion Twin in a release features in the game include:

  • Souls-like combat: Gameplay changing weapons, invincibility frames when rolling, pattern based bosses and monsters and of course, punishing difficulty.
  • Exploration: Unlock new levels, secrets and abilities as you learn the world.
  • Progression: Permanent upgrades will allow you to go a little further with every run.
  • Depth: More than 10 levels, 50 weapons, spells and traps, plus tons of replayability.

According to the release, Motion Twin says this is about 30 to 40 per cent of the content that will be found in the final version.

Motion Twin was founded as a developers cooperative in Bordeaux, France. Up until this point they have only dived into free-to-play PC and mobile games as well as pioneering some freeware developers tools.

“We’re a cooperative with no boss that’s been making F2P games for 15 years. It got to the point where we had to ask ourselves why we were doing it. After that there was no choice but to make something for us,” said Motion Twin’s lead designer Sébastien Benard in a press release. “We’re taking two genres we all love, adding our little twist, and aiming for the best rogue-lite/metroidvania you’ve ever played. So far the feedback has been really positive, so we’re really really excited to see people playing!”

Dead Cells launches on Steam Early Access on May 10, 2017 for Windows PC. Mac and Linux releases are planned for full launch at a later time.

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Mr. Shifty Review – Hotline Miami With an Invisible Dodge Roll, Only Worse http://www.cgmagonline.com/reviews/mr-shifty-review-hotline-miami-invisible-dodge-roll-wors/ http://www.cgmagonline.com/reviews/mr-shifty-review-hotline-miami-invisible-dodge-roll-wors/#respond Wed, 19 Apr 2017 13:00:46 +0000 http://www.cgmagonline.com/?post_type=reviews&p=99455

By Jed Whitaker

Every review of Mr. Shifty is going to compare it to Hotline Miami, and this one is no different, as Mr. Shifty takes everything that game did and does it worse. The graphics are ugly with muted colours, the soundtrack is decent can’t match up to Hotline’s beautiful beats, and the only real differences are […]

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By Jed Whitaker

Every review of Mr. Shifty is going to compare it to Hotline Miami, and this one is no different, as Mr. Shifty takes everything that game did and does it worse. The graphics are ugly with muted colours, the soundtrack is decent can’t match up to Hotline’s beautiful beats, and the only real differences are a few puzzle elements and the ability to shift through objects, walls, and enemies, which ends up feeling like a glorified dodge roll.

If you’re not familiar with Hotline Miami, it’s a brutally difficult game where you walk through buildings, punching down doors, and beating up guys packing guns. Oh, and you die in one hit. In Mr. Shifty, you can dodge behind enemies to avoid their gunfire, which makes you feel like a superhero at first, before the game just becomes tedious and repetitive while overstaying its welcome.

Mr. Shifty Review - Hotline Miami With an Invisible Dodge Roll, Only Worse 1

The first few levels are shifting around near identical hallways, punching out the same few enemies over and over and… you get the drift. I was already ready for the game to end by the time it got to its first twist, at which point it made it clear I wasn’t even close to being finished. It’s a bad sign when a game presents you with more gameplay and you instantly feel a sense of dread wash over yourself.

After a bit the ability to shift is heavily restricted, enemy encounters become extremely difficult yet somehow mind-numbingly dull. One would think it would make the game more exciting, but it just made me wish for brighter days with better games. Mr. Shifty was so disheartening it has me writing like an edgy teen on a Xanga blog.

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If I haven’t persuaded you yet, and you’re desperate for a game on your fancy Nintendo handheld, let me tell you the Switch version of the game looks the worst and has frequent hitching, bad enough that it sometimes leads to deaths. Also, as I’ve said in pretty much every Switch review I’ve written thus far, HD Rumble seems like ‘normal plain old rumble’ here and like a buzz word meant to encourage sales of the Switch version; nothing more, nothing less. Lastly, between every room, there is a black screen with the word “Loading” in the corner that lasts usually around 5 seconds or more. It isn’t the ’90s anymore, there is no excuse for such a dull loading screen in 2017.

If it isn’t obvious, I kind of hate Mr. Shifty. The initial fun factor quickly dries up due to being so repetitive, and when the game finally tries to mix things up it ends up only making things worse somehow. I’d encourage even the thirstiest Nintendo Switch owners to give this one a pass, more refreshing games will soon be released to quench your thirst. Trust me on that.

Score:4.5

Final Thoughts:Mr. Shifty is like Nightcrawler from X-men starred in a boring Hotline Miami ripoff.

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Thimbleweed Park Review- Charming Throwback http://www.cgmagonline.com/reviews/thimbleweed-park-review-charming-throwback/ http://www.cgmagonline.com/reviews/thimbleweed-park-review-charming-throwback/#respond Wed, 19 Apr 2017 11:30:59 +0000 http://www.cgmagonline.com/?post_type=reviews&p=99586

By Lane Martin

When looking at the achievements list for Thimbleweed Park, you’ll see some interesting things. Notably, you’ll find achievements for collecting specks of dust, the requisite pointless collection item of the game, but more importantly, you’ll also find an achievement for not collecting any of them. I think this is an excellent way to describe Thimbleweed […]

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By Lane Martin

When looking at the achievements list for Thimbleweed Park, you’ll see some interesting things. Notably, you’ll find achievements for collecting specks of dust, the requisite pointless collection item of the game, but more importantly, you’ll also find an achievement for not collecting any of them. I think this is an excellent way to describe Thimbleweed Park. The game commits 100 per cent to everything it does, and there are jokes crawling along every inch of it, even in the achievements list. By the way, I didn’t collect a single speck.

Thimbleweed Park is the result of a successful Kickstarter campaign from creators Ron Gilbert and Gary Winnick that amassed over half a million dollars, double what they asked for. Adventure game fans will likely recognize those two names. If not, then know that these two gentlemen were behind some of the best adventure games to come out of LucasArts during their heydey. These are games like Maniac Mansion, Zak McKracken, and, of course, the Monkey Island series. These games focused on clever writing, inventive puzzles, and genuine humour and Thimbleweed Park emulates this expertly.

Thimbleweed Park is a traditional point-and-click adventure game created by the masters of the genre, but it’s significantly more than that. What you’ll find nestled between the nostalgic pixel graphics is love. Love for games and love for the fans. You don’t have to look far to find it, by every phone you’ll find a phone book filled with backer names and phone numbers that lead to answering machines featuring a recorded message from those backers. There are libraries bursting with books, each with names and excepts written by backers. I could understand thinking that these additions are shortcuts, that they were farming work out to their fans, but the sheer volume and quality of this stuff convinces me that these are nothing short of genuine appreciation.

The game tells the story of a murder investigation in the strange town where the people are eccentric and everything is powered by glowing vacuum tubes. Everyone has their opinions about what went on, but no one seems terribly concerned about the dead body, or the shady sheriff who might also be the coroner. Strange things are a foot in Thimbleweed Park, odd nefarious things.

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The whole town is filled with memorable characters, from the Pigeon Brothers plumbers, who are sisters and dressed as pigeons, to the manipulative Chuck, a now deceased inventor and business mogul. All of these character spring to life through expertly written and fully voiced dialogue. There is a total of five playable characters, each with their own baggage, and each with interesting personal stories of their own.

Adventure games, especially old ones, can be intimidating to new players. They have earned a stigma for employing extremely convoluted logic in their puzzles as the main gameplay mechanic. While the puzzles here aren’t simple by any means, problems tend to come around because the player missed something rather than not understanding the puzzle creator’s mind when they decided to use a rubber chicken with a pulley on a zip line (Man, Secret of Monkey Island was weird). For instance, one puzzle near the end of the second chapter had me a bit frustrated. I had thought it out so that all I needed was a nickel to make a copy, but no nickel appeared. I scoured the town, double checked my inventory, and talked to anyone who would talk to me. That’s when I saw the answer literally written on the wall behind a character I was talking to. I felt dumb and smart all at the same time.

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Now, as I said, that was a little frustrating, so I can understand someone not wanting to go through such an ordeal. Fear not, for there is a casual mode. If you still want to go on a weird, wild adventure without having to figure out how to make printer toner, you should start in casual with all the story, most of the goofiness, and less of the brain benders than hard mode. It even comes with a free tutorial, as advertised.

Thimbleweed Park is a phenomenal game for fans of witty writing and old school puzzle games. Give it a chance and you’ll find yourself with an exquisitely crafted experience that is as much a love letter to the creators’ previous works as it is for the players. If you would squeal with delight upon finding yourself in a recreation of the house from Maniac Mansion, then you should play this. If none of that made sense to you, you should play it too, for other, less nostalgic reasons.

Score:9.5

Final Thoughts:Thimbleweed Park is an excellent experience made by masters of their craft. Every speck of it drips with quality and care.

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Playerunknown’s Battlegrounds Preview – Tactical Feel http://www.cgmagonline.com/2017/04/19/playerunknowns-battlegrounds-preview-tactical-feel/ http://www.cgmagonline.com/2017/04/19/playerunknowns-battlegrounds-preview-tactical-feel/#respond Wed, 19 Apr 2017 11:00:57 +0000 http://www.cgmagonline.com/?p=99423

By Cole Machin

H1Z1: King of the Kill has sat on top of the Battle Royale genre of multiplayer games for far too long. Due to a severe lack of competition in this niche genre, Daybreak Games has taken advantage of their monopoly by putting out cosmetic crates instead of quality optimization patches to create a solid and […]

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By Cole Machin

H1Z1: King of the Kill has sat on top of the Battle Royale genre of multiplayer games for far too long. Due to a severe lack of competition in this niche genre, Daybreak Games has taken advantage of their monopoly by putting out cosmetic crates instead of quality optimization patches to create a solid and stable gameplay experience for its player base. So when Playerunknown, the original creator of the Battle Royale mods for Arma 3 and H1Z1, decided to break off and develop their mod into a standalone game with the help of Bluehole studios, the community erupted with a flood of support. Playerunknown’s Battlegrounds launched on Steam Early access with massive success, selling almost 360,000 copies in just three days and quickly topping the Twitch charts as one of the most streamed games on the platform. But what makes this game the fabled H1Z1 killer?

For readers unaware of what Battle Royale games are, the rules are incredibly simple; only one player can be left standing. A game of Playerunknown’s Battlegrounds begins with up to 100 players at a time jumping out of an aircraft and parachuting around the massive map with only the clothes on their back. Once players land, the first phase of the game begins, where everyone scrambles around the surrounding houses and huts looking for weapons, armor and vehicles. Games can quickly end at this point for unlucky players because loot is dispersed randomly, leaving some players with the best equipment possible and others left with only a basic pistol to defend themselves. It only takes a couple shots from any type weapon to decide the outcome of a fight so a majority of players take a slower, more tactical, pace in Battlegrounds compared to H1Z1: KOTK.

Playerunknown’s Battlegrounds Preview - Tactical Feel 1

After 3-4 minutes an electric field begins to slowly zone off the map, harming the players caught inside until they make their way to the next safe area. This process continues every couple minutes, restricting the map even further until only a single player is left standing. These are the core building blocks that make up every Battle Royale game, but the difference that makes Battlegrounds “special” is that the gameplay actually works. I’ve never felt like a competent player in H1Z1 due to the games atrocious hit registration, but in Battlegrounds I can actually aim my shots properly and know that they’ll hit their mark. There’s no more guessing whether my shotgun will actually fire or if my rifle will become caught in an indefinite reload animation, I can actually play the game with my complete focus and faith it will perform correctly.

That isn’t to say everything is perfect at launch with Playerunknown’s Battlegrounds. As with any Early Access title, glitches, bugs and stability issues will inevitably occur. I personally run the game on lowest settings and achieve an average of 55 FPS, stripping away anything strenuous that might impact the performance of the game on my system. After 15 hours with Battlegrounds I have only encountered minor rendering issues and a couple of connection drops, but others have reported these issues happening on a regular basis and to differing degrees. However, Bluehole is addressing these issues and at the time of writing this article, have already released a 4GB patch to optimize the game. This developer is communicating with their community properly and is set on exiting Early Access after six months.

Playerunknown’s Battlegrounds Preview - Tactical Feel 2

There are only a couple of gameplay tweaks that I would love to see implemented into Playerunknown’s Battlegrounds. Right now, looting and interacting with objects feels sluggish and inefficient, forcing most players to handle everything through the inventory screen if they want to save as much time as possible during the process. Smoothing out the animation and making it more responsive would go a long way in my mind to solving this issue. The biggest concern however is the lack of action during the midgame. Battlegrounds houses a larger and more fleshed out map then H1Z1, but it only supports up to 100 players at a time, 75 players less than their competitor. Due to the lack of enemies, players can see long stretches of time where nothing exciting is happening and they’re just running from safe zone to safe zone. When the game becomes better optimized I hope that a larger amount of players can be added to each round to keep the game feeling exciting throughout.

I don’t believe that Playerunknown’s Battlegrounds will be the H1Z1 killer the community desires. Both games have unique feels and playstyles that keep them from being carbon copies of each other. What I want from Battlegrounds is to wake Daybreak Games up from the situation they’ve taken advantage of so that both titles can flourish and become stronger from healthy competition. Right now I prefer the more tactical feel of Battlegrounds, but at times I find myself still craving some of the arcade nature of H1Z1: KOTK. Both games can exist and satisfy different player bases.

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Reservoir Dogs: Bloody Days Receives Launch Day and Trailer http://www.cgmagonline.com/2017/04/18/reservoir-dogs-bloody-days-receives-launch-day-trailer/ http://www.cgmagonline.com/2017/04/18/reservoir-dogs-bloody-days-receives-launch-day-trailer/#respond Tue, 18 Apr 2017 17:37:48 +0000 http://www.cgmagonline.com/?p=99576

By Tyler Jones

Just one short month after it was revealed at GDC and Pax, Reservoir Dogs: Bloody Days has received both a cinematic trailer and official release date.Publisher Big Star Games and Lionsgate unveiled a trailer for the game that confirmed it would be launching on Steam on May 18, 2017. While it is only slated to […]

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By Tyler Jones

Just one short month after it was revealed at GDC and Pax, Reservoir Dogs: Bloody Days has received both a cinematic trailer and official release date.Publisher Big Star Games and Lionsgate unveiled a trailer for the game that confirmed it would be launching on Steam on May 18, 2017.

While it is only slated to be released on Steam on May 18, 2017, later in the year it will make its way onto the Xbox One console. The brand-new trailer does a superb job of conveying the biggest gameplay mechanic of this game, the “Time Rewind” feature. Much like the dagger from the Prince of Persia trilogy, this allows the player to rewind time to achieve a greater outcome of the current situation. The inclusion of this mechanic will add so much depth and strategy to this game.

Shot from a top-down perspective, this shooter entails the player to traverse through 18 different levels. All sorts of heists will be planned and executed, including in nightclubs, docks, and banks. For fans of the original movie, it even stars the six legendary characters that made the movie a success. In addition to that, the game is based on the film and will give players a chance to re-live the cult classic through their own unique ways. Although, the trailer indicated that it will do enough to distinguish itself from the film, as well.

Be warned, though, the trailer entails a very violent experience. It truly looks like it will deserve the mature rating it has received. However, it appears to be an adrenaline-filled extravaganza that will constantly keep players on their toes. On the Steam page and the trailer, there was no indication of what players must pay to enjoy Reservoir Dogs: Bloody Days.

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God Eater Team Releasing Code Vien in 2018 http://www.cgmagonline.com/2017/04/18/code-vein-coming-2018-god-eater-team/ http://www.cgmagonline.com/2017/04/18/code-vein-coming-2018-god-eater-team/#respond Tue, 18 Apr 2017 16:52:56 +0000 http://www.cgmagonline.com/?p=99571

By Tyler Jones

Last week, a short teaser video was released for an upcoming Bandai Namco game. The video was an adrenaline filled, bloodthirsty experience of what the world of Code Vein will entail; with a closing remark of “Prepare to Dine”. However, now, one week later, the latest issue of Weekly Famitsu has revealed that Code Vein […]

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By Tyler Jones

Last week, a short teaser video was released for an upcoming Bandai Namco game. The video was an adrenaline filled, bloodthirsty experience of what the world of Code Vein will entail; with a closing remark of “Prepare to Dine”. However, now, one week later, the latest issue of Weekly Famitsu has revealed that Code Vein will release in the near future.

Although not very specific, Weekly Famitsu has it slated to be out in 2018. Though, no mention of specific consoles was addressed. With that being said, an official worldwide reveal is set to take place just two days from now (Thursday, April 20, 2017).

This is a hard-action RPG, that is based upon dungeon-like exploration, that is being developed by the makers of God Eater. Players will take the role of vampires with supernatural abilities (Revenants), in a world that has been left in ruins. However, if at any time a Revenant becomes low on blood, they transform into the enemy (a monster called a Lost).

As far as gameplay goes, players will mainly use weapons that rely on close-range (such as swords). In addition, there is an implementation of what is known as a “buddy” system. This comes in handy when traversing the dark corridors of the dungeon, as players will be able to tag someone else along.

Not a ton of information has been confirmed, but what is known is that this game will utilize Unreal Engine 4. Fans can also expect a trailer for the game to be released sometime in early May. As of right now, the developers have completed around 35 per cent of the final version. Any other questions or concerns will hopefully be addressed later this week when the game is officially unveiled.

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LightBulb Crew Announces Games of Glory Open Beta http://www.cgmagonline.com/2017/04/18/games-glory-open-beta-launch-april-18/ http://www.cgmagonline.com/2017/04/18/games-glory-open-beta-launch-april-18/#respond Tue, 18 Apr 2017 16:04:51 +0000 http://www.cgmagonline.com/?p=98938

By Tyler Jones

The brand-new top-down team shooter, known as Games of Glory, will soon be making its way into the Open Beta phase. The brains behind this cross-platform shooter, LightBulb Crew (more specifically former developers at DICE and Ubisoft) have announced that the Open Beta will launch April 25, 2017. As far as the game itself, Games […]

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By Tyler Jones

The brand-new top-down team shooter, known as Games of Glory, will soon be making its way into the Open Beta phase. The brains behind this cross-platform shooter, LightBulb Crew (more specifically former developers at DICE and Ubisoft) have announced that the Open Beta will launch April 25, 2017.

As far as the game itself, Games of Glory puts a strong emphasis on team-oriented tactics and is set in a sci-fi universe. The goal is to see the multiplayer aspect bring a new layer to the genre. In any given match, the battlefield will consist of three to four players on each side. Unlike other top-down shooters, the key to survival is to work as a team.

As the action is fast and furious, timing is everything and players must use close combat controls, as well as free-aiming mechanics. Winners are determined by completing certain objectives or by completely eviscerating the rival’s core. Within the game, which is set to be released on the PlayStation 4 as well as Steam, players can alter the controls to best suit their liking.

Games of Glory Open Beta to Launch on April 18 1

One of the key aspects of keeping a top-down shooter’s replay value high is for there to be a strong emphasis on weapons. More specifically, how many are present and if they can be upgraded. Thankfully, Games of Glory is setting up to have a plethora of weapons to choose from and upgrade (flamethrowers, rocket launchers, pistols, shotguns, sniper rifles, and more).

When it comes to choosing a team, players can either create a public or private club. After doing so, players who are intrigued by what they see can join and create custom team skins. Within battle, teams will participate with the same skins and be united as one.

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Flinthook Review – Rage Inducing Joy http://www.cgmagonline.com/reviews/flinthook-review-rage-inducing-joy/ http://www.cgmagonline.com/reviews/flinthook-review-rage-inducing-joy/#respond Tue, 18 Apr 2017 16:00:40 +0000 http://www.cgmagonline.com/?post_type=reviews&p=99515

By Bryan Calhoun

Flinthook is a 2D 16-bit styled roguelike that follows the adventures of the titular cherub-looking pirate hunter. He’s a mysterious vigilante who travels the stars with the backing of what appears to be a super natural power. His sole objective is to hunt down any space pirate bounties that are presented to him. Just imagine […]

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By Bryan Calhoun

Flinthook is a 2D 16-bit styled roguelike that follows the adventures of the titular cherub-looking pirate hunter. He’s a mysterious vigilante who travels the stars with the backing of what appears to be a super natural power. His sole objective is to hunt down any space pirate bounties that are presented to him. Just imagine a pirate-themed version of Boba Fett who traded in his rocket pack for a grappling hook. Once assigned a bounty, Flinthook must attack a variety of pirate space ships with interiors that could easily be mistaken for randomly generated dungeons. After you’ve passed the required number of dungeons, and collected the necessary doodads, the game reveals the location of your target and off you go to make poorly timed Pirate of the Caribbean references in the middle of boss fights.

It’s highly possible that I was the only one doing that last part, but in my defence, I had to do something to keep my spirits up. Quoting Johnny Depp lines seemed more appropriate when compared to destroying my Xbox One to get revenge on everyone who had a hand in having me review this game. I know that seems extreme, but Flinthook, dear reader, is infuriating in its difficulty. It’s also unforgiving like many rogue-like games are, and if you can’t pass through the required number of dungeons and beat the bounty boss in one life then you will have to restart.

Flinthook Review - Rage Inducing Joy 3 Flinthook Review - Rage Inducing Joy

That doesn’t mean that Flinthook is a bad game, though – even if I thought it was bad during my first few runs through the gauntlet. This is because Flinthook uses a perk system in the same way that every Call of Duty game has for the last decade. You start out as a pretty sore excuse for a pirate hunter, but as you attempt to beat dungeons you will unlock several perks that will make you better, stronger, faster, and the game a little less hard. The perks (more health, speed, better guns, etc.) are diverse enough to support multiple play styles, and some perks will even change how you approach the game in general.

The only mechanic that isn’t affected by the perk system is the grappling hook that puts the “hook” in Flinthook; although it makes sense that the grappling hook would be in top form from the start. It’s a simple mechanic in theory; there are easy to spot grappling points around most levels, and you automatically hook onto one if you aim in that point’s general direction. Successfully beating each level requires the abilities to hook onto points quickly and accurately, and hindering that in any way would make this game unplayable. Luckily the grappling hook is fast and accurate, so much so that Spider-Man is the best comparison I could think of when thinking about the way that Flinthook flies around the rooms of each pirate ship dungeon.

Flinthook Review - Rage Inducing Joy 1That said, my favorite part of Flinthook are the visuals, and what Tribute Games did within the 16-bit format. Each level does look like it could be on the inside of a futuristic pirate ship, with everything being extremely detailed. I also really love the mixture of old and new ships. Even the ship that Flinthook flies has the wooden bow of a sailing ship and the cockpit of a fighter plane. It’s an interesting combination that you wouldn’t think would work, but the positive aspects of the visual theme are reinforced every time you walk into a room that stares out into the glory of 16-bit space, planets or other phenomena.

It’s a shame that the same consideration wasn’t always given to the layout of each level. For the most part the random generation of levels seems to work perfectly; although, after about 5 hours of gaming I started to get the feeling of Deja Vu. That’s not really a problem though – just an annoyance. The real issue is that some of the rooms are designed around precise jumping puzzles, and there is no guarantee that you will have the necessary perks to do that. Luckily it doesn’t happen enough to ruin the game, but (at least in my case) the most dangerous and unfair thing in the game is any room that doesn’t allow you to use the grapple hook.

Flinthook Review - Rage Inducing Joy 2The other major issue with Flinthook is mystery, or at least the game’s fascination with mystery. When you first start up Flinthook you don’t even know what the menu options are. They unlock slowly as you make progress, and to be honest I am not sure what benefit the game gets from hiding the fact that one of the menu options is a Flinthook lore archive; however, that’s one of the many mysteries for some reason. The game is also obtuse in many areas with words like laser, battalion, danger-room, and gauntlet being used to describe what you will find in each dungeon. I know they all sound bad, but which one is the worst? Which one will make a level the hardest? You only learn what each description means from experience, and that makes finding a baseline of difficulty almost impossible in the early hours of Flinthook. I know that it is common in roguelikes to have to beat your head against the wall until you understand the gameplay, but this is the first time I had to beat my head against the wall just to know the menu options.

Overall, I am a fan of Flinthook and must admit that I’m glad I played it. Although I really don’t want to admit that because it’s one rage-inducing game, and I’m playing because I’ll be damned if I let it get the better of me. I do suggest the game for people who know the difficult repetition they’re getting into, but only for those people. You will scream and curse and hate it every time you die, but you will dance like there is no tomorrow when you finally beat a bounty. If you’ cool with that then there I see no to reason to not recommend Flinthook, but anyone looking for a nice, relaxing gaming session should look elsewhere.

Score:8

Final Thoughts:Flinthook is wonderful game that you will hate and hate until you get good at it.

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Sony Announces 1TB PS4 Slim Version http://www.cgmagonline.com/2017/04/18/sony-announces-1tb-ps4-slim-version/ http://www.cgmagonline.com/2017/04/18/sony-announces-1tb-ps4-slim-version/#respond Tue, 18 Apr 2017 15:48:46 +0000 http://www.cgmagonline.com/?p=99555

By Tyler Jones

There is absolutely no doubt about it, Sony is milking the success of their PlayStation 4 video game console. They made huge noise when they released their PS4 Pro, which is an enhanced version of the console. Now, they have unveiled new slim version with an extended 1TB of hard drive space. Sony announced this […]

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By Tyler Jones

There is absolutely no doubt about it, Sony is milking the success of their PlayStation 4 video game console. They made huge noise when they released their PS4 Pro, which is an enhanced version of the console. Now, they have unveiled new slim version with an extended 1TB of hard drive space.

Sony announced this news and revealed that the price would be $299.99 MSRP ($379.99 CDN). As far as when to expect it, the company said it would be arriving in stores sometime this month. Outside of including double the hard drive space of the original slim, it will also include a DualShock 4 Wireless Controller, power cable, HDMI cord, USB charging cable and a wired mono headset.

Sony Announces 1TB PS4 Slim Version 1

However, this release is all about the 1TB of hard drive space that comes with this slim PlayStation 4. Anyone who understands computers and hard drive space would probably believe that 500 GB (which was the total of the original slim) would be sufficient enough for a light player. However, the more advanced video games become, the more data they use. Simply installing games on the PlayStation 4 console can drain the available hard drive space in no time.

Now, it is possible to use external hard drives to store the PlayStation 4 data in, but that requires investing in one. As the new PlayStation 4 Slim is around the same retail price as the original, new fans would be smart to invest their money into this version. In due time, though, it will be intriguing to see if Sony decides to end production for the original slim and have this be the official replacement. With the success that the PlayStation4 has garnered in its lifespan, always stay tuned because Sony could make an upgraded version at any time.

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Voodoo Vince Remastered Review – Stuck in the Past http://www.cgmagonline.com/reviews/voodoo-vince-remastered-review-stuck-past/ http://www.cgmagonline.com/reviews/voodoo-vince-remastered-review-stuck-past/#respond Tue, 18 Apr 2017 15:31:05 +0000 http://www.cgmagonline.com/?post_type=reviews&p=99546

By Chris Carter

Although platformers starring a cute (or “attitude-laden”) creature were par for the course at the start of the 3D revolution, the space quickly became crowded. I’m sure a few of you remember Croc: Legend of the Gobbos, but how many of you out there have played Jersey Devil? Even if one was a genre enthusiast, […]

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By Chris Carter

Although platformers starring a cute (or “attitude-laden”) creature were par for the course at the start of the 3D revolution, the space quickly became crowded. I’m sure a few of you remember Croc: Legend of the Gobbos, but how many of you out there have played Jersey Devil? Even if one was a genre enthusiast, there were bound to be some games that slipped through the cracks, and for many (myself included), that includes Voodoo Vince.

Released for the Xbox back in 2003, the plain box art that showcased a doll stabbing his butt cheeks didn’t do it any favours. Neither did the strange case of “custom code” that prevented it from being backward compatible with the Xbox 360, as one of the few games that didn’t make the cut. Voodoo Vince was an odd duck on arrival, and nearly 14 years later not much has changed.

Voodoo Vince Remastered Review - Stuck in the Past

To be clear, Voodoo Vince Remastered is not a drastic overhaul of the original. Whether it was due to behind-the-scenes budget constraints or some other red tape reason, the developers decided to stick to their guns and provide a near 1:1 re-creation. That’s not to say that it doesn’t look better, because it definitely does, and the framerate is incredibly smooth from start to finish. It’s still dated, but it’ll fit your current TV screen and will play like a modern action game in theory.

Vince is also kind of cute, and doesn’t fall into the dreaded try-hard category that once blanketed the golden platformer era. He’s a mostly forgotten mascot, a categorization that fits his character in-game to a tee, as he’s immediately introduced as his master’s “third best” relic. The setup involving a bumbling villain and his gang is also somewhat charming, as are the performances, which range from colourfully over-the-top to deadpan. Although I’m annoyed that the team didn’t add any options to skip cutscenes or dialogue, they were worth watching once. Much like the vocal side, its soundtrack is a little hit or miss, but when it hits, it evokes feelings similar to a Pixar film.

 1Voodoo Vince also does some very interesting things with its puzzles. Tied to a small to medium-sized sandbox format, most of its concepts are contained, and thus, don’t overstay their welcome by spanning multiple areas. The idea that Vince also needs to harm himself to defeat some foes or forge a new path is also a good way to incorporate its mold-breaking theme and drive the point home that he’s literally self-deprecating without being too on the nose. Tangible rewards like potions that increase your health bar or skulls that boost your magic meter help cement that busywork is not just a pointless effort in collect-a-thon participation. Bosses that play out like the Dragon God in Demon’s Souls in the sense that they’re more puzzles than brute force encounters still hold up, and there’s a lot of clever designs packed away in its off-kilter environments.

Unfortunately, Voodoo Vince also lacks a degree of polish that many of its competitors had even at the time of its release. If you quit in the middle of a level (apart from some puzzles), you have to do the whole thing over. It’s not soul-crushing but it’s annoying, and perhaps something that could have been altered without sacrificing the integrity of the game. Nintendo does this masterfully with most of their HD re-releases they keep the vast majority of the original experience intact, but make small alterations here and there to improve upon some of the more dated aspects.

Voodoo Vince Remastered Review - Stuck in the Past 1

To accompany some of this unpleasantness I also had no less than four crashes on Xbox One, which, as you may have guessed, resulted in lost progress for those particular stages. It’s not so bad when it’s an early environment that only takes 10 minutes to clear, but on later levels it’s maddening. Voodoo Vince doesn’t stop there, as it also sports a few small pet peeves of mine, chiefly the fact that falling off a cliff is an instant death rather than a hit to your life bar. While I do love most of the puzzles on offer the levels themselves often don’t accommodate them, with some barren areas and pointless pits that feel out of place. It’s a bunch of little things that add up, and a lot of its glamour melts away the more you play it, without a sense of accomplishment to go along with some of its more challenging sections.

If it wasn’t for the technical issues I encountered I would have been a little sweeter on Voodoo Vince. When you look at its entire body of work, even in 2003, it was only a slightly above average platformer. This isn’t one that you need to necessarily rush out and pick up, but it’ll be the perfect rainy day game when it’s inevitably free on Games with Gold.

Score:5.5

Final Thoughts:An original Xbox platformer that coasts by in some respects, but is mostly stuck in the past.

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Razer Unviels New Hammerhead Headphones http://www.cgmagonline.com/2017/04/18/razer-unviels-new-hammerhead-headphones/ http://www.cgmagonline.com/2017/04/18/razer-unviels-new-hammerhead-headphones/#respond Tue, 18 Apr 2017 15:00:25 +0000 http://www.cgmagonline.com/?p=99531

By Cody Orme

Odds are, if you’re a video game fan, Razer is a brand on your radar. Whether it’s Laptops or mice, they’re a leader in gaming peripherals. Today, Razer looks to expand that lineup by announcing the Razer Hammerhead BT and the Razer Hammerhead for iOS Lightning. The Hammerhead BT features Qualcomm aptX codec allowing low […]

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By Cody Orme

Odds are, if you’re a video game fan, Razer is a brand on your radar. Whether it’s Laptops or mice, they’re a leader in gaming peripherals. Today, Razer looks to expand that lineup by announcing the Razer Hammerhead BT and the Razer Hammerhead for iOS Lightning.

The Hammerhead BT features Qualcomm aptX codec allowing low latency, but high-quality audio, featuring up to eight hours of battery life with a charge time of up to two hours. Packed into the Hammerhead BT is an in-line remote and microphone that works with both iOS and Android devices.

Part Features
Headphones Frequency response: 20 Hz – 20 kHz
Impedance: 32 ± 15% Ω
Sensitivity: 116 ± 3 dB @ 1 kHz
Max input power: 10 mW
Drivers: 10 mm with Neodymium magnets
Cable length: 63 cm / 2.07 ft.
Approximate weight: 0.06 lbs. (28.0 g)
Microphone Frequency response: 300 Hz – 3.4 kHz
Signal-to-noise ratio: ≥ 55 dB
Sensitivity (@1 kHz): 42 ± 3 dB
Pick-up pattern: Omnidirectional
In-line remote Music controls: Play/pause, next, back
Call controls: Answer, end, reject call
General: Volume up/down, pair, power
Full functionality on Apple™ iOS and Android mobile devices
Battery Battery type 160 mAH rechargeable Li-Po battery
Battery life: Up to 8 hours*
Charge time: Up to 2 hours
*May vary dependent on usage & device
Range Bluetooth wireless range: 10 m / 30 ft
Package contents Razer Hammerhead BT in-ear gaming & music headset
3 pairs of sized silicon ear tips
1 bi-flange ear tip attachment
1 compact carrying case

 

The Razer Hammerhead for iOS utilizes the Lightning Connector capabilities to deliver a digital audio through a custom-tunes, digital-to-analogue converter. In line controls allow for users to use Siri on top of taking calls or skipping music tracks. The Razer Hammerhead for iOS is larger than most earbuds in its class, but that space is used for an aluminium acoustic chamber that adds durability while increasing audio quality.

Part Features
Headphones Frequency response: 20 Hz – 20 kHz
Impedance: 32 ± 15% Ω
Sensitivity: 102 ± 3 dB @ 1 kHz
Max input power: 10 mW
Drivers: 10 mm with Neodymium magnets
Cable length: 1.3 m / 4.27 ft.
Approximate weight: 0.04 lbs. (19.6 g)
Microphone Frequency response: 100 Hz – 3.4 kHz
Signal-to-noise ratio: ≥ 58 dB
Sensitivity (@1 kHz): 42 ± 3 dB
Pick-up pattern: Omnidirectional
In-line remote Music controls: Play/pause, next, back, fast forward/rewind
Call controls: Answer, end, reject call. Launch Siri
General: Volume up/down
Full functionality on Apple™ iOS
Package contents Razer Hammerhead for iOS in-ear gaming & music headset
3 pairs of sized silicon ear tips
1 bi-flange ear tip attachment
1 compact carrying case

Both the Razer Hammerhead BT and the Razer Hammerhead for iOS Lightning are priced at $99.99 USD.

“The Razer Hammerhead line of in-ear headphones and headsets are lauded for their big sound in a highly portable form factor,” says Min-Liang Tan, Razer co-founder and CEO in a press release. “We are excited to expand our Hammerhead audio experience with a Bluetooth wireless option for increased mobility and a Lightning Connector version for iOS device users.”

These headphones are available today at razerzone.com.

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Tencent Takes Steam Head-on With WeGames http://www.cgmagonline.com/2017/04/18/tencent-takes-steam-head-wegames/ http://www.cgmagonline.com/2017/04/18/tencent-takes-steam-head-wegames/#respond Tue, 18 Apr 2017 14:58:41 +0000 http://www.cgmagonline.com/?p=99541

By Cody Orme

For a long time, Steam stood atop the digital gaming storefront mountain as the go-to platform to buy games for PC. Sure, places like gog.com provided some competition, but in comparison to Steam, it is small potatoes. Now, it seems that Valve’s storefront will actually have some competition as the Chinese investment holding company Tencent […]

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By Cody Orme

For a long time, Steam stood atop the digital gaming storefront mountain as the go-to platform to buy games for PC. Sure, places like gog.com provided some competition, but in comparison to Steam, it is small potatoes. Now, it seems that Valve’s storefront will actually have some competition as the Chinese investment holding company Tencent (0700 238,00 +1,60 +0,68%) announced it will launch its own digital store, WeGame, as a global platform.

Originally, WeGame only existed in China, but that doesn’t appear to be the case going forward according to a tweet from analyst Daniel Ahmad.

China’s PC market is primarily dominated by Tencent, who’s since become the largest gaming company in the world. With a market cap of $270 billion USD ($2.16 trillion HK) Tencent owns League of Legends, and Riot Games while owning stakes in Supercell, Epic Games and Activision Blizzard. The company has since dipped its feet in the VR landscape as well.

This will no doubt create some competition for Valve who has mostly been the only dog in the park in terms of a digital storefront on PC. Considering many users of the Steam service have complained about quality control, it will be interesting to see how many users are willing to jump ship to a new platform or use both.

Another topic to note is that League of Legends is one of the most popular games on the planet with Riot Games announcing in an interview with Polygon that the title sees 100 million monthly players in 2016, a steady increase from the 67 million they announced in 2014. Western players can download League of Legends through its official website, but one could assume Tencent could make the title exclusive to WeGames to entice users to jump on board.

There is no word yet on if that is the plan going forward, but players can look forward to another digital storefront to choose their games from.

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Full Throttle Remastered Review – Lacking Life http://www.cgmagonline.com/reviews/full-throttle-remastered-lacking-life/ http://www.cgmagonline.com/reviews/full-throttle-remastered-lacking-life/#respond Tue, 18 Apr 2017 14:15:46 +0000 http://www.cgmagonline.com/?post_type=reviews&p=99462

By Elias Blondeau

It’s exciting to see old LucasArts projects getting a new lease on life. After all, running all those old DOS games through something like DOSBox isn’t something a lot of people want to bother with, and there’s a lot to be said for ease-of-access. So far, these remade titles have been sublime—Secret of Monkey Island, […]

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By Elias Blondeau

It’s exciting to see old LucasArts projects getting a new lease on life. After all, running all those old DOS games through something like DOSBox isn’t something a lot of people want to bother with, and there’s a lot to be said for ease-of-access. So far, these remade titles have been sublime—Secret of Monkey Island, Grim Fandingo, and Day of the Tentacle have all aged like fine wine. Sometimes, though, games are best left as fond memories than dragged kicking and screaming into the modern era. Such is the case with Full Throttle Remastered, a definitively lesser effort by Schafer and one that hasn’t held up nearly as much some of his other titles.

All the pieces for a memorable experience are there, sure. There’s a likable cast of characters, like the charmingly gruff protagonist Ben, a wise-cracking journalist, an enigmatic mechanic, and a Mark Hamill-voiced corporate villain. They’re in a world that’s genuinely interesting—a sort-of dystopia where only one company is making motorcycles, which is at the risk of being outsourced and churning out minivans. This world is packed some compelling ancillary characters, too, such as a race of blind cave-dwellers and an ill-fated trucker. Full Throttle is packed with individual bits that I really jived with, and wanted to love.

Full Throttle Remastered - Lacking Life 7 Full Throttle Remastered - Lacking Life 8

Why couldn’t I, then? Because, frankly, the whole narrative is very half-baked—it feels like an embryonic concept as opposed to a fully fleshed-out idea. Characters show up and disappear in a matter of seconds, getting very little screen time and winding up feeling like nothing but one-note caricatures. This is compounded by the paper-thin narrative, which is over before you know it, and before you knew a climax was even happening. The story can be cleared in a handful of hours, which is part of the reason it all feels so rushed, and because of this it feels significantly lacking in the depth present in other LucasArts adventures. There are some clever jokes here and there, but they’re momentary snorts in an ocean of lackluster exposition, simplistic characterization and untapped potential.

Not helping matters is the gameplay, which alternates between yawn-inducing in its simplicity and aggravating in its clunkiness. As far as actual puzzles are concerned, none of them are particularly challenging, and I’d hazard to say that experienced adventure game fans could blaze through this game in one sitting. Clever solutions to puzzles are few and far between, with a majority of them having simplistic solutions that require little brainpower.

Full Throttle Remastered - Lacking Life 3 Full Throttle Remastered - Lacking Life 4

That said, players would likely get stuck because of one primary crux—bad design. Scenery hides key objects in such a way that isn’t challenging but points to a sloppy art direction that is supposed to be remastered. This sloppy art direction also does a poor job of indicating where players can and can’t walk. Even when that’s obvious, however, clicking on objects will often active some of the most counterintuitive and sluggish pathing I’ve seen in this genre. Ben will walk circles around an object at a snail’s pace before he can interact with it, or even tell the player he can’t interact with it. In some situations, he’ll even go off camera and disappear behind the scenery, before stalling and making the player click again. These might sound like minor complaints, but to experience them time and time again in a short period, when there’s little to no narrative payoff, makes the whole experience that much more aggravating.

But perhaps the most egregious part of Full Throttle is when the game tries something other than pointing and clicking. There are a few segments where players control Ben on his bike and have to engage in combat with other bikers. As cool as this sounds, Road Rash it isn’t—these parts are downright awful. Dodgy hit detection, garbage controls, and an occasional tendency to outright break, with bikes clipping into each other and character sprites remaining stuck on the screen despite having been killed. One particular mid-game sequence seems to rely on RNG as to what enemies players encounter before they get to the right one. They’re not fun, and tempt the player to use the keyboard shortcut to auto-win them. It’s Left Shift + V, by the way—you’re welcome.

Full Throttle Remastered - Lacking Life 5 Full Throttle Remastered - Lacking Life 6

What aggravated me a bit more than these sections, however, are the “remastered” visuals. I use quotations around that word because, somehow, Full Throttle looks worse with this new art direction. Everything has a mid-2000s Flash game look about it, with poorly defined lines, smudgy colours, and awkward animations. The combined effect is the life behind the game’s stellar art direction being drained right out of it—like a fantastic pencil and ink drawing put through the wringer by a Photoshop amateur, then zoomed, cropped, and put through a gaudy Instagram filter just for good measure. It’s less glaring during the gameplay, outside of making it actively more difficult to figure out what to click, but it makes cutscenes come across as a mid-tier Newgrounds animation circa 2004 or so. Luckily, the classic visuals are an option, and I highly recommend turning them on—they still hold up and look fantastic.

It hurts to be so down on Full Throttle, because there’s so much I could’ve loved here—the excellent voice acting, the art direction, and the whole idea of a more comedic Mad Max with evil corporations. But none of that can excuse the clumsy gameplay, lazy remastering job, and plot that ends before it even begins. Tim Schafer is still one of my favourite minds in gaming, but this is one of his projects that hasn’t held up over time.

Score:5.5

Final Thoughts:Full Throttle hasn’t aged particularly well, and it’s made more unenjoyable by a remaster that actively sucks the life out of the game’s personality.

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SteelSeries Reveals Brand New Gaming Peripherals http://www.cgmagonline.com/2017/04/18/steelseries-announces-brand-new-gaming-peripherals/ http://www.cgmagonline.com/2017/04/18/steelseries-announces-brand-new-gaming-peripherals/#respond Tue, 18 Apr 2017 14:00:28 +0000 http://www.cgmagonline.com/?p=99494

By Tyler Jones

As gaming, has shifted to be more PC oriented, although consoles are still prevalent, it is important for manufacturers to design elite peripherals for gaming fanatics. SteelSeries and esport partner Evil Geniuses must agree with that statement as they have revealed several tournament-ready products for gamers to salivate over. Now available on the SteelSeries website […]

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By Tyler Jones

As gaming, has shifted to be more PC oriented, although consoles are still prevalent, it is important for manufacturers to design elite peripherals for gaming fanatics. SteelSeries and esport partner Evil Geniuses must agree with that statement as they have revealed several tournament-ready products for gamers to salivate over.

Now available on the SteelSeries website are an Arctis headset with an Arctis headband, along with (in a limited quantity) an Evil Geniuses Edition Rival 300 mouse, Apex M500 keyboard with Cherry MX Red keys, and QcK+ mouse pad. The mouse, keyboard, and mouse pad are $59.99, $99.99, and $19.99 respectively.

Buyers can be certain that these devices will live up to their hype as they combine more than 15 years of SteelSeries esport experience with hands-on testing from hardcore gaming enthusiasts across the globe. All of which, are specifically designed to accommodate gamers.

The mouse, which is an Evil Geniuses edition of the Rival 300, has an esports-focused design. With its Pixart PMW3310 optical sensor and six programmable buttons, the Rival 300 is designed to deliver long-lasting performance. As for the mouse pad, it is just as important as the mouse. It features a surface with nearly zero friction, a non-slip rubber base and a 4mm thickness. All this ensures pinpoint tracking accuracy and the most comfortable gaming experience possible.

To top it all off, the keyboard is the only tournament-grade, mechanical version co-designed with their team. It features full anti-ghosting, compatibility with the SteelSeries engine, and incredibly fast double taps and clicks with its Cherry MX Red switches.

CEO of SteelSeries, Ehtisham Rabbani, expressed that Evil Geniuses were the perfect partner for them. Rabbani states, “For years, SteelSeries has collaborated with Evil Geniuses to test and improve our products to ensure they are tournament ready. Their winning culture and pursuit of excellence in esports aligns with SteelSeries’ commitment to supporting esport professionals with products that help them rise to the challenge.”

Just remember, though, that these peripherals are limited-editions so do not waste any time investing in them.

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AMD Radeon RX 570 GPU (Hardware) Review – A Familiar Refresh http://www.cgmagonline.com/reviews/gigabyte-aorus-rx-570-gpu-hardware-review-familiar-refresh/ http://www.cgmagonline.com/reviews/gigabyte-aorus-rx-570-gpu-hardware-review-familiar-refresh/#respond Tue, 18 Apr 2017 13:00:04 +0000 http://www.cgmagonline.com/?post_type=reviews&p=99485

By Cole Watson

Another year in tech means another wave of graphics cards from Nvidia and AMD. Yet, AMD’s launch of their RX 500 series has started off on a rather familiar note with the RX 570 and 580. Built off the same Pascal-based architecture and sporting nearly identical specs, these two cards are essentially refreshes of last […]

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By Cole Watson

Another year in tech means another wave of graphics cards from Nvidia and AMD. Yet, AMD’s launch of their RX 500 series has started off on a rather familiar note with the RX 570 and 580. Built off the same Pascal-based architecture and sporting nearly identical specs, these two cards are essentially refreshes of last year’s mainstream aimed GPUs, the RX 470 and 480. While the performance of the RX 570 may be nearly identical to last year’s iteration, the feature set has increased in size and may even give us some clues as to what to expect software-wise from project Vega, AMD’s enthusiast aimed GPUs set to launch later this quarter.

Gigabyte Aorus RX 570 GPU (Hardware) Review – A Familiar Refresh 2

Starting with specs, the RX 570 aims to deliver a satisfying 1080p experience just like its identical older brother, the RX 470. Sporting 4 GB of GDDR5 memory, the only core differences in specs the RX 570 has from its predecessor is clock speed and wattage, which went from below 1000 MHz base to now reaching 1168 MHz. So now consumers reach a dilemma: is this even an upgrade? In short, no. Refreshed or rebranded GPUs like these are not meant for consumers who already upgraded to the RX 400 series. Instead, these cards are meant to throw uninformed consumers off with a new number, as well as offer a slightly tweaked performance gain to get consumers who missed out the first time to still pay full price.

Performance wise, the RX 570 won’t blow anyone away in 2017. Set up with the same test bench of components as the original RX 470 review, this card isn’t seeing any huge performance gains since its predecessor launched back in 2016. With each of the below titles set to high presets at 1080p, the RX 570 only saw an increase of 5-8 FPS on average. Because the RX 470 isn’t on hand anymore we only have comparisons to its performance at launch, but with several optimization patches since then I can only predict that both cards perform identically now. With more patches overtime the 570 may achieve a wider performance gap thanks to its increased clock speeds and power usage, but I don’t expect it to be any higher then another 5-8 FPS by next year.

Moving onto software, the RX 500 series has added in a new feature aimed at e-sports players called Chill. To put it simply, Chill is a new power-saving feature that allows users to underclock their GPU to deliver the exact FPS threshold they desire. Using Counter Strike: Global Offensive as our example, this popular e-sports title only runs on DX9, an engine that doesn’t put any stress on a modern GPU. So what occurs is that any mainstream gaming computer achieves over 200 FPS while playing at base proficiency. Because no one plays at these outrageous framerates, with Chill, the user can specify how much FPS they exactly want to play at and put even less stress on their GPU, creating a near seamless gameplay experience all while running at cooler temperatures. Chill is an interesting feature for sure but it’s still in its infancy, only working with a handful of titles at launch, a majority of which are e-sports games like Overwatch and League of Legends.

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The RX 570 is stuck in an unfortunate rut. While $180 for a satisfying 1080p graphics card sounds like a great premise for most mainstream PC builders, this has already been accomplished with AMD’s RX 400 series last year. Even with a boosted clock speed and a broader software suite, the smarter buy for most consumers in this price range is to buy an RX 480 or a GTX 1060. Those cards will begin to be heavily discounted while still offering better performance per dollar as this new RX 500 series hits the shelves.

Score:7

Final Thoughts:The RX 570 is not the exciting start AMD wanted for their latest series of graphics cards.

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Disney Afternoon Collection Review – Nostalgic Throwback http://www.cgmagonline.com/reviews/disney-afternoon-collection-nostalgic-throwback/ http://www.cgmagonline.com/reviews/disney-afternoon-collection-nostalgic-throwback/#respond Tue, 18 Apr 2017 07:01:43 +0000 http://www.cgmagonline.com/?post_type=reviews&p=99496

By Adam Chapman

In mid-March, Capcom released the first trailer for their new compilation, the Disney Afternoon Collection. Debuting on PC, Xbox One and PlayStation 4 on April 18, 2017, this new compilation brings some classic (and not so classic) games from Capcom’s NES era back to life.  This is a pure play for nostalgic gamers, who remember […]

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By Adam Chapman

In mid-March, Capcom released the first trailer for their new compilation, the Disney Afternoon Collection. Debuting on PC, Xbox One and PlayStation 4 on April 18, 2017, this new compilation brings some classic (and not so classic) games from Capcom’s NES era back to life.  This is a pure play for nostalgic gamers, who remember the Disney Afternoon block of television shows that aired in the late 80s and early 90s.  Duck Tales, Darkwing Duck, Rescue Rangers and TaleSpin were fun shows that grabbed young audiences and refused to let go.  They all had catchy theme songs (a must for the period), and fun and engaging characters and adventures.  Capcom developed six games to help capitalize on the immense popularity of these shows, all with varying results.  Now, over twenty-three years since the latest game in this collection came out, they return to consoles and PC.

Disney Afternoon Collection - Nostalgic Throwback 1

The games in Disney Afternoon Collection are TaleSpin, Duck Tales, Duck Tales 2, Rescue Rangers, Rescue Rangers 2 and Darkwing Duck.  While it’s a lot of content, the second Rescue Rangers and Duck Tales games aren’t quite as well known as the first games in each series, and TaleSpin is a game that feels like it’s often forgotten. The sequels to Rescue Rangers and Duck Tales don’t feel like they’re different enough from the first games, and at times feel like they were rushed into production, with gameplay that doesn’t do much different from the first instalments, and graphics that don’t seem as sharp. The big releases here are Duck Tales, Rescue Rangers and Darkwing Duck, and they are definitely the best-designed games in the collection.  There are some fun extras included in this release, as you can listen to the soundtracks to each game, including 8-bit versions of each game’s theme song.  There are some fun historical pieces, showcasing original ads for the games, as well as artwork that show the materials that Capcom had access to from Disney when originally designing and creating the games. These inclusions are particularly interesting from an historical perspective.

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For better or for worse, Disney Afternoon Collection is an excellent representation of what made these games so beloved and enjoyed, not to mention frustrating for gamers.  The game boasts a simple and easy to navigate menu, and varying choices in terms of presentation.  If you want the visuals to look as much like the original NES version as possible, you can definitely achieve that.  In fact, it reminded me of the now discontinued NES Classic, which had similar options in terms of filters that could be enabled.  The controls are responsive, and accurate as well, keeping true to the original titles’ feel.  The biggest change is one that is completely optional, although its mere existence might bother and annoy some NES purists.  When playing through the six games in this compilation, you’re able to employ a rewind feature, which will allow players to reverse time in the game, and take back a wrong step or move. In theory, this could make it very hard to actually die in the game.  From a purist standpoint, I don’t particularly like this, as it takes away part of what made these games difficult and challenging in the first place (admittedly, at times punishingly so).  Now, with the ability to rewind and redo trouble areas, it makes the game a lot easier, taking away a vital part of what made these games so beloved in the first place.  Yet, it also makes the games more playable and enjoyable, particularly for gamers who have been coddled somewhat with more modern games which are far less punishing and exacting than classic NES titles.

The regular story modes are present from the original releases of the game, but in addition, players are able to do time attack and boss rush modes which are timed and have leaderboards to challenge yourself with.  This additional playability to the games is a welcome addition.

Disney Afternoon Collection - Nostalgic Throwback 2Disney Afternoon Collection is a nice idea for a nostalgic collection of games, and I’m glad that Capcom put them all together in one packaged release.  The additional game modes are a nice extra to include, and the ability to save games is particularly appreciated.  The addition of the new rewind feature does make these games a bit more playable, and not as hard or punishing (specifically Duck Tales), but it does take something away from the original games.  That being said, it’s an optional feature, and easily ignored for those who prefer to play the games as they were originally intended.  If anything, Disney Afternoon Collection made me hope that someday Duck Tales Remastered will be rereleased for next-gen systems, but until then, this is a solid way to play.  The price point is a little higher than I would have initially expected, but it still averages out to $4.50/game in the collection.  It does make me curious why they decided to go this route rather than releasing the games separately, but I suppose TaleSpin and the two sequels may not have sold that well on their own, compared to the higher profit margin of bundling all the games together in one collection.  For those with fond memories of either the original games or the television shows they are based, Disney Afternoon Collecton is a nice nostalgic addition to your gaming library.

Score:8

Final Thoughts:This is an excellent representation of what made these games so beloved and enjoyed, not to mention frustrating for gamers.

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Wonder Boy: The Dragon’s Trap Review – Something Old, Something New http://www.cgmagonline.com/reviews/wonder-boy-dragons-trap-review-something-old-something-new/ http://www.cgmagonline.com/reviews/wonder-boy-dragons-trap-review-something-old-something-new/#respond Tue, 18 Apr 2017 04:01:36 +0000 http://www.cgmagonline.com/?post_type=reviews&p=99303

By Jed Whitaker

Another day, another remaster. Only this time, it isn’t a game that released in the last five years – instead, it’s one going on almost three decades. Originally released as Wonder Boy III: The Dragon’s Trap for the criminally unknown Sega Master System, this beautifully hand-drawn remake is a prime example of how to do […]

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By Jed Whitaker

Another day, another remaster. Only this time, it isn’t a game that released in the last five years – instead, it’s one going on almost three decades. Originally released as Wonder Boy III: The Dragon’s Trap for the criminally unknown Sega Master System, this beautifully hand-drawn remake is a prime example of how to do remasters right.

The game starts off by having players select if they are playing as a boy or a girl, with the latter being added specifically for this remaster. Then players are tasked with completing the last bit of the final level and boss of the previous game Wonder Boy in Monster Land. Once the boss is slain, a curse is placed on the lead character. This turns them into the first of many animal-based forms, Lizard Man – a reptile person that breathes fire. Players then set out to slay a series of dragons to try to reverse the curse to become human once more.

Wonder Boy: The Dragon's Trap Review - something old, something new 1

As this is a direct remake, there isn’t a whole lot of story to be found, as was typical of anything but RPGs in 1989. Instead what you’ll find here is a simple but entertaining early Metroidvania title. There’s all the elements you expect such as basic platforming, areas only accessible once other abilities (or in this case forms) are unlocked, and plenty of optional secrets. Oh, and some large pattern-based bosses.

As I’d never played the original game, I found the experience here to be enjoyable, if not feeling unsurprisingly dated. While the early game is pretty much straight forward, the late game lacks any form of signposting to tell players where to go. It also doesn’t help that a rather hidden item must be found, and used in a hidden room to unlock the final level, but those that enjoy exploring shouldn’t have much trouble.

As for the controls, they feel a bit floaty in that the player’s’ character doesn’t stop immediately when letting off the control stick, although this is a minor annoyance as I was able to adapt in no time. Combat is mostly sword based aside from Lizard Man’s fire breath and consumable weapons dropped by enemies. These limited use weapons include arrows that shoot straight up in the air, tiny tornados that trace the ground, fireballs that fly through the air, and so on; you’ll come to find that they all have specific enemies or bosses they are useful against.

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As for the actual remastering here, it’s pretty unmatched. All the characters and art have been reimagined and hand-drawn, which is breathtaking considering you can simply press the right trigger button to have the game wipe the screen back to the original’s graphics. Every stage now has impressive parallax effects that make the world feel far more alive than the bland and pixelated backgrounds found in the original release. The underwater stages especially benefit from this as in the original they were atrocious.

While it may just be a preference or mental thing, I found playing with the new coat of paint just made the gameplay feel better, much like playing a modern game at 60fps vs 30fps. The enemies have extra animations that help telegraph their attacks, and the fluid animations help the gameplay feel a bit more fresh and less clunky.

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For those feeling nostalgic, you can play with retro graphics, sound effects, and music, or mix and match as you see fit with the new and old assets. While I dig chiptune, I found the orchestrated reimagining of the original soundtrack to be wonderful, which is fitting for a game called Wonder Boy. Personally I’m a huge fan of playing as Wonder Girl, although all the animal forms are still referred to as “animal man” instead of “animal person.” I do appreciate that the developers didn’t do something stupid like put a bow on each one of their heads to denote gender. This is a great example of just how easy it is to offer gender options and have it no impact the overall game at all, while ensuring a bit more enjoyment and relatability for some players. Hopefully Nintendo takes notes for the next Zelda.

Wonder Boy: The Dragon’s Trap does just about everything you’d expect a remaster to do as it has impressively redone graphics and soundtrack, although it lacks any additional gameplay which isn’t terrible as what is here still holds up alright. If you’re a fan of the original game or looking for a cute, short three hour Metroidvania, you could do much worse.

Score:8

Final Thoughts:Wonder Boy: The Dragon's Trap not only introduces us to Wonder Girl, but adds beautifully reimagined hand drawn graphics, and the ability to seamlessly swap to the original game.

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Guardians of the Galaxy: A Telltale Series Episode 1 “Tangled Up in Blue” Review http://www.cgmagonline.com/reviews/guardians-galaxy-telltale-series-episode-1-tangled-blue-review/ http://www.cgmagonline.com/reviews/guardians-galaxy-telltale-series-episode-1-tangled-blue-review/#respond Tue, 18 Apr 2017 03:59:19 +0000 http://www.cgmagonline.com/?post_type=reviews&p=99404

By Kenneth Shepard

Even as the studio escapes into the space of Guardians of the Galaxy, Telltale can’t shake the stagnant nature that’s been weighing its games down for almost five years. While the dynamics between Guardians of the Galaxy’s titular band of misfits opens up dramatic possibilities as the series goes on, most of the interactions in […]

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By Kenneth Shepard

Even as the studio escapes into the space of Guardians of the Galaxy, Telltale can’t shake the stagnant nature that’s been weighing its games down for almost five years. While the dynamics between Guardians of the Galaxy’s titular band of misfits opens up dramatic possibilities as the series goes on, most of the interactions in Episode 1: “Tangled Up in Blue” felt petty to me. I can only hope that as the stakes grow higher in later episodes, Guardians of the Galaxy’s choices will have more weight.

“Tangled Up in Blue” put me most directly in the shoes of Peter “Star-Lord” Quill, the leader of the group not long after its formation. Peter, along with Gamora, an assassin and adopted daughter of galactic menace Thanos, the vengeful Drax the Destroyer, and bounty hunters Rocket Raccoon and Groot, make up this group of outlaws acting in a sort of galactic law limbo. They’re not employed by the law enforcement known as Nova Corps, but they do help out when contacted…for a price. The episode starts out with the team attempting to thwart Thanos’ attack on the Nova Corps, but does the smart thing by quickly sweeping the villain to the side in favour of focusing on something a little less well-worn.

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It’s this that leads to Guardians of the Galaxy’s MacGuffin: an ancient artifact capable of resurfacing a person’s memories, allowing people to relive moments with people who have since passed away. While this artifact appears to be the driving force behind the game, it’s not clear until the end of the episode just what the main conflict is. This meant I spent most of my time as Peter feeling out just where Telltale had set the relationships between the Guardians and came to some less than favourable conclusions.

For what it’s worth, when Guardians of the Galaxy goes for human (or alien) connection, Telltale manages to sell it in the way they always do. Conversations with Gamora about her and her sister’s falling out, or listening to Drax reminisce about his wife and daughter who were killed are affecting, and a nice contrast from the pulp action and humour of the rest of the story. However, my grievance with the character dynamics in “Tangled Up in Blue” found a face with Rocket Raccoon.

The first half of the episode shows the Guardians are usually okay with ribbing each other, all supposedly in the name of good fun. After a solid 30 to 45 minutes of establishing that dynamic, I spoke to Rocket during a celebration of the group’s saving the Nova Corps, where he was recounting the story to other people at a bar. Rocket’s weapon turned out to be the key to our victory, but I as Peter was the one who fired the kill shot. Thinking it would be fine, I chose a dialogue option that would tease Rocket about how he should be glad I was a good shot. To my surprise, Rocket’s mood immediately shifted and he was on edge, claiming I just had to take the credit for everything the Guardians accomplished. In a fit of rage, he left the bar and I was too shocked to stop him. As a result, Rocket and I were on bad terms for the rest of the episode, and it ultimately influenced later decisions as I tried to get back on his good side.

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These kinds of consequences are nice when executed well, but when “Tangled Up in Blue” spent all its time up to that point driving home that the Guardians of the Galaxy are fine with each other’s jokes at their expense, it frustrated me to be suddenly at odds with my teammate for a harmless joke.

Across the board, I wasn’t particularly captivated by much of the writing in “Tangled Up in Blue.” In my experience with Guardians of the Galaxy, the humour of the series seems to mostly boil down to the group insulting each other. Occasionally there’s a moment of wit or a well-timed joke, but overall the writing lacks the same nuance and bite of something like Tales from the Borderlands, which made up for the general sameness of Telltale’s game design with stellar characters and dialogue.

On that front, Guardians of the Galaxy is exactly what Telltale has been offering for several years. Brief, simple segments of walking around environments, pointing and clicking broken up by QTE-driven set pieces and dialogue choices. Of the two major sequences in the episode, the group-wide battle with Thanos was more memorable, as it had me swapping back and forth between each of the Guardians, which made the fight and its QTE prompts less predictable and a tad chaotic, yet somehow lacking in visual flair.

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That lack of visual flair wasn’t something I expected to bother me in a Telltale game, but Guardians of the Galaxy ditches the studio’s signature look. Gone are the cel-shading and thick borders of games like Batman and Tales from the Borderlands, and as a result, the game looks much less distinct, and even comes off a little low-budget to me. This change up might be why it’s one of the smoother Telltale experiences I’ve had in awhile, but it feels like the game lacks a visual identity, so only a certain few scenes really pop.

I’m sad to say I’m conflicted after the first episode of Guardians of the Galaxy. The film based on these unlikely heroes is probably my favourite of the Marvel Cinematic Universe, and I’m eagerly waiting to see Vol. 2 next month. But the isolated moments that frustrate me about that movie are elongated in Telltale’s take on it in “Tangled Up in Blue.” Right now, this group of five comes off so disjointed from one another that it’s hard to like them, and Guardians of the Galaxy’s regurgitating of the same Telltale loop doesn’t help. I hope in the following episode, we see something devoid of the same pettiness and unlikability in “Tangled Up in Blue.” If Guardians of the Galaxy isn’t going to shake up Telltale’s formula, the very least it can do is tell a story with people who I care enough about to save. I cared about the Guardians of the Galaxy before I started the episode, but I left it feeling ambivalent to most of them, and straight up annoyed by some of them.

Score:6

Final Thoughts:While there’s nothing here that will cure Telltale fatigue, Guardians of the Galaxy also manages to stumble in its writing and visual style where the studio typically succeeds.

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James Gunn Returning to Direct Guardians of the Galaxy Vol. 3 http://www.cgmagonline.com/2017/04/17/james-gunn-will-direct-guardians-galaxy-vol-3/ http://www.cgmagonline.com/2017/04/17/james-gunn-will-direct-guardians-galaxy-vol-3/#respond Mon, 17 Apr 2017 19:53:36 +0000 http://www.cgmagonline.com/?p=99479

By Tyler Jones

The citizens of the United States have not even seen the premiere of Guardians of the Galaxy Vol. 2 and already news for the third instalment has surfaced. Last year, Kevin Feige, the president of Marvel Studios, revealed that Guardians 3 (unconfirmed title) was high on their list from 2020 to beyond. However, the man […]

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By Tyler Jones

The citizens of the United States have not even seen the premiere of Guardians of the Galaxy Vol. 2 and already news for the third instalment has surfaced. Last year, Kevin Feige, the president of Marvel Studios, revealed that Guardians 3 (unconfirmed title) was high on their list from 2020 to beyond. However, the man responsible for directing the original and the upcoming sequel, James Gunn, announced breaking news for all his fans.

Gunn confirmed that he would be returning to write and direct the third volume of the superhero blockbuster. In his statement, he stated that the catalyst for him to unveil this news online and not to a random reporter was the fans of the franchise; who he states have been so loyal and supportive over the course of the last five years.

For a normal fan, it seems arbitrary that James Gunn would not return after directing the first two films. But, for those who remember, it was not that long ago that Gunn was uncertain if he would come back for the third instalment. He was even stated as saying he would partake in another big movie, whether Guardians or something else entirely. Now, all fans can breathe a sigh of relief as the mastermind will return; whenever the third part of the trilogy commences.

However, fans must remember to not get too ahead of themselves. After all, only those in Tokyo (and whoever has access) know how good the second movie is. For those in the United States, Guardians of the Galaxy Vol. 2 is set to hit theatres on May 5, 2017. The timeline is set two to three months after the events of the original and the Guardians of the Galaxy continue their adventures. This time, they dive deeper into the true parentage of Peter Quill.

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Old Time Hockey Review – Hitz Meets Slapshot http://www.cgmagonline.com/reviews/old-time-hockey-review-hitz-meets-slapshot/ http://www.cgmagonline.com/reviews/old-time-hockey-review-hitz-meets-slapshot/#respond Mon, 17 Apr 2017 18:00:20 +0000 http://www.cgmagonline.com/?post_type=reviews&p=99446

By Cody Orme

As a kid that grew up in Canada, hockey is in my blood. I played most of my life, bleed blue and white (go Leafs go!), and every Saturday night, it’s required by law to watch Hockey Night in Canada. Considering the sport is such a big deal up here, it shouldn’t come as a […]

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By Cody Orme

As a kid that grew up in Canada, hockey is in my blood. I played most of my life, bleed blue and white (go Leafs go!), and every Saturday night, it’s required by law to watch Hockey Night in Canada. Considering the sport is such a big deal up here, it shouldn’t come as a surprise that the hockey is entrenched in history and tradition.  Every game day my father would tell me stories of battles past. How Bobby Baun scored a goal in the Stanley Cup final with a broken leg, and how today’s hockey is played by sissy men, who lack heart, grit, and determination. Old Time Hockey is a game that brings players back to those days when men had moustaches, bench-clearing brawls were commonplace, goalies barely wore equipment, and players used sticks made of wood. It’s a love letter to 1970s era hockey feeling like the official Slapshot video game we never had. Though, it’s unfortunate that a lack of polish holds back what could have been an unforgettable experience.

As soon as players boot up Old Time Hockey, it’s clear what they’re getting into. Aesthetically, the game borrows many visual cues from 1970’s art. The menus are mixes of bright orange and yellow, with a dark blue background, all while hockey anthems play on loop in the background. While the music isn’t necessarily from that good old era of hockey, it’s impressive that developer V7 Entertainment managed to acquire music rights for songs like Stomp’n Tom Connor’s The Hockey Song among others.

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Everything blends together to make an experience that feels like a game made by fans of hockey for fans of hockey, and while some might not understand that appeal, the amount of hyperbole of that bygone era isn’t lost on those this game is targeted at. Goalies hold a save percentage of .524—for those that don’t understand that stat, it’s saves divided by shots on goal, generally, .915 is average these days—old rules like two line pass still exist, and players can slash, hook, and even clothesline the opposition.

There’s even a story mode tacked on to keep players invested. It feels like the story of so many hockey movies, which isn’t surprising since the creators have stated Slapshot was a big inspiration. Players take control of a young, struggling team. They have skill but lack grit, and they’re barely winning any of their games, so they’ve got to try to turn the season around. They do this by trying to complete ridiculous tasks throughout the night. Before each game, players are given three missions to complete. They seem random, but they’re varied enough to give the story mode some actual meaning. These tasks range from hitting the star player of the opposing team, blocking a certain number of shots, injuring a certain number of opposing players, limiting the number of shots on net or even winning the game by a certain goal margin.

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Players do this in similar fashion to other arcade hockey titles like THQ’s early 2000s franchise NHL Hitz. There are a few different control options to choose from for any kind of player, and there is some strategy involved. Teams can gain momentum by scoring, hitting hard, and winning fights, making it easier to well, score, hit, and win fights. Being on the opposite side of that can get frustrating, but when things are rolling the player’s way, the game can turn into a good old-fashioned gong show.

While it’s enjoyable in it’s ridiculousness, the gameplay lacks a little bit of polish. I should mention my first experience playing Old Time Hockey was filled with game crashes, though, after an update, that appears to have been taken care of. But once the game started working, it felt like I could never change to the player I needed to follow the play correctly, my hits wouldn’t line up at times despite being in the right place at the right time, and the fighting mechanic didn’t seem to work completely.

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The way that works is, players line up against each other, sometimes already locked into a fight, or separated. If they’re not together, players need to lock up properly but can do so relatively strategically. It only takes three hits to land and you’re out so getting it just right is important. Users can dodge and punch, but if you’re playing against a computer, it’s very easy to get caught in a loop where the player punches and the AI dodges. It’s like the game requires the human player to take a punch to continue. Dodging doesn’t always work either, which can be pretty annoying too. For such an integral part of the game—bench clearing brawls happen at least three times a period, leaving the player to take on multiple fights in succession it’s frustrating that it doesn’t quite hit the mark.

Regardless, Old Time Hockey is a great time for anyone with knowledge of that era in the sport.  As a kid that grew up watching, playing, living, and breathing hockey, it hits me right in the sweet spot that few titles can. Its over-the-top presentation of 1970s hockey is honestly hilarious, and despite it’s polished it can be pretty fun. Players shouldn’t jump in expecting an NHL 17 level experience in terms of depth or gameplay, but for those looking for a more arcade style title, it will be hard to find something as good as Old Time Hockey.

Score:7.5

Final Thoughts:While, unpolished, Old Time Hockey offers a lot for fans looking for an experience outside of NHL.

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Halo Wars: Definitive Edition Coming to Steam on April 20 http://www.cgmagonline.com/2017/04/17/halo-wars-definitive-edition-coming-steam-april-20/ http://www.cgmagonline.com/2017/04/17/halo-wars-definitive-edition-coming-steam-april-20/#respond Mon, 17 Apr 2017 17:00:11 +0000 http://www.cgmagonline.com/?p=99439

By Tyler Jones

It had been known for a while now that Halo Wars: Definitive Edition would be making its way onto Steam, thanks to a tweet from a Halo leaker a while back. However, there was no indication on when that might be, other than “soon”. Well, it is official now and Halo fans will not have […]

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By Tyler Jones

It had been known for a while now that Halo Wars: Definitive Edition would be making its way onto Steam, thanks to a tweet from a Halo leaker a while back. However, there was no indication on when that might be, other than “soon”. Well, it is official now and Halo fans will not have to wait much longer to play this edition on Steam.

On the Steam store, Halo Wars: Definitive Edition is pegged to be unlocked on April 20, 2017 (Thursday of this week). The game is already available for the Xbox One and PC and is an enhanced version of the original Halo Wars. However, this updated title also has new achievements and all the DLC from the original.

There is one important note to make about the upcoming Steam version. Players will be able to compete cooperatively online, but network play will be exclusive. In other words, cross-play will not be supported. Which means players from Steam will not be able to play online with players who bought the Windows Store version.

It is recommended to play this game with a PC rigged with at least 8 GB of RAM, an Intel Core i5 processor and the Windows 10 operating system. There is, unfortunately, no indication of the price on the Steam store.

For those unaware of what the original Halo Wars entailed, it is a real-time strategy video game. This made it quite different than the traditional Halo gameplay (first-person shooter). Set with an elevated view, it focuses on military combat as players’ command armies on the battlefield. It really does a fantastic job of providing a different angle of war, while still providing action-packed gameplay.

Finally, the enhanced version will be able to be enjoyed on Steam; fans will just have to remain patient for a few more days!

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Nier: Automata Colosseum DLC Announced http://www.cgmagonline.com/2017/04/17/nier-automata-colosseum-dlc-announced/ http://www.cgmagonline.com/2017/04/17/nier-automata-colosseum-dlc-announced/#respond Mon, 17 Apr 2017 15:27:37 +0000 http://www.cgmagonline.com/?p=99431

By Brendan Frye

On the One Million Shipments live stream for Nier: Automata, it was revealed that new DLC will be coming to the game, that will bring new hair colour, costumes and CEO battles. The new DLC titled “3C3C1D119440927” is slated for a May release in Japan, with no firm date slated for Western Territories. The Colosseum DLC will […]

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By Brendan Frye

On the One Million Shipments live stream for Nier: Automata, it was revealed that new DLC will be coming to the game, that will bring new hair colour, costumes and CEO battles.

The new DLC titled “3C3C1D119440927” is slated for a May release in Japan, with no firm date slated for Western Territories. The Colosseum DLC will add a combat arena to the game that will let players take on challenges to win new costumes and hair sprays, and other equipment. According to Gematsu who originally reported the story, the DLC will be released in Japan on May 2, 2017 at a price of 1500 Yen.

If that were not enough, the Colosseum DLC will also add a series of new bosses to the game, including Square Enix CEO Yosuke Matsuda and Platinum Games president and CEO Kenichi Sato. Keeping with the over-the-top nature of Nier: Automata, this new DLC pack should be a treat for fans wanting to experience more from that universe and engage in some over the top action with some well-known studio heads.

In the review of Nier: Automata on CGMagazine, Elias Blondeausummarised the game experience by saying “NieR: Automata is the rare gaming experience in which narrative, aesthetics, and gameplay all complement each other to form a perfect storm of master class game design. A truly exemplary example of what video games are capable of as an art form, and a new personal favourite.” Elias ultimately awarded the game a 10/10, making it an early “must own” title for 2017.

The Nier: Automata Colosseum DLC is slated for a May release in Japan, with no firm date slated for Western Territories. Nier: Automata is currently available on PlayStation 4, and PC.

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Sony Shutting Down Servers for Kill Strain http://www.cgmagonline.com/2017/04/17/sony-shutting-kill-strains-server/ http://www.cgmagonline.com/2017/04/17/sony-shutting-kill-strains-server/#respond Mon, 17 Apr 2017 15:04:35 +0000 http://www.cgmagonline.com/?p=99430

By Tyler Jones

It is the news post that no one wants to see; the one that addresses a game, or games, that will soon have a decommissioned server. Sony announced on their PlayStation website that several titles would soon have their online servers removed. Without question, the most notable of these was the inclusion of Kill Strain. […]

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By Tyler Jones

It is the news post that no one wants to see; the one that addresses a game, or games, that will soon have a decommissioned server. Sony announced on their PlayStation website that several titles would soon have their online servers removed. Without question, the most notable of these was the inclusion of Kill Strain.

Kill Strain, which is a top-down multiplayer action game for the PlayStation 4, was only out for one year but that did not stop Sony from pulling the trigger. For those who still regularly play this game, get your fix until July 1, 2017. After that date, players will never be able to play Kill Strain online again; unless Sony brings the servers back up (which will probably not happen).

Alongside this free-to-play action game, Sony also announced some PS3 and PS Vita games that would be losing their online capabilities. For the PS3, Sports Champions, Sports Champions 2, High Velocity Bowling and Medieval Moves: Deadmund’s Quest. Only one game was included for the PS Vita, Modnation Racers: Road Trip.

While it is a bit shocking to see a game be abandoned so quickly, Kill Strain simply received mediocre reviews. It is not as if this game lit the world on fire, then Sony inexplicably pulled the plug. A lot of online reviewers have documented that the core mechanic of the game works adequately, but the game has a serious lack of content. This was also a free game from the start, so it is not as if Sony was expecting to make millions.

Either way, its five-versus-two-versus-five core mechanic is very intriguing and worth a shot for anyone. The implementation of being able to choose to play as a human or a hideous abomination is a nice touch, as well. Do not get too attached because, remember, online servers are being shut down on July 1.

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This is the Police Review – Simple but Addictive http://www.cgmagonline.com/reviews/police-review-simple-addictive/ http://www.cgmagonline.com/reviews/police-review-simple-addictive/#respond Mon, 17 Apr 2017 15:00:33 +0000 http://www.cgmagonline.com/?post_type=reviews&p=99414

By Melanie Emile

At first glance, This is the Police appears to be nothing more than a glorified mobile game that moves slower than paint drying, but after a few hours, it will get its hooks into you. The addictive nature of this strategic balancing act will have you pulling your hair out as you stress over walking […]

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By Melanie Emile

At first glance, This is the Police appears to be nothing more than a glorified mobile game that moves slower than paint drying, but after a few hours, it will get its hooks into you. The addictive nature of this strategic balancing act will have you pulling your hair out as you stress over walking the thin blue line.

You play as Jack Boyd, a Police Chief being ousted from his job in 180 days. Your goal is to make money for retirement, but saving up your regular salary won’t get you far. It’s time for Boyd to join the dark side and run a corrupt police force. Help seedy characters. Sell drugs, weapons, jewellry—whatever it takes. Hide dead police officers in the morgue and steal their salaries. It’s our little secret.

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Among all the corruption, you must balance your relationships with the Mayor, the Mafia and your staff. Upsetting any of these groups could lead to an early game over by way of death or prison.

The mechanics of This is the Police are rather simple. Dispatch officers to incoming calls. Calls can range from rapes and suicide threats to armed robberies—anything that a police department would normally handle. On top of the day-to-day operations, you’ll be asked to help the mafia, celebrities, the Mayor, and random citizens who seem to think the police have nothing better to do with their time. “What? The doughnut store employees didn’t show up for work? Of course, my officers can cover for them.” Yup, doughnut duty.

Occasionally you’ll be able to participate in ongoing investigations. You’ll assign detectives to cases and help them solve crimes by arranging a series of polaroids in the sequence in which the crime occurred. Polaroids are brought to you via the detectives and the sequence is determined by witness statements. There is no shaking of the polaroid pictures. As This is the Police progresses, crimes will become more difficult with more polaroids and eventually deal with a complex serial killer case.

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The worst mechanic was the way the music functioned. You would have to actively push R3 and choose a record/tape/etc. to play. This by itself would have been fine, but the music would stop halfway through the day and I would have to go in and manually choose another song, sometimes 3-4 times a day. You don’t have to play music, but the silence can make the day feel slower. I suggest busting out Spotify.

A real complaint I have is that it took hours for me to become invested in what was happening—five hours to be exact. It’s possible if I had not been reviewing This is the Police, I would have never booted it up a second time. The stylised comic narrative scenes can be painfully boring, full of small talk and unnecessary exposition. I felt nothing for the characters—no empathy or sympathy, just a lust for making money. However as the game progressed, I did want to see Jack avoid death and jail and be successful in escaping with enough money to retire. Other than Jack however, little is done to emotionally invest players in the outcome of detectives, associates or civilians.

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The stylised comic cutscenes lend themselves well to a modern pulp magazine. The gameplay graphics are similar to many of the police-centric mobile games out there. You’ll stare at a 3D model of Freeburg City while you dispatch your officers. This can make the game feel like it is dragging during times when nothing is happening. The only thing to watch is the blue and red lights as they speed to crimes and perhaps some weather hanging over the model. It can feel monotonous, which lends itself to creating an atmosphere for the first part of the game when it’s simpler, however, it also creates boredom.

This is the Police is simple but highly addictive if you have the time to dedicate becoming more invested in Jack Boyd and his personal chaotic life. It is easier to pick up This is the Police and just enjoy the elements of resource management by skipping all the narrative.

Case closed.

Score:6

Final Thoughts:This is the Police is simple but highly addictive if you have the time to dedicate becoming more invested in Jack Boyd and his personal chaotic life.

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Trove Review – Minecraft MMO http://www.cgmagonline.com/reviews/trove-review-minecraft-mmo/ http://www.cgmagonline.com/reviews/trove-review-minecraft-mmo/#respond Mon, 17 Apr 2017 13:45:06 +0000 http://www.cgmagonline.com/?post_type=reviews&p=99294

By Cole Machin

Trove is the latest free-to-play MMORPG to make its way onto PlayStation 4 and Xbox One’s digital marketplaces for console gamers to experience and “enjoy”. Developed and published by Trion Worlds back in 2015 on PC, Trove borrows many of its core gameplay mechanics and artsyle from one of the most played games in the […]

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By Cole Machin

Trove is the latest free-to-play MMORPG to make its way onto PlayStation 4 and Xbox One’s digital marketplaces for console gamers to experience and “enjoy”. Developed and published by Trion Worlds back in 2015 on PC, Trove borrows many of its core gameplay mechanics and artsyle from one of the most played games in the world: Minecraft. Yet even with two years of developmental support, Trove has released on consoles as a terribly shallow MMO that leaves much to be desired.

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Players begin their journey in Trove by creating a character from one of the 14 available classes at launch. Ranging from the dual wielding Candy Barbarian to the undead Tomb Raiser, each of the classes in Trove features three exclusive abilities that make up their unique gameplay set. This decision is a pivotal one for beginning players because this is one of the only times a character will be offered for free before players have to invest into paid currency to obtain new ones. I suggest picking one of the more unique classes to start with like the Dracolyte or the Boomeranger because these classes feature some of the more interesting abilities in the game while still being simple to learn and use like the generic Knight.

Once players have finished customizing their characters and completing a brief combat tutorial, Trove opens up and reveals itself for what it really is, a boring grind fest. There’s little to no story content after the opening cutscene so the only objective driving players to reach the toughest worlds and battle more powerful bosses is the never-ending search for better gear. While I enjoy grinding in games like Diablo 3 and Borderlands, the essential piece that Trove is missing to keep me hooked for hours is appealing gameplay. I couldn’t believe that when I leveled up my character to level 5 I had unlocked every ability and attack that class would ever offer me until the end of the game. There’s no feeling of progression or build variety to keep things fresh, only the aesthetic differences and statistical improvements that come from obtaining new gear.

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The most common way to obtain new gear in Trove is by exploring new worlds and clearing dungeons. What disappointed me the most about these dungeons is how bland they are in design and substance. Each dungeon only takes a few minutes to complete at most, but I was quickly seeing copy/paste level design across the various biomes I explored. Once I found the boss hidden within, it was only a matter of seconds before it was promptly defeated, leaving behind a chest filled with spoils. After repeating this process over and over again for three hours I threw in the towel and put down my controller. When I play MMOs I love to experience the world around me and learn the lore of the bosses and enemies that I defeated with friends, but Trove doesn’t offer anything close to this because it’s not attempting to be a quality MMO, just a themed one.

Because Trove is Minecraft themed I expected the one thing it would be able to execute on is the crafting and base building mechanics, but even these features have a number of annoying issues. Bases in Trove are called cornerstones and what makes them special is that they can be brought with the player to whatever world or area they explore. However, there’s a catch, players can only build their cornerstone in specifically marked plots of land, which are relatively small in space. Basebuilding is done this way to avoid other players from griefing each other and to control players from creating massive creations that could impede exploration. By limiting the creativity of its builders to this extreme, everyone’s cornerstone in Trove just ends up being a tall standing tower.

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Building a simple tower is quite the chore though, thanks to Trove’s terrible Build Mode tools. Players are essentially working with a laser beam in third-person to place blocks and fix mistakes, but because there’s no way to lock your angle or position when you attempt to make a vertical or horizontal row of blocks, it’s difficult to build anything precisely. I can see these tools working effectively on PC, but on console everything about crafting and building is tedious and inefficient.

The core problem Trove suffers from is that Minecraft doesn’t work as an MMO. Minecraft is an open world survival game that inspires its players to create huge structures and towns. It was never the gameplay that got people hooked, it was the stories about what they created. Trove limits this ability severely, leaving players with a shallow and characterless MMO that quickly becomes boring after just a few hours. Even if players were to invest money into the game, Trove still has nothing of substance to offer except cosmetics and progress fasteners. Stay away from this greedy cash cow, MMO players deserve better.

Score:4

Final Thoughts:Trove is an MMORPG that isn’t worth anyone’s time, let alone their money

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Blasters of the Universe Preview: Virtual Reality Can Make You Sweat http://www.cgmagonline.com/2017/04/17/blasters-universe-shows-virtual-reality-can-make-break-sweat/ http://www.cgmagonline.com/2017/04/17/blasters-universe-shows-virtual-reality-can-make-break-sweat/#respond Mon, 17 Apr 2017 13:36:16 +0000 http://www.cgmagonline.com/?p=99394

By Ana Valens

Virtual reality is a unique medium, but a difficult one to develop for. Most VR games focus on the thrill and novelty of VR immersion without any serious, complex, or engaging gameplay driving the game. The fun wears off fast with these titles, and it’s easy to write off VR gaming altogether because there hasn’t […]

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By Ana Valens

Virtual reality is a unique medium, but a difficult one to develop for. Most VR games focus on the thrill and novelty of VR immersion without any serious, complex, or engaging gameplay driving the game. The fun wears off fast with these titles, and it’s easy to write off VR gaming altogether because there hasn’t been a “killer app” yet to play.

But Blasters of the Universe offers a pretty solid audition for that title. Billing itself as the first “VR bullet hell” game to ever hit virtual reality devices, Blasters brings the bullet hell genre over to the VR world in a pretty entertaining way. And as a virtual reality title, it’s more than just immersive: it’s fun.

Blasters of the Universe puts players into a sci-fi, Tron-like virtual reality game world tasked with defeating “Grand Master Alwyn,” an expert arcade gamer from the early days of VR. Alwyn, being very good at video games but having no friends, decided to lock himself into a lonely virtual reality world along with his army of followers. He’s a self-proclaimed “VR god” and a bit of a manchild, and it’s the player’s job to fight him.

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Of course, this transfers into a first-person shooting experience where players use their head to dodge incoming bullets from enemies in their line of sight. In the game’s PAX East preview demo, the player largely stands in place as enemies come in, launching bullet patterns at the player that they have to avoid by dodging in pretty much any direction they can move.

Secret Location translates the bullet hell formula into virtual reality by taking a few liberties. For one, the player doesn’t really “move” left and right — rather, they use the VR headmount’s location to dodge incoming bullet shapes. One example is a triangle, which the player has to either a) duck, or b) position themselves correctly so their head goes through the safe zone in the middle of the triangle. Of course, Blasters of the Universe stacks multiple enemies against the player at once, meaning it’s pretty common to dodge at any moment to make sure you survive.

Bringing a bullet hell game to VR means giving the player more freedom to move and shoot, too, making the title more of a first-person gallery shooter than a Touhou romp. That’s not a bad thing, though. As it turns out, it’s pretty comfortable to shoot enemies thanks to Secret Location’s aiming system. Players use both wireless VR controllers for the HTC Vive or Oculus Rift, using their left controller as a shield, and their right to shoot enemies. It’s a pretty intuitive setup, giving a lot of flexibility to shoot and defend oneself. Firing is pretty responsive, too, and it’s easy enough to figure out where to aim and how bullets will land thanks to the gun’s laser pointer. The controllers never fell out of sync during play, either, making play intuitive and approachable, even for VR newcomers.

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There are other, smaller considerations as well. Levels are timed perfectly so there’s plenty of enemies to fight, but there are some cooldown moments to catch your breath – even if they only last a few seconds. Difficulty ramps up a gradual pace, too, meaning you won’t go straight from minimal physical activity to straining every muscle in your body.

While you do need a fair amount of space in front of the computer to move and dodge enemy attacks, Secret Location purposefully limited the player’s camera so the game doesn’t use a 360 line of sight in-game. It’s a good decision: limiting the player to largely shooting players in front of them means it isn’t nauseating (or dangerous) to quickly turn around and shoot one enemy after another.

However, VR bullet hell is certainly a workout, and Blasters of the Universe is a game that demands a lot of physical finesse. While some VR games require relatively minimal movement, Blasters only works with a lot of clear, open space: no coffin apartments, and no cramped living spaces. Otherwise, it’s way too easy to fall down, bump into something, or otherwise lose your balance completely. Not to mention, the game is literally physically draining. By the time I completed my first mission, I definitely broke a small sweat from dodging up, down, left, and right. This definitely isn’t a game to play right after working out, even if it would make a great exercise tool in its own right.

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But there’s something about Blasters of the Universe that I love. The adrenaline rush, the first-person aiming, the wave of bullets headed your way, these things all come together to create a VR game that isn’t just a fun novelty virtual reality experience. No, Blasters of the Universe is a fun game. It has solid gameplay, makes full use of virtual reality headsets’ peripherals, and it’s built with the self-awareness that players will be moving around on the battlefield a lot. The game certainly isn’t for everyone, but Secret Location has created one of the first VR titles that make full use of virtual reality’s abilities – and that’s pretty sweet. The game is on Steam Early Access, so definitely check it out if you have the chance.

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Star Wars Battlefront II to launch November 17 http://www.cgmagonline.com/2017/04/15/star-wars-battlefront-ii-launch-november-17/ http://www.cgmagonline.com/2017/04/15/star-wars-battlefront-ii-launch-november-17/#respond Sat, 15 Apr 2017 20:28:38 +0000 http://www.cgmagonline.com/?p=99365

By Brendan Frye

At Star Wars Celebration this year in Orlando Flordia, EA Games () announced that Star Wars Battlefront II will launch on November 17, 2017.  Building on the work done by DICE in 2016 with Star Wars Battlefront, the second instalment plans to bring fans more of what fans love while including a rich single player experience. With the teams at DICE, Motive and Criterion […]

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By Brendan Frye

At Star Wars Celebration this year in Orlando Flordia, EA Games (EA 92,81 +0,87 +0,95%) announced that Star Wars Battlefront II will launch on November 17, 2017. 

Building on the work done by DICE in 2016 with Star Wars Battlefront, the second instalment plans to bring fans more of what fans love while including a rich single player experience. With the teams at DICE, Motive and Criterion working on the title, it has a pool of some of the fantastic talent all bringing their ideas to Star Wars Battlefront II. The game will task players to play through the untold story of an imperial elite special forces soldier in an all new single player campaign. Players will be able to pilot a First Order TIE Fighter and play as ground troops, as well as iconic villains and heroes from across the eras of Star Wars.

“In Star Wars Battlefront II, we all wanted to really capture the essence of being heroic and how in Star Wars, anyone can become a hero,” says Matt Webster, Executive Producer at Criterion. “Whether that’s playing as an iconic character like Rey or Luke, as a front-line trooper or fighter pilot in epic multiplayer battles, or playing through a newStar Wars story that bridges the gap between Star Wars™: Return of the Jedi™ and Star Wars™: The Force Awakens™, you will become a hero in Star Wars Battlefront II.”

EA Motive, working closely with the story team at Lucasfilm ensure the story in Star Wars Battlefront II delivers a new instalment in the ever growing Star Wars universe. Taking place 30 years after the events of The Return of the Jedi and the destruction of Death Star II, the game introduces the world to Iden Versio, the leader of the Inferno Squad. This elite group within the Galactic Empire are known for being lethal in space and on the ground. While introducing the world to Iden, Battlefront II will also allow players to meet iconic characters in the Star Wars lore such as Luke Skywalker and Kylo Ren while they go through the campaign.

“EA has assembled an incredible set of developers to create a Star Wars gaming experience unlike anything fans have ever experienced,” said Douglas Reilly, Senior Director, Digital & Franchise Management. “Star Wars Battlefront II will offer everything players loved about the last instalment, and adds new modes that we know the fans want, including an entirely new story developed in partnership with Lucasfilm.”

“We wanted to create a campaign that told a story we haven’t seen before in Star Wars”, says Mark Thompson, Game Director at Motive Studios. “It was important for us to tell a new authentic story, one that gives players a brand-new perspective. By putting players in the boots of an elite member of the Imperial forces, we can show them what the battle was like from the other side.”

The team at DICE are also working to improve on the multiplayer Star Wars Battlefront II. Now with modes that support up to 40 players, the game will take players to locations across the Star Wars universe. Star Wars Battlefront II is slated to have locations that span all the eras of Star Wars from the Prequels, classic, and new trilogy including new locations such as Yavin 4’s jungle canopies, the spaceport town of Mos Eisley, and Starkiller Base.

For fans of Spec Ops: The Line, Star Wars Battlefront II will be penned by Walt Williams and IGN alumni Mich Dyer. Judging from previous work, these people will bring a unique take on the story, and should make for great talent when building a new canon story in the Star Wars universe.

Star Wars Battlefront II will launch worldwide on November 17, 2017, on PlayStation 4, Xbox One, and PC via Origin.

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Pixels & Ink #244 – Playing with Power http://www.cgmagonline.com/2017/04/14/pixels-ink-244-playing-power/ http://www.cgmagonline.com/2017/04/14/pixels-ink-244-playing-power/#respond Fri, 14 Apr 2017 22:46:42 +0000 http://www.cgmagonline.com/?p=99361

By Cody Orme

The Nintendo NES Classic is discontinued, and Pixels and Ink are here to talk about it. The cast also dives into the best 3D platformers of the classic PSOne/N64 era, what Geronimo del Toro may be up to in relation to Star Wars, the majesty of The Fate of the Furious and the joys of […]

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By Cody Orme

The Nintendo NES Classic is discontinued, and Pixels and Ink are here to talk about it. The cast also dives into the best 3D platformers of the classic PSOne/N64 era, what Geronimo del Toro may be up to in relation to Star Wars, the majesty of The Fate of the Furious and the joys of Persona. Cody also jumps in with some talk of Old Time Hockey and the Switch. It is a packed show so sit down, put your headphones on and enjoy.

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Analyst: “Nintendo Switch Sales Forecast to hit 7.2 Million in 2017” http://www.cgmagonline.com/2017/04/14/analyst-nintendo-switch-sales-forecast-hit-7-2-million-2017/ http://www.cgmagonline.com/2017/04/14/analyst-nintendo-switch-sales-forecast-hit-7-2-million-2017/#respond Fri, 14 Apr 2017 22:35:58 +0000 http://www.cgmagonline.com/?p=99355

By Brendan Frye

Since launch, the Nintendo Switch has been the hot item to pick up. Despite the rather limited game selection, Nintendo () has managed to move more than 2.4 Million units since launch. According to SuperData Research, this trend will continue throughout the year. They are projecting Nintendo to sell close to 7.2 Million units before 2017 […]

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By Brendan Frye

Since launch, the Nintendo Switch has been the hot item to pick up. Despite the rather limited game selection, Nintendo (NTDOY 31,10 +0,18 +0,58%) has managed to move more than 2.4 Million units since launch. According to SuperData Research, this trend will continue throughout the year. They are projecting Nintendo to sell close to 7.2 Million units before 2017 is done.

This is a big move for Nintendo and a great step in reassuring investors that they are back at the forefront of the gaming discussion. While the Nintendo Switch may not be the most powerful console on the market, the simple fact it can be used at home or on the go makes it the ideal system for today’s internet connected, mobile lifestyle.

According to Joost van Dreunen, CEO of SuperData Research this performance shows many things about the future of Nintendo and the Switch Console. Firstly he outlines that “ Nintendo is performing above expectations, which suggests that, at least for now, it is well on its way to restore investor confidence.” He goes on to state that “The current slate of upcoming titles is also looking strong, and we expect Mario Kart 8 Deluxe (late April) and Splatoon 2 (July) to do well over the summer period.”

The Nintendo Switch brings back the feeling of wonder that has not been seen in gaming for a while now. With a selection of titles aimed at the nostalgia market such as ToeJam and Earl: Back in the Groove, Sonic Mania, and Super Mario Odyssey, it has all the potential to keep this momentum moving forward into the summer.

The real question going for 2017 is if Nintendo can keep this level of excitement and the desirability of the console strong going into the holiday season. It is easy to quickly capture the hearts and minds with a new exciting product, it is another thing to keep those people using it and enjoying it. It will be up to Nintendo to keep the flow of games going, build the online infrastructure, and ensure no system issues plague the system going forward. The Nintendo Switch Launched in March of 2017 and is currently for sale worldwide at a price point of $299.99USD/$399.99CAD.

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Bayonetta PC Review – A Standard in Gaming http://www.cgmagonline.com/reviews/bayonetta-pc-review-standard-gaming/ http://www.cgmagonline.com/reviews/bayonetta-pc-review-standard-gaming/#respond Fri, 14 Apr 2017 18:32:56 +0000 http://www.cgmagonline.com/?post_type=reviews&p=99286

By Elias Blondeau

CGMagazine doesn’t actually have a review of the first Bayonetta, considering we were established a tad bit after Sega’s cult classic hit stores. However, I have a very personal attachment to the title when it comes to reviewing it – when I was still posting my rant-y opinions on Amazon back in 2010, it was […]

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By Elias Blondeau

CGMagazine doesn’t actually have a review of the first Bayonetta, considering we were established a tad bit after Sega’s cult classic hit stores. However, I have a very personal attachment to the title when it comes to reviewing it – when I was still posting my rant-y opinions on Amazon back in 2010, it was the third or fourth game I ever reviewed. I remember this vividly because playing Hideki Kamiya’s bonkers blend theological imagery, blistering action and gaudy kitsch changed my standards for this medium. It quickly became the standard by which I judged most other action-oriented gameplay, the standard by which I judged games’ art directions, and a standard that I judged other female leads in gaming against. To say this was a life-changing game for me would be an understatement. But in 2017, seven years later, does it still hold up – especially after Platinum put out the landmark Bayonetta 2 and Nier: Automata?

Yes. Yes, it does. And to be frank – it might even be better to me now than it was in 2010. Because now, having played hundreds of games between the present and back then, it’s incredible how few games have touched it on virtually every level. This fantastic PC port only serves to amplify the game’s strengths.

Back when I was an edgy teen, Bayonetta’s plot was just a garbled mess of religious imagery and sexiness to me. I thought it was cool because it was about basically killing Heaven as a half-naked lady, which went against my Southern upbringing. But now, I see there’s a lot more to it. Really, Bayonetta is the very definition of revisionist feminist mythmaking – a sub-genre of fiction that takes a well-known myth and rewrite certain elements to make it more empowering to women. In this case, it takes Christian symbolism and subverts it to make God a sexist thug and angels his glorified goons. In Bayonetta’s lore, God wants nothing more than for Bayonetta, an Umbran Witch, to stop exerting her sexuality for fun and weaponizing her femininity to kill angels. On a metatextual level, it’s a story about puritanical values suppressing women’s autonomy, and the tale of one woman who won’t let said values stomp her out – no matter how hard they try. It’s a lot smarter of a story than most give it credit for, and on revisiting it, I now feel that it’s one of the more profound stories that a game has tried to tell.

Of course, one could be deceived into thinking it’s silly fluff, and could rightfully enjoy it as such. After all, Bayonetta is a very deliberately silly game throughout its runtime. Bayonetta herself is a nonstop factory of cheeky one-liners and wisecracks, and gleefully murders hordes of angels in deliberately humourous, over-the-top ways. The game has a very distinct, deliberate streak of hilarity that permeates the whole experience, which makes the whole thing work on two levels – as a parable about liberated sexuality and as zany romp through Greek cities, skyscrapers, and into actual outer space. It’s brilliant because it can be enjoyed for different reasons by almost anyone – well, unless you’re not a fan of Bayonetta’s outrageous ribald streak.

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But above all, Bayonetta lives and dies by its gameplay. This is the game, I feel, that really defined Platinum as a studio (with apologies to Vanquish and Infinite Space.) The focus on combo flows, the introduction of slowing time after dodging, the strategic and often surprising placement of QTEs – when you think of a typical Platinum game, all the key elements are present here. These are elements distilled and refined from Kamiya’s Devil May Cry days, and elements that have been present in almost everything they’ve made up until Nier: Automata. But even after all the tweaks, refinements and adjustments that have been made since this game, it still holds up. In fact, it still puts most things on the market to shame – especially in a world where “open-world survival” is the lay of the land, and the false assumption that bigger is better. In contrast, Bayonetta’s steadfast commitment to focus and depth as opposed to size and accessibility makes even today’s “best” pale in comparison.

The gameplay is even better with this PC port, which is nothing short of a marvel. Everything runs at a capped 60 FPS, with cutscenes at 30 FPS, which may disappoint people with higher refresh rates. That said, considering the previous console versions, this is a huge improvement, and brings the game up to snuff with Platinum’s current output on a performance level. In addition, there are a whole plethora of other options here – anti-aliasing, texture filtering, quality adjustments for every aspect of the visuals. That’s on top of support for 4K resolutions, which made the game’s masterful art direction practically pop out of my Acer XB280HK – handily beating out the picture tube I played the original on. Apparently, it also runs remarkably well on older PCs, which points to some pretty great optimization, and is really great for people who want to experience this version but might not have a stupidly expensive PC.

A masterpiece of game design and storytelling has somehow been improved in this stellar port. On top of that, the price point is half to a third of the price of most other remasters – looking at you, Gearbox. For full retail price, I’d still heartily recommend this game, but for twenty bucks it’s practically a must-have – even for people who’ve played it before.

I’m not really surprised that Bayonetta holds up, but I am surprised that it holds up this damn well, and handily one-ups most games that are coming out these days. To me, this is still one of the gaming’s landmark achievements, and now, it’s better than ever.

Score:9

Final Thoughts:Bayonetta remains just as good as it was in 2010, if not better thanks to a fantastic port job at a competitive price point.

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Dear Esther Developer Comments on Game Refunds http://www.cgmagonline.com/2017/04/14/dear-esther-developer-comments-on-game-refunds/ http://www.cgmagonline.com/2017/04/14/dear-esther-developer-comments-on-game-refunds/#respond Fri, 14 Apr 2017 14:05:39 +0000 http://www.cgmagonline.com/?p=99340

By Brendan Frye

Since implementation, the concept of refunds for digital goods on steam and other platforms have been shrouded in controversy. With Xbox joining in with refunds, The Chinese Room have weighed into the conversation. In a recent Tweet, the developer of Dear Esther and Everybody’s Gone to the Rapture, outlined their views on the issue with a […]

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By Brendan Frye

Since implementation, the concept of refunds for digital goods on steam and other platforms have been shrouded in controversy. With Xbox joining in with refunds, The Chinese Room have weighed into the conversation.

In a recent Tweet, the developer of Dear Esther and Everybody’s Gone to the Rapture, outlined their views on the issue with a single concise concept. Stating that “It’s REALLY simple. Refunds should operate off a percentage of game completed. Simple, fair, representative.” They went on to say that ” This 2 hour thing is just cock ”

The steam refund policy has been the subject of controversy since it’s launch. Recently it was put to the test with the launch of No Man’s Sky, with people were demanding refunds even after playing two hours of the game since it did not live up to expectations. Notable developer Rami Ismail outlined in a tweet that “Refund policies should be public, transparent, and dependable for both creators and consumers. Allowing for exceptions destroys trust.” with other developers jumping into the dialogue explaining that it does the developers a disservice to play through the game and still expect all your money back.

In one case with the developer of Fire Watch, Campo Santo, outlined an honest argument about the refunds within the steam forums, saying “if you do refund, I am not upset. It’s on me to learn not to care too much. All I ask is that maybe sometime in the future when the game goes on mega dirt cheap sale, you could gift the experience to someone else you think will enjoy it like you did.” In the end, the person looking for a refund opted to keep the game and accept the experience they had, even though short was worth the price of admission.

It is a complex issue and one that has no easy answer. The Chinese Room has a valid point. A percentage of the full experience played should be taken into account when issuing a refund. These gaming experiences take countless hours of work to create, especially for small teams, and to expect them to always make games that need more than two hours to complete is unrealistic. Yet, with games being of many lengths, and many levels of depth it may end up being an insurmountable task to try and account for all possibilities. That all being said, with this sort of issue still present after the launch of the policy back in 2015, it is clear the system is far from perfect. Time will tell if Microsoft or Value will try and address the situation, but until then, there will be more developers coming out against the system, and people that will try exploit the policy when possible.

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Fly like an Eagle – Interview with Eagle Flight’s Inon Zur http://www.cgmagonline.com/2017/04/14/fly-like-an-eagle-interview-with-eagle-flights-inon-zur/ http://www.cgmagonline.com/2017/04/14/fly-like-an-eagle-interview-with-eagle-flights-inon-zur/#respond Fri, 14 Apr 2017 13:15:48 +0000 http://www.cgmagonline.com/?p=99321

By Brendan Quinn

Playing a video game has always been a marriage of audio and video. Mechanics and gameplay aside, having the right soundtrack paired with a specific aesthetic can elevate a game to higher levels of immersion. When it comes to Virtual Reality, that perfect combination becomes even more important. Inon Zur is a three-time BAFTA-nominated composer […]

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By Brendan Quinn

Playing a video game has always been a marriage of audio and video. Mechanics and gameplay aside, having the right soundtrack paired with a specific aesthetic can elevate a game to higher levels of immersion. When it comes to Virtual Reality, that perfect combination becomes even more important.

Inon Zur is a three-time BAFTA-nominated composer who has created music for franchises like Fallout and Prince of Persia and recently composed the score for the VR flying simulator Eagle Flight. CGM got a chance to pick the brain of an artist and to find out the methods involved in composing a soundtrack to an interactive experience.

Fly like an Eagle - Interview with Eagle Flight's Inon Zur 1

CGMagazine: Can you give us a bit of background on yourself? How long have you been composing music, what are your influences, which artists do you enjoy listening to for your own pleasure? Do you play video games?

Inon Zur: As early as I can remember I was always fascinated by music. I started playing piano and writing my own compositions from a very young age. Later I studied music composition and theory and graduated at the Music Academy of Tel Aviv in Israel. When I came to the USA I studied film music at the Dick Grove School of Music and UCLA under composers such as Jack Smalley and Henry Mancini. My early career included composing music for the TV shows Digimon, Escaflowne, and Power Rangers. Soon after I was approached to score music for video games and discovered they offered a lot of creative freedom.

I have many influences and always keep my mind open to finding new music and sounds for inspiration. But I especially enjoy listening to jazz music like George Gershwin. Also the classical works of Sergey Prokofiev, Igor Stravinsky, and Beethoven and the film music composers John Williams, Jerry Goldsmith, and Thomas Newman.

It’s not always possible but I always try to play the games I’m working on so I can best serve the project with the most appropriate score.

Fly like an Eagle - Interview with Eagle Flight's Inon Zur 2

CGM: How do you begin shaping and composing a soundtrack for a game like Eagle Flight? What is your process? What level of freedom do you have when writing the music?

Zur: I was given quite a lot of freedom by Ubisoft. We compiled some initial ideas and I gave them some examples that I thought would work well for the game. After that they literally let me open my wings and fly [laughs]! We were both on the same page from the beginning, treating the music in a style that embraced the game’s setting and natural elements and embellishing with orchestral touches. I must say the Ubisoft team was very open to ideas and that made the collaboration most enjoyable.

In order to shape the score of Eagle Flight, we first had to decide how we wanted to express the experience of flight through music and to establish the general concept of what should be the soundscape and the style of the composition before I even jump into a specific cue. My approach was to write slow-moving melodies, whereby the orchestral melody lines are slow moving and evolving while the percussion is more rhythmical supporting the melody. This combination enhances the experience because it captures the view as it is revealed and is driven by the pace and speed of the percussion. The creative puzzle was to identify elements that would be the building blocks for the score. I’d run them by the team and only then start to write individual cues.

Fly like an Eagle - Interview with Eagle Flight's Inon Zur 3

CGM: How much did the city of Paris contribute to influencing the music? In a similar vein, the mechanics of the game itself seem to flow with the soundtrack. Did you get a chance to play the game before you wrote the music?

 Zur: We only weaved subtle memories of Paris into the score, like distant bells and other elements that might remind the player of the city’s great history and what used to be. But the actual focus of the score is in the present and what exists now, which is a wild and undiscovered realm.

Yes, I got the chance to play the game at Ubisoft before I wrote the music—that was extremely helpful because the control has a very specific feel. I felt that after I played the game, experiencing the view and how the control works, it gave me a much better idea of what kind of music would best support this experience. So it was immensely beneficial and a smart idea by Ubisoft to let me experience the game first-hand.

CGM: How much of the game were you shown prior to and during the process? Was it simply an idea and some concept art or was the build pretty much good to go when you jumped in?

Zur: Actually I was shown quite a lot of the game. Ubisoft sent me numerous audiovisual clips, showing the different areas and views. Since it’s such a scenic and cinematic experience, I treated this project much more like scoring a movie [compared to other games], screening the images and video clips on my screen while composing the music.

Fly like an Eagle - Interview with Eagle Flight's Inon Zur 4

CGM: How was writing the soundtrack to Eagle Flight compared to a series like Fallout or Prince of Persia?

Zur: It was very different because of the way the game is being played—by flying—and the intense immersive experience of Virtual Reality. These two factors required me to treat the score with a different approach. Instead of changing the mood a lot, we transitioned between moods more gradually. I tried to capture the movement and the experience of flight rather than concentrate on the specific storyline of each level. So it’s more about the emotions and motion that the player goes through when flying above the city. When the story starts to evolve, the dramatic elements of the score become more prominent.

CGM: What was it like working with Aeralie Brighton and Mimi Page?

Zur: An amazing experience. Both singers are absolute professionals and each of their voices extremely inspiring in their own special way. Their voices contributed greatly to the different flavors of the music that I wrote and both of them elevated the score to greater emotional heights. I was very happy with this collaboration.

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Nintendo Discontinues the NES Classic Edition http://www.cgmagonline.com/2017/04/13/nintendo-discontinues-the-nes-classic-edition/ http://www.cgmagonline.com/2017/04/13/nintendo-discontinues-the-nes-classic-edition/#respond Thu, 13 Apr 2017 21:06:29 +0000 http://www.cgmagonline.com/?p=99320

By Michael Koczwara

Still searching for that NES Classic Edition? Looks like you’ll have to pull in some extra effort to find one as Nintendo has announced that the NES Classic Edition will be discontinued this month. Final shipments for the system are scheduled for the remainder of the month of April. Speaking with IGN, the company explained the sudden decision: “Throughout April, […]

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By Michael Koczwara

Still searching for that NES Classic Edition? Looks like you’ll have to pull in some extra effort to find one as Nintendo has announced that the NES Classic Edition will be discontinued this month.

Final shipments for the system are scheduled for the remainder of the month of April. Speaking with IGN, the company explained the sudden decision:

“Throughout April, NOA territories will receive the last shipments of Nintendo Entertainment System: NES Classic Edition systems for this year. We encourage anyone interested in obtaining this system to check with retail outlets regarding availability. We understand that it has been difficult for many consumers to find a system, and for that we apologize. We have paid close attention to consumer feedback, and we greatly appreciate the incredible level of consumer interest and support for this product.”

Announced back in July of 2016, the NES Classic Edition went through a tough several months when it launched on November 11, 2017 for $60 USD. One would think that a discontinuation of a product signals mediocre sales, but that was not the case this time around. The NES Classic Edition was a highly sought out product when it launched during the Christmas season. It was rarely seen as anything but a sold out item. Pre-orders for the system were very limited in quantity and availability in retail saw a similar story.

The special little box gave players a chance to play through 30 NES titles on a recreated miniature version of the original NES. The small console could be plugged in using an HDMI and traditionally designed controllers could also be used. The console didn’t feature any kind of cartridge system and instead included all the games on the system itself. Games featured on the system include Super Mario Bros. 3, The Legend of Zelda, Metroid, Mega Man 2, Final Fantasy and Castlevania II: Simon’s Quest.

The high demand for the NES Classic Edition gave fans hope that similar products for the SNES and the Nintendo 64 were a possibility. The announcement of the discontinuation of the NES Classic Edition puts some of that hope to rest.

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Ubisoft Releasing O.zen To Canada http://www.cgmagonline.com/2017/04/13/ubisoft-releasing-o-zen-canada/ http://www.cgmagonline.com/2017/04/13/ubisoft-releasing-o-zen-canada/#respond Thu, 13 Apr 2017 19:40:48 +0000 http://www.cgmagonline.com/?p=99287

By Tyler Jones

While Ubisoft is usually noteworthy for the classic gaming franchises they make (Assassins Creed, Prince of Persia, Rayman, among others), this time they are in the news for something a little different. Ubisoft has announced that they are launching their health app, entitled O.zen, to the citizens of Canada. However, what is a video game […]

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By Tyler Jones

While Ubisoft is usually noteworthy for the classic gaming franchises they make (Assassins Creed, Prince of Persia, Rayman, among others), this time they are in the news for something a little different.

Ubisoft has announced that they are launching their health app, entitled O.zen, to the citizens of Canada. However, what is a video game company doing with a health-related app? Do not worry, those who have no clue what this is all about, it will all make sense momentarily. This is the company’s first connected application that allows people to manage their stress, heart rate and inner calmness with a variety of gamified breathing exercises.

Alongside Ubisoft, Dr. David O’Hare (a heart coherence specialist) helped with the development process. They designed this device to assist with people’s well-being; being extremely beneficial in high-emotion situations. Coach K, the programmed personal trainer, will assist all users so they can create better breathing habits.

The Managing Director of Ubisoft Canada, Olivier Ernst spoke about the opportunity.

“In a society that places increasing demands on us, Quebecers are looking for innovative ways to help them self-manage their stress or anxiety, improve their sleep quality and boost their concentration. This is why Ubisoft created O.zen, a program that’s distinctive thanks to its fun approach, based on gaming and simple, effective exercises that help people integrate heart coherence into their everyday lives,” Ernst mentions. “This is a first for us in the field of well-being, and we are happy to be able to rely on key partners, including a number of health professionals, in bringing this project to fruition.”

The device itself has a few key features that are worth mentioning. For one, users can create their own profile and answer over 600 questions about their physical and emotional well-being. There are also 14 different breathing programs that are spread out amongst 70 levels. In addition, it is designed for daily use (in three to eight-minute sessions).

It is available as an application for both the iPad and iPhone for $149.99.

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First 15: Everything http://www.cgmagonline.com/2017/04/13/first-15-everything/ http://www.cgmagonline.com/2017/04/13/first-15-everything/#respond Thu, 13 Apr 2017 18:23:38 +0000 http://www.cgmagonline.com/?p=99277

By Cody Orme

Cody and Brendan of CGM take a look at Everything on the PlayStation 4 and are not entirely sure what they are playing.

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By Cody Orme

Cody and Brendan of CGM take a look at Everything on the PlayStation 4 and are not entirely sure what they are playing.

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Endless Space 2 Launching on May 19, Endless Space Only $1 http://www.cgmagonline.com/2017/04/13/endless-space-2-launching-may-19-endless-space-1/ http://www.cgmagonline.com/2017/04/13/endless-space-2-launching-may-19-endless-space-1/#respond Thu, 13 Apr 2017 18:22:49 +0000 http://www.cgmagonline.com/?p=99262

By Tyler Jones

In what has been a long time coming, Endless Space 2 is about to leave Early Access and be fully available to the public. It was recently announced that this turn-based, strategy game would be complete and set for release on May 19, 2017, on Steam. Given that the release date is still over a […]

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By Tyler Jones

In what has been a long time coming, Endless Space 2 is about to leave Early Access and be fully available to the public. It was recently announced that this turn-based, strategy game would be complete and set for release on May 19, 2017, on Steam.

Given that the release date is still over a month away, players eager to play beforehand can still play the Early Access on Steam. Just know, that the game is not complete so bugs and inconveniences could be stumbled upon. This just gives players a way to get their fix.

When the game officially launches, players can choose from the Standard Edition and Digital Deluxe Edition; which will be $39.99 and $49.99, respectively. The Digital Deluxe Edition includes the Digital Soundtrack, Hero Ship skins and the Pathfinder Academy heroes. For anyone who wants to upgrade to the Digital Deluxe Edition after already purchasing the Standard Edition, an upgrade is being introduced. For $10.99, individuals who bought the Standard Edition can upgrade to the Deluxe.

In addition to all of this, up until May 19, 2017 a 25 per cent discount is present for both editions. For the Deluxe version, a special forum award, forum avatars, the Cravers Prime fleet skin, a unique forum title, and G2G points are also available until launch. Although the title can be download from Steam, a physical copy is being planned as well.

As an added bonus, anyone who has not played the first game can download it on Steam for a discounted price through  April 17, 2017. Unbelievably enough, that price is only $1. However, it also includes the Disharmony DLC that was released for the first game. Anyone who happens to already own Endless Space can get the DLC free of charge. After April 17, 2017 though, this game will return to its original base price.

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The Fate of the Furious Movie Review – Big Bald Family http://www.cgmagonline.com/reviews/fate-furious-movie-review-big-bald-family/ http://www.cgmagonline.com/reviews/fate-furious-movie-review-big-bald-family/#respond Thu, 13 Apr 2017 18:02:44 +0000 http://www.cgmagonline.com/?post_type=reviews&p=99256

By Phil Brown

When the trailer for The Fate Of The Furious dropped, the world held their collective breath in awe. How could Dominic Toretto, the world’s leading source of inspirational monologues about family, possibly betray the clan that meant so much to him for seven movies and, OK, that’s all an exaggeration. Still, there was excitement related […]

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By Phil Brown

When the trailer for The Fate Of The Furious dropped, the world held their collective breath in awe. How could Dominic Toretto, the world’s leading source of inspirational monologues about family, possibly betray the clan that meant so much to him for seven movies and, OK, that’s all an exaggeration. Still, there was excitement related to how this dumb, dumb, franchise would top its commitment to explosive dumbness. Thankfully, that part worked out just fine.

So, since we last left our shaven head block of family values and an octane addiction (‘Big Vin’ Diesel), he’s found a home in Cuba with the love of his life (Michelle Rodriguez, who thank god is over that amnesia thing). There’s a big chase to kick things off and make a friend, but the plot doesn’t begin until super hacker Charlize Theron blackmails Vin into betraying his family. Why? You’ll have to wait to find out and suffer through the pain of the Fast Family splitting at the core in the process. Dwayne The Rock Johnson is forced to step in and lead the team (Rodriguez, Tyrese Gibson, Ludacris, and noble hacker Nathalie Emmanuel). However, since the gang is missing both Vin and Paul Walker, a new addition is necessary. So Kurt Russell’s mysterious superspy kind of guy insists that they take in Jason Statham (Fair enough, The Stath is an ass kicker like no other, but he was the bad guy last time! How can he be part of the family?). In other words, it’s a topsy-turvy soap opera of a tale that’s really just an excuse to toss as many examples of motor mayhem at the screen as possible. You know, like a Fast and Furious movie!

The Fate Of The Furious (great title) has the misfortune of following up Furious 7, a franchise outing that was given unexpected emotional weight and gravitas by the death of Paul Walker. Despite the attempts of franchise screenwriter Chris Morgan to force something resembling emotion into this picture, it doesn’t really work. We’re back in empty melodrama here folks. No tears, just cheers and some jeers. To compensate that, the delightfully bloated blockbuster doubles down on irony. It’s been in the air since Fast Five. Slowly the world’s biggest and dumbest boom-boom delivery system has mutated into a winking self-parody of itself. Hiring Friday director F. Gary Gray (who also did The Italian Job remake, so he knows cars fool) means that someone with a background of comedy is orchestrating the madness for the first time. So he’s going for more laughs than the previous three flicks and as a result doesn’t quite get as many. These movies shouldn’t really try to be funny. That’ll just happen on its own when they are true to themselves. So that’s mildly disappointing, but thankfully it’s not a shark jump moment just yet. Far from it, this massive $250 million pile of twisted metal is one of the most purely entertaining entries in the franchise despite some bloat and ironic missteps.

A big reason comes down to the cast of the Fate of the Furious, a collection of human action figures with far too much charm. Removing Diesel from the equation really lets the big dogs on the sideline step up to bite off some delicious scene-stealing meat (Yeah, I stuck with that metaphor. What of it?). The Rock and Jason Statham get to do the love/hate buddy bonding routine through a series of one-liners and gently homoerotic fight scenes. It’s glorious. These guys are brilliant and when The Rock gets to start throwing around extras like the real world Incredible Hulk that he is, well tears of joy will be shed by any viewer with a beating heart. The duo are also highly self-aware performers and wink it up to the hilt. The same can be said for Kurt Russell who struts through the film to spit out exposition with a smirk and some shades in a manner that only the most charming of all movie stars possess. Michelle Rodriguez also gets more to do beyond looking dazed and confused yet somehow grounds things slightly while crushing heads. As for the rest of the gang, they are all essentially warm bodies in the room sharing one-liner duty and sitting in the cars that need exploding. Oh well. Helen Mirren and a ridiculous cockney accent to pop up as well and she’s every bit as glorious as you’d hope.

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Vin spends most of the movie glowering on the sidelines with Theron’s super hacker.  As usual, the delightful Diesel plays things completely sincerely. The man doesn’t have an ounce of irony in his bloated body and the way he commits to this absolute nonsense is as special as always. Somehow he sheds a tear out of his shiny penis of a head and even screams out in pain a few times. It’s great, even if he’s essentially separated from his family for the entire running time. Theron spends most of her scenes staring at computer screens and reducing evil to a series of pouts. As a bleached blond sexy hacker, she’s a relic of the ludicrous 90s action movies this series throws back to and is amusing enough. There haven’t really been great villains in this series (Statham aside of course and that was always a misdirect), so she slots into the villain of the week role as well as anyone could. She also admirably doesn’t wink though, which is good. Too much irony would sink this ship.

Oh yeah, there’s action as well. Lots of it. Hundreds of hacked cars plow through the streets of New York like zombies with horsepower. There’s an artic submarine vs cars chase that make Brosnan era Bond movies feel like gritty Jason Bourne realism. There are flying suits. So much fire. So much scale. Essentially this series that started in street racing, mutated into international heists, and transformed into “men on a mission” nonsense is now a franchise about a team of working class James Bonds who prefer Corona to martinis, tight Ts to tuxedos and have an even more impressive collection of hot rods. It’s insane, but damn it, the explosive pleasures are worth it. Thanks to those inflated Furious 7 box office receipts (one of the ten highest grossing films of all time and don’t you ever forget it), the FF team now has limitless resources to stage action scenes and take full advantage of it.  The fist fights are more elaborate. The car chases are obscenely over produced. It’s a collection of massive, stupid, and expensively explosive action sequences the likes of which few have ever seen and even fewer would dare attempt. These flicks compete with superhero blockbusters now and The Fate Of The Furious sets a standard of ludicrous mayhem that will be hard for the rest of the summer blockbuster season to top.

Somehow over the course of sixteen years and eight movies, The Fast And Furious franchise has mutated into a special series of idiotic excellence. Some may poo-poo anyone daring to take them seriously, and others are perhaps a little too overblown in their ironic appreciation. However, there is most certainly a place for these movies dominating the global multiplex. The car chase is one of the most purely cinematic pleasures around. Blockbusters are essentially overproduced Hollywood versions of 70s exploitation movies and this title was borrowed (at a fair price) from exploitation king Roger Corman. The Fast and Furious flicks represent a bit of movie history blown up and dumbed down for the lowest common denominator of a new generation. As they grow and expand, they somehow become even more entertaining in their idiocy.

Some will claim that this new chapter is a step down from the last one because of the impossible-to-repeat emotional pull of Paul Walker’s departure. That’s fair and undeniable. However, with that accidental cultural relevancy removed, The Fate Of The Furious also brings the series back to its core purpose of making viewers smile through pretty pictures that go boom and even-larger-than–life big screen presences. It’s a glorious ode to Hollywood and cinematic excess that tips the growing irony of the franchise to the limit without ever quite going over. Chances are that this series peaks with the cartoon clustercuss of B-movie bliss that was Justin Lin’s Fast Five, but as we inch towards that planned F10 concluding chapter (which god willing will feature Nicolas Cage as the final villain)  at least they are sticking to the insane playbook that flick laid down fairly well. There aren’t many camp and craptacular blockbuster franchises worth getting behind these days. That alone make the Fast franchise worth embracing. So, as tough as it is to bid you farewell, for now, Dominic Toretto, that time has come. You will be missed, but at least we can all guarantee that in two years you’ll be back, bigger, dumber, and balder than ever. God bless.

Score:8

Final Thoughts:Eight movies in and The Fast And The Furious is bigger and dumber than ever. God bless.

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The Son Season One Review (Episodes 1-6) http://www.cgmagonline.com/reviews/son-first-season-season-one-review-episodes-1-6/ http://www.cgmagonline.com/reviews/son-first-season-season-one-review-episodes-1-6/#respond Thu, 13 Apr 2017 16:21:28 +0000 http://www.cgmagonline.com/?post_type=reviews&p=99227

By Mike Cosimano

Has there ever been a more relevant premise for a period piece than The Son? Set in southern Texas at the very beginning of the 20th Century, AMC’s latest prestige pretender follows the McCullough family as they try to live, thrive, and survive on a town not far from the Mexican border, all while fending […]

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By Mike Cosimano

Has there ever been a more relevant premise for a period piece than The Son? Set in southern Texas at the very beginning of the 20th Century, AMC’s latest prestige pretender follows the McCullough family as they try to live, thrive, and survive on a town not far from the Mexican border, all while fending off attacks from justifiably upset Mexican seditionists. What potential! In an era where America’s relationship with its neighbor to the south is—to put it mildly—publically strained, there’s a lot to mine from that particular flavor of racial tension.

Except The Son is a new drama from AMC, so it’s not enough that the show has stumbled upon an incredibly relevant metaphor. It needs to be the next water cooler show, the next “limited commercial interruption” mega-star that will carry the channel once Vince Gilligan realizes he could literally do anything, anywhere because of the whole “created Breaking Bad thing.” I couldn’t tell you for sure what AMC wants to do with The Son because I don’t work there.

The Son First Season Review (Episodes 1-6)

But just look at the way its characters are constantly scrambling in reaction to outside forces, often resorting to less-than-ethical problem solving, all with an inspired bit of stunt casting—tell me this show wasn’t grown in a lab to be a “Peak TV” golden boy. To that end, The Son feels soulless, with a script that is quite literally predictable, both in terms of dialogue and plot development—because of course a grizzled, stubborn character would respond to “you won’t regret this” with “I already do.” It’s so rare to watch a show released at this level that seems to lack any real creative spark—doubly impressive when you consider the acclaim its source material has earned over the years.

Also, there’s a preposterous subplot where a white teen, captured by Native Americans, fights back against a young woman who is forcing him to do manual labour. Immediately, she decides that she’s in love with him and goes to his tipi immediately after to have sex with him. Because this is prestige TV.

At first blush, it seems as if the show will follow the Dallas route, with an emphasis on the burgeoning oil business in Texas, seen through the eyes of self-made man Eli McCullough (Pierce Brosnan) and his family. Then it introduces a friendly rivalry with the Garcia’s, a Mexican-American family across the way. Maria Garcia (Paola Nunez) is pretty clearly in love with Eli’s son Pete (Henry Garrett), but Pete is married with three kids. The Garcias might have ties to the Mexican seditionists, but the McCullough’s might also be controlling the local government in the town. The McCullough’s are having money troubles, because they want to build oil rigs but they’re not 100 per cent positive there’s even any oil on the ranch. All the while, pretty much every man in the family is experiencing some kind of PSTD—Eli’s manifests in full-on Arrow-style flashbacks to his time as a Comanche slave. So many delicious subplots, I wonder if this might lead to post-show discussion think pieces!

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That’s about everything you need to understand from the pilot, which is both overstuffed and eye-numbingly dull. I’m sympathetic to a point; I know table setting is no easy feat, but if any channel knows how to run a pilot by this point, it’s gotta be the house that Peak TV built, right? That’s not to say things don’t improve, because they do! Eventually, the show becomes “all right,” and Episode Six ends with a solid hook for the rest of the season. But the show makes a weak first impression, constantly keeping its protagonists on their heels. We don’t really get a feel for the McCullough’s nor the Garcia’s as characters—aside from some extremely generic anti-hero broad strokes from Eli—because they’re constantly reacting to outside sources, almost from the word “go.” It’s always worth spending a little time with the main characters before you introduce the main conflict. Change only matters when the audience has an idea of the starting point; we need to see the character in a basic state so we understand what the change means to them.

Aside from Eli’s flashbacks, which admittedly do follow this structure, and some clunky exposition that indicates, “this is the starting point for this television show,” the first two episodes of The Son almost feel as if they were aired out of order. The main conflict has already started, and we’ve barely gotten to know these people. Not to say they’re worth knowing, since anything worth seeing is squirrelled away in the Eli flashbacks, but I wish I could give these characters the benefit of the doubt. For all I know, they entered this world as pre-molded primetime TV anti-heroes, and since I am unlikely to continue watching The Son past my review duties, that is how they will remain.

The Son First Season Review (Episodes 1-6) 3I think that, more than anything, is why this show kept reminding me of Westworld. It’s not just that The Son is ostensibly a Western, it’s that everything in this show feels like one of the prefab adventures seen in Westworld’s eponymous theme park. The young Eli isn’t exactly going through a white saviour narrative—he kinda sucks at everything, in my opinion—but he’s slowly becoming the most important character in a narrative featuring an entire Comanche tribe—almost like he’s a park guest experiencing a story designed to make him the main character. It doesn’t feel natural; it feels more like an obligation. And then you have the McCullough’s, fifty-odd years later, where the whole family is going through the motions of conflict, almost as if they’re waiting for somebody more interesting to show up.

That’s weird, right? The flashback story and the main story feel like they have opposite problems: the 1849 story is following the least interesting character in a tribe full of compelling stories, whereas you can hear the script for the 1915 story push to make every character as morally ambiguous and “compelling” as possible. The Son has an interesting set of plots; it just can’t quite get the story to work.

The show does begin to find its footing once it firmly settles on a thesis: white men suck. As it continues to portray the majority of its Caucasian characters as murderous monsters, often while letting marginalized groups voice their grievances, The Son feels like a real television program. It seems like the show will eventually be about the arrogance of white people bringing ruin to marginalized communities. And now we’re all the way back around to modern cultural relevance!

The Son First Season Review (Episodes 1-6) 4

I say “eventually” because, although the show begins to narrow down its characters as it focuses in on racial inequality, it’s still not all that interesting nor is it incisive. It’s perfectly fine to have a whole TV show about how horrible white Americans were (are) to Native Americans and Mexicans, because it seems like that’s still a lesson people need to learn. But the racism seems almost cartoonishly evil, which has the adverse side effect of absolving the bigots who exist in the middle ground between murderer/rapist and “I would’ve voted for Obama a third time”—shame, because those folks are the people who need to hear this lesson the most. The stinger for Episode Six does give me some hope, but that was the last episode provided by AMC.

I don’t know if any of this will come to fruition because I don’t think I’ll be watching The Son—unless the canary in the coal mine that is pop culture Twitter comes back with a positive report on the entire first season. The show has its shining lights, but the moment-to-moment experience of watching The Son is little more than watching family arguments interspersed with guerilla warfare interspersed with a scrawny white kid getting his ass kicked by several different Native Americans. Much like the mediocre and forgettable Low Winter Sun, it’s a fairly transparent attempt at recreating past AMC successes. There are worse ways to pass the time between cradle and grave, but there are better shows you could be watching—some of them on this channel!

Also, the opening theme sounds like the score to Werewolf.

Score:5

Final Thoughts:In the pantheon of AMC’s prestige shows, The Son is more Low Winter Sun than Better Call Saul.

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ArenaNet and Evergreen Philharmonic Orchestra perform Heart of Thorns music http://www.cgmagonline.com/2017/04/13/arenanet-and-evergreen-philharmonic-orchestra-perform-heart-of-thorns-music/ http://www.cgmagonline.com/2017/04/13/arenanet-and-evergreen-philharmonic-orchestra-perform-heart-of-thorns-music/#respond Thu, 13 Apr 2017 16:00:34 +0000 http://www.cgmagonline.com/?p=99204

By Christopher Whan

MMORPGs have a lot going on in them to keep players coming back. Compelling quest structure, an engaging storyline and a world you can get lost in for hours to name a few. One thing that tends to get overlooked by players, but would make the game feel empty without it, is the music. ArenaNet […]

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By Christopher Whan

MMORPGs have a lot going on in them to keep players coming back. Compelling quest structure, an engaging storyline and a world you can get lost in for hours to name a few. One thing that tends to get overlooked by players, but would make the game feel empty without it, is the music.

ArenaNet in partnership with the Evergreen Philharmonic Orchestra have released a new video where they perform music from the first expansion to Guild Wars 2: Heart of Thorns.

On top of the performance, artwork from the expansion can be seen displayed on the giant screen behind the orchestra displaying the dark and mysterious tone the music is portraying.

The music for Heart of Thorns was composed by Lead Composer Maclaine Diemer and is performed by the Evergreen Philharmonic Orchestra. The orchestra consists of exclusively students from the Issaquah, Washington school district.

Heart of Thorns was released in Oct. 2015 and is the first and only expansion for Guild Wars 2.

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Project Scorpio Confirmed for E3 Reveal http://www.cgmagonline.com/2017/04/13/project-scorpio-confirmed-e3-reveal/ http://www.cgmagonline.com/2017/04/13/project-scorpio-confirmed-e3-reveal/#respond Thu, 13 Apr 2017 15:47:03 +0000 http://www.cgmagonline.com/?p=99245

By Tyler Jones

Xbox fans have been at a fever pitch for the last several weeks with all the company’s attention seeming to be on their new Project Scorpio.  Ever since it’s announcement at last year’s E3 event, slowly more and more information has been revealed; including the developer kit and hardware specifications. Now, all fans have a […]

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By Tyler Jones

Xbox fans have been at a fever pitch for the last several weeks with all the company’s attention seeming to be on their new Project Scorpio Ever since it’s announcement at last year’s E3 event, slowly more and more information has been revealed; including the developer kit and hardware specifications. Now, all fans have a date that they can mark on their calendars to prepare for the biggest Scorpio event yet.

Posting on Xbox Wire, Phil Spencer (the Head of Xbox), confirmed that the company would be unveiling their newest creation at E3 in June. Of course, Microsoft already revealed that they would be holding their Xbox show on Sunday, June 11 2:00-3:30 p.m. PT. Typically, they hold this event on a Monday for the E3 event, so a Sunday will be a slight change of pace.

Hopefully, information such as the console’s final price and design will be outlined. However, what fans already know is that this is being dubbed the most powerful console in existence. In the blog post that Spencer posted, he also gave those unknowledgeable about the new console a brief of what to expect.

“With Project Scorpio, we set a design goal of building the first true 4K console for gamers with an emphasis on compatibility so no one gets left behind. Once we locked that plan, we set our sights on building the world’s most powerful console development platform, which includes the new Xbox One Development Kit and a full suite of software to get every ounce of performance from the platform,” Spencer continues. “Like the retail console, we built this special dev kit by evaluating every piece, from hardware to software and tools, with developers and compatibility in mind. We paid attention to logistical details, like dramatically speeding up how quickly a developer can move their work between PC and dev kit, and made it easy to program and test changes at the literal press of a button on the front of the box. The goal is to let creators focus their time and energy on bringing their game to life, and less of it on getting up and running on new hardware.”

With the Nintendo Switch, still relatively new and the Xbox Scorpio on the horizon, it sure is a good time to be a video game fan.

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The Sexy Brutale – Uniquely Amazing http://www.cgmagonline.com/reviews/sexy-brutale-uniquely-amazing/ http://www.cgmagonline.com/reviews/sexy-brutale-uniquely-amazing/#respond Thu, 13 Apr 2017 15:13:38 +0000 http://www.cgmagonline.com/?post_type=reviews&p=99234

By Lane Martin

People are going to talk about The Sexy Brutale. Prepare to hear a litany of opinions coming from the recesses of the internet. It’s going to be loud and it’s going to be divisive, but I beg you not to listen too closely – there’s just too much of this game to spoil. I will […]

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By Lane Martin

People are going to talk about The Sexy Brutale. Prepare to hear a litany of opinions coming from the recesses of the internet. It’s going to be loud and it’s going to be divisive, but I beg you not to listen too closely – there’s just too much of this game to spoil. I will keep my review as spoiler-free as possible, but know that this is an intriguing adventure game that does interesting things with the genre and I dig everything about it. I think you should play it.

The Sexy Brutale finds the player in -the role of a mysterious masked fellow, kicking about a mansion populated by similarly concealed guests and staff. It seems that the staff means murder for the guests, in ridiculously ornate and spectacular ways, except for in the tutorial. In the tutorial, someone gets shot. It is your mission to prevent these catastrophes from behind the scenes. Rather than running in to save the day, the player affects the world in far more subtle ways, making slight changes to undo these duplicitous plans while avoiding being seen by anyone.

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The actions all take place in one exceptionally large mansion during a predetermined stretch of time. You’ll be able to reset the time whenever you like and can set your spawning location to numerous locations throughout the house. However, time is always ticking forward in The Sexy Brutale. While you putter about in the library, delving through the stacks for secrets and clues you’ll still hear gunshots, breaking glass, and other telltale sounds of murder throughout the house. That may be my favourite detail. No matter how far you progress you’ll always remember what you’ve done and wonder what another noise might signify.

Stylistically speaking, The Sexy Brutale is gorgeous. The whole aesthetic is drenched in the opulence befitting a good masquerade. From the stylish casino to the creepy basement, every in of this game oozes stylish design choices. The music complements the environments beautifully, even the sudden swells and dips worked quite well. Perhaps the reason these elements work so well is that they too function as an extension of gameplay and story. Looking at it as a whole, it’s all masterfully done.

This game is technically an adventure game, but the way you go about playing it differs wildly from more traditional games of the genre. Yes, you’ll hunt for items and apply them to various objects, hoping to find a favourable result. However, that isn’t your main method of puzzle solving. Much like a visual novel, The Sexy Brutale has a story it wants to tell you, and your best bet is to hunt it down. Now, the isn’t often done through long-winded text dumps, save for a particularly long sequence near the end of the game, but rather through minute clues found in dialogue while eavesdropping. Watching the goings as if it were a massive living play will prove endlessly more useful and productive than attempting random item combinations, and more interesting. Even aforementioned text dump is more entertaining than the standard exposition, as it works to illuminate why things operate the way they do rather than simply telling you.

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When I first looked at the quest screen I was concerned that the game may be too short. Only eight murders to prevent seemed like it would go by all too quickly. To be honest, it is a short game. A player could easily conquer this house of horrors in one or two sittings. What is there, however, is amazing and does not feel like it ends too soon. Furthermore, one could spend hours hunting down the collectables and reading every bit of the back story and supplemental materials, all of which are lovingly crafted and entertaining.

The controls can feel a little clunky at times, but those are my only two knocks against The Sexy Brutale, really. It is a quality experience through and through with some excellent writing and inventive design that I can’t say I’ve ever seen implemented so well in a game before. It dares to be different and does so with style. I loved every minute of it.

Score:10

Final Thoughts:The Sexy Brutale is a fantastic game that combines style and unique mechanics to amazing effect. I truly hope to see more games like this in the future.

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Sniper Ghost Warrior 3 Receives a Brand-New Trailer http://www.cgmagonline.com/2017/04/13/sniper-ghost-warrior-3-receives-brand-new-trailer/ http://www.cgmagonline.com/2017/04/13/sniper-ghost-warrior-3-receives-brand-new-trailer/#comments Thu, 13 Apr 2017 13:00:37 +0000 http://www.cgmagonline.com/?p=99201

By Tyler Jones

It feels like Sniper Ghost Warrior 3 has been in production for ages. Being first announced in late 2014, it was initially pegged to be released in 2016. Then, it was delayed until 2017. Now, it has an official launch date of April 25, 2017, for the PlayStation 4, Xbox One, and PC. However, that […]

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By Tyler Jones

It feels like Sniper Ghost Warrior 3 has been in production for ages. Being first announced in late 2014, it was initially pegged to be released in 2016. Then, it was delayed until 2017. Now, it has an official launch date of April 25, 2017, for the PlayStation 4, Xbox One, and PC. However, that is nothing new. The “new” aspect to Sniper Ghost Warrior 3 is a trailer that was released by CI Games.

The trailer gave an accurate depiction on what players can expect in this upcoming open-world first-person shooting video game. Be warned, though, the content can be quite graphic at times. In many ways, it just shows off how badass Jon North (the main protagonist) is as he takes out a montage of enemies. He shows no favouritism to a specific type of kill either, as he is shown using stabbing methods, explosives, snipers, hand-to-hand combat, and even vehicles.

Being dubbed as the most complete sniping experience possible, Sniper Ghost Warrior 3 combines the themes of faith, brotherhood, and betrayal. As opposed to the other two entries in the franchise, players will not be stuck on a linear path. In addition, there are several side missions that can be completed to take a break from the main ones.

A cool implementation in Sniper Ghost Warrior 3 is that the time of day will cycle, and each time will have direct implications on certain actions taken. In other words, decisions that could be made in the daylight, may not go as planned during nightfall. Players will also be able to customize their weapon inventory, as well as their vehicles and accessories. At the end of the day, there are three pillars of gameplay that can be utilized to the players choosing: Sniper, Ghost and Warrior.

Once again, as it is important to re-iterate this, the new trailer is very graphic and should not be viewed by younger audiences.

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Has-Been Heroes Review – Best in Small Doses http://www.cgmagonline.com/reviews/heroes-review-best-small-doses/ http://www.cgmagonline.com/reviews/heroes-review-best-small-doses/#respond Thu, 13 Apr 2017 12:00:12 +0000 http://www.cgmagonline.com/?post_type=reviews&p=99139

By Elias Blondeau

he Nintendo Switch, in its month of release, has proven to be a surprise success. Even as someone who owns a beefy PC and all the major platforms, I’ve found myself sinking more time into Binding of Isaac runs, exploring Blaster Master Zero and completing The Legend of Zelda: Breath of the Wild than anything […]

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By Elias Blondeau

he Nintendo Switch, in its month of release, has proven to be a surprise success. Even as someone who owns a beefy PC and all the major platforms, I’ve found myself sinking more time into Binding of Isaac runs, exploring Blaster Master Zero and completing The Legend of Zelda: Breath of the Wild than anything else. This is due, in large part, to how easy it is to fire up the Switch and jump into a game—not to mention the ability to seamlessly jump between playing on the TV and on the go. It’s novel and unlike anything else on the market. Frozenbyte, developer of the cult hit Trine franchise, has found a great way to capitalize on this novelty with Has-Been Heroes, a multi-platform title that ultimately feels best suited for Nintendo’s fledgling system.

A group of heroes is gathered by the king to complete a very important task: take his two tween daughters to school. See, these heroes have seen better days, and are now best suited to carrying out menial tasks like this. But the world has other plans for them. A great evil ends up sweeping the land and unceremoniously murdering the quintet on the spot. Luckily, a benevolent deity sees fit to help them out by reviving them and sending them on a quest to vanquish the new foe. It’s a good thing he’s in their corner, too, because that death ends up being the first of many.

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Surely, it must be traumatizing for our heroes to watch two children die repeatedly, but I’m not sure players are supposed to think about that too hard.

If that central narrative beat didn’t give it away, Has-Been Heroes is another entry in that most overexposed of modern genres, roguelikes. But Frozenbytes has managed to breathe some new life into the formula with gameplay that’s some of the weirdest I’ve seen come along in a while. In simple terms, it’s a genre-hybrid. In more accurate ones, it’s a blend of Chrono Trigger’s ATB system, a tower-defense title in the vein of Plants vs. Zombies, a procedurally-generated dungeon crawler, and a roguelike.

Yet that only scratches the surface. Has-Been Heroes is all of those things, which is an odd amalgamation already, but also sees fit to introduce a downright wacky control scheme on top of it all. The playable heroes can swap lanes in battle using the face buttons, but only after another hero has attacked. Roaming around dungeons isn’t roaming so much as it is using the right analogue stick and a trigger to go to specific points on a map. Then there’s the time-stopping mechanic, which freezes time and allows players to pick a lane, stack hits, etc. There are a lot of mechanics at work in Has-Been Heroes, and even after several hours with the game, I still feel like I’m learning things.

Driving that home is the fact that I can still get easily overwhelmed by the right combination of easy enemies. Has-Been Heroes is one of those games that throws players into the deep end and tells them to master the butterfly stroke. Which, in non-swimming terms, means that it’s unapologetically difficult and ruthless in its attempts at killing players. It’s very easy to pick up to play, as the mechanics are pretty simple to grasp, yet getting good requires long-term mastery. Even then, though, RNG will sometimes wreck even the best players.

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The thing is, this is a game explicitly tailored towards fast deaths and instant restarts. Even winning runs are short affairs, over in 10-20 minutes at a time. Despite the ability to pick this up on a traditional home console, this is a game that seems built around portability. Playing it for extended two to three-hour chunks can admittedly be a bit draining and repetitious. But doing a few runs on the bus, in a waiting room, or God forbid, in the bathroom is the best way to play Has-Been Heroes.

With novel gameplay that has plenty to sink your teeth into, a cute art style oozing with personality, and an overwhelming amount of unlockable content, including new characters and several endings, it’s hard to argue with Has-Been Heroes for the price. It’s an affordable roguelike that gives casual players something fun to play in short bursts, and more dedicated ones plenty to learn along the way.

Score:7.5

Final Thoughts:Has-Been Heroes, best enjoyed in short bursts, is a clever take on roguelikes and a strong argument for the Switch’s easy portability.

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Destiny 2 Should Focus On Story http://www.cgmagonline.com/2017/04/13/destiny-2-should-focus-on-story/ http://www.cgmagonline.com/2017/04/13/destiny-2-should-focus-on-story/#respond Thu, 13 Apr 2017 11:30:34 +0000 http://www.cgmagonline.com/?p=99151

By Aleksander Gilyadov

Rejoice Destiny fans; Destiny 2 has finally been announced. After a few leaks—including a poster that all but confirmed the sequel’s existence—Bungie and Activision revealed the game will indeed be releasing sometime later this year. Of course, the news was met with huge excitement, and that’s no surprise. Destiny, despite all the flaws (and there […]

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By Aleksander Gilyadov

Rejoice Destiny fans; Destiny 2 has finally been announced. After a few leaks—including a poster that all but confirmed the sequel’s existence—Bungie and Activision revealed the game will indeed be releasing sometime later this year. Of course, the news was met with huge excitement, and that’s no surprise. Destiny, despite all the flaws (and there are plenty of them), is one of the most popular and successful multiplayer games in the past few years. For hardcore fans, there isn’t much Bungie can change to convince them to purchase the sequel and once again commit hundreds of hours into it. However, for someone like me, who was disappointed by Destiny and only sees untapped potential in this unusual sci-fi universe, Destiny 2 has a lot to prove.

The first game nailed the gunplay and overall mechanics. Destiny feels fantastic to play, as nearly all of the weapons are a joy to control. Bungie has plenty of experience developing first-person shooters. Remember, this is the studio that redefined the genre with the first two Halo games in the early 2000s. So, this isn’t a point of concern for me, as I know Destiny 2 will be an enjoyable gameplay experience. Where the sequel really has me worried is the storytelling, mission structure, and character development.

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Destiny’s premise is reminiscent of Mass Effect and Star Trek. The game takes place around 700 years in the future in a time called the Golden Age. Humans have found a way to travel between different planets and solar systems, and have made significant advancements in exploration, peace, and technology. However, an event known as “the Collapse,” caused by a force called the Darkness, saw the sudden end of this Golden Age, with mankind close to extinction. At first glance, Destiny’s lore is fascinating and seems ripe for a slew of interesting stories and characters. However, Bungie clearly didn’t focus on crafting a thoughtful and memorable single-player campaign.

Destiny succeeded, and still succeeds, because it’s one of the very few enjoyable and well-made MMOs on consoles. It’s a genre that doesn’t really exist on PlayStation 4 and Xbox One, and when you have well-known publishers and studios (specifically Activision and Bungie) working on a high-profile MMO, it’s difficult to ignore. Destiny 2 certainly shouldn’t abandon its multiplayer roots for something else entirely. It already has a passionate and established fan base that expects a certain kind of gameplay experience. Why not add a campaign and story to the expected multiplayer component to draw in players like me? Someone who just doesn’t enjoy the MMO grind.

Destiny has the potential to tell a truly great sci-fi story about the imminent extinction of mankind, the importance of colonizing other planets and venturing into unknown planets and solar systems, and meeting both friends and foes. A huge reason why the original Mass Effect trilogy succeeded was because people were craving a deep and well-crafted sci-fi epic. I truly believe players still want to keep playing sci-fi games with fantastic stories, especially since Mass Effect: Andromeda proved to be a disappointment for many players.

The first world you explore in Destiny is breathtaking. Even though I wound up disliking the overall experience, I still can’t forget the excellent first impressions Destiny made. The art design, aesthetic, world building, and lore are all there for Bungie to dive into and create something profound. The studio certainly has the talent and capability to create a memorable sci-fi adventure. After all, Halo remains one of the most influential video game franchises of all time.

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Nintendo Direct April 12 Reveals Many Games http://www.cgmagonline.com/2017/04/12/nintendo-direct-april-12-full-details/ http://www.cgmagonline.com/2017/04/12/nintendo-direct-april-12-full-details/#respond Thu, 13 Apr 2017 00:08:54 +0000 http://www.cgmagonline.com/?p=99207

By Tyler Jones

As Nintendo fans across the world knew, their newest Direct presentation was scheduled today. Now that it is officially over, there is a lot of stuff to cover. It is safe to say that Nintendo was very busy today. When Nintendo initially revealed that they would be holding another Direct event, they said they would […]

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By Tyler Jones

As Nintendo fans across the world knew, their newest Direct presentation was scheduled today. Now that it is officially over, there is a lot of stuff to cover. It is safe to say that Nintendo was very busy today.

When Nintendo initially revealed that they would be holding another Direct event, they said they would put an emphasis on Splatoon 2 and Arms. Now, fans know a lot more about the two Switch titles; starting with release dates.

Arms and Splatoon 2 are set to be released June 16, 2017, and July 21, 2017 respectively. Nintendo, speaking about Splatoon 2, also revealed amiibo figures that will release alongside the game. In addition, they announced a co-op game mode (Salmon Run). Meanwhile, they introduced another character into Arms, named Min Min.

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As for the rest, they announced several games that will be coming to the Switch and 3DS.

  • Minecraft: Nintendo Switch Edition: This will launch on the eShop on May 11, 2017 and will include an exclusive Super Mario Mash-Up pack.
  • Ultra Street Fighter II: The Final Challengers: Launching for the Switch on May 26, 2017,  this will include all the classic characters, along with the additions of Ryu and Ken.
  • Disgaea 5 Complete: Coming to the Switch on May 23, 2017, this is a tactical RPG.
  • Monopoly, This fall, the iconic board game is coming to the Switch.
  • Namco Museum: Packing in arcade classics, this title will make its way on the Switch this summer.

Also, touched on, or revealed, for the Switch were two Sonic games, Project Mekuru, NeoGeo Masterpieces, Puyo Puyo Tetris (April 25, 2017), Rayman Legends: Definitive Edition, Sine Mora EX, Battle Chasers: Night War, Payday 2, and Fate/EXTELLA: The Umbral Star (July 25, 2017).

For the 3DS, they revealed Hey! Pikmin (July 28, 2017), three Kirby games, Ever Oasis (June 23, 2017), Miitopia, Monster Hunter Stories, Bye-Bye Boxboy, The Culdcept Series (August 29, 2017), and RPG Maker Fes (June 27, 2017).

Finally, Nintendo also announced that they would be selling the standalone dock accessory for the Switch on May 19, as well as three new Legend of Zelda amiibos being released on June 23.

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Microsoft Forms New Digital Refund Policy http://www.cgmagonline.com/2017/04/12/microsoft-forms-new-digital-refund-policy/ http://www.cgmagonline.com/2017/04/12/microsoft-forms-new-digital-refund-policy/#respond Wed, 12 Apr 2017 20:07:40 +0000 http://www.cgmagonline.com/?p=99191

By Remington Joseph

Microsoft is now offering self-service refunds on Xbox One and Windows 10 platforms. Microsoft made the announcement that consumers will now be able to receive a full refund for unwanted purchases. Games and apps are eligible for these self-service refunds as long as they are done so within 14 days of purchase and have less […]

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By Remington Joseph

Microsoft is now offering self-service refunds on Xbox One and Windows 10 platforms.

Microsoft made the announcement that consumers will now be able to receive a full refund for unwanted purchases. Games and apps are eligible for these self-service refunds as long as they are done so within 14 days of purchase and have less than two hours of play time across all accounts tied to the device. The newly established refund service does not extend to any DLC, season passes or add-on features that are purchased. Unfortunately, this restriction seems to extend to digital deluxe editions of games as they include DLC content.

In the past, contacting Microsoft’s support allowed players to get a refund for a game bought within 30 days but were only granted one opportunity to return a game. Issues such as return policies have been a constant complaint for console gamers as digital distribution consistently becomes more and more commonplace in the modern gaming industry. Sony currently allows for a return of digital content purchased within 14 days, provided that the content has yet to be downloaded or streamed. This policy also applies to pre-orders. Nintendo currently offers no form of digital return policy, urging consumers to watch what they purchase.

On the PC side of gaming, digital distribution platforms such as Steam have long since overcome this problem. In 2015, Valve created a formal process allowing purchasers to request full refunds on games purchased on Steam for any reason. The guidelines for Microsoft’s new policy mimic the ones found on Steam. Unlike Microsoft however, Steam allows for the return of DLC as well so long as it hasn’t been modified in any way or transferred.

Reaction to Microsoft’s new policy has been generally positive online, leaving many hopeful that other first party developers will soon follow the same example.

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Porsche and Turn 10 Studios Announce Six-Year Partnership http://www.cgmagonline.com/2017/04/12/porsche-turn-10-studios-announce-six-year-partnership/ http://www.cgmagonline.com/2017/04/12/porsche-turn-10-studios-announce-six-year-partnership/#respond Wed, 12 Apr 2017 19:56:36 +0000 http://www.cgmagonline.com/?p=99181

By Tyler Jones

Forza fans, buckle them seatbelts as a new partnership is set to bring the franchise to new heights. A huge partnership went down between Microsoft (Turn 10 Studios) and Porsche. Alan Hartman, the Studio Head at Turn 10 Studios, announced on Xbox Wire that at the New York International Auto Show, the two companies agreed on […]

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By Tyler Jones

Forza fans, buckle them seatbelts as a new partnership is set to bring the franchise to new heights. A huge partnership went down between Microsoft (Turn 10 Studios) and Porsche.

Alan Hartman, the Studio Head at Turn 10 Studios, announced on Xbox Wire that at the New York International Auto Show, the two companies agreed on a six-year partnership. During this tenure, they will be combining their forces to bring co-branded initiatives to both Porsche and the Forza video game franchise.

Without wasting even a second of time, the partnership has already kicked off in Forza Racing Championship Season 3: The Porsche Cup. An open registration for Porsche’s eSports sponsorship will debut in that game; which will begin May 1, 2017. Alongside this and the partnership, came the official release of the Forza Horizon 3 Porsche Car Pack. This DLC pack adds a plethora of Porsche cars to the Xbox One and Windows 10 exclusive title Forza Horizon 3.

There was an equal amount of excitement from both parties for this newly created partnership. Hartman noted how thanks to Porsche’s shared passion in the automotive industry and their rich history in such, this would create a new and exciting form of racing entertainment. On the other side, Detlev von Platen (a Porsche AG Executive Board Member), praised the agreement, as well.

“By having Microsoft as our partner, we have the opportunity to take the pleasure of driving a Porsche and making it an experience in the virtual world”, Platen states. “Racing games and eSports connect the real and virtual worlds and enable us to gain further access to the young target group. It means that they can develop a passion for Porsche even before buying their first sports car”. In other words, it is a win-win for both parties and all the fans around the world.

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Remembering The Late Charlie Murphy http://www.cgmagonline.com/2017/04/12/remembering-late-charlie-murphy/ http://www.cgmagonline.com/2017/04/12/remembering-late-charlie-murphy/#respond Wed, 12 Apr 2017 19:01:23 +0000 http://www.cgmagonline.com/?p=99166

By Phil Brown

Not Charlie Murphy! After a private battle with Leukaemia that was mostly kept out of the public eye, the great comic mind sadly passed away. He was hilarious. He was honest. He was always himself, and goddamn it Charlie Murphy was hilarious even though that was never his dream. Obviously, Charlie Murphy will always be […]

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By Phil Brown

Not Charlie Murphy! After a private battle with Leukaemia that was mostly kept out of the public eye, the great comic mind sadly passed away. He was hilarious. He was honest. He was always himself, and goddamn it Charlie Murphy was hilarious even though that was never his dream.

Obviously, Charlie Murphy will always be best known as the brother of Eddie Murphy. That goes without saying. When Eddie was in his late teens and early 20s he was the biggest star in the world. Leaping from stand up to Saturday Night Live, to movies with ease and incredible speed Eddie Murphy was an 80s icon in a cocaine-fueled era when stars had even more power than today.

His older brother Charlie, on the other hand, didn’t have it so easy. He spent time in prison as a teen and went straight into the Navy after being released, where he was promptly shipped oversees. When he returned to America at 24, his brother was already a star on SNL, Delirious was about to drop  Trading Places would become a big hit, and he was shooting Beverly Hills Cop. So Charlie showed up just in time to see his brother to become the biggest star in America and he was welcomed into the entourage lifestyle. He was happy living in that champagne fantasy for years and while he didn’t develop a desire to be an entertainer right away, he did bank plenty of amazing true Hollywood Stories that would come in handy soon enough.

Through the late 1980s and early 1990s Charlie Murphy slowly started to amass his own credits. It started with small acting roles in movies like his brother’s directorial effort Harlem Nights and Chris Rock’s underrated hip-hop Spinal Tap riff CB4. He helped Eddie write Vampire In Brooklyn of all movies (not either of their finest hours, but the bloodsucking venture isn’t without its charms). He stole some scenes in The Players Club and popped up on Martin. It wasn’t exactly an exploding career, but given that he was a famous sibling and looked remarkably like his brother, it wasn’t too surprising.

Then along came Chappelle Show and everything changed. As a writer and performer on Dave Chappelle’s ground-breaking and iconic sketch comedy series, Charlie Murphy became a breakout star. Obviously, he was best known for spinning tales about Rick James’ couch-stomping ways and Prince’s odd pancake basketball party. They showed off the storytelling chops that Charlie had built up over years of entertaining his brother’s entourage. He also proved to be a hilarious supporting player in popular sketches like The Player Hater’s Ball to The Real World. The guy was hysterical and even though that series was cut short, Charlie Murphy took advantage of his push into the spotlight and ran with it.

From that early 2000s breakthrough until his death, Charlie Murphy was a content generating machine. He started doing stand up and sold out clubs easily (eventually leading to a hilarious mic drop off an early exit to deal with a hostile crowd). He voiced the tastefully named Jizzy B in Grand Theft Auto: San Andreas. He was a member of The Boondocks. He co-wrote Norbit for his brother. He was in Night At The Museum. The guy never stopped working and touring. Charlie Murphy never took for granted the fact that he suddenly became a bankable name and recognizable talent. He forced us all to laugh way too often and way too hard for fourteen years before leaving far too soon.

Since he was such a late bloomer, it always felt like Charlie Murphy was just getting started. He found his comedic voice and knew how to transform all of his strange life experiences and troubled youth into art. While he was always around after Chappelle Show, there was a sense that the guy was waiting for the right platform to launch him to the next level. He never got the chance to develop his own film or TV series despite a strong writing background. He never got to co-star in a movie with his brother and it’s safe to say that they would have been an incredible team. Still, Charlie Murphy accomplished quite a bit in a long career and made us all laugh until we were in physical pain. Then he made us laugh some more. He was a talented guy who clearly could have done even more and it’s sad to think he’ll never get a chance.

We’ll miss the hell out of you Charlie Murphy. You were a damn funny man, and made a permanent mark on pop culture. You had one of the greatest laughs in human history. You even made a Jheri Curl wig look badass long after that should have been acceptable. Rest in peace.

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Rick and Morty VR Game Gets Release Date http://www.cgmagonline.com/2017/04/12/rick-and-morty-vr-game-gets-release-date/ http://www.cgmagonline.com/2017/04/12/rick-and-morty-vr-game-gets-release-date/#respond Wed, 12 Apr 2017 16:49:50 +0000 http://www.cgmagonline.com/?p=99123

By Remington Joseph

Adult Swim announced the release date of their VR title, Rick and Morty: Virtual Rick-ality. Based on the critically acclaimed Rick and Morty TV series, Adult Swim announced that Rick and Morty: Virtual Rick-ality will be available on April 20, 2017 for HTC Vive and Oculus Rift. The game promises a fast-paced, chaotic adventure with […]

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By Remington Joseph

Adult Swim announced the release date of their VR title, Rick and Morty: Virtual Rick-ality.

Based on the critically acclaimed Rick and Morty TV series, Adult Swim announced that Rick and Morty: Virtual Rick-ality will be available on April 20, 2017 for HTC Vive and Oculus Rift. The game promises a fast-paced, chaotic adventure with mechanics only possible in VR. Players will experience living as a clone of Morty, following Rick’s directions as they travel through many of the show’s most notable locations. Rick and Morty: Virtual Rick-ality tasks players with solving puzzles in order to complete missions, and interacting with objects seen in the Rick and Morty series. The game was developed by Owlchemy Labs, creators of the VR game, Job Simulator and Adult Swim Games, developers behind multiple titles such as Rain World.

Rick and Morty is an adult-oriented animated series created by Justin Roiland and Dan Harmon, that first aired in 2013. Originating from a short animated film parodying Back to the Future, Rick and Morty tells the story of Rick Sanchez, an eccentric and alcoholic mad scientist who often drags his easily distressed 14-year-old grandson Morty Smith, on surreal and dangerous adventures through the multiverse. Since the show’s debut, it has gained universal praise from critics, holding a 100 per cent approval rating on review website Rotten Tomatoes. The show is currently on its third season with 22 episodes available.

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Rick and Morty: Virtual Rick-ality will be the fourth game based on the animated series. Rick and Morty was first adapted into a game in 2014 when Adult Swim Games released Rick and Morty’s Rushed Licensed Adventure, a point and click browser game. The team later released Jerry’s Game on mobile devices, a game based off an app seen in the show. The game has no real features to it. Players pop bubbles as they appear on the screen to set a high score. A free-to-play title called Pocket Mortys, meant to be a parody of the Pokémon Series. Developed by Big Pixel Studios and released in early 2016, players control Rick as he battles against alternate dimensional versions of himself by having their versions of Morty fight. The game has many RPG mechanics similar to what would be found in the Pokémon series and received favourable reviews from most critics.

Rick and Morty: Virtual Rick-ality will be available for $29.99 and can be found on Steam and Oculus Home.

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Prey Demo Announced for PS4 and Xbox One on April 27 http://www.cgmagonline.com/2017/04/12/prey-demo-announced-ps4-xbox-one-april-27/ http://www.cgmagonline.com/2017/04/12/prey-demo-announced-ps4-xbox-one-april-27/#respond Wed, 12 Apr 2017 16:05:27 +0000 http://www.cgmagonline.com/?p=99112

By Tyler Jones

Way back at E3 in 2016, Prey was officially revealed. Now, several months later, fans that had been left with their mouths watering at the time are in for a special treat. On the official Bethesda page for their game Prey, it has been announced that a short demo will be released for the re-imagining […]

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By Tyler Jones

Way back at E3 in 2016, Prey was officially revealed. Now, several months later, fans that had been left with their mouths watering at the time are in for a special treat. On the official Bethesda page for their game Prey, it has been announced that a short demo will be released for the re-imagining of the original IP.

On April 27, 2017, players will be able to partake in the first hour of Prey; which is a first-person action-adventure video game. In which, they will take the role of the main protagonist Morgan Yu. Almost immediately, the first day on the job becomes a chaotic thrill ride where an invasion of aliens commences. The goal is simple – thwart the alien invasion and save all of humanity. This one hour will give players a great glimpse on what the game will entail; which, for whoever saw the initial game’s announcement, will have no tie-in to the original. For a sneak preview before then, a trailer was released showing off the first hour of the game.

For players who fall in love with the demo, the inspiring news is that the game will be launched globally a few days after, on May 5 (on PlayStation 4, Xbox One and PC). However, the description of the demo only included the PlayStation 4 and Xbox One versions.

Outside of the demo, there is an incentive for anyone looking to pre-order this game before the May 5, 2017 launch date. If pre-ordered, players will unlock the exclusive Cosmonaut Shotgun Pack. Included in this pack are two med kits, three Neuromods to spend on new abilities, a starter kit for constructing weapons and tools, the Yu family’s heirloom Hargrove shotgun, an upgrade to preserve resources, a plan to create Shotgun ammo, and tools to assist when fighting threats aboard the Talos I.

Playing the demo could do wonders for anyone skeptical about the game because if they end up liking it, they can proceed to pre-order it to get the bonuses listed above.

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Ryzen 5 1500X Hardware Review – Pure Performance http://www.cgmagonline.com/reviews/ryzen-5-1500x-hardware-review/ http://www.cgmagonline.com/reviews/ryzen-5-1500x-hardware-review/#respond Wed, 12 Apr 2017 15:38:49 +0000 http://www.cgmagonline.com/?post_type=reviews&p=99096

By Cole Watson

After experiencing the power of the flagship R7 1800X, and later the sweet spot for gamers, the R5 1600X, we now come to the pure performance quad-cores offered in AMD’s Ryzen lineup with the Ryzen 5 1500X. Retailing for $189 USD with a base clock of 3.5 GHz, a 65W TDP value, 16mb of L3 […]

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By Cole Watson

After experiencing the power of the flagship R7 1800X, and later the sweet spot for gamers, the R5 1600X, we now come to the pure performance quad-cores offered in AMD’s Ryzen lineup with the Ryzen 5 1500X. Retailing for $189 USD with a base clock of 3.5 GHz, a 65W TDP value, 16mb of L3 cache, and 8 threads to draw from, the 1500X is where most AMD budget builders will lean towards when choosing a new processor for their next build.

Originally for this review, I intended to build another computer for the R5 1500X to test out the performance myths surrounding Ryzen’s compatibility with a Nvidia graphics card and slower ram, but unfortunately, multiple components arrived DOA. This situation left me with no choice but to use the same components from the R5 1600X review. So while I can’t offer any data on whether or not these myths may, in fact, be true, at least I have direct performance comparisons to showcase on the same test bench.

Ryzen 5 1500X Hardware Review - Pure Performance

Unlike the R5 1600X, which could comfortably hit well above its weight class and compare to top-tier i7’s, the Ryzen 5 1500X is strictly an i5 intended competitor, going toe-to-toe with the likes of the i5 7600K for almost half the price. While quad-cores are still considered the norm for gaming-centric builds, the absence of two additional cores is sorely missed here. Ryzen’s claim to fame at the moment is how well it performs during productivity and multi-tasking based applications. By compromising to this entry in the lineup, consumers lose out on the bulk of this ability as well as the extra headroom for future titles when more games start to take advantage of higher core counts.

This statement against the R5 1500X is reflected well in our Cinebench R15 score of 806cb, which is impressive against performance oriented i5’s that don’t come close to featuring 8-threads, but a vast majority of i7’s score higher. PC Mark 8 tells a similar story, with the Ryzen 5 1500X performing slower and reaching a score of 5128, almost 500 points off from the 1600X’s score. The biggest hit, however, was in 3D Mark Time Spy with the 1500X taking a massive hit of 2000 CPU points when compared to the 1600X in the same category.

So while the data supports that the Ryzen 5 1500X isn’t all that impressive of a productivity processor, this chip still retains close to 95 per cent of the same gaming performance as our Ryzen 5 1600X. Going through the same suite of gaming benchmarks with the Ryzen 5 1500X offered some compelling results. The titles impacted the least were DOOM (Vulkan, Ultra) and Total War Warhammer (DX 11,12, Ultra) which reached an average loss of 10-15 FPS, but were still hitting well into the fields of 100 FPS and over 60 FPS respectively. The AMD sided benchmark that was affected the most was Ashes of the Singularity (DX12, Extreme), which was only able to hit an average of 26.7 FPS during the CPU-focused test and almost didn’t even reach a high of 30.

Grand Theft Auto V took a different kind of hit while testing it on Very High to High settings. While the Ryzen 5 1500X system was still able to hit highs of over 100 FPS, the stability of the system came into question when explosions and destruction physics caused the system to hit severe lows of 42 FPS. Just to compare, the 1600X never once went below 60 FPS, even during intense moments like these. The Witcher 3: Wild Hunt (Ultra) was the game I expected to choke and stutter on the 1500X, but the chip still delivered an enjoyable experience even with every Nvidia effect turned on. The system was able to achieve frame rates of 52 FPS on average, a high of 63 and lows of 39 FPS.