Yearly Archives: 2015

Dungeon Defenders II

Dungeon Defenders II is a highly innovative Action Tower Defense Game. Whilst focusing upon the original Tower Defense game characteristics, it also has classic role playing elements such as fighting for loot and character development. Players can create a team of heroes to take into battle. Each hero has a different skill set. Too lazy? Just let the towers do their work -whether it be unleashing fire, summoning lightning or freezing enemies to their bones! Players have the option of either going into a solo adventure, or enjoying the game with up to three friends.

Dungeon Defenders II surely had major improvements in comparison with its original counterpart. The Tower Defense gameplay mechanic is much more refined, and provides a seamless gaming experience, putting the player into full control of the battlefield. Elemental combos have also been enabled, linking Defenses, Abilities, and Loots together. These improvements and many more makes Dungeon Defenders an exciting brand new game.

 

 

Features:

Enhanced Advanced Tower Defense Gameplay: Every important part of the original gameplay has been improved for a more holistic and smooth experience. Hotkeys are implemented into the game, and a more convenient and free camera system puts the battlefield truly in the hands of the player.

Environmental Traps: Specific Traps now work hand-in-hand with their environments, accommodating to their circumstances. This provides a more stylized and imaginative gameplay for the player.

Four Player Co-Op: Players can now player in a multiplayer mode and fight against their enemies together with their friends. Don’t worry, each player still retains as much control of the battlefield as before!

Dynasty Warriors 8 Empires to Offer Free to Play Edition

Dynasty Warriors 8 Free Edition

Tecmo Koei has announced that it will offer a free-to-play trial edition of Dynasty Warriors 8 Empires soon, MCV reported.

“Free Alliances Version” will be available on the PlayStation Network, expected to release in March 2015. Free players will be able to use the Edit and Free modes, and will be able to purchase microtransactions for additional Edit Mode content. PS Plus subscribers will also get access to Empire mode.

Dynasty Warriors 8: Empires Review – The Legend of Mary Sue

By Jason Parker (Ragachak)

 

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Thinking Wei Outside of the Box

I was thrilled to see another Empires title; I realize I’m probably in the minority there though! I actually did not start playing the Dynasty Warriors series (despite my love of the era, and the Romance of the Three Kingdoms series) until 4: XL. In some ways, I enjoy the Empires expansions even more, because it’s not all historically accurate. There are lots of ways to influence the flow and pace of the game, and change the course of Chinese History in your own way. Using the DW8 Engine is also an excellent choice. Every character has a unique weapon and style to their own, and there are a pile of customizable options (including Warhorses!). While I do wish there were more cutscenes that didn’t all feel the same, overall I’m pretty satisfied with what’s on offer.

 

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One Seal to Rule Them All

As always, the goal is to unite China under one banner. Whether you are a grunt in the system, or the Ruler, calling all of the shots is entirely up to your play style. In most of my playthroughs I started off as a free officer, wandering until I found the right ruler for me (or at least had the other characters I wanted to interact with) and applied to join them. As time went on, I performed well in battle and gained Merit. Merit is accumulated by accomplishing goals set out in battle, on the pre-battle screen as well as during the Planning Phase, which occurs twice a year. The goals are pretty standard: In the Planning Phase you will likely see “Join one invasion and win,” “Complete one quest,” or “Increase happiness in one province you control.” They are varied enough so that any style of character can at least do something, or several things, depending on how you play. In battle it’s a little different, but still the same. Defeat Target Warrior/Base, defeat X Warriors or Capture Y bases, and keep troop strength above a certain level.

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While these are all really pretty standard, you don’t have to be a virtuous and kind character. You can be villainous and evil, much in the way Dong Zhuo was. Sure, it’s easier to win the game as a good guy; traditionally Shu are painted as the virtuous, benevolent heroes, and even though it was Wei (or Jin if you prefer) that really got the unification victory, Shu were shown as heroes no matter what. If you choose the darker route, extorting the people and executing your foes that won’t join your cause, you will see far more uprisings and rebellions. But again it’s all about what makes it fun for you! It wouldn’t be fun if you didn’t at least have the option to be as human or inhuman as you choose to be. Depending on your rank in the kingdom you also get more options on each turn. If you are the Ruler, expect to be able to hold banquets and donate money across the kingdom. Conversely, you can also force conscription and tax constantly if you want to take the more evil route. What separates Empires from the rest of the series are the choices you can make. It’s all about choices; you don’t have to join invasions, you don’t have to take the people’s needs into account.

 

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Spring and Autumn Annals

Where you are located matters as well. Certain items are only found in particular provinces. And in order to purchase these items as well as strategies, you may have to build particular structures in these provinces. Each province can have two structures, each with their own benefit. Academies let you purchase strategies (not the only way to unlock them!), Blacksmiths let you purchase new weapons, and Merchants will let you buy equippable items (various stat bonuses such as in earlier Dynasty Warriors games). Location is key: It influences who you can recruit and who you can associate with. And these choices also matter. Depending on who you spend your time with, you can wind up married or having Sworn Brothers! The marriage is new for several reasons; while an earlier title did include marriage, in this you can have a child that can also join your faction as time progresses. Your significant other occasionally can give you items or weapons as well. Your actions also give you titles that can affect your stats in minor ways, but are also a display of how your character lived.

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Here is where the replay value can come in. At the end of the game if you played as a created character, you can see them again in other replays, provided you are playing someone new. How you acted and the choices you made will influence their stats, and how they act and fight in the game. You can also register these characters online so that they might show up in other peoples’ games! Now that’s fantastic. I like the idea of Zhang Rong (one of my characters) showing up in a friend’s game potentially causing mischief. How you live your life will directly impact that character in a fascinating way. You can also choose to save your children as playable characters at the end of the game. Replay also comes in the form of Custom Scenarios. You can create a new scenario with any parameters you’d like, officers wherever you want, the strength of their kingdoms, et cetera. From what I’ve seen you can also upload these online for other players to struggle through (as you will no doubt not want them to be easy!), which can create an unlimited amount of replay value.

 

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Online Play Pushing On

Don’t get me wrong, I’m thrilled that Koei is using more Online play options. Samurai Warriors 4 had crossplay, the Dynasty Warriors: Gundam series and even One Piece had some online play, even if it was minor. The basic online functions in 8: Empires are simplistic, but there’s room for growth. What would really make it stand out is a versus scenario; sure the logistics would probably be insane and it would probably feel like you’re playing Civilization versus other players online. Clearly any fan of the series would be in love with that function if it existed though. The current rendition may not be all the way outside of the box, but Tecmo-Koei is moving in the right direction. Creating custom scenarios is definitely a start, and the idea that you can upload yours onto the Internet for others to play should be a lot of fun. Fans of the era will make interesting What-If scenarios, and people that just like beat ‘em ups are going to make insane challenges just to see how others deal with them.

 

 

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Not Quite a Golden Age

While I was definitely thrilled to see an Empires title on the Playstation 4 (and even on Steam), there is so much more that could have been done here. The cinematics list is very small; small enough that I witnessed nearly all of them in a single playthrough. I find myself skipping them, but doing events just to get the bonuses. Not all Sworn Brothers were found under the Cherry Orchards, but it is definitely a nice touch. I’d like to see more historic work and events that haven’t been covered in a Dynasty Warriors title yet, though 7 and 8 were a very large step in the right direction with the addition of Lu Bu’s story and the creation of the Jin faction. It can be very repetitive I’ll warrant, but there are enough ways to change gameplay to give more replay value to your title.

While I was delighted to see character creation, I was ultimately quite disappointed in the choices of costume. I feel like I’ve seen the same gear since DW5: Empires. Ogre Armor, Samurai Armor, Imperial Robes, et al. There’s no way to unlock more that I’ve seen, though perhaps there will be DLC. I’d love to see faction specific armor, or perhaps particular barbarian tribes (Nanman, Shanyue, Qiang, et cetera). Koei got their big push with their Historical Simulation Series, so they definitely have the tools to do stuff like this. I was mortified that almost all of the custom character stuff was either not period specific or just the same stuff as all the other games. Come on guys. You can spice it up a little! I understand that Dynasty Warriors is the same era every time, and the combat might feel a little boring after a while, but that’s why we have 82 or so different weapons now. Surely we can come up with a few more articles of clothing.

 

 

 

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Remember, Do Not Pursue Lu Bu:

Score: 4/5 Great

While the big argument is “Dynasty Warriors titles are repetitive and boring after 7 iterations,” they must be doing something right to keep going strong. The game is beautiful, and it’s a more in-depth Empires title than we’ve ever seen. One of my few, but huge gripes with Koei is that they don’t take enough chances, don’t stretch into new directions hard enough. There’s so much that can be done even if it’s just this one era that spans about 185-280 AD. I really want to see more out of the cutscenes and more functions in online play. Despite that, the game is fun for fans of the era, and definitely fun for fans of the beat ‘em up style of Dynasty Warriors that want a little something more in their game to mix things up. Plenty of items to unlock though sadly none of them are cosmetic that I have seen. If you’ve never experienced a Dynasty Warriors title before, this one should blow you away.

 

Graphics: 4/5

Dynasty Warriors 8: Empires is beautiful. Cutscenes are a little bland and dry, But the actual art assets with the game are spectacular. They really capture the environment in a bold and terrific fashion. It’s a little over the top in some aspects (such as Red Hare’s fiery mane) but it’s designed to capture the attention of the player, and I think they do a phenomenal job of that.

 

Controls: 4/5

While the controls are pretty solid, I do think it’s a little awkward to have R2 be the strategy button and up arrow to be the button to activate them. The directional pad is only used in combat to sort through tactics, and give the occasional order. Other than that controls are great, though I do have a problem riding a horse after a while. Every time I hit left or right they look like they’re going to fall right over and that’s distracting.

 

Features/Gameplay: 3/5

Gameplay is great, just what I’d expect of an Empires title. But alas, it is still kind of stale. They made huge strides in adding lots to the War Council/Strategy phase, but that’s really all that got added, outside of the customization options (which are great outside of clothes). The Custom Scenarios are definitely a nice touch that I want to explore more.

 

Sound/Music: 4/5

The music in Dynasty Warriors has always gotten my blood pumping. The guitarist that does their work is terrific, and so many of the different music tracks are outstanding and different. I was rather hoping that I would get English voices again, or at least an option for Chinese. Watching Chinese heroes speak Japanese is just wrong somehow. All in all the game sounds terrific, the animal roaring and the bellow of the soldiers all just work right.

 

Want to see the game in action? I captured some gameplay during the preview, though audio was not recorded.

 

Looking to try the game out on PC without shelling out your cash? Sounds like a free to play edition is in the works and will be live shortly.

The Skies Launches Alpha Access

The Skies Hero Image

Eforb, an independent games and applications development studio focusing on rich and engaging cross-platform games, announced that its upcoming post-apocalyptic title, The Skies, is entering a limited alpha phase today. In The Skies, real-time multiplayer role-playing game, players can explore vast regions and cities in a rich 3D world, passing quests, trading resources and engaging in battle for power. Recently Greenlit on Steam, The Skies franchise will be coming to PC, console and mobile platforms. The title is planned for an additional open beta release through Steam later in 2015.

Community members can request access to the alpha by contacting: skiesmmorpg@gmail.com

The SKies Vehicles

Based on the novel “The Skies”, the multiplayer game is centered on a real-time evolving experience in which each player’s action causes a change in the world, including relationships with characters, factions and other events. Players can engage in battle across the mountains in the West and the desert in the East as well as cities in the North and South. The Skies features an original multi-level economy system and a multi-tiered resource production system that depend on the player actions in game, a non-linear storyline where players can combine online games and a single pass, and a world that evolves and scales over time.

Players will have early access to the following features during the alpha phase:

  • A first tutorial location in the Kimari town as well as its surrounding areas
  • An arena for battles as well as a dungeon
  • Monsters and creatures for battle
  • Initial armor and weapons for battle
  • Initial quests within Kimari town and extended dialogues
  • And more surprises…

SuperNova Press Preview Recap

By Scott Braquet (SimpleAnatomy)

 

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Earlier this week I had the pleasure of attending a private Bandai Namco event in San Francisco for an undisclosed game. Things were kept so close to the chest on this event that the others invited and I literally didn’t even know the name or genre of the game we were previewing until we arrived. As such it turned out to be Bandai’s attempt to get into the core MOBA genre through Primal Games, a company with the vision to build on the existing success of MOBAs by adding an extra layer of tactics that, arguably given the nature of the genre, should have existed from the beginning. Read on to get the full details on SuperNova, an RTS MOBA science fiction hybrid.
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Introduction:
SuperNova is a MOBA / RTS hybrid built by Primal Games in cooperation with Bandai Namco.  Alpha testing officially begins today (2/26).  Primal has been working for over 3 years and are now ready to release their title to the public.  The development team is looking into the future to supply gamers with a long term title with constant optimizations and updates using their proprietary engine.  There will be 12 playable commanders available from Alpha and the only purchases available will be in the form of commander and army skins.

 

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Background:
SuperNova was inspired by League of Legends and StarCraft – looking to enhance the MOBA genre we have all come to love by incorporating RTS elements to strengthen the creep army and add another level of competitive strategy by allowing users to build and upgrade creep armies on the fly during the fight.  Given the hybrid nature of SuperNova I have separated this preview into 2 parts: MOBA and RTS.

 

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MOBA Gameplay:
SuperNova focuses heavily on player experience; new adopters are provided the tools to learn quickly without harming gameplay.  Players have the ability to set their commander to Auto Upgrade.  This gives players the ability to focus solely on the MOBA portion of the game without getting lost in menus.  Last hitting is not mandatory – commanders gain experience by being near enemy deaths and only receive a small bonus of experience for last hitting. Ultimate attacks are upgraded automatically as soon as the commander has hit the required level. Primal has also removed in-game item purchases, replacing them with a spec tree.  Players are given spec points as they level that can be spent to further improve core stats such as Damage, Speed, Defense, etc. Mastery skills become available once core stats have been maxed.

Commanders are given 3 Alliance Powers to compliment their basic attacks.  These skills are picked before the game starts and can be used in tandem with basic attacks to create serious damage, heal allies, or slow enemies.  Alliance Powers have extra long cool downs so strategic placement is recommended.

The SuperNova jungle comes with one primary focus – the Quantum camp.  Quantum monsters are units that can be added to your army for additional firepower.  Quantum camps require commanders to team up together to kill and then capture the camp in order to get control of the Quantum monster.  Both actions must be done before your team takes control, so if the other team is able to capture the camp after it has been killed they gain control of the Quantum and will use it against you.  This becomes a main focus late game as it can help seal the victory for the controlling team.

 

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RTS Elements:
On the surface SuperNova looks like a simple MOBA, however, implementing the RTS elements adds an additional level of strategy that provides users with a unique experience not found in the industry today.  Players are given the ability to create and upgrade their lane’s creep armies.  Armies consist of land troops, tank units, and air units – each with their own strengths and weaknesses.  Players can queue up the next wave of army troops from the base to counter the opposing team.  Research is available to further buff your army during key battles.  Similar to auto upgrading commander stats from above, players will have the ability to auto upgrade their armies as well.  This will allow users to play and learn at their own pace without feeling overwhelmed during games.  Finally, players can set a load out queue before the game starts to prepare an initial upgrade strategy ahead of time.

 

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Conclusion:
The mixture of MOBA meets RTS gameplay styles fit extremely well.  Primals focus on providing new users the ability to learn at their own pace is a refreshing take on a genre that requires the most out of its participants.  There is plenty to look forward to both as a causal and hardcore player.  And I am definitely looking forward to keeping an eye on SuperNova as it grows throughout the testing process.

We’ve been given continued access to the alpha test client and hope to bring about a more in-depth look soon. Follow us on twitter and youtube to not miss out on our coverage!

Heroes Charge Announces Thrilling New Heroes, Arenas and More

Heroes Charge

Heroes Charge, the wildly addictive free-to-play mobile battle arena card game, announced today that it will be showing off exciting new gameplay at the Game Developers Conference next week in San Francisco as a featured game in “Demo Days: Accelerated” on the Supersonic stage at Booth 942.

Producer Jim Ngui will be on hand to provide guided tours of the latest additions to the game. On display will be just released 1.8 features and March’s electrifying heroes:

  • Lightning Spirit – Backline mage who can instantly shuttle back and forth in the battlefield and damage weak targets
  • Ancient Protector – Frontline supporting hero who possesses crowd-control, regeneration and DPS skills
  • Death Bringer – Frontline tank who can swallow down an enemy illusion to make himself more powerful and has an ultimate skill that disables enemies from casting any skills
  • Ancient Temple – An exciting new dungeon with a randomly triggered entrance that opens during Campaign and Elite battles
  • Nightmare Mode – A wicked expansion of Crusade with double loot drops
  • Soul Stone Shop – One of nearly a dozen specialty shops in the land of Kron, now run by Swordmaster who replaces Marshall Merchant, allows players to trade soul stones for rare hero gear
  • Four New Legendaries – Depths Voice, Savage One, Mystic and Lightning Elemental transform into heroes with immense power once players reach L90 Orange and complete the Legendary quests

“We’ve been able to deliver an incredibly rich content cadence for Heroes Charge with twice monthly updates that include three new heroes and multiple new features which players enjoy over extended session times, several times a day.” said Jim Ngui. “Aiming to include something for everyone, this month’s expansion features Ancient Temple, which has a broad appeal for both new players and veterans, as well as Nightmare Mode, which is intended for players who have well developed heroes and a stronger grasp of team compilation.”

“We’re doing it differently, from how we’re giving away valuable gems, gold and stamina in-game throughout the day, to how we’re reaching players in the home with TV,” said Tony Cerrato, Marketing Officer of uCool, the small independent California-based game studio that develops and publishes Heroes Charge.

“Following the success of our Super Bowl ad, we’re also thrilled to announce that we’ve just signed with the ESPN Networks as sponsor of Heroes Charge Halftime Report during the NCAA Basketball Championship Week, otherwise known as “Champ Week,” which is the prelude to the final major tournament that begins in March. The Heroes Charge Halftime Report will air over five ESPN Networks and in over 100 conference championship tournament games for both Men’s and Women’s basketball. The first spot debuts during GDC!”

For more info, visit http://hc.ucool.com/

Roto: New VR Tracking Platform Announced

Roto

Industry veteran entrepreneur, Elliott Myers, responsible for past successes such as Gamester and Gametrak, is at it again. Meet ‘Roto’, the first motorised Virtual Reality platform. Roto addresses the fundamental factors that contribute to VR nausea and also enables gamers to turn around as much as they like without ever having to worry about wire tangle.

Roto is also unique in that it tracks which direction the user is facing, which coupled with ‘looking’, ‘leaning’ and ‘aiming’ offers a complete and intuitive solution to the VR experience.

Tracking where the user is facing is also a huge development for VR movies, especially when combined with Roto’s in-built motor. Now movie directors and games developers can physically turn the user to face the action whenever and wherever they choose. This also resolves the timeless challenge of trying to control the users view without breaking the illusion or inducing nausea.

Added to all this, Roto offers a deeper sense of immersion than ever before, thanks to it’s small centrifugal forces translating the users’ physical mass from the real world into the virtual world. It needs to be experienced!

Roto is compatible with all current (and future) VR headsets, and all features combined, Roto is the most immersive, natural and comprehensive Virtual Reality platform ever developed.

“We’re so excited by the potential of the technology in our new device,” commented Elliott Myers founder of Roto. “We know we have something really unique on offer here which could revolutionise the Virtual Reality industry and open it up to users and businesses alike on a much wider scale than anything yet seen. Roto is comfortable, safe and fun.”
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Roto can be controlled and interacted with in a variety of ways including:

• A base for feet with two pedals enabling users to turn, walk, run or strafe among other options.
• An optional desk which can carry a keyboard and mouse, steering wheel, joystick, haptic controller etc
• Users are also able to mount a touch-screen tablet onto the desk, ideal for app swapping
• Ability to add the DK2 camera onto the rotating platform for optimal tracking

Note: The chair that comes Roto is interchangeable; users can choose a style that suits their space, or even add their own swivel chair. The Roto platform is also very small / compact (10cm tall x 65cm diameter), in fact it’s the same size as a normal swivel-chair base.

Roto is still in development but the team have fully working prototypes ready for demonstration, a kickstarter campaign is planned to help final stages of production kicking off at Rezzed 2015 on 12th March.

For more info, visit http://www.rotovr.com/