Thursday, July 24, 2014

SAMMURAI WARRIORS 4: Special Anime Pack Announced

SAMMURAI WARRIORS 4: Special Anime Pack Announced
Originally Published on the Official Blast Away the Game Review Facebook Page
Written by Dustin Murphy



 Are you a fan of anime? Are you a Sony Collector’s Edition hunter? Well, you’re in luck, as of today, you can find yourselves placing the SAMURAI WARRIORS 4: Special Anime pack on pre-order. Available on the PlayStation 4, celebrating a decade of SAMURAI WARRIORS! For those of you who want to get your hands on the title, it’ll be hitting shelves, near you, October 21st, on all PlayStation platforms. 

 For those of you interested in the Special Anime Pack, you’ll be able to find the following within it: “Special Anime Pack” 10th anniversary Collector’s Edition packaging, Samurai Warriors: Legend of the Sanada anime (Blu-Ray Disc), SAMURAI WARRIORS 4 game disc (PS4 only), SAMURAI WARRIORS 4 Official Soundtrack (CD), Special Costume Pack 4: Garcia, Ina, Nene, Oichi, and Ranmaru (DLC), Edit Parts Pack 1 (allows for facial and western themed armor customization (DLC). Is that enough for you to get it? Maybe? Well let’s seal the deal for those of you who love to pre-order. For those of you who prefer to go to GameStop, their following DLC packs are as follows: Scenario Pack 1, which features the stages “Sinister Beauties” and “Men of Charm and Courage, and the following items, “Gold Lacquered Box” and “Lion Censer”. The second DLC in this offer includes Special costumes for Mitsunari Ishida and Toyohisa Shimazu. For those of you who prefer Amazon and Best Buy, you’re in luck. You can get Weapon Pack 1 which features new weapons for over 25 characters, the “Old Costume Pack 2”, which has costumes inspired by the original SAMURAI WARRIORS for Keiji Maeda, Kenshin Uesugi, Kunoichi, and Shingen Takeda. 



 Official Information from KOEI TECMO Below:

Features:
55 New and Updated Characters— Nobuyuki Sanada and Yoshitsugu Otani join the fray, along withTakatora Todo, Naotora Ii and Munenori Yagyu (previously only available in Japanese releases of SAMURAI WARRIORS) along with major overhauls of appearance and rearrangements in battle moves for fan-favorite characters such as Yukimura Sanada and Nobunaga Oda adding to the diverse range of more than 50 playable characters

Disseminate the Enemy Ranks— Battles are more thrilling than ever with new maneuvers including Hyper Attacks which allow for rapid moment on the battlefield combined with high powered attacks, a powerful Rage Attack which can be reached when the Spirit Gauge is full, deadly finishing moves with Mighty Strikes and the ability to mount and dismount horses seamlessly, additionally existing moves have all been powered up from their previous iterations



New Battle Modes— Enhancements and newly implemented gameplay systems create a deeper and more satisfying combat experience, including the all-new ability to switch between two characters in real-time, adjustments to morale, Officer development and the return of the 
popular portable item system found inSAMURAI WARRIORS 3 are just some of the features players will find to gain the advantage in combat

Unfold the rich tapestry of the Warring States era— The Story Mode portrays the tales surrounding the battles by faction, deepening the relationships between characters and is separated into two parts, regional stories, which tell the tales of the officers of various regions around the land such as Kyūshū and Shikoku, and the story of unification, which details events up to the end of the Warring States era

Leave a mark on history— In the new “Chronicle Mode”, while completing various quests, meeting new officers and collecting items, players discover the world of SAMURAI WARRIORS through their own design with more ways to customize than ever before including a vastly upgraded Create Character system



Living World— PlayStation 4 players will experience an even more engaging saga with highly detailed landscapes and breathtaking skies that reflect true to life lighting and shadow effects and battlegrounds packed with significantly more enemies on screen

Cooperative Play and Cross Save functionality— All modes can be played cooperatively via Network Play across the PlayStation 3, PlayStation 4 and PS Vita system, additionally save data can be shared across all three systems

SAMURAI WARRIORS 4 is developed by Omega Force and published in North America by KOEI TECMO America.  The PlayStation 3 and PS Vita versions will be available digitally exclusively through the PlayStation® Store for $49.99 and $39.99, respectively. The PlayStation 4 standard edition will be available for $59.99 and the “Special Anime Pack” will be available at participating retailers for $74.99. This title has been rated T for Teen by the ESRB.

Tuesday, July 22, 2014

Hands-On with The Nvidia Shield at Quakecon 2014

Hands-On with The Nvidia Shield
Originally Published on the Originally Blast Away the Game Review Facebook Page
Written by Dustin Murphy



There’s been times I’ve always wondered what it would be like to have games such as Titanfall, Half-Life 2, Portal, and numerous more, in my hands, at one time. Today at QuakeCon I was able to do this with the Nvidia Shield. From what we’ve seen, it’s a controller with a screen, and looks like it would be a flimsy piece of plastic. Instead of being just that, the Nvidia Shield was a monster of a powerhouse. It housed more raw power than originally thought, when I began to journey through the story of Half-Life 2. Thanks to Nvidia being there, I was capable of experiencing games such as Titanfall, in all its glory. The game was demonstrated at a steady 60fps at 720p, which is the output the Shield was designed for. I was actually quite appreciative of this. The controller, having just raw power, also housed a nice, contour feel to it, making it so that I was capable of holding the controller, and not feeling as if the screen side would just fall over and hit the ground. Impressive, even after an hour of playing Titanfall on it, I was quite astonished at the fact my wrists, and hands, were not cramped.

After speaking with the designers, the controller was developed with balance, and comfort, in mind. They stated that the controller itself was meant to be designed so that players would feel relaxed, and be able to enjoy the game, without tiring of how they were positioned. The more amazing feat, is that the handheld can stream games, without a hitch and run just as smooth as possible. The best part was the fact that the games were running with more than one WiFi, within the area. What does this mean? With approximately nine networks, in the area, the Shield did not stutter once, in its gameplay capability, and remained smooth, and without a transitional drop from streaming to onboard memory. This makes the Nvidia Shield one of the most powerful handheld devices, to date, for gamers who are on the go or don’t want to stare at their computer monitor.



What really struck a high note, with me, is the fact this Android powered device, works with Steam based games, and will stream them and/or play them straight off the onboard memory, which can be expanded by an SD card. So what does that mean for you, as a consumer? Price, quality, and very affordable design, for a power housed device, that deserves the high notes that it earns. Thanks to the power of the Tegra 4 chip, the device does require a fan for it and its related circuitry, we noticed the fans were quiet and made no noise for us. While we didn’t get as much time as we wanted with it, Nvidia made us truly excited to actually get a hold of it and see how long it truly lasts, but also all the games that it can host so that we could be a bit more thorough with this device. We can only assume it’d be a easy device to play while laying down thanks to its light-weight design. Thanks to the handheld device not having a proprietary plug-in, charging it will not be a problem, it uses a simple micro-USB, which most devices use nowadays as a standard charger type.



When it comes to the operating system itself, the Shield comes with a base OS of 4.2.1, which allows it to run every app we could imagine on the Play Store (so we’ve been told) and would love to try and run at that. With the Nvidia’s Tegra 4 Processor we mentioned before and the 2GB of RAM, this device literally flies through each screen you swipe through quickly, but also allow for virtually no system lag when switching between apps or even playing them. The only downside? For those of you who want social media, such as snap chat and or Facebook, these type apps won’t install. However, you can take advantage of the voice-to-text feature for say Skype. So you aren’t fully in the dark here. For those of you who want to use things such as a maps based program and or check-in apps, the handheld will allow you to do this using Wi-Fi, unfortunately it has not had a capability added for cellular radio, which is something we do hope to see in the future with 4G LTE becoming the next big thing.

If you are like me, your friends will want to use a device like it, and what we did get to experience only slightly, was the fact you can add more than one user into the Shield so that they can play their games as well. This is something that left me rather amazed as I placed the Nvidia Shield back down and stepped away to just stare at what I had, the question is the biggest part we wondered though, is it worth the price? At this time, what little I spent with it, I was astonished and would love to spend more time with it inside the office walls of our Oklahoma teams homes or even on the go so that we can get a very solid feel for what the Nvidia Shield is. With many choices such as the PlayStation Vita and the Nintendo 3DS, the Shield finds itself in a very interesting position and will definitely leave Nvidia working on improving the hardware as the time goes. All we can say is? I walked away with a very good feeling regarding this piece of hardware and look forward to how Nvidia approaches the handheld and tablet market in the future and left us with good feelings as we walked away from the Nvidia Shield booth at Quakecon 2014.

Wrack Interview With Final Boss Entertainment

Wrack the Game - Wracking up the Answers
Originally Published on the Official Blast Away the Game Review Facebook Page
All Answers for Questions Provided by Brad Carney of Final Boss Entertainment
Written by Dustin Murphy and Casey Todd




Ever had that one game that really stuck out to you at a convention? We did and the name in particular is Wrack. Developed by Final Boss Entertainment, we got to sit down and see this game that we'd only heard of thanks to Steam's Project Greenlight, which is where there seems to be plenty of hidden gems within the indie community. Sitting down, we got to sit down with Project Lead, Brad Carney. We decided to ask him a few solid questions, some of them right out of the gate, and some of them a mock-up. What we learned? Definitely impressed us and left us wanting to play the game just all the more and work with them closely in order to help progress this project into a form of finality.


In our interview we decided to take time, approach a few questions, and report back to you, the readers. What did we ask? Well the first out of the shoot was about Nvidia Shield and the compatibility with it, since Shield seems to be taking off. At this time though, we've learned that this will not be happening at this time, but is not out of the question. Why? The games development comes as top priority first and foremost. This means for those of you who have purchased the game, it will be getting priority in development and making sure it goes into a form of finalization before it launches in September outside of early access. Those of you who like Leaderboard Status’ are not out of question. Brad informed us that the game does have these in the Score Attack Mode, which allows players to go through each level, get their high score, and have it posted onto the online leaderboards along with their replay. This means those of you that want a form of competition, this is definitely something for you to look into, especially your kill chains as these help boost your score overall. Can you take over and dominate the leaderboards?





In the interview Brad went over why the leaderboards were added and where the interview came from. Thanks to titles such as Mega Man 9 and 10, the gameplay was a high influence in the overall game, which helped them decide as to why they were added. When playing Mega Man 9 and 10, players should be rather familiar with the time attack mode and the fact it had leaderboards. It just seemed like a good idea and fueled the decision to add it in and it just seemed to work out. Taking a small break from the basic questions, there was something that was quite interesting to us: crowd response. According to Brad, the game has gotten a very high response, this being in regards to how much fun they are having. He stated that fans have not stopped coming to their booth and playing the game, some even staying for a few quite a while in order to play it, which is quite impressive. This is the kind of feedback that has helped their game consistently improve their title. The game itself has gotten a lot of positive feedback, which started back in November of 2014. Thanks to this kind of feedback and fan response, the game will constantly improve over time and help gamers keep it going.


The one thing we wanted to know most about is co-op since it and multiplayer are starting to become the main thing. For those of you wanting it, Brad has stated the game won’t have it anytime soon, but would gladly welcome a mod that will help it evolve the multiplayer and or co-op experience. Why? They are very friendly to the Steam Workshop and openly approve of such a thing to help the game change and evolve in the right direction. They do encourage this! So something quite impressive. How much can you experience this game for and see if you have the modding abilities to come up with a quite impressive content add-on? We learned at this time on early access it’s 14.99 USD and may not change from that, but that doesn’t mean it won’t.


We did ask Brad if the game would end up changing up how the leader board plans on being expanded upon and the response was quite understandable. Everything will be streamlined in order to provide an experience everyone can enjoy. So those of you hoping for a weapon or kill style leaderboard, don’t hold your breath at this time. Though this doesn’t mean such a leaderboard can’t be created in the future. We know how crafty you the gaming community can be. Brad did inform us that they are fully dedicated to the PC version of the game, but a console project of Wrack isn’t out of question, it just needs to be polished out and focus on kinking out any bugs that may be there. Something that can truly be appreciated and respected. That didn’t help budge our curiosity on why they chose the cell-shaded appearance and the question wasn’t held back. He explained that the game needed a look that’s unique, especially when a lot of games these days focus on realism, such as the “hey look at how real our sand looks”, approach that is oh-so common now. Instead they decided to do something that most games aren’t doing, and it works. Our team experienced that first hand and actually found it quite intriguing. With having a writer who has epilepsy and there being quite a few of those people out there, we decided to question him on this topic, and the response was something we were well understanding to. The question? How will the game be seizure for those who do have seizures. His answer? The game already seems to be rather friendly to those who have epilepsy and definitely come to mind when working on future additions.


The idea of feedback is important and definitely something we wanted to know more about. When asked about it, Brad let us know that they constantly check the forums, daily at that, and it helps them constantly work on adding new content to it. The vocal groups definitely help them find a medium ground on the changes that need to be made and also on the type of content that should be looked at for future additions. If that isn’t impressive, we don’t know what is.




In our interview, Brad told us that there has been a hard part to developing the title. That there is a disparity between where they want the game to be and where it is now, but what the game can be is what motivates and drives them to push further. The fans definitely being a part of that fuel that pushes them forward and keeping them hard at work with their development of the title.
What's the hardest part about developing Wrack: The disparity between where they want to be and where they are now. With knowing that we had to know just one thing: do they plan on making future games? They definitely do, assuming lifts off and gives them the push they need in the right direction. With what has been seen and experienced at QuakeCon, we know him and his team will get there, and undoubtedly will see a good reception upon its release. With the idea of future games, he told us that they are exploring possibilities for future titles, but that’s something that is later down the road.


Brad stated over a bit of a laugh after our moment of silence that the team is very driven, they find themselves striving to bring forth product quality and a title that brings their players enjoyment, especially the search for fans that they can entertain. It’s hard not to say that they haven’t already managed to do so. When interviewing him, we learned that their team is from around the world, one of them being based all the way out in Holland, which was impressive. He informed us that they do have to coordinate sleeping schedules, but also figuring out how to communicate at times, which hasn’t been all that hard due to awkward sleeping cycles. It seems worth it by the enthusiasm Brad has shown us this far. When wondering how the team, he informed us that him and Hani actually met through a previous project they worked on together and he was introduced to Remco that way, which just seemed to kind of bring their team together. So far we are glad they did meet up and make this astonishing indie title.


To lighten the mood since it was hot outside in Dallas, TX, we took a step back to what could be something to look forward to. Thinking on just that note, the question of what companies they want to work with was asked and the answer was unexpected: Capcom. He stated that they would definitely like to work with them due to the fact their IPs are unique and very thoroughly thought through. This is because their IP’s they’ve had in the past, but also their work having progressed valiantly over time. We certainly hope here at Blast Away the Game Review that they can do so sometime in the near by future. We could definitely the Wrack team has a lot of hope and determination surrounding them, and that lead us to learning what they are most proud of. He stated the game itself having the replayability that it has. Who doesn’t want to run around, get as many kills as possible, and make their friends work all the harder for higher leaderboard scores? The killchain system is part of what they are most proud of since it’s in a sense, part of the games very heart.


Giving a bit of a hint at modding, Dustin questioned whether or not that they will let the modding community have it it, and he stated something Dustin was very proud to hear. They don’t mind it at all. Instead, the modding community actually inspires them to work harder and think outside of the box and they actually support the modding community since they have some great ideas.
He checks it daily in order to see what they do. That means mods are constantly being looked upon and is a very important part to the very heartbeat of the game itself. After looking at the Workshop on Steam, it definitely is, and without a doubt something that could keep the game alive for a rather long time. In turn, Brad informed us that the modders have actually managed to mess around with the graphics system through shader tools and even the core engine itself.


 With the mod community taking a pretty sizable presence to the game, we couldn’t help but ask one thing: do they plan on bringing any of the modders onto their team? Well, the answer is actually something surprising, there is that possibility as the game and the team itself may need to grow in the future. That being said, we couldn’t help saying this, those of you who mod games, definitely stay tuned, try the game, and see where your modding skills can take you in the future. There is an opportunity in that it could help you get onto an indie team such as this one. With that we also learned that they have a message for up and coming game developers. Those of you wanting to get into the industry, it definitely takes a different kind of muscle and it’s something designers should not be scared to flex and work on. So what does this mean? Even if you fall, don’t be scared to get back up, and as he said, work up that muscle in order to get into the field.
He also did state that they have had both good and feedback from players, “when the game first came out, level 1, a player asked where the heck are their iron signs,” he gave a small laugh as if he was reading over the post again. “he or she couldn’t believe there was no sprinting, and that they were going to uninstall the game, this of course being one of our worst and our best, but that wasn’t the best either. Last week at the Screw Tech Convention, Keiji Inafune came by and said it (Wrack) reminds him of a first person Mega-Man.”


The smile on his face told us his honesty and sheer excitement in regards to this. Why wouldn’t it? That alone is a high regard all on its own. We definitely knew there has been hard times for their team and we know developers get frustrated, which lead us to asking one of our last questions for the day having sat with him for almost two hours. So we had to know one thing. What keeps their team going when they get frustrated with their title? Brad smiled a bit when he said his answer. “The Feedback, the reinforcement , and acknowledgement of the game itself.” With that we began to wrap our interview as we asked our final question of the afternoon, the release date, which we learned is coming around the end of September, and will hopefully have a huge following by then in early access. Shaking his hand, we both walked away with a good impression, and quite a bit of surprise from Final Boss Entertainment. From what all of our team experience, the game is highly addictive, fast paced, and definitely has earned the title of a retro-style action shooter, that allows for consistently face paced combat.

For those of you wondering, Final Boss Studios does have a website, and you can visit it over at www.wrackgame.com. There you can learn more about the game, comment, and even directly contact their team. If you are a twitter user, you can definitely head over to their twitter page over at http://twitter.com/WrackGame. If you don’t use twitter? Check out their Facebook page over at https://www.facebook.com/WrackGame.

The Evil Within QuakeCon Hands-On Experience

The Evil Within Game Hands-On Experience Impressions
Originally Published on the Official Blast Away the Game Review Facebook Page
Written by Aaron Johnson

 Before Quakecon, I had been told that I would be able to play The Evil Within demo from E3, plus a newer demo that hadn’t been played before.  I was chomping at the bit to play the newest game from the Resident Evil creator Shinji Mikami, (RE4 is one of my top five games) and rumors were floating around he was going back to his survival horror roots like RE and RE2.



Right after I arrived, and picked up my press badge, I pretty much went straight for The Evil Within demo and luckily there wasn’t a line to wait in, on either the PS4 or Xbox One, so naturally I went for the PS4, due to the gamepad feeling more natural in my hands. I was shown to a booth by a helpful Bethesda volunteer and told to watch the Introduction to get familiar with the story, but I wasn’t interested in the story yet, just because I don’t like to spoil the story for myself before my first full run through of the game. I just skipped the intro and went right into the first demo but was quickly directed by the Bethesda staff that that demo wasn’t running as it should and to switch to the E3 2nd demo.

 Once I started, the correctly running, demo, we’re introduced to the game in the 8th chapter, in a haze of grey that gradually transitions into reality. Once everything looks normal, you gain control of the protagonist on the outskirts of an old mansion that has the feel that something supernatural, dark, and evil is at work. You open the gate to the courtyard of the mansion, and see a doctor with a patient on his arm walking into the mansion that looks abandoned, the mansion itself is seemingly a nod to RE and the mansion it takes place in. You open the mansion door trying to catch up to the doctor and patient you saw, and you see the same doctor and patient enter into this large mechanical door that closes behind them, before you have a chance to speak with them.


 Now this is where the first puzzle starts pretty much because on the door the doctor walked through has three empty vials with tubes leading away from the door in three different directions. So in following the tube on the left brought me to this desk with a half a human skull and brain in a mechanical base (this puzzle has three different desks with brains and a probe), upon approach a command prompt pops up and in goes into some audio and you control a probe and can look around, which was very important because there is a map of the brain with pins in certain parts already and the audio that is playing gives you clues as where to probe. I don’t know if this was supposed to happen but while in the puzzle you’re invincible and if there are enemies on you before the puzzle prompt, right after that piece of the puzzle is solved the enemies were on the ground, dead. After hitting the right area of the brain the probe injects a nail into the selected spot and blood flows through the machine, through the tube and into one of the empty vials on the door you’re trying to open, now only two other brain probing stations to figure out. After two of the brain stations that aren’t too hard to find, is another puzzle to get to the third and final probing station, which involves finding two safe dials and again paying attention to the environment where you found each safe dial. Once you crack the safe you’re on the way to the last probing station. Depending how fast you do this, the protagonist will show up around the2:20 minute mark but will appear ghostly and attempts to just touch you, and if he succeeds, well it doesn’t matter if you’re at full health or half, you will be at almost zero health. While running away from the ghostly protagonist seems like a great idea, it’s not the best due to you only have a set amount of stamina that runs out quickly, so finding a closet to hide in is much better, if you are lucky enough to find one in time. He will appear several times throughout the demo.



 All throughout the game play, there are a few different types of enemies I happened upon, one that threw sling blades (at least it looked like a sling blade) another just mauling with they’re hands, and I swear one was shooting at me. Hand to hand combat is not effective at all, it just knocks back enemies. Unless you are able to sneak up on said enemies, then you perform a takedown and while you have a decent arsenal, you don’t have much ammo, so aim wisely. Most of these weapons would kill mostly anything, they don’t quite finish the job, but a single match will. Once they are burnt to a crisp they are permanently dead, another nod to RE I believe, and if you don’t burn the enemies, they get right back up and attempt to kill you again and again, also matches are in short supply as well and could only carry five at the time. The weapons wheel only slows time instead of stopping the game play, like in the Mass Effect series at the weapon or power wheel game play just paused, and I am happy at this implementation, because it adds a sense of urgency. But this was an alpha build the Bethesda staff kept saying, so everything could change, but most likely there will be minor changes here and there.

 As for the graphics, it’s not the most beautiful game I have ever laid eyes on, as the demo had a grainy filter that added to the survival horror environment but none the less, I am more excited now for the release than I was before Quakecon. Also The Evil Within is for previous and current gen, and it’s a Bethesda game. What I mean by that is during Quakecon, at the Geoff Keighley panel, Pete Hines, Bethesda’s VP of Marketing and PR, was saying that Bethesda worries about its consumers first and they have fans on all platforms, so they don’t play favorites, they maximize the experience to how they feel it should be and they make it equal across the board. Of course PC has the upper and due to better gpu’s than consoles, have modding programs from the developer, and many other things that I wish was available to the average PSN/Xbox user, instead you need a modded console, which can earn you a lifetime ban on either network. So in all, I am very excited for the game, as I have mine pre-ordered already. If you have doubts about The Evil Within just watch the new game play footage on YouTube and all worries will be put to rest.

The Elder Scrolls Online PvP Hands-On Experience

The Elder Scrolls Online PvP Hands-On Experience
Originally Published on the Official Blast Away the Game Review Facebook Page

Written by Aaron Johnson

I am not a part of the PC master race by any means, so I wasn’t expecting to enjoy the PvP, in The Elder Scrolls Online all that much. However, I was wrong, just like I was with Child of Light by Ubisoft. The downside was I only was able to play for 30 minutes, before the ESO Quakecon Tournament started, but the good news was, at The Future of Elder Scrolls Online event they gave away free copies of the full game to the first 3000 people, and I was able to procure one, so when I install my copy and play it in-depth, I will give a full review of the game and update my thoughts on the PvP.




All the computers were pre set-up with a specific character, in a specific arena, but the skill points weren’t spent, so until I messed around and figured out how to open up my skill/class menu, another problem was I am not keyboard and mouse savvy in gaming. It took a few deaths to get used to the standard computer hotkeys you use for casting spells, healing, your characters ultimate attack, and your standard movement, though It felt very unnatural, at first. After 10 minutes at the computer, and some guidance from the friendly Bethesda staff, using the mouse and keyboard felt almost as natural as using a DS4 or Xbox One gamepad and I was able to dominate most of those who opposed me, that is until I was bested over and over and over again by none other than a ten year old gamer. I didn’t feel too bad due to not being Pc gamer. But because of the tournament, I couldn’t experience multiple factions or alternate characters in my own alliance, though from what I experienced, The Elder Scrolls Online PvP has potential to compete with the competition.


 All the PvP combat takes place in Cyrodiil, and the games 3 major factions are the Aldmeri Dominion, Daggerfall Covenant, and the Ebonheart Pact and the play-area is huge from what the Bethesda representative told me. The PvP mechanics seem very similar to most MMO PvP modes, level up, increase your abilities, unlock different armor and abilities, and ect. This was as far as I got and I didn’t see anything mind blowingly special that grabs your attention, but maybe that was because of my time restriction, though you could easily lose yourself with its current elements.

Fairy Fencer F English Screenshots Released

Fairy Fencer F English Screenshots Released
Originally Published on the Official Blast Away the Game Review Facebook Page
Written by Kennard Daniel Prim



 Recently released by NIS America, take a look at some screenshots of the cast, of the upcoming RPG title Fairy Fencer F. Developed by Compile Heart, this game will be coming to the Playstation 3 on September 23rd. Featuring both the titular Fencers and their Fairy partners, these images introduce us to our cast. With character art done by Tsunako, an artist known for her work on games such as the Hyperdimension Neptunia series and Cross Edge. Concept art has been brought to us by the masterful hands of Yoshitaka Amano, of Final Fantasy fame. Beautiful melodies await, as they were brought to us by renowned composer, for the Final Fantasy series, Nobuo Uematsu.



 Ages ago, a war was fought between the Goddess and Vile God, of the world. Being equal in strength, they took it upon themselves to create special weapons. Each bestowed with their power, and containing the life force of a fairy. A great deal of time has passed since the battle of the Goddess and Vile God. Since then these weapons, which have become known as Furies, are highly sought after by beings known as Fencers. A young man, by the name of Fang, pulls a Fury from a stone, becoming a Fencer in the process, and changes the course of his destiny.



 Featuring an enhanced version of the battle system present in Hyperdimension Neptunia, battles will be epic. Whether you’re swarming your foes with an Avalanche attack, or delivering a punishing Air Attack, after launching them into the sky, you will find many ways to dominate enemies. Another feature of the game is, a grand scale of, character customization through the use of Shaping Effects, gained by collecting Furies. Shaping Effects customize both your characters, and dungeons. Whether you want to deal more damage to enemies, gain more experience, or even harm your allies, there’s a Shaping Effect that grants the ability to do so.

The Future of The Elder Scrolls Online Part 1

The Future of The Elder Scrolls Online’s Looks Bright - Part 1
Originally Published on the Official Blast Away the Game Review Facebook Page
Written by Dustin Murphy



 To many of us, The Elder Scrolls is a series that resonates a very alive setting. A world that churns with each fleeting moment, like a finely greased wheel, in a giant machine. However, how does this work out in something so big that has taken a spin into the MMO world? At QuakeCon 2014, we got to see a vast set of changes that will be taking place in the very near future. These changes include mechanics, scenery, enemies, spell, combat, animation, and activity, but this also means vast improvements that will take place, over time. With the vast amount of changes we saw, we’d love to be able to just split it up into multiple sections, but it will be hard to break it down in small parts. For those of you wondering, we do not have press images at this time, and will hopefully see them in the very near future.

 As we know, and Brian Wheeler the PVP Designer emphasized, Cyrodiil has been a place where a devastating amount of combat has taken place and the war has begun to cause the Daedra to begin assaulting the area while Molag Bal’s Planemeld begins. This means a few things, players must kill tons of bosses, and mini bosses, this means hours and hours of fun, and lets not forget, players must clear out enemy players. How do you do this? Capture and hold different districts of the Imperial City, and this is done by clearing out the sewers. Seem familiar? It should, it’s a nod to the highly successful The Elder Scrolls IV: Oblivion. Now we know you’ll want to know something regarding the captured districts and what this means, and we have answers. When clearing out the cities, players will get rewards, can respawn in those districts, obtain repeatable quests that feature high gold and XP rewards.

 One of these new additions to the Imperial City portion is the Imperial Daedric Armors. We’ve also got a bit of detail regarding each of the new zones, which is something we know you want. For those of you wondering, one of the first places is the Arena District. Daedra have taken over this area, the scene is very grim. Cyrodil changes from the market being controlled by Daedra to Imperial as the area is cleared and un-phased over time.  Graphics display blue portals, broken houses, statues, and an overall, from what we saw, inhumane place to be. A place, within the game, that’s truly noteworthy, is that the Imperial City has gone under siege and is very dangerous. Within seconds the screen begins to flash, as we are given a display of an area, which looks much like the previous, the only difference? It’s the Temple District and it has seen a massive amount of damage dealt to it due to Molag Bal’s devastation having began to take its place. As the panel begins to move one, the creatures of the area begin to phase in and we see the Daedra, in their place, as they begin to channel their spells, in order to help Molag Bal’s devastation take place. As the screen moves on through this area, we find out that they will get to take it over, phase out the enemies and of course allow their factions to take over there. With this games graphical capabilities we are witness to something that was set to as a standard, thanks to titles such as The Elder Scrolls V: Skyrim. As the graphics begin to render more, we are witness to the next zone: The Daggerfall Entry. In this panel, the renderings and concept art let us see an area that is dreary, having apparently seen a downfall of its own, to the point that water is dripping from the features, near the edges of the walk ways. Sewage canals seem plentiful as we see rogue-like figures hiding along the walls underneath the areas, which are patrolled by guards. We also are informed that these areas also let both factions find themselves entering forth from different places. 

This is known as the “Crossroads”, which is a sewer level. This one allows players to fight against Mo’lag Ball’s legions of evil and claim it for their own people. Within the Crossroads Sewer Level, they were able to display the given area where the forces of evil have taken over and large creatures, which will definitely present a heavy fight, have taken over. Some being easy to fight for more advanced players, others will seem to give the rest a very terrifying fight for them to experience. The most intricate part we saw was how the Imperial City can be taken over by opposing factions in each district, and allow the opposing factions between players to take over, control, and of course obtain quests and items there. This will we something we are interested in seeing as players will be flagged the moment they enter those zones, which will also in themselves, feature new sets of armor!

 As the screen moves on we are introduced to Richard Lambert, Lead Content Designer. As he does, we are witness to the fact the game will see new grouping updates, which is something many players have been wanting to see get updated. In his session we learned that they will be focusing on multiple aspects, and most importantly: grouping. This is because many players have taken to the official forums, reddit, and even social media to voice their opinions about how hard it is to group due to players being out of sync within the content. In his panel, Richard notified us of how they are working with shared quest advancement, the ability to group with a leader so that players will sync with them when grouped, and of course, my favorite part, allow players to see what content has been completed for future referencing. The concern here I’ve come to conclude? What will happen if we complete content ahead of the rest of our storyline that we have accessed? Will we be capable of going back and still doing it? This is a question we do not have an answer to at this time, but know we will see something come up soon. We however did learn that there will be a quest tracker to show what common quests players have as they progress through the games campaign itself. This feature will also allow for quest sharing and notification of the acceptance or declining of it when the occasion arises.

 In Richards’ speech, we learn that the City of Ash will be making a return for players who wanted to see it once more in Veteran Mode. What does this mean? Players who want a higher rise will get it. The problem? The village elder still has not arisen and a Daedric portal has opened within this Bosmer village once the Daedra have laid siege to the area. After having completed the village to where most are used to, the dungeon will now take them to them into the Deadlands. Within this new area within the instance, we’ve learned that players will go in, find out what’s going on, and of course disembark whatever enemy has caused this, and end their terror. This instance will not be available till the release it is scheduled for with Update 5.

 We know many of you have been tired of how fast dungeons have leveled up so that you can’t go into them. With the team having listened, Richard has stated that there is a new solution to this such as what I will mention next. Dungeons will now scale to the group leader, this includes monsters, items, XP, and last, but not least - gold. They’ve also taken note from those who play, that the solo instance difficulty was too high, and this will cause high amounts of frustration. What do I mean by this? The punch the screen time. In turn they have decided to scale it to the player so that you, the player, do not feel as if you are being put through a grinder and tossed up in the air and put back through it. This earned a heavy applause from the crowd at QuakeCon 2014. What else have they listened to? Dungeon repeatability, which is something the players have wanted as they progress through the game. This will cause players who want to return to dungeons more than once, to do a daily run. This will allow for Undaunted Armor types, new passive skills, daily rewards, and of course normal as well as the feeling of success.  We also learn that Craglorn will get a Third Chapter, which allows for improved itemization, a new crafting trait that can be obtained and of course a new twelve player trial that will focusing on the Serpent. With this we can only tell you there is so much more for us to bring to you and that is something we will do soon with Part 2 of our editorial relating to the panels from QuakeCon 2014.

Saturday, July 19, 2014

DOOM Gets Re-Imagined with Latest Installment Reveal

First Impressions of DOOM - A Dark and Very Deadly World
Originally Published on the Official Blast Away the Game Review Facebook Page
Written by Dustin Murphy



 At E3 2014 we were given a glimpse at the future of DOOM. For many, you will remember the trailer that displayed flesh, machine, and evil beginning to merge. The creatures body began to come to life before us as the camera zoomed in upon something very twisted, sick, and evil corruption that has tainted flesh, machine, and UAC parts. For many of us, the anticipation began to arise within us when we saw the Cyberdemon come to life and power-up its weapons right before our eyes. This all seemed surreal when it turned and moved towards the nearest airlock to it. Within those moments we got to hear the classic airlock sound play, the classic shotgun load come through, and then the trailer end saying “DOOM” in all the glory it has earned. With the trailer showing the name, viewers were informed that on July 17th, 2014, would be the date of the reveal. The first day of the Bethesda hosted event named Quakecon. Our hope was once more rekindled for DOOM as that trailer ended. From there we could only wonder what was going to happen.

 Within minutes of being seated, the lights focused in on the stage as Marty Stratton, the executive producer at id Software, made his way to the stage. His excitement definitely seemed to feed off the crowd as he waved off the stated 50,000 or so viewers and bid them a farewell so that those attending Quakecon 2014 could see the closed door event. Now that the room was emptied out of live streamers, we got to hear a bit more about the project. What we learned was one thing that we all wanted to hear. This latest installment is truly a reimagining of the series. They want to return it back to its roots from the days of DOOM and DOOM 2, where it was a fast paced, non-stop, blood spilling shooter. On the stage we got to hear Marty state what we all wanted to hear, “DOOM is not about taking cover. It’s not about finding a place to hide to let your health regenerate. It’s about fast, fluid combat, dodging projectiles, finding that next target and charging forward with nothing in your way of slaughtering that next demon.”

 After having said that, Marty took our attention to a brief history of DOOM. It highlighted things such as the Revenants, Cacodemon, Imps, Hell Knights, and even the most beloved of enemies: Cyberdemon. He also visited the weapons that make DOOM unique such as the fan favorite, double barrel shotgun, chainsaw, and last, but not least, the BFG. All of these are going to assume will be making a nostalgia filled return. Some of them we know will and can only hope you are excited for them as the crowd was. After a brief discussion of DOOM remaining on mars and the franchise history, we are witness to a legacy that has become something we knew once before. This meant one thing. DOOM 3’s go forward and push back occasion that had seemed very present even in the BFG Edition is now gone, and will allow for a return to the once fast paced series. After a short briefing of the footage for the E3 trailer we saw played, one thing was evident: the crowd knew what was coming from just what we saw. When we heard Marty Stratton say the following quote, “You’ll see crazy demons. Unbelievable mechanical demons built through secret and corrupt UAC experiments. Demon’s like hell knights, the cyberdemon, zombiemen, the revenant, pinkie and many more. Whether these demons are something familiar, or something totally new, each of them is designed to create a unique combat experience, regardless of whether you are fighting against it, killing it, or being killed by it.” 

 When Stratton said that? We saw him build the crowd's excitement as claps roared from the Ventrilo Main Stage ballroom at Quakecon 2014. After a few more small notes that were made, a few jokes, and acknowledgements about the new id Tech 6 (jokingly stated as we heard from him, id Tech 666 Engine, the pun is fully intended), Stratton introduced Steven Serafin from the DOOM development team who was making his way up onto the stage. 

 As Steven got the demo ready for us to see, Stratton confirms that DOOM is committed to 1080p at 60 frames per second. What does this mean? We are unsure at this time if that is for both PC and the new-gen or just PC. We can only assume that they mean both, which is something we really can’t wait to have, and the crowd confirmed that theory, and what came out next? We were not disappointed as fellow writer Jonny Red leaned over, commenting about the HUD design popping up as the main character put his helmet on for seemingly the first time, and with it, a very futuristic screen that displayed a booting sequence within the helmets face piece. 

 In the following minutes, Serafin dispatches several demons rather brutally as they spawned in around him, allowing him to move to them, melee them, rip out the first imp-like demons heart, only to drop it once done. Within seconds he moved for the next demon only to once more demonstrate one more of the many brutal kills we saw, which was his character snapping the enemies arm in order to proceed to the killing blow that followed shortly after. This was not the only one we would get to see and we knew it. Stratton knew we would see a game that was brutal, fast, and in your face. That is exactly we got to see and now need . After a few seconds Serafin  was once more dispatching another enemy, sweeping it from its feet only to deliver a curb stomp-like killing blow. Once the room was clear, Serafin began to venture on, letting us see the new face of the revenant as it flew by with its jet packs allowing him to hover momentarily. It even remained to have the pure bone face that made Jonny and I think of only one thing: it needs to die and soon. Venturing on through his destination, Serafin moved to a bio scanner for the doors. What does this mean for him? He needed a hand-print and the only ones that would be around are well… Dead. In order to solve this problem, a body in the corner was spotted and the only logical thing would be to drag the corpse and use the hand. What’s the fun in that when demons are lurking around every corner? This made us not think out of the box like the development team did. Who ever thought he would use the corpses hand in order to unlock his door he needed open? He did just that by ripping the hand off the body, then using it for the what he needed so that he could walk through the now unlocked door. This gave us a look at the fact this game is meant to be brutal, dark, and very gory. Now we learned something unexpected, DOOM definitely has some new tricks up its sleeve on the side of brutality and exploration.

 With us being as excited as we are for it, one thing is now for certain, id Tech 6 is an engine that could possibly set a standard for many of the games coming out within the near by future. This is something I’m sure many of the artists within id Software can be very impressed with, especially with how well received the demo’s came off as from the fans at Quakecon 2014 as they walked around the showroom floor discussing the game.

 Stepping aside later, I was able to discuss the games future, the graphics, and even what was impressive about it with both team members of the development team, but also other journalists. From here there was something that began to come through from everyone. DOOM is back and ready to allow players to once more provide a very dark setting for us to fight through in the environments designed for this game. 

 With all things put aside, DOOM is returning to what we knew and loved as kids. With all that said we truly can’t wait to get our hands on it. Unfortunately, it seems that it may be a year or so before we do, but it’ll be time well spent waiting as anticipation grows within those who witness the reveal demo’s. All that can be said is this. There are a lot of new features, the graphics are the best witnessed to date, and what has been made will push a new look and standard for in-game graphics. With E3 2015 only a year out, we can expect something big between now and then, and if the time is right, a press kit for us to share with you. Till that time, we’ll be waiting just like you.

Thursday, July 17, 2014

Ar Nosurge Collectors Edition Announced

Ar Nosurge: Ode to an Unborn Star Collectors Edition Available!
Originally Published on the Official Blast Away the Game Review Facebook Page
Written by Dustin Murphy



 If you are a person who likes to collect Limited Editions, NIS America has you covered, dood! As of today, we are proud to state, Gust and Koei Tecmo have teamed up and of course made this game available for North America. Let alone the fact the Limited Edition is headed your way also! What does this mean? Well Gust (publisher) and Koei Tecmo (localization team) have made this turn-based '7 Dimension' RPG well worth your while when it launches on September 23rd, 2014.

 So what are all these yummy little goodies inside? First of all, the game itself. That's a given, I'd hope. A hardcover art book, which is presented in full color throughout it's approximate 26 pages. The original soundtrack, with its jewelcase there, and the Ar Nosurge poster, which is 16"x23". Oh and a nifty little collectors box!

 If that doesn't get you slightly excited to get this game. Hopefully the official information below does!

About the game:
 Ar nosurge is a Fantasy, Sci-fi, ‘7 Dimension’ RPG, that takes place in a world where music and song can create magic. It tells the compelling story of a civilization that lost their planet and has been roaming the edge of space for 2000 years in search of a new home.

 In Ar Nosurge: Ode to an Unborn Star, the player follows two sets of characters: Delta and Casty, whose goal is to protect humanity and save the world, and Ion & Earthes, who are trying to find Ion a way home to Earth. The player can interchange between both pairs and soon discover a way to combine their storylines and strengths to eventually solve the mystery that shrouds their ongoing struggle.