News

For the Japanese release of Gods Eater Burst, Namco Bandai is planning DLC that brings in costumes and items based on other Namco properties that, frankly, have no business being in a game like this — which is great!

A free DLC pack headed to the Japanese PSN on February 10 adds costumes to make your characters look like Asbel and Cheria from Tales of Graces (the PS3 version of which was just announced for North America). The pack also comes with weapons based on the Soul Calibur and Soul Edge swords from the Soul Calibur series. Best of all, the DLC includes costumes based on Taiko Drum Master, which are way too bright and happy to be appropriate for the grotesque Gods Eater Burst.

Burst arrives in North America this spring, but no announcements have been made about whether we’ll be wielding the Soul Edge in our version.

JoystiqJapanese Gods Eater Burst DLC includes Taiko Drum Master, Tales & Soul Calibur items originally appeared on Joystiq on Wed, 09 Feb 2011 06:25:00 EST. Please see our terms for use of feeds.

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Joystiq

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What Is Dissidia Duodecim?

by Salat on February 9, 2011 · 0 comments

Click To Watch Video



It's a bunch of Final Fantasy characters beating the hell out of each other. DUH.

GiantBomb’s Site Mashup

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Click here to read The Lego Universe Is Overrun By Spinning Ninjas

NetDevil’s toy-based massively-multiplayer LEGO Universe gets its largest dose of product placement-littered new content yet as the portal opens to Crux Prime, where players can learn the ancient art of Spinjitsu and, for the first time ever, form groups. More »


Kotaku

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Sacred Odyssey: Rise of Ayden Review

by Salat on February 8, 2011 · 0 comments

I’m usually on board with Gameloft games, as they tend to take winning formulas from other franchises, give them their own bit of spin, art and story, and let them loose on the iPhone. Sacred Odyssey is about as near as we’re going to get to The Legend of Zelda on the iPhone anytime soon, and so allowances are made even though plenty of people would argue that Gameloft just rips off other games. Sure, maybe — but so do other games, and at least Gameloft puts a lot of work into them.

But despite all the polish that Sacred Odyssey: Rise of Ayden carries with it — and it’s quite a bit, a title Gameloft markets as “the most ambitious action-RPG on the iPhone” — it never really gets ramped up to being very fun. It hits a few high points, but a general lack of difficulty and a repetition of situations and enemies limits how engaging Sacred Odyssey ever ends up being. This is a Zelda knockoff in practice, maybe, but it never succeeds in matching Zelda’s spirit.

Sacred Odyssey puts you in the role of Ayden, a farm boy who eventually winds up trekking across the kingdom on a mission from the princess to gather up important artifacts to battle a big bad evil thing. You’ll find a sword and shield and take to horseback, traveling to other cities and fighting through dungeons to find four pieces of a Grail that should help you defeat the big evil.

It’s all familiar territory. Sacred Odyssey hands out quests as you go in the style of a game like Fallout or Fable, and you can check them from a menu screen, which helps keep you (mostly) up on what you’ve got going on. The main quest is pretty straight-forward and always marked on your minimap. Side quests take a little more paying attention, and while you can usually figure out where you have to go just by virtue that there aren’t that many places to visit, you won’t get a marker to help you out.

While there aren’t a ton of paths through the world, it’s still a big place — the option to ride a horse anytime you’re out in the world is a nice one, and you’ll spend quite a bit of time wandering the world, finding treasure chests and exploring. About a quarter of the way through the game, you’ll get access to an airship by helping its captain, which allows you to fast-travel between different locations in the world. That’s a nice perk, and Sacred Odyssey gets it out of the way early so you have the option pretty much from the start.

This is also one of the better story offerings in an iPhone game on the market right now. Great voice acting and thoughtful, often humorous and goofy dialogue adorn Sacred Odyssey’s major character interactions. Whenever you’re speaking with someone about something that advances the main storyline, you’ll get voice acting, and there’s quite a bit of it. A lot of the characters do a pretty decent job with their lines — Ayden and his obligatory fairy companion get up to some interesting banter, and she’s far less annoying than Navi ever was. Story shines as Sacred Odyssey’s biggest achievement: it doesn’t necessarily make a ton of sense, but the game takes note of that and pokes a bit of fun at itself and other members of its genre. It’s refreshing that Gameloft is aware enough of what it’s making to be able to toe the line of delivering a fantasy offering at the same time as acknowledging the weirdness and humor in the cliches.

But the game goes a little downhill from there. While the main quest keeps dragging you forward to do accomplish more things, the story is a little thin. The dialogue acknowledges this a few times, and Ayden actively remarks about how important characters like to give him instructions while glossing over the logic behind them, but it doesn’t change the fact that you’re basically aimed at different locations for no reason except to engage in a big fetch quest. You never really have a reason to keep moving forward except that there’s more game ahead of you. This doesn’t feel like a real odyssey, but more like a trip to a really complicated Wal-Mart that abruptly ends with fighting a huge dude.

Not counting bosses, you’ll fight a grand total of five kinds of enemies throughout the game (and the last type only two or three times, all told), and they never get any smarter through the many times you encounter them. Combat approximates intensity and strategy without ever achieving them, since the AI commands enemies to charge straight at you and attempt to poke you with a stick until you murder them. When they get close or you get surrounded you, the best plan is to dive clear and start slashing away so you can hit all the enemies at once. You can also block every single blow directed your way by simply holding the shield button.

You fight the same orcs and kobolds throughout the game, in every dungeon, outside of every town. They carry the same weapons, they fight in the same way, and they are never, ever a challenge. They’re also incredibly stupid, and will often run straight at wall and obstacles, ignoring the fact that they aren’t moving as they barrel inexorably toward you. Boss fights are a little better, but still simplistic, and once you know the two-step attack patterns, the difficulty falls away in a hurry.

Eventually, Ayden comes across a few items that perform different actions. You’ll get a gauntlet for smashing things and moving blocks for block puzzles; a gold hawk that is basically Link’s multi-targeting boomerang; and a gold snake that’s basically Link’s hookshot. They function exactly the same way as their Zelda game counterparts, except their less useful in general, only coming up during specific situations. They can be pulled out in combat, but refuse to reliably allow you to target things, especially under pressure. You’ll kill bosses with them and occasionally mantle an obstacle or grab a secret item with them, but that’s it.

Despite your progression through new equipment and a couple of big, intertwining dungeons, Sacred Odyssey never becomes all that exciting. Combat stays the same throughout the game, despite the fact that the game tells you collecting a million little hidden artifacts throughout the world will make you stronger. They don’t, really, except for the one that adds to your life bar — once you have two or three of those, you’re basically invincible. If you do get into trouble, there’s never a shortage of consumable potions on hand to revitalize you.

But the entire time I was playing through Sacred Odyssey, I felt like I was waiting for it to start. I kept telling myself, “Soon I’ll get a new sword or a new item and THEN the game will get exciting.” But it never happened. Sacred Odyssey never deigned to throw anything more at me than a larger group of orcs, which really just meant more diving and more pounding away at that sword button.

In other places, there’s a slight lack of polish that makes the game frustrating. Ayden has the same tendency to get hung up on the edges of objects that the enemies do, making getting around really frustrating. Idiotic AI means that enemies can inadvertently trap you with their stupidity — at one point, I was attempting to climb down a ladder to fight a group of orcs, but their endless running straight into the wall at the base of the ladder meant I couldn’t reach the ground. So we just stood there, stalemated, until I got lucky and slipped past the orc. I think it only happened because of a graphical glitch.

Unlike Gameloft’s other offerings, Sacred Odyssey never  gains the sort of transcendence that its inspiration games give. The sense of exploration isn’t really cultivated, the game fails to reach an epic feel because you’re just as capable a hero at the beginning of your adventure as at the end, and it’s tough to really feel pulled into the story because there’s not a whole lot to give you the sense that the world is in danger, other than the fact that a big glowing blue Zordon in a tree says so. Sacred Odyssey is too easy and too thin, and while it may be long, it struggles to stay interesting and give you a reason to play it.

Pros:

  • Great voice acting
  • Huge, expansive game world
  • Interacting with NPCs and getting their quests can be fun
  • Solid writing that’s both fantasy literate and humorous
  • Pretty ambitious for an iPhone game

Cons:

  • Enemy AI is pretty terrible; not enough enemy types exciting
  • Game is filled with improperly mapped objects and invisible walls that make movement frustrating
  • Story is pretty thin
  • Pretty easy in general
  • Your hero doesn’t really develop — you’re at the same strength level at the beginning as at the end
  • Equipment doesn’t really allow you to do a whole lot

Final Score: 65




Gaming Today

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Ever since the Nintendo 3DS preview in Amsterdam last month, there has been quite a bit of confusion regarding which games will be available to purchase on the day the 3DS is released over in the UK. Some retailers were at first stating that nine games would be available on day one, while other stores had been informing people that 11 titles would be available. 

Well, Nintendo has finally gone ahead and confirmed the line-up. They are:

  • Pilotwings Resort
  •  Nintendogs + Cats: Golden Retriever & New Friends
  •  Nintendogs + Cats: French Bulldog & New Friends
  •  Nintendogs + Cats: Toy Poodle & New Friends
  •  Super Street Fighter IV: 3D Edition
  •  The Sims 3
  •  PES 2011 3D – Pro Evolution Soccer
  •  LEGO Star Wars III: The Clone Wars
  •  Ridge Racer 3D
  •  Super Monkey Ball 3D
  •  Samurai Warriors: Chronicles
  •  Asphalt 3D
  •  Tom Clancy’s Ghost Recon: Shadow Wars
  •  Tom Clancy’s Splinter Cell 3D
  •  Rayman 3D

The Nintendo 3DS will launch on March 25th for the UK. Do any of these games tickle your fancy?

gamrFeed

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['Defying Design' is a bi-weekly GameSetWatch-exclusive column by Jeffrey Matulef analyzing gaming conventions and the pros and cons of breaking them. This week's column takes a look at how horror games have evolved their controls.] Ever had a dream where you’re in imminent danger, but your legs are too heavy to run away? That’s how I felt playing Resident Evil. Hitting left to rotate and up to walk towards the screen was completely unintuitive. Making …


Gamasutra News

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French website GameBlog has found an online site for an amusement park in the Wunjin district of China called World Joyland, and according to translations from G4 the park’s theme is based on Blizzard games.

Whether this all true or not is beside the point, because it looks really cool even if just a elaborate hoax. The site is very cool, showing areas of the park called: Island of Mystery, Terrain of Warcraft, Universe of StarCraft, World of Legend and Molesworld.

A museum is also planned and includes a dedicated e-Sports center.

Rides include a few roller coasters, a simulator, and a double free-falling tower. That’s not all though, it looks as if other game references will make an appearance – check out Altair here.

If true, we’re booking a flight now.

Check out the park’s website through the link and some construction shots of it here.

VG247

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Today, there’s good news and bad news for fans of Starbreeze’s underappreciated 2007 comic book-based shooter, The Darkness. First, the good news: A sequel, The Darkness 2, has just been announced for fall 2011, reuniting players with Darkness-packing mobster Jackie Estacado; and the bad news: Original developer Starbreeze is out, rumored to be busy with a Syndicate reboot for EA, and relatively unproven Digital Extremes (Dark Sector, anyone?) is in.

The sequel promises more of what made the original such a delight: giant Demon Arms and “stylistic violence.” The Darkness 2 marketing team got their hands on the game and came up with “Quad-Wielding,” which seems as sellable as any other first-person gimmick. “The Darkness II breaks out of the sea of conventional first-person shooters,” the press release reads, “with its fervid Quad-Wielding gameplay, which will allow players to slash, grab, and throw objects and enemies with their Demon Arms while simultaneously firing two weapons.”

That’s all well and good, but how cool is the game? For that, we’ll turn to the admittedly biased Marc Silvestri, founder and CEO of Top Cow Productions and co-creator of The Darkness comics. “So often disappointed when a favorite character gives birth to a lame movie or video game, us fans have come to expect the worst,” Silvestri said. “And sometimes we get it. But not with The Darkness II. Yeah, call me biased [Ed's note: We did!], but this second installment of Jackie Estacado’s epic saga is – in my humble opinion – one of the most brutally cool games I’ve ever played. 2K Games hammered this one out of the park.”

As convincing as that sounds, we’ll reserve our judgment until we get our hands (and yes, our Demon Arms) on the title.

Gallery: The Darkness 2

Continue reading The Darkness 2 coming fall 2011, Digital Extremes behind the wheel

JoystiqThe Darkness 2 coming fall 2011, Digital Extremes behind the wheel originally appeared on Joystiq on Tue, 08 Feb 2011 09:05:00 EST. Please see our terms for use of feeds.

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