Castlevania this is not. It may say so on the box, but don’t be deceived. When you burst open the cartridge coffin you’re inviting an evil into your 3DS that may not belong there. It seems inviting – it throws around the name Belmont, there’s whips, and many ghouls to banish, but as you begin to scratch the surface you’ll see that you’ve been fooled. This is not the Castlevania you’ve prayed to have on a portable system. Instead, you get a 2D portable God of War that is one large bush rush mode. Oh, and it’s directed by Tim Burton.
Let us observe the wily Pangolin by FeedTank in its natural habitat; rolling around giant stone mazes bouncing through the air in exotic lands at the mercy of magical platforms that appear out of thin air in an attempt to nuzzle the magic target at the end of the level. Yes, that’s a crude and simplified way to describe Pangolin, so let’s look into things a bit more thoroughly.
Pangolin describes itself as a unique twist on the platformer where rather than controlling the main character (who is just about the cutest little thing I ever saw, yes he is) the game gives the player their touch screen powers by allowing them to create platforms for the character to bounce off of by placing two fingers on the screen. A platform will appear between that gap, and how strong the bounce off of it is determined by how far apart your fingers are. The closer they are together, the shorter the bounces will be, and farther apart fingers create more powerful bounces to send the character shooting onward.
A dopey little bird, his sinister looking ego, a lot of tiny triangles and some rather gruesome death scenes. These are just a couple of the things you can expect to see in the debut iOS title from Rostlaub, JOOL.
JOOL is another contender in the endless runner genre of iOS games. You start off by choosing to play as the blue bird, or his more devilish ego. Each character runs in different directions through a sea of floating platforms, trying to stay up as high as they can, for if they fall too far into the other side, it’s game over. The mechanics are simple enough; tapping the screen makes the character jump, while a tap in mid-air will create a sort of double jump flail for extra height and distance. If the player falls too far, your device can be flipped around to allow the player to change between the bird and the ego.
Ever since 2007 when Atlus first released Persona 3 in the states, the series has exploded in popularity, spawning sequels, spin-offs, animated shows, and theatrical films. But the game in the Persona series that had some of the strangest luck was Persona 2, which was actually divided up into two separate games. The first half of Persona 2, Innocent Sin, was released in Japan for the Playstation back in June of 1999. The second half, Eternal Punishment, came just over a year later in June 2000. While Eternal Punishment for the Playstation was released in English in November of that same year, Innocent Sin had been left out. The reason for this has never been officially confirmed. Some believe it was because of the same sex relationship option, or the appearance of Hitler, or some simply believe at the time Atlus could only afford to bring one over and decided to go for the one that felt like the bigger conclusion.
So for several years, Persona 2 was cursed to be only half localized. Eventually an unofficial fan translation of Innocent Sin was released in 2008 by dedicated fans Tom and Gemini, but it would still be almost another two years before any news came in regarding Persona 2’s fate.
After undergoing setback after setback in adding additional content to their game, the Skullgirls team made the decision to hold an Indygogo fundraiser to get the wheels moving again.
The first DLC character, Squigly, will be free for a limited time after Lab Zero meets their goal of 160,000$. In addition Lab Zero is offering numerous other awards that you can claim dependent on how much you donate to the project. There are customs palletes, soundtracks, Tf2 hats, and a beta copy of the pc release. If Lab Zero makes 200,000 more dollars they will put in an additional character, Big Band. If enough money to fund a further character is collected then that third character will be decided via a community vote.
You can donate here.
Metal Gear Rising: Revengeance is like a big sparkling birthday cake. Imagine it’s your friend’s 25th birthday and you promised to make them the ultimate cake. She loves the cakes you made in the past and it’s the least you can do – you know, the kind of cake with icing made from a recipe passed down from your grandmother. With organic flour, filtered water, and cooked in an oven usually reserved for royal cakes. But then you forget. Their birthday snuck up on you and you had to rush out to find a store-bought cake at the last moment. The dollops of icing look appealing from a distance, but they’ll know as soon as they take the first bite. As their teeth gnash the dry cake and the soulless icing they’ll know you forgot. That’s Metal Gear Rising: Revengeance.
In Revengeance you play as Raiden, the cyborg ninja. Like most cyborg ninjas he’s agile, accurate, strong, and resilient. He has a strong sense of justice and uses his high frequency blade to slice other cyborgs – all in the name of protecting the innocent. And judging from the amount of slicing and cutting you do, Raiden is hell bent on protecting the innocent. In fact, that’s all Raiden wants to do on his journey to take down a mega corporation.
There are eight chapters between Raiden and victory and the game drives a magnificently straight path from start to end. Each chapter is broken up in exactly the same way – it begins with a briefing from one of Raiden’s team members through the codec. Despite the stunning innovations in technology, we still must stand still and listen to these long drawn out conversations. They serves as nothing more than filler between enemy encounters.
Levels are broken down battles, usually around 7-10 per chapter. Battles are zoned off so there’s no progressing until everything is dead. In between battles you can explore some nooks and crannies for restorative items, but it’s all just killing time until it’s time to kill.
The game is about cutting. When Platinum games took this job from Kojima Productions, the only thing shown to the public was the slicing technology. Platinum then built a game around that single mechanic. You would think the battle system would be robust, impressive, and have more layers than a wedding cake. But you’d be wrong.
The cephalopod starring turn based physics flinging underwater RPG title, Squids was first released in October of 2011. Throughout that time and since acquiring over one and a half million players, the series has had several updates, ports to Mac, PC, and Android, a full fledged sequel (Squids Wild West) a comic book published by Ape Entertainment, and now the latest endeavor from The Game Bakers, a team up with Frima Studio and Moonscoop to create a full blown Squids animated TV program.
The official press release stated that the series would focus on four squids and follow their adventures to stop the evil Baron’s flow of black ooze. So far this sounds pretty standard to the basic idea of the game, but it is currently unknown if the plots will follow the story mode of the game or explore new territory, or perhaps both. The four squids went nameless, but a personal guess would have me saying the stars will be Steev, Vahime, Clint, and Sammo. This opens the question if other major characters like Venus or Vesper will show up, or perhaps even the smaller characters like Kapono or Jammer.
Writer’s note: I’m attempting a new style of review. Rather than a traditional “Wall of text” review, I’m writing it as if it’s the journal of the main character. Seeing as I’ve never done anything like this before, please let me know what you think of it in the comments.
I don’t really know if I can explain my day. It started off like any other day, but then I was suddenly whisked off into an adventure by my toy doll, Mr. Drippy. I didn’t believe it at first either but this is so much fun! I feel like I’m wandering a landscape that was designed by a world renowned animation company!
Update: Deep Silver has issued an apology on Twitter. While it’s always nice to see developers respond to situations like this, especially after the Hitman assassination app and the failure to mention whether or not this product will be pulled, I can’t help but feel this who situation was planned on purpose to get some free PR.
Original Story: From graphic violence to exploiting women, the gaming industry, especially in 2012, is no stranger to controversy and you would think that publishers and developers would learn from this. At the same time, people love Collector Edition games that come packaged with statues, as they make for great decorations.
With this in mind, even the most fervent of collectors may pass up the CE for the upcoming Dead Island Riptide. Rather than go with something like a zombie head, Deep Silver has decided to release a bloodied, limbless, female as the statue/container. Bear in mind that this is unique to Europe. The US is getting a tamer collection of items that come packaged in a tourist suitcase.
If you thought Warner Brothers was done making Batman games, you were (probably) wrong. They have registered multiple domain names that all share the Arkham theme and they range from Arkham Knight to Arkham Universe.
If they can put out more games with the same quality as Asylum and City, I have no issues with this. However, Warner Brothers may want to think of some better names. While Arkham Universe and Arkgham Legend are OK, names like Arkham Begins, Arkham Arises, and Arkham Knight seem a little on the “cheap cash in” side.
For a full list of the registered domain names, continue after the break.