Showing posts with label fantasy. Show all posts
Showing posts with label fantasy. Show all posts

Tuesday, July 10, 2012

No Microtransactions in Final Fantasy VII Re-Release




The upcoming PC re-release of Final Fantasy VII will not feature any microtransactions, according to Square Enix.


The publisher made the announcement to Kotaku, explaining that none of the new features in the game will cost real money to use.








We'll have final pricing info on the game to share soon, but we can confirm that there will be no microtransactions for the upcoming re-release of Final Fantasy VII on PC.





A Square Enix representative said, "No, the Character Booster will not cost real money to use. We'll have final pricing info on the game to share soon, but we can confirm that there will be no microtransactions for the upcoming re-release of Final Fantasy VII on PC."


The Character Booster is one of several new features announced for the re-release, which allows players to boost their character's stats and gil to overcome tough sections of the game. Also new to Final Fantasy VII in this version is the inclusion of 36 achievements and Cloud saves.


While the only release date mentioned is a vague "coming soon", it's important to note that this title is not the remake fans have been wanting, though conditions for such a thing were recently revealed.


This version is based on the PC port previously available, but with up-res detail of the character and monster models in fight sequences and in-game cut-scenes. Rendered elements such as backgrounds and CG movies will be the same as in previous releases of FF VII.












Luke Karmali is IGN's UK Editorial Assistant.  You too can revel in mediocrity by following him on IGN and on Twitter.




Source : ign[dot]com

Sunday, July 8, 2012

The Newsroom: "112th Congress" Review




Note: Full spoilers for the episode follow.


Not unlike the previous two installments, tonight's episode of The Newsroom focused on fantasy – a sort of what if scenario -- as Will McAvoy's rebooted News Night 2.0 launched, with a rousing opening speech from McAvoy that rivaled his rant from the pilot in both brilliance and passion.


McAvoy immediately begins targeting groups attempting to confuse and corrupt politics and news media. This week, in particular, the episode set its sights directly on the Tea Party, a controversial political power that emerged quite quickly within the Republican party, and took the world by storm during the November 2010 elections.


It's really in “The 112th Congress” where The Newsroom establishes it's hardline, sometimes latching on to ideas, theories and facts that don't sit well with others, namely those with a fondness for the Tea Party or radical neocon values.


That's not to say the show is wrong or bad for taking the stances it does. As many characters reiterate throughout virtually every episode thus far, news isn't about appeasing both sides -- it's about presenting the facts, even the harsh ones. And the show's facts are actually pretty accurate, sometimes unfortunately so.





Fact checking the episodes has become a key part of prepping for these reviews, and the show's points largely hold true. With that in mind, anyone with a sweet tooth for the Tea Party, “The 112th Congress” is not going to be your episode – in fact, it'll probably be the last episode you watch, or at least enjoy.


It'll be interesting to see how this show will evolve as we inch closer to real time (this episode spanned about six months). Will The Newsroom lose it's edge, or will it go off air long enough to soak up a few fresh news stories and angles to dissect and analyze? For some, the focus on past issues has been a sticking point of this series, so perhaps moving the show into a fictional universe, where McAvoy is doing good and actually changing how we look at news, will be an interesting deviation. We'll cross that bridge when we get there.


There's a fine balance of Sorkin-isms going on throughout this series thus far, and episodes like “The 112th” define what people both love (and potentially hate) about his work. The execution, like the previous two episodes, is quite stunning, though. Performances remain sharp and focused, dialogue is top notch, and direction is tangible and entertaining.


The big highlight here was the scene between producer Charlie Skinner (Sam Waterston) and Leona Lansing, the head of the network (played by Jane Fonda). Fonda delivers a speech so staggering, so biting, cynical and tragic (for the whole of TV news journalism), it's likely to earn her some acclaim down the road. And Waterston's drunken, morally righteous fire matches her candid, frank nature. Their final scene together stands out among an already great episode, filled with wonderfully rich monologues and snappy dialogue.



But some of Sorkin's cliches do shine though. Again, the episode spends some time on romance, though it is dialed back much more than last week's episode. While the romantic elements are certainly well written, each subplot continues to feel borrowed from other Sorkin shows.


This series would be better served to perhaps drop one of these subplots, unless of course it's attempting to draw a parallel between Will and Mackenzie and Maggie and Don. Regardless, there is more to life outside of work than romance and dating. It would be nice to see the show step outside that arena for its human interest segments.


So, after all the Tea Party bashing and “leftist” theories the show has explored thus far, are there are any Republicans left? Naturally, The Newsroom is going to be a bumpy road for both sides of the fence, but with sketchy politics corrupting the playing field, that's to be expected. Let's hope McAvoy and his news team can fend them off long enough to actually make a difference (in their tragically fictional world).



Source : ign[dot]com

Thursday, July 5, 2012

Is Final Fantasy XIII-3 On The Way?




No further content will be released for Final Fantasy XIII-2, but that doesn't mean Square Enix is done with Gran Pulse and Cocoon.


In an interview with Japanese magazine Famitsu (via Andriasang), FFXIII and XIII-2 director Motomu Toriyama dropped some hints that we may soon be adventuring with Lightning once more.








The [FFXIII-2] Lightning download content had an ending that left a feeling mystery and hope. The day when the meaning of this will come to light is not too far off.





When asked if whether Final Fantasy XIII would be a focus at the the upcoming Final Fantasy 25th Anniversary event, he replied, "The [FFXIII-2] Lightning download content had an ending that left a feeling mystery and hope. The day when the meaning of this will come to light is not too far off."


Speculation about the possibility of a third instalment in Lightning's story has been rife since Final Fantasy XIII-2 ended with the words "to be continued", but this was later suggested to refer to DLC.  Now though it seems the original idea could be closer to the mark.


Thankfully we won't have to wait too long to find out; the anniversary event mentioned by Toriyama is scheduled to take place at an art gallery in Shibuya from August 31.


Despite the exciting realms of possibility this opens up, there are some drawbacks.  Firstly, while it was never likely the team were going to start work on a Final Fantasy VII remake anytime soon, this pretty much confirms it isn't a priority.


Secondly, Toriyama had some ominous comments for anyone waiting for the HD remake of Final Fantasy X.  It seems a release date is still nowhere near being set, as he explained, "Regarding HD conversions, there is a lot to look into, so please wait a bit more."












Luke Karmali is IGN's UK Editorial Assistant.  You too can revel in mediocrity by following him on IGN and on Twitter.



Source : ign[dot]com

Tuesday, June 26, 2012

Square Enix Reveals Conditions for Final Fantasy VII Remake




Square Enix has revealed why they are yet to remake Final Fantasy VII despite the rabid desire of many fans.

According to Andrisang, CEO Yoichi Wada explained during the company's annual shareholder meeting that it would not remake the legendary RPG until it makes a brand new Final Fantasy game that "exceeds the quality" of Final Fantasy VII.


“ If the team were to remake Final Fantasy VII now, then the Final Fantasy franchise "would be done with".


In a rather bold statement, Wada clarified that he feels the current slew of titles in the franchise have not surpassed their popular predecessor in terms of quality.  He stressed that while they hopefully would manage this in future, if the team were to remake Final Fantasy VII before this was achieved, then the Final Fantasy franchise "would be done with".

This revelation comes hot on the heels of statements by Tetsuya Nomura, who recently admitted that a remake wasn't a priority.  He also suggested that the current batch of titles would need to be improved before the company cast its gaze backwards, saying "The new Final Fantasy must overcome the Final Fantasy of the past.”

It looks like for now we're just going to have to hope that rumours about an updated Steam version of the game being released are true, and that Final Fantasy XV is the game we've all been waiting for from Square Enix.  If you've forgotten why this talk of a remake started, check out the tech demo for the PS3 below, which shows Cloud, Aerith and the bustling streets of Midgar in High Definition.






Source : ign[dot]com

Monday, June 25, 2012

Final Fantasy XI Producer Leaves Square Enix




Final Fantasy veteran Hiromichi Tanaka has left Square Enix. Known most recently for his work as a producer on Final Fantasy XI, Tanaka departed Square Enix in large part due to health issues. While he didn’t divulge specifics, Tanaka noted that he has a “major illness” that contributed to his departure.

Beyond his health, Tanaka notes that he also left out of a desire to create his own game, commenting that he’d rather work as a single creator than be part of a large team. Tanaka first joined Square Enix in 1983, contributing to design work for the earliest Final Fantasy titles in addition to serving as a producer on Xenogears and Chrono Cross.



Tanaka will be replaced by Akihiko Matsui, who is currently hard at work on Final Fantasy XIV. Matsui is described by Tanaka as “the only one [who] could do the job” and will continue to work on Final Fantasy XIV until its version 2.0 update is released later this year, at which point he will focus on Final Fantasy XI.

Square Enix CEO Yoichi Wada revealed last week that Final Fantasy XI is the most profitable Final Fantasy of all time.

Source: Famitsu (Translated by Andriasang)




Source : ign[dot]com

Thursday, June 21, 2012

Report: Final Fantasy VII Coming to Steam?




A new version of Final Fantasy VII containing a wealth of additional features could soon be available on Steam.

The users over at the GOG Forum spotted that Square Enix registered the domain FinalFantasyVIIPC.com on June 15th.  Though the site has since been taken down, it can still be viewed in Google's cache.

According to the information gleaned before the site was culled, this new version will include 36 achievements, cloud saving functionality, and also online profiles so you can compare progress with your friends.  The digital download was slated to cost £7.99/€9.99.

While the company hasn't spoken out to confirm the existence of the PC version, character designer Tetsuya Nomura recently suggested that new titles would "take precedence" over a remake of the much-loved classic. Desire for a remastering has remained high since a tech demo for the PlayStation 3 showed Cloud, Aerith and the bustling streets of Midgar in High Definition.





Source : ign[dot]com

Monday, June 11, 2012

E3 2012: Runes of Magic: Fires of Shadowforge






Runes of Magic is back with Chapter V of their fantasy saga.  What once started with just humans, added a bit of elven flavor, and now is adding the fan desired dwarves to the mix.  Chapter V is the Fires of Shadowforge and you’ll be able to play it as soon as next week; June 12th to be exact.  These dwarves delved in some demonic magic centuries ago and have now paid for it.  Modern archaeologists have reawakened this ancient race thus introducing them as a playable race in Runes of Magic.  How will the world of RoN react to the remerging beings from deep within the planet?  



With the fantasy genre’s stout bearded friends, come two exclusive classes for dwarves only.  The ‘Champion’ is a melee class which can specialize as a tank or DPS role.  Their melee attacks use magic to bolster their prowess and to defeat their opponents.  The Champion also has the unique ability to turn into a robot for when they need to take on that absolutely tanky role.  The ‘warlock’ is a range class which specializes in both DPS and support roles.  The attacks of this class are based off soul magic attacks.  Dwarves are also able to play other classes that are not race specific.



The new content in Fires of Shadowforge includes the dwarf race (males only), two new player classes, a brand new starting zone, and a dwarf exclusive instance at the end of their starting zone: Taffrock Southern District.  Once this zone is completed you can join your other friends online in the above world of RoM.  While underground though, you can explore the mystical forest like cavers, cliff sides, and the dwarven homelands.

I got the opportunity to try out a dwarven warlock to get a feel of what to expect in Fires of Shadowforge.  I was only able to play through a few quests in my limited time, but both the game and warlock had a smooth feel to them.  Starting out, the warlock had a single target attack spell to start with and single target weakening curse to cast on foes.  The environment truly gave a feel of being hundreds of feet underground and the architecture gave the stone surroundings a truly fantasy dwarven look.



The great aspect of Runes of Magic is that it is a completely free to play MMORPG.  Through downloading the client from the RoN website the game can be yours in just a short while and you will never be asked to pay a monthly fee.  What, that’s not easy enough for you?  Fine.  Runes of Magic and all the chapters, including Fires of Shadowforge, can be played on any PC web browser.  So if you play at home, your laptop, work computer, friend’s house, etc, all of your characters can be found where ever you log in at.  It doesn’t get any easier than that.  Check out today if you haven’t already and prepare for the introduction of the dwarves.




Source : gamezone[dot]com

Monday, June 4, 2012

E3 2012: PlayStation One Classics Coming to Vita




Sony announced during its E3 2012 that a library of PS One Classics will become available as early as this summer. The list so far includes:



  • Tomb Raider

  • Final Fantasy VII

  • Wild Arms

  • Twisted Metal 2

  • Cool Boarders 2

  • Arc the Lad

  • JetMoto




Source : http://www.ign.com/articles/2012/06/05/e3-2012-playstation-one-classics-coming-to-vita

Wednesday, May 30, 2012

The Legend Returns: Hironobu Sakaguchi on The Last Story




The man behind the Final Fantasy series, Hironobu Sakaguchi, made his return to the director's chair with The Last Story for Wii. This epic RPG hit Japanese store shelves in early 2011, and will finally be making it's way stateside this summer.


Recently IGN had the chance to chat via e-mail with Sakaguchi-san. We talked everything from The Last Story to his directorial return to his current projects. Check out the full interview below, then be sure to sound off with your own thoughts in the comments afterward.






IGN: How did you go about creating the battle system in The Last Story? It’s decidedly less traditional than many people were probably expecting - was this intentional?


Sakaguchi: In the three years of development, we dedicated the first year to research and development, mainly as a trial and error period for the battle system. The battle system in the game is the culmination of that phase.


IGN: The Last Story marks your first return to the director’s chair in quite some time. Was it difficult getting back into the swing of things, or is directing something like riding a bicycle?


Sakaguchi: Since I was working with the same members as the Blue Dragon team, I was able to get back into it fairly smoothly. Also, from my experience, the producer and director do the same type of workload in the initial development phase, which I think is another reason why it wasn’t so difficult getting back into things as a director. I guess I’m the type of creator that wants to get involved in the grunt work.


IGN: What was the greatest challenge you encountered in your quest to make a brand new RPG adventure from the ground up? Alternately, what was the most rewarding aspect of this project?


Sakaguchi: At the initial stage our plan was completely shot down by Nintendo. To create an entirely new world view and characters again was a bit challenging, but rewarding in the end. That would probably be the answer on both accounts.









IGN: Music always seems to play a huge role in your games, if only in terms of setting a certain atmosphere and tone. What tracks stand out to you from The Last Story? What’s the overall tone you hope to invoke as readers play through the story (whether it be through music, dialogue, backgrounds, etc.)?


Sakaguchi: That would be the track called “Toberumono (The Flying One).” There’s a lot of sentimental value attached to it since I wrote the lyrics, and it also voices the “foreignness” that the game has. The song is about the world you are in not being the place where you are meant to be. The phrase “going home” is used positively as you fly towards the future.


The tone I would like players to invoke while playing this game is “warmth” and a sense of “texture.” I want players to experience the sensation of a handmade craftwork that feels natural, yet very detailed, with beautiful workmanship.


IGN: Creating a game as vast and fresh as The Last Story must have taken quite a bit of trial and error. Was there anything you tried to fit in but for whatever reason just couldn’t make it work?


Sakaguchi: That would be the “Rewind Function.” This was a feature that when a mage’s magic was successful, an icon would appear for the player to shake the remote. By shaking the controller at that moment it would rewind the battle to just before the mage unleashed their magic. From there it would show the sequence again from an overhead view.


Using this feature, players would have been able to see who used what magic, check the battle situation and then strategize on what to do next. However, the feature slowed the battle tempo too much, so unfortunately we decided to take it out. You can still see remnants of this feature in the overheard view while in command mode, or while watching the Lazulis Knights cheating in the match at the arena.


IGN: Characters play a key role in The Last Story. How did you go about creating a cast of characters that players can relate to?


Sakaguchi: We put together most of the characters’ bios while creating the plot. Then, while Fujisaka (artist of The Last Story) was finalizing the illustrations, I’d get inspiration from the art which I used to fine tune their characteristics and backgrounds.


This title also has a lot of voices. In the dungeons the characters converse with each other about random things, and this was something that was very important for me in the game. Because I wanted to convey some of their personalities through this small talk, it was crucial to include some of the voice actors’ adlibs and make small changes to the actual scripts to keep refining them and carefully mold each character.




lots-of-last-story-screenshots-20110120021444492


Characters matter in The Last Story.


IGN: As an overall experience, how was working on The Last Story different from working on other RPG franchises you’ve been linked to in the past (which shall remain nameless).


Sakaguchi: The biggest difference is the battle system. I was aiming to create something that would make people say, “This is the new RPG battle style,” if possible. Additionally, we were really careful about the collision detection in the background graphics. I wanted to be careful about those small aspects because I thought they would affect the overall feel of the “texture” of the game while walking around in the world.


IGN: What’s the one thing you want players to take away from The Last Story?


Sakaguchi: To feel as though they are having an adventure together with the characters. I would be very pleased if players are able to feel truly immersed in the world and share the moments together with the characters.


IGN: Now that development on The Last Story has concluded, what are you working on next?


Sakaguchi: Currently we are developing a surfing game for the iOS. It’s called Party Wave, and is scheduled to come out this July. It’s a small development project, but the environment is very free and open which reminds me of the early Final Fantasy titles.


I’m very excited as I’m involved in creating some number fonts which I haven’t done in a while and writing the music. I’m enjoying it, and at the same time I think it’ll become another title that has that handmade warmth to it. We are also developing two more iOS titles. We’ll be able to release these shortly as well.


IGN: Lastly, what was your experience creating a sweeping RPG for the Wii? Did you enjoy the creativity yielded by having technical limitations to work within, or do you ultimately wish you had created the game on more advanced hardware?


Sakaguchi: It’s unfortunate, but the final issue that always seemed to deny certain ideas was the SD resolution limitation. However, within those parameters we aimed to create a title with beautiful graphics that can compete with modern day specs. I would be pleased if people would view our efforts to their best by switching their cables to advanced connection cables or by playing it in the best environment possible. And though the resolution may be SD, I think players will really enjoy the sophisticated world.









Source : http://www.ign.com/articles/2012/05/30/the-legend-returns-hironobu-sakaguchi-on-the-last-story

Monday, May 21, 2012

Dragon's Dogma Review




Capcom’s fantasy RPG Dragon’s Dogma has been a long time coming, and it’s looked more and more interesting every time we’ve seen it, boasting robust action-focussed gameplay and an innovative Pawn system that lets you enlist avatars created by other players to fight alongside you. It often feels like an offline MMO, with a vast, scenic and perilous world to explore and a selection of thousands of characters to choose as your companions. It’s an interesting example of genre and style-mixing within the RPG, pulling in elements of traditional Japanese role-playing and churning them together with action-RPG physicality, open-world adventuring and MMO party tactics.

Dragon’s Dogma regularly reminds you of other games. There are flashes of Dark Souls in the real-time combat, of Skyrim in its open wildernesses, and of Shadow of the Colossus in its large-scale battles. Sometimes, these associations work in Dragon’s Dogma’s favour; other times, they just remind you how short the game falls of these outstanding inspirations. It offers a lot of innovative ideas and a real sense of adventure, but it’s also rough-edged and sometimes oddly hollow.


The plot centres on the rebirth of an ancient dragon, which runs around ravaging the land. You can customise your avatar down to the tinest, most insignificant detail – no matter how carefully you adjust the sliders, though, you’ll probably end up looking a bit weird thanks to the game’s eerie character models. After you unwisely try to take the dragon down with a rusty sword after it attacks your fishing village, it plucks out your heart and eats it. (A word of warning: it turns out that watching a reasonably accurate facsimile of yourself get eviscerated by a giant dragon is rather uncomfortable.) Afterwards, you are reborn as the Arisen, and set out to get your heart back.

After that exciting start, Dragon’s Dogma’s plot pretty much disappears for the next 35 or so hours, reappearing at the end to deliver a conclusion so bonkers that it’s destined to turn up in Weirdest Endings lists for years to come. There’s also a romantic plot thread that revolves around a certain fair maiden – which, if you’re playing as a female character, makes Dragon’s Dogma an unexpectedly progressive medieval fantasy.

“The story, characters and quests are about as interesting as porridge.

But for the meat of the game, the story, characters and quests are about as interesting as porridge. Everyone talks in this faux olde-worlde way that gets really irritating (“Prithee, Arisen, there be aught to find in yonder cavern, most like.”) There’s nothing gripping about the game world, which borrows heavily from Tolkien without adding much of its own personality. The capital city is strangely deserted, and there’s not much life anywhere in the towns. All the interesting stuff is to be found out in the great outdoors, where trolls and ogres hunker in winding mountain passes and griffins nest on clifftops. Outside, Dragon’s Dogma can look gorgeous, with mist-draped scenery that stretches far into the distance.


To make up for unimaginative fiction and repetitive quest design, Dragon’s Dogma has excellent combat. You start off by picking a class from fighter, ranger or mage, but after a few hours you can start switching between them and developing hybrid classes, becoming a magic archer or an assassin. As your character levels up, you gain points to be spent on skills that liven up the combat, from nasty-looking skewering strikes for warriors to conjured orbs of magic energy that shoot lightning bolts at enemies nearby. Though your avatar levels up passively, you always have complete control over what they can do. Each class comes with benefits outside of combat, too; mages can levitate, whilst warriors can duck and roll off higher ledges.

Whenever the enemies start to get boring – and they do, especially towards the latter third of the game – you can switch up your skill set and weapons to keep things fresh. Vitally, each class is fun to play with for different reasons. As a mage you can cast walls of fire from a staff, which is pretty awesome, but as a melee character you can climb up the bodies of a really big foe and drive your sword right into its fleshy bits, hanging on for dear life as it tries to throw you off. This flexibility carries the entire game, keeping you interested in Dragon’s Dogma even when the story and quest design give you no reason to care.

Just as important as your own skills are those of your companions – your Pawns. Dragon’s Dogma gives you one permanent partner that you can customise and develop to your liking, and two others that you can hire from the Rift, a kind of netherworld whether other player’s Pawns gather. You can hire anyone you want, whenever you want, and take advantage of their battle skills and knowledge. If you’re stuck on a quest, hiring a pawn who’s already done it can really help out. If you’re not online, the game provides some standard Pawns to choose from, but playing with other people’s creations feels more personal, like picking a party for an MMO raid – except with NPCs.


The makeup of your party is vital to success in Dragon’s Dogma, because this is a difficult game. Pawns are neither enormously smart and adaptive nor face-palmingly stupid – they’ll support you in battle, but if you’re up against an ogre or a chimaera, expect to have to take the lead. Being an open-world RPG, you’re likely to find danger almost everywhere you go, especially if you venture off the path and into the forests and caves, where the gloom encroaches upon your visibility and powerful monsters wait to slice you in twain and send you right back to your last save.

It’s unforgiving, certainly – investing in the right equipment is often the difference between dying ignominiously in some cavern or coming back with spoils. But sometimes it feels as if your numerical level is more important than your skill level, which can undermine the challenge. It’s unlikely that a brave attempt to fell a monster that’s just slightly beyond what the game wants you to take on at that moment will end in success, robbing you of those joyous moments of unexpected, hard-won victory that make stories out of your experiences in games like Skyrim and Dark Souls.

“All the effort that’s gone into the combat and character development has left other elements of Dragon’s Dogma feeling unfinished.

It’s clear, unfortunately, that all the effort that’s gone into the combat and character development has left other elements of Dragon’s Dogma feeling unfinished. Graphical glitches and technical problems plague the game from the start, and never go away. There are times when you’ll run up to a quest marker on your map to find that the person you’re supposed to talk to simply isn’t there, and you have to wait five or ten seconds for them to stream in. Fights out in the open wilds lose a touch of their drama when a griffin’s head or a Cyclops’ club disappears through the scenery. Some equipment doesn’t place nice with the character models, so your character’s elbow might poke through their shield when they run.

Walking along a road, your Pawns might start going crazy over some invisible enemy that will then suddenly appear out of nowhere. Big fights cause slowdown that can freeze the screen for seconds at a time on the Xbox 360 version. Dragon’s Dogma runs much better on the PlayStation 3 than on the 360, with a smoother frame rate and fewer streaming problems; if the 360 version is your only choice, a hard disk install is mandatory to make the game playable.


These technical problems are enough to sour the experience for anyone, but if you persist with Dragon’s Dogma, it gets more rewarding the more time you put into it. Where the game really succeeds is in providing a sense of adventure. As you press further and further out from the capital city, Gran Soren, you really do begin to feel like you’re on the frontier, exploring lands that human feet have rarely trodden. When night falls, you immediately start looking around for shelter – not because you’re told to, but because night is dangerous in Dragon’s Dogma’s world, and if you don’t hole up somewhere safe you’ll almost certainly die.

This palpable sense of danger makes quests feel exciting, even when their goals are uninspiring. Health doesn’t fully regenerate after a fight, so the longer you’re outdoors for, the harder things get. Hiding out in the wilderness in an abandoned fort, waiting for the sun to rise with only your Pawns for company, is an exhilarating feeling, as is bringing down a griffin or golem through a combination of tenacity and luck. You’ll breathe a sigh of relief every single time you return safely to an inn to rest, even 30 hours into the game.



Source : http://www.ign.com/articles/2012/05/21/dragons-dogma-review

Tuesday, May 8, 2012

Soul Sacrifice Teaser Shows Off A Monster Hunter-Looking Vita Game Ads By Google » Blog Tags Today's Most Popular Videos »




Today brings your very first look at the upcoming fantasy action game Soul Sacrifice for the PlayStation Vita, in the form of an exceedingly brief 36-second teaser. The game was first outed in April 2012 by an ad in an issue of Famitsu; the initial vague hints that followed pegged it as a Monster Hunter-style adventure with co-op elements.

The trailer doesn't offer up much more, instead flashing through a series of action-packed fight scenes. On screen text points to May 10, 2012 -- also known as "this Thursday" -- as the date that all will be revealed. This falls in line with what we'd previously heard about Sony holding a May 10 press conference for the game at the Tokyo International Forum.

Source: All Games Beta


Source : http://www.g4tv.com/thefeed/blog/post/723558/soul-sacrifice-teaser-shows-off-a-monster-hunter-looking-vita-game/

Thursday, May 3, 2012

Elder Scrolls Online confirmed for 2013



Skyrim fans yearning to explore the game's fantasy world with other people will get the chance next year, as Bethesda Softworks today announced The Elder Scrolls Online, a massively multiplayer online role-playing game take on the long-running series, set for release in 2013.

Bethesda didn't reveal any gameplay details, but a Game Informer tease for the magazine's cover story on Elder Scrolls Online revealed that the game will be cover the entire continent of Tamriel, including the lands featured in previous Elder Scrolls games like Cyrodiil, Skyrim, and Morrowind. The game will be set 1,000 years before the events of last year's hit Skyrim, and put the players into the world on the brink of demonic assimilation at the hands of the daedric prince Molag Bal.

Elder Scrolls Online will also feature three player factions, though they were not detailed. However, a rumor that made the rounds in March and correctly predicted the game's announcement suggested that they will be represented by animals: a lion, a dragon, and an unspecified bird of prey.

The Elder Scrolls Online will be the debut game from Zenimax Online Studios, which was established five years ago with Mythic Entertainment cofounder Matt Firor (Dark Age of Camelot) heading up the operation. Firor is also serving as game director on the project.




Source : http://gamespot.com/news/elder-scrolls-online-confirmed-for-2013-6374918