Showing posts with label publisher. Show all posts
Showing posts with label publisher. 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

Friday, July 6, 2012

Sniper: Ghost Warrior 2 Delayed Until October




Eurogamer has reported that the release date for Sniper: Ghost Warrior 2 has slipped.


According to its publisher Namco Bandai, the game will now be coming out for Xbox 360, PlayStation 3 and PC on 9th October, not the previously-announced 21st August.


The game is the sequel to Sniper: Ghost Warrior which was an unexpected success, selling over two million copies.












Daniel is IGN's UK Games Writer. You can be part of the world's worst cult by following him on IGN and Twitter.




Source : ign[dot]com

Tuesday, May 22, 2012

Dragon's Dogma Review





Dragon's Dogma Review:
For as much as Dragon’s Dogma is a new IP for developer/publisher Capcom, there’s a lot about it that is strikingly familiar, not that’s a bad thing. It shares a lot of Monster Hunter’s DNA especially when it comes to boss battles. Many of the game’s fast-paced combat elements are partly due to the combined experience of veteran Capcom designers who have worked on several of the company’s action franchises. And of course, there’s the western RPG influence that is quite pervasive in Dragon’s Dogma. So it’s all the more of an achievement that this game manages to carve an identity all its own especially as its release rounds off a six-month ‘role-players’ paradise’ that includes Skyrim, The Witcher II Enhanced Edition, and Diablo III.

He Stole Your Heart
The initial set-up is as traditional as a fantasy plot could be, painting the playable character as the obligatory “chosen one” world savior known as the Arisen. This humble hero naturally comes from a quiet fishing village in the land of Gransys, which ends up being terrorized by a dragon. How the Arisen was chosen is the unusual part, as the dragon literally rips out the hero’s heart to signify this designation. Then the dragon departs, as if to say, “If you want your heart back, come and catch me, but not before you rid this world of its evils.”

Being the Arisen affords many privileges, not the least of which includes having access to ‘pawns’, warriors and spellcasters that will form your party, with a maximum of three companions at any time. One of these pawns will actually be designed by the player, using the same deep character creation tools that formed your Arisen. While devoted, your primary pawn is certainly not one-dimensional. This warrior might lack the backstory and character development that JRPG fans look for with their party members, but at least he’s reliable and his significance to the story actually grows as you get closer to recovering your heart.

Dragon’s Dogma sticks to traditional action RPG combat mechanics, starting you off with simple light/heavy attacks and blocking; and it doesn’t take long to learn new abilities specific to your class. Yet a collection of new talents is only as good as the control scheme that lets the player wield these skills. 
Dragon’s Dogma has sufficiently created a system where you can assign multiple special moves and access them with ease by holding one of the bumpers. The catch is that you can only learn new skills and assign them to the controller by visiting an innkeeper.

Pawns At Play
The pawns’ unquestioning servitude makes them easy to command and rely on, provided that they’re well-leveled. Capcom manages to keep the command-issuing mechanic very simple, letting you choose between “Help!”, “Go! (toward the enemy)”, and “Follow me!”. Pawns have enough sense to be proactive whenever a monster is nearby. It can be gratifying to occasionally hang back while you let your companions do all the dirty work. How you influence your primary pawn’s behavior is very subtle, but he will perform complementary to your play style and can be honed further by engaging in brief heart to heart chats back in town.

This pawn system is also another sign of the growing interest in asynchronous multiplayer. It's a wide-reaching term that encompasses everything from the typical Facebook social game to the enhanced leaderboard challenges of competitive titles like SSX and Ridge Racer Unbounded. Dragon's Dogma's multiplayer belongs to the ‘indirect assistance’ camp, drawing comparisons to From Software’s immensely challenging Demon's Souls. Yet unlike the hint-dropping mechanic of Demon's Souls, the sense of community in Dragon's Dogma centers around the ability to share your pawn with others and in turn, borrow other players' pawns for use in your party. It should be noted that while the primary pawn you’ve crafted will level up alongside you, the other pawns won’t. So it’s in your best interest to keep updating your party with new secondary pawns that are near or at your current level.


Dragons Dogma

Never Short On Advice
The pawns’ ability to jump to friends’ sessions make them very busy beings. When you’re sleeping at an inn, they’re off helping other heroes like yourself with their quests. These include missions that you may not have signed up for just yet. Even if no one in real life actually rented your pawn, this companion will at least come back from an imaginary session and bring back gift items and quest knowledge. Whatever your pawn’s new experiences, he uses that to make your own adventures run smoother. Their advice is most useful when it involves pointing out enemy weaknesses, and it’s gratifying see the instant results of targeting and hitting those soft spots.

These pawns remark with trepidation when exploring catacombs and often comment about majestic cliffside ocean views. These observations help give your companions a sense of personality yet they also end up sounding disingenuous when they repeat the same line over and over, or worse, when another pawn uses the exact same words down the line.


Dragons Dogma

Capcom is erring on the idea that there's no such thing as too much information. Unfortunately this is a negative when you're in a very involving boss fight and your three pawns are talking all at once. The worst part is when one of them actually has something helpful to say, but is drowned out amid the frantic context of the battle. You can toggle on pawn subtitles even though that clutters the HUD. If there was a way to tone down or toggle off the voices, I failed to find it in the Options menu. It’s even worse if you happen to be in a group mission with equally talkative Gransys soldiers. Of course that giant griffon is “a fearsome beast”! It just took out a large chunk of the floor in its latest dive bomb! You don’t have tell me three times in the last 20 seconds!

Talkativeness aside, your pawns are helpful where it counts, chipping away at enemy health and healing you as well, provided one of your party members has a curative spell. If you're a traditionalist melee combatant, diversifying your party with at least one skilled mage adds valuable magical offense; this pawn can even add temporary elemental bonuses to your weapons.


Dragons Dogma

Like A Boss, Mount A Boss
Dragon’s Dogma encourages offensive assertiveness a bit more than defense, which is why the sooner you learn how to grab, the better. Fatally tossing dazed enemies off cliffs is as satisfying the first time as much as the hundredth time. The ease in grabbing hold of a creature ten times the size of the Arisen not only draws obvious comparisons to Shadow of the Colossus, but also provides a contrast to the less substantive gargantuan boss battles of the last several years, the ones that have been way too dependent on quick time events. The only action that qualifies as a QTE in Dragon's Dogma is in shaking the left stick in order to free oneself from a monster's grasp.

For a brief moment, that spot on the back or head of a boss becomes a safe zone to simply wail on the beast. The risk comes when a bipedal creature like a cyclops manages to take its arm back and grab you for a painful squeeze. It's impressive enough the first and second time, when you witness this enemy display the presence of mind to proactively grab you. Same goes for the smaller ogres; they can get easily frustrated with your climbing ways that they'll more than likely leap up in the air and land on their backs in the hopes of rushing you. These are opponents that are to be taken seriously, not just because of their thick hides, but also due to their tactics. Each boss has at least one trick up their sleeve whether it's the drake's hypnotic ability to turn a pawn against you or a cockatrice's slow and tortuous petrification spell.

Things get dicey when boss encounters occur in the woods, which opens up a can of wyrms in questionable camera work and minor collision. It especially the case when dueling against a drake, where its wings pass through trees and its penchant for low-level flying within the wood can be a headache with the camera. Speaking of questionable camera work, the game will occasionally zoom to a close-up of a pawn if it’s about to execute a dramatic move during combat. 4 out of 5 times it’s difficult to see what the pawn is actually trying to do and it’s just as hard to tell whether their maneuver was actually successful.


Dragons Dogma

Diehard fans of Monster Hunter will recognize some recycled animations when winged creatures take to the air and when particular bosses collapse. Goblins scream and shake upon seeing you, skeletons ominously rise from their pile of bones, and annoying snow harpies pick you up so they could drop you from a great height. And it’s easy to feel sorry for an immobilized saurian whose tail you just severed but its writhing animation is just so fun to watch. The Arisen and the pawns are equally animated, depending on their active skills. I’m particularly a fan of the move known as the Antler Toss, a full body upper cut so thorough that the Arisen does a 360 to complete the motion. And if you’re the type of gamer who appreciates convincing pony tail hair animation as your heroine runs, Dragon’s Dogma has you covered there too. The only minor blemish is that Capcom didn't implement any character animation when it came to some object interaction like removing coffin lids and pulling switches.


Dragons Dogma

Mission Possible
The mandatory missions spare you the truly challenging boss battles for the first half of the game. And unless you're incredibly creative and thoughtful about your skill advancement, weapon enhancing, and pawn optimizing, you should be ready to grind for a solid portion of your playthrough. A variety of optional quests--many found on the notice boards in urban areas--makes for an obvious goal-oriented alternative to merely leveling up by roaming the map. There’s very little problem solving needed when trying to find the next destination or the next person to speak with in order progress in a mission; it’s a mild case of hand-holding since the game will often mark the target’s location on the minimap. The bulk of the optional assignments are either involve killing specific monsters or escorting an NPC.

The escort missions underscores one of Dragon's Dogma's few shortcomings, taking the player back to 2002 where it felt like every adventure game had escort missions and poorly implemented ones at that. These NPCs certainly need guards for multiple reasons: they can't sprint like you, they can't wield weapons, and they behave like they don't get out much. They will run right through tripwires and they won't follow you down cliffs that can be used as shortcuts no matter how short the drop. If they drop too far back, they'll simply be teleported back to town and your assignment will be classified as a failure. It’s of some small comfort that these NPCs can be healed during the journey.


Dragons Dogma

An Aged Open World
The map of Gransys is reminiscent of most RPG maps where the playable land is just a modest region within a much larger continent, in a world of many continents. Capcom created more than enough ruins and other aged structures to imply a strong sense of history. The little remnants of ancient castles stand in the shadows of existing ones and there are faded gravestones near the edges of seaside cliffs that imply that many, many other adventurers have traversed this land long before you. In fact, Dragon's Dogma's prologue has you controlling a pre-made hero from a time long before the events of the game's main story.

Some will complain that there isn’t enough environmental variety especially considering the expansiveness of Gransys. Sure, the overall landscape does lack cliched areas themed on elements like fire and ice, but such omissions work to the game's benefit in providing a very convincing unified look to the entire landscape. While the majority of the land feels idyllic with its abundance of lush, overgrown grass, Gransys certainly has its share of hostile-looking environments consisting of rough terrain, dead trees, and lethal bodies of water. The studio’s artists and level designers should get a lot of credit for crafting the landscape in a way that transitioning to these many environments feels seamless and natural.

This open world will give you a lot to do beyond the countless straightforward enemy encounters. Explore in the evening and you might find yourself rescuing a captive human caged by goblins or you might come to the aid of ambushed travelers. It's an added positive that it's very easy to veer off the beaten path where enemies who are out of your league are only a couple hundred yards away.


Dragons Dogma

And Gransys doesn't mess around when it comes to nighttime exploration. Unlike many other RPGs with day/night cycles, the world of Dragon's Dogma is one devoid of celestial aids like moons that are bright enough to cast shadows. It's nearly pitch black if you forget your lantern or run out of oil (if you're a masochist, you'd might as well turn off your HUD map). Those committed to grinding--especially in the interest of making the later battles more manageable--should try facing the challenges of nighttime combat. It helps break any potential monotony as new enemies come out at night, the most common being a Capcom speciality: zombies.

Another positive indicator of the breadth of an expansive RPG map is by including entire castles that can be missed depending on the choices you make. Choosing or ignoring particular missions on the notice board will have long term effects, not to mention the trivial and meaningful favors you can do for specific townsfolk. What is particularly notable is how some side missions affect how some story missions play out. One of the game’s most spectacular battles is actually missable if you happened to ignore a specific fetching quest earlier in the game. And don't be surprised to come across a number of story-based crossroads where you might have to decide the fates of key NPCs. Yes, there will also be an opportunity to romance at least one of the supporting characters.


Dragons Dogma

East Makes West
The pawns’ actions and assistance in battle ultimately have more value than any exploration advice that they can give. It's just as well; even if a pawn can tell you the right way to the top of a tower, many of us who play open world RPGs look to this genre for its sense of discovery (not to mention to satisfy our compulsion to color in unexplored parts of maps). Since Dragon’s Dogma presents us with enough challenges and incentives to make us want to level up and grind, why should we take the shortest route to a boss?

Dragon’s Dogma manages the rare feat of being a Japanaese-developed game that successfully emulates many of the design sensibilities and aesthetics of Western RPGs. Both the pawn system and the tactile nature of the boss fights are the exemplary features that ensures this game defies the categorization of being derivative. This is one of those promising rough-around-the-edges experiences where you can’t help but want a sequel even before your first playthrough is complete.

Editor's Note: One word of warning for owners of plasma TVs, though - Dragon's Dogma is letterboxed, meaning there are black bars at the top and bottom of the screen during gameplay. This was likely done to save screen real estate and improve performance, but if your TV is prone to burn-in or image retention, make sure you take the proper precautions.

Also, Dragon's Dogma was reviewed using an Xbox 360 copy of the game; however, we also played the PS3 version, and found no differences. If further investigation reveals any differences between the 360 edition and the PS3 edition of the game, this review will be updated to reflect those differences. 




Source : http://www.g4tv.com

Tuesday, May 15, 2012

Capcom 'Re-evaluating' Its On-Disc DLC Policies Ads By Google » Blog Tags Today's Most Popular Videos »




Capcom's Captivate Event Roundup: Street Fighter X Tekken, Resident Evil: Operation Raccoon City, Asura's Wrath, Dragon's Dogma, And More


Gamers continue to express their dissatisfaction with the idea of on-disc DLC and Capcom has been specifically targeted as one of the more egregious offenders, a fact that the publisher is now setting out to take ownership of. A message from senior VP Christian Svensson on Capcom Unity (via GamePolitics) reveals that the approach taken in the past with offering bonus game content post-release is now being given a second look.


Svensson admits that Capcom has begun the process of re-evaluating how such additional game content is delivered in the future," though he asks that fans be patient since the process only just started within "the past month or so." He then goes into an explanation of the extra content that you'll be able to get when Dragon's Dogma arrives on May 22, 2012, since that stuff is apparently on the disc. 



Product pimping aside, the important takeaway here is that your complaints are being heard and considered. There are valid arguments on both sides of the on-disc DLC discussion, but the customers wield the most power in the end and it's good to see Capcom recognizing that. Now we just have to hope that the promise to give the established policies another look results in some real action, or at least a more open and frank dialogue.


Read on for the full text of Svensson's statement:


Hey guys,


We've been getting several questions, here and elsewhere about the future of on-disc DLC.


We would like to assure you that we have been listening to your comments and as such have begun the process of re-evaluating how such additional game content is delivered in the future. As this process has only just commenced in the past month or so, there will be some titles, where development began some time ago and that are scheduled for release in the coming months, for which we are unable to make changes to the way some of their post release content is delivered.


One such title is Dragon’s Dogma, where the decision to include some additional (but not all planned additional) game content for the game on disc was made at the beginning of the game’s development cycle as at the time this was determined to be the most efficient way of ensuring certain content was made available. Owners of Dragon’s Dogma will be able to further their gameplay experience with the release of additional quests, weapons and other items in the months following the game going on sale.


Dragon’s Dogma’s post-launch content will extend the lifespan of a title that already offers around 30-40 hours of gameplay by following the main story thread, but if a player was to complete all the side quests Dragon’s Dogma ships with, that increases to around 100 hours. Players will also be able to add to the stock of 100s of weapons and 1,000s of customization options to create not only their ideally equipped, but also their most elaborately designed character.


Just wanted people to know in advance the whys, wherefores and where we're going in the future. You are being heard. Thanks.




Source : http://www.g4tv.com/thefeed/blog/post/723783/capcom-re-evaluating-its-on-disc-dlc-policies/

Friday, May 11, 2012

Resident Evil 6 to sell 7 million




Capcom expects Resident Evil 6 to be the best-selling game in company history. The publisher today released presentation materials to go with its quarterly reports, in the process sharing sales expectations for a handful of upcoming games.



The publisher projects that Resident Evil 6 for the PlayStation 3, Xbox 360, and PC will sell 7 million copies worldwide. Currently, Capcom's best-selling title of all-time is the Super Nintendo edition of Street Fighter II, which sold 6.3 million copies. The last main entry in the survival horror series, 2009's Resident Evil 5, sold 5.8 million units worldwide, good enough to be the company's second best-selling game to date.


While nothing else on Capcom's slate of announced titles is expected to be in the same ballpark as Resident Evil 6, the publisher does have a number of games it projects will break the million-sold milestone. The new Devil May Cry game DMC is slated to launch sometime this year, and Capcom has it down to sell 2 million copies. Meanwhile, this months' new intellectual property Dragon's Dogma is expected to hit 1.5 million sold, while next year's Lost Planet 3 is projected to move 1.4 million copies.





Source : http://gamespot.com/news/resident-evil-6-to-sell-7-million-6376267

Ghost Recon: Future Soldier 'Arctic Strike' DLC Deploys This Summer Ads By Google » Blog Tags Today's Most Popular Videos »


Ghost Recon Future Soldier

Ubisoft's Ghost Recon: Future Soldier hits stores on May 22, 2012, but the publisher is already looking ahead to the game's first DLC release with the reveal of the "Arctic Strike" pack. The July 3 release will set you back $9.99 (or 800 MS Points on Xbox Live), adding an assortment of multiplayer-oriented content to the game.

Like what, you ask? The press release offers no specifics, but you can definitely look forward to running your Future Soldier forces through new multiplayer maps, a new multiplayer mode, a new Guerilla mode map (think Horde), and six new weapons. It's a safe bet that much of this content will revolve around cold weather conditions, given the DLC's title. Should be a nice break from early July's hot summer weather.

For more on the game's multiplayer, check out our latest Ghost Recon: Future Soldier preview.


Source : http://www.g4tv.com/thefeed/blog/post/723697/ghost-recon-future-soldier-arctic-strike-dlc-deploys-this-summer/

Monday, May 7, 2012

Dead Space, Need For Speed Games Coming In 2013 Ads By Google » Blog Tags Today's Most Popular Videos »


Dead Space 2

Publisher Electronic Arts has mentioned a couple of titles that you may be interested in: A new Dead Space (Dead Space 3, perhaps?) and a new Need for Speed (Need For Speed: Most Wanted 2, maybe?). Both games will be coming out in fiscal 2013, so basically by March 2013.

No other information about the games is available at the moment, but if you've played the series upon which they are based, you can probably make a fairly decent guess about what they'll be like.


Source : http://www.g4tv.com/thefeed/blog/post/723541/dead-space-need-for-speed-games-coming-in-2013/

Thursday, May 3, 2012

EA 'destroying' gaming, says Minecraft creator




FIFA, Battlefield, and Mass Effect publisher Electronic Arts is "destroying" gaming, according to Minecraft creator Markus "Notch" Persson.
Persson sounded off today via his Twitter feed about EA's newly launched Indie Bundle, which is presently available on Steam. Notch said, "EA releases an "indie bundle"? That's not how that works, EA. Stop attempting to ruin everything, you bunch of cynical bastards."

Persson later said his studio, Mojang, is no longer indie (something he had alluded to earlier), and offered a more damning take on EA.

"Indies are saving gaming. EA is methodically destroying it," he said.

[UPDATE] After the publication of this story, Persson dispatched a tweet of clarification. He wrote, "I got into trouble on the interwebs again! The games in the bundle are good, I'm not questioning them. I'm questioning EA."

Persson is not the first to speak out publicly against EA. Earlier this year, readers of consumer affairs blog The Consumerist named EA the "worst company in America," following more than 250,000 votes.

The EA Indie Bundle in reference launched this week on Steam, and includes DeathSpank, DeathSpank: Thongs of Virtue, Gatling Gears, Shank, Shank 2, and Warp for $20.98. The offer expires on May 9.



Source : http://gamespot.com/news/ea-destroying-gaming-says-minecraft-creator-6374907

EA 'destroying' gaming - Minecraft creator




FIFA, Battlefield, and Mass Effect publisher Electronic Arts is "destroying" gaming, according to Minecraft creator Markus "Notch" Persson.




Persson sounded off today via his Twitter feed about EA's newly launched Indie Bundle, which is presently available on Steam. Notch said, "EA releases an "indie bundle"? That's not how that works, EA. Stop attempting to ruin everything, you bunch of cynical bastards."


Persson later said his studio, Mojang, is no longer indie (something he had alluded to earlier), and offered a more damning take on EA.


"Indies are saving gaming. EA is methodically destroying it," he said.


Persson is not the first to speak out publicly against EA. Earlier this year, readers of consumer affairs blog The Consumerist named EA the "worst company in America," following more than 250,000 votes.


The EA Indie Bundle in reference launched this week on Steam, and includes DeathSpank, DeathSpank: Thongs of Virtue, Gatling Gears, Shank, Shank 2, and Warp for $20.98. The offer expires on May 9.




Source : http://gamespot.com/news/ea-destroying-gaming-minecraft-creator-6374907