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Shadow of the Beast was a game for the Amiga, ZX Spectrum and other platforms, developed by Psygnosis and was a visual masterpiece for its time. Psygnosis was later purchased by Sony who thus acquired the ownership of Shadow of The Beast and have now revived the IP for the Playstation 4.

The first thing to note about this game is the fact that this is NOT your traditional beat-em-up game. There are precise controls and movements to be done along with quick time events in order to do well in the game. It can be tricky to learn at first but once you get the hang of it, you will find the game is actually very fun. Some have written off this game, simply due to the control scheme and that’s pretty unfair since the game makes no illusions of what it is. Combat can be fluid and quick, or thought out and deliberate or even both but all it requires is one to follow the directions. When you do that, the game flows well and you get into it much better.

The visuals in this game are absolutely stunning.  The game has beautiful layouts and transitions from 2D to 3D done so well that it can actually leave you speechless for a time. The various areas you visit all seem alive and unique, unlike anything in a video game before it. It is something truly to be seen.

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However, if there is a major flaw in this game, it is in the platforming. The game attempts to mix styles but it is here where it falls short. The platforming in the game is awkward and, at times, can be downright frustrating. The game just doesn’t seem to be made with proper platforming in mind. This can really mess you up when you are in some of the later stages for example where you are in need of precise jump. Its a big mark against an otherwise great game.

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The highly visual style of combat led me to jokingly call this “Odd of War” when I saw the trailer but its not necessarily a bad assessment. The game has a stunning 2D visuals and an ultraviolent combat system that is a beautiful marriage of style and substance. Its not perfect but then again, nothing is. The game can be beaten in just a few hours but there is so much replayability that you will keep coming back. There are unlockable extras including the original Amiga version, which has options to reduce the difficulty (and you will have difficulty with this).  It just has so much in it, that it really does have something for everyone, for both modern and retro gamers. While the platforming does bog it down somewhat, the game is still fantastic and I can easily recommend it. For once, this is a remake that’s done right.

By Jonathan Balofsky On 25 May, 2016 At 09:12 PM | Categorized As Featured, News, Nintendo Wii/Wii U, Reviews, Reviews, ROG News, Uncategorized | With 0 Comments
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A few weeks ago, I started playing Super Meat Boy and it’s kept me busy since then. This game will haunt my nightmares for the rest of my days. It is this game that I have learned the true meaning of “platform hell”……and it’s actually a decent video game as well.

Super Meat Boy has a notorious reputation for being a balls hard game. It is well earned reputation but that doesn’t mean the game is bad by any account. The game is difficult but not impossible. This is a game you play if you want to show your friends that you can be good, or if you want to really learn how to get good.

You play as Meat Boy, a wad of meat who has to rescue Bandage Girl, which seems simple if not for the fact that every stage is a sadistic deathtrap. You will soon be ducking and dodging everything imaginable, just to reach the goal and as you progress, it only gets harder and harder. Eventually the early stages will seem like the easiest levels of “Sonic” compared to what happens later on.

But just because a game is hard, does not mean it’s bad. Super Meat Boy is a game that will knock you down and make you like it. It is a game that mocks you at every turn but at the same time, motivates you to continue. This is one of those rare games where no matter how much you die, something just clicks inside of you that makes you want, nay, NEED to beat it. Hard games come out all the time, but only a few actually succeed in this sweet spot like Super Meat Boy,  in terms of 2D Platformers anyways. You will find yourself playing and replaying the levels and becoming more determined than ever to beat it. That is one of the best feelings a game can give you.

Sadly, Super Meat Boy lacks the original soundtrack that it had before, due to licensing issues, but the new soundtrack is a very suitable replacement. The visuals look great and the presentation is all around top notch.

If you are a fan of platformers, hard, easy or otherwise, then you owe it to yourself to check out this game.

 

 

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I recently had the chance to speak with Austin Harper of ScrewAttack Games and Sam Beddoes of FreakZone Games. We discussed how some of their projects came to be, what the future holds and more. Please take a read below.

JB: ScrewAttack is best known as a gaming website. What led to you guys deciding to make your own games?

AH: We are all gamers at heart and we’re really passionate about video games; we decided to take that passion for games and apply that to design. I think all of us at some point in time have daydreamed about being able to make a video game. It’s kind of a childhood dream, you know? We were just very fortunate in having a platform and a great community to support us in trying to fulfill that dream.

JB:  ScrewAttack came out with a rather interesting mobile game a few years ago called Texting of the Bread. What was the inspiration behind that?

AH: Haha, it was very much inspired by the Dreamcast game Typing of the Dead. Essentially we were sitting around talking about how cool Typing of the Dead was, and wondering why nothing like that had been done in the mobile market. We really liked the punny name we came up with, so we decided to take the theme and run with it — hence the main character with a cow strapped to her back and the hordes of gingerbread men.

JB:  What lead to the Nerd being a character in the game? Was it a test run to see how he would be in his own game?

AH: Honestly, we were just really happy that we got to make a game, a real game, with our name on it and wanted to share it with our friends.?

JB:  How was the reception to Texting of The Bread? I understand that one mobile version of the game itself was cancelled?.

AH: The reception was actually pretty good, and we wanted to bring the game to Android, but at the time the ShiVa Engine we built the game in just didn’t have Android support. Our developer made a few test builds anyway, all of them had really ridiculous bugs, like not being able to close the application without removing your battery… Long story short, we parted ways with the developers before we ever got the build completed. Though, you may hear something about our mobile titles in the near future.

JB:  Angry Video Game Nerd Adventures is probably the most well known of the games ScrewAttack has produced. How did it come about?

AH: We were talking about making a new game, specifically considering the Angry Video Game Nerd franchise, but we didn’t have a developer in mind. Around that time, Sam Beddoes of FreakZone Games reached out to us, asking us to do a review of his game, Manos: The Hands of Fate. We really liked the game and got along with Sam pretty well, and he happened to mention he was a big fan of the AVGN series. The rest just kind of clicked.

JB: Sam, how did you come to be the developer that worked on AVGN adventures? Did ScrewAttack reach out to you? What was the experience like to work on an officially licensed game based of a reviewer of crappy games? Was it intimidating?

SB: A few years back I made a similar project “MANOS: The Hands of Fate” – A retro-style adaptation of the infamously bad movie of the same name. It was a pet project which did pretty well. The idea was to adapt the movie in the way movies were adapted to games back in the 80s on the NES, and a lot of my research involved binge-watching AVGN, who I had been a big fan of for quite some time, to try and capture that “LJN” feel. Also being a big fan of ScrewAttack, I approached them to try and get MANOS some coverage, and the retro style impressed them, at which point they allowed me to pitch a collaboration to them – that pitch was AVGN Adventures, a game I’d dreamed of making since before I even started MANOS. They liked the pitch, and my life was changed!

JB:  You brought to AVGN Adventures some elements from your game Manos the Hands of Fate, based off that infamous movie. I’m curious how that game came about, being based on a notorious film from decades ago.

SB: MANOS is an interesting one. I’ve been fond of watching terrible movies with friends for as far back as I can remember, and when I caught Mystery Science Theater 3000: The Movie on TV I ended up obsessively watching that show on the internet (we didn’t have the show here in England, only the movie, which was essentially just a higher budget episode!), and through MST3K I discovered the film MANOS. Since I’d been making games as a hobby since the late 90s, my “bad movie buddy” Chris and I always joked about making a game of MANOS, how it’d be adapted, how it’d play. We joked around with the idea of a point and click adventure, for example. Whilst reading about the history of that film one day I found out that the film and everything in it was in the public domain due to the director’s failure to take all the necessary steps to copyright a work back in the time it came out (similar to what happened with George A. Romero’s “Night of the Living Dead”, thus giving birth to the entire zombie genre), and I was amused to think that I actually COULD make MANOS due to this! I believe I was thinking about AVGN when I realized how much fun it’d be to adapt MANOS the way game developers adapted movies on the NES in the 80s, and so I went for it – The main idea would be to “celebrate badness with something good”; to include all of the tropes of bad game adaptations and bad movies alike, but without making the game itself bad! Not long after the release of the game, I was befriended by most of the remaining cast of the original film, so I suppose you could even say it’s the “official” video game adaptation at this point.

JB:  What is your philosophy to game design and what are some of your biggest influences and inspirations in gaming? I’m talking about both games and game developers.

 SB: I like to keep things simple, challenging, fun and exciting! My greatest influences on my platformers are Yoshi’s Island, Mega Man X and the original Sonic games, but I also find myself inspired by some modern indie developers like Edmund McMillan and the guys at WayForward. Of course not forgetting the masters themselves, Miyamoto, Inafune, Igarashi. There’s so much more, though. Games have been an enormous part of my life and they’ve never not been inspiring me, so it’s a tough question to ask!

JB:  What do you personally hope to Accomplish with AVGN adventures II? Will it come to consoles like the first game did?

SB: Regarding Consoles, that’s up to ScrewAttack to talk about, but obviously that’s something I really hope to see happen. As for the game itself, we’ve learned a lot since the first, so I hope not just to make fans of the original happy, but perhaps win over some people who weren’t too smitten with the first game as well!

JB: Austin, Disorder is an interesting game. How did that one come about and how has the reception been?

AH: Chad and Craig were walking the floor and checking out indie games down at SXSW Gaming when they came across Disorder. Both of the guys thought it was a really awesome game and spent the weekend hanging out with the Swagabyte Games team. After a night of playing games together and drinking, we decided to take on the project as the publisher. Disorder is a different tone than our other titles, it’s bit more serious in subject matter, but most everyone who has played it has responded pretty positively.

JB:  Jump ‘N’ Shoot is an awesome throwback to classic games but I have to ask, why is it on mobile devices only?

AH: Jump’N’Shoot Attack is kind of Sam’s passion project to try and bring a real platforming game experience to the mobile phone that gamers will enjoy.

JB:  Is there any chance there may one day be a Death Battle game? I understand it would be a licensing nightmare but you could use stand ins/obvious parodies for the real characters and even include Wiz and Boomstick (and Jocelyn).

AH: It has definitely been talked about, but at this point I can’t really say much either way.

JB:  Do you see ScrewAttack continuing to pursue video game production? If so, what are some genres that you would like to see tackled?

AH: I think, like with most things, we’ll continue doing it as long as it makes sense and people enjoy it. Being a super small publishing team, we try to focus on a limited number of projects so we can give proper attention to them all. I can say that I’m busy for the foreseeable future. I think one of the hardest genres to do well is horror.

JB:  Do you have any regrets about how things were done in any of the games ScrewAttack produced?

AH: Looking back, if we could do it over again we would have launched Texting of the Bread with a Free to play model.

JB: Have there been any games that ScrewAttack was producing that have ended up being cancelled along the way that people are not aware of?

AH: There have been a few publishing opportunities that didn’t pan out. One example was a small development team that disbanded before the contract was finalized. It’s a bummer, because it was an awesome game that will never see the light of day. I hope one day they reconnect and continue work on the game.

JB:  Do you have anything that you would like to say to the audience of Teal Otaku Gamer?

AH: Thanks so much for reading the interview! If you’re a fan of retro inspired games, we hope you’ll check out our stuff!

Thank you again for doing this.

 

You can follow ScrewAttack on Twitter at @ScrewAttack, Austin can be followed at @PotatoHound and Sam at @FreakZoneGames

 

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No GravatarSometimes there are very special games that will forever hold a place in the heart of gamers. Chrono Trigger is one of those games. It is a game that is often hailed as being one of the best RPGs of all time and, in many cases, can be considered on of the greatest games of all time, period. Here are the reasons why:

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Chrono Trigger is a role-playing game developed by Square (now Square Enix) for the Super Nintendo Entertainment System (SNES). The game was created by a team of extremely talented individuals, including Final Fantasy’s creator, Hironobu Sakaguchi. It was published in 1995 with critical success and was the third best-selling game of that year. Chrono Trigger was later ported to the PlayStation in 1999 and then repackaged in 2001 with Final Fantasy IV as “Final Fantasy Chronicles.” With such critical and commercial success, it has been later ported to the mobile platforms of the Nintendo DS, iOS, and Android. It is a revolutionary game that spawned the sequel Chrono Cross and gave a lot of fans some very happy memories.

The game follows Crono, a main character who never speaks during the game, Marle, a princess, and Lucca, Crono’s super-smart friend. During a Millennial Fair for the time period of AD 1000 in their world, Lucca and her father demonstrate a new teleporter. Unfortunately, it doesn’t work quite like it was supposed to and teleports Crono, Marle, and Lucca in time. They bounce around both forward and backward in time, learning about a creature named Lavos that wipes out civilization. The party is then determined to do what they can to save the world through time travel.

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It is a fantastic story, filled with twists and turns. Players end up traveling between seven different eras with their distinct characters, setting, and feel. Along the way, you meet the wonderful characters of Robo, Ayla, Magus, and the best and coolest video game character of all time, Frog. That’s my opinion, and I’m sticking to it. Trust me, though. Frog is freaking amazing.

One of the many revolutionary aspects of Chrono Trigger was the possibility of multiple endings. However, there were other advancements including plot-related, character-driven sidequests. These may not seem like a big deal today, but in 1995, that was unheard of.

Though the game play is a fairly standard RPG, there were several new ideas to come forth as well. Done with beautiful two-dimensional graphics (that still look good, by the way), the player can roam around in an overworld typical of RPGs of the time and visit different areas. Each area has things to interact with, whether it be people to talk to, puzzles to solve, or enemies to defeat. One change to the traditional RPG is that Chrono Trigger has random encounters for enemies, some which may be visible and some that will ambush you. Unlike other RPGs at the time as well, the game’s battles take place in the same map area instead of being whisked off to a different screen.

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During fights with enemies, Chrono Trigger uses an active battle approach. Each character can do an action based off of a personal timer that is affected by that character’s stats. Characters can either do a straight attack or use their Techs, which use their magic points. One unique feature for the time was the ability to do combined attacks with characters using the Techs. The characters can double or triple their Tech use to create an even greater effect.

The game play is a lot of fun and allows a player to use many tactics to defeat enemies. Another really cool element that Chrono Trigger officially introduced was the New Game+ feature that allowed players to keep their characters’ stats, techniques, and inventory when playing a new game. This helped players go through the multiple endings easier. Though this idea may have been used in earlier games, from my research, it does look like Chrono Trigger was the first to actually use the term “New Game+.” Pretty awesome, right?

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One of my favorite game elements of Chrono Trigger is actually the soundtrack. It was primarily done by Yasunori Mitsuda, who had some help with the legendary Final Fantasy composer, Nobuo Uematsu. The shear amount of tracks for the game was an amazing feat for the time frame. The music is otherworldly and consists of some amazing songs, one of which is my all-time favorite: Frog’s Theme. Seriously, whenever I do something cool, I start humming it. Yes, the song is THAT epic.

Chrono Trigger took some giant leaps forward for gaming. It helped push some of the gaming elements that we all love so much in modern RPGs, especially Western RPGs. The game will always hold a special place in my heart, and I am planning on making it the first game that my daughter and I play together. It is just THAT amazing.

By Jessica Brister On 15 May, 2016 At 04:03 PM | Categorized As Featured, Reviews | With 0 Comments
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No GravatarThe geek in me loves Star Wars. The English teacher in me loves Shakespeare. So why not combine the two and make people just like me extremely happy? Well, this actually is a thing. Someone has gone through an re-written the classic Star Wars movies into Shakespearean plays. I received Episodes IV through VI as a set and think they are an absolute blast to read. For the purposes of this review, I will only be concentrating on A New Hope, or as it has been so aptly renamed: Verily, A New Hope.

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William Shakespeare’s Star Wars: Verily, A New Hope was written by Ian Doescher and was published in 2013 by Quirk Books. At this time, the first six Star Wars movies have been published in this series so that nerds like me can collect them all. Doescher decided to write these books because George Lucas purposely put archetypal characters in Star Wars, and Shakespeare pretty much is the king of archetypes. It was pretty much a match made in heaven to rewrite the stories in the form of a Shakespearean play.

Verily, a New Hope is essentially Star Wars: A New Hope in iambic pentameter with stage directions. The plot has stayed the same, but the dialogue has been greatly changed. It was definitely a fun way to read a story that I’ve watched and read so many times before. I’m assuming that you are familiar with the basic plot of the story if you are reading this, so I will focus more on how this version differs from the original.

Besides the traditional Shakespearean format and rhythm and rhyme, the book is written from the perspective that the reader already knows the plot twists in The Empire Strikes Back and Return of the Jedi. There are several asides that let a couple cats out of the bag. There is also an added scene that I thought was interesting where Luke, after the trash compactor seen, holds up the storm trooper’s helmet he had been wearing and does an aside like Hamlet did with the skull.

It was interesting to see how different parts of a story set in space would work on a stage. Sometimes, instead of seeing the action, a character will just go ahead and tell you what just happened. The big battle at the end was done as characters just standing on the stage, representing that they were in a ship. Honestly, it’s probably the best that could be done as a play.

One thing that got to me—and this isn’t an actual issue with the book—was some of the iconic Star Wars lines had to be replaced by something that sounded Shakespearean. The Han Solo scene on the Death Star on the detention block with the com speaker was just…not as good for me. It’s really nothing wrong with the book itself. That’s just me being crazy about certain Star Wars things. It can’t be helped.

I loved that the story was separated into a traditional five act play and split up into scenes. The story was divided perfectly to demonstrate the rising action and climax. It’s actually interesting how well A New Hope fit as a Shakespearean play. It felt natural. It didn’t feel forced at all.

Overall, this was an excellent addition to my collection of Star Wars literature. It obviously caters to a very small niche of people, so it is definitely not for everyone. Regardless, I really enjoyed it, and I think that any literary/Star Wars geek will love it.

By Jessica Brister On 14 May, 2016 At 11:43 PM | Categorized As Featured, Reviews | With 0 Comments
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No GravatarMany geek parents often like to share their various fandoms with their children. I am no exception. I love doing geeky stuff with my daughter. With Disney’s purchase of the Star Wars franchise and the release of The Force Awakens, there have been a lot more novelty items available. One of the cuter items that I have seen is Little Golden Book editions of all of the Star Wars movies. If you don’t know, Little Golden books are children’s books with a gold-colored binding. Many of you may have read them when you were kids. Well, I read the Phantom Menace version with my daughter and thought that it was a cute way to share Star Wars with her.

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Star Wars: The Phantom Menace (Little Golden Book edition) was written by Courtney Carbone and illustrated by Heather Martinez. It was published in 2015 by Golden Books. The book that I received was actually a packaged deal with five other Star Wars episodes as children’s books, but for the purpose of this review, I will only be discussing The Phantom Menace.

The book obviously follows the main highlights of the movie. As much as I really disliked it as a movie, it’s kind of cute as a children’s book. Qui-Gon Jinn and Obi-Wan Kenobi try to help out with the blockade of the planet Naboo by the Trade Federation. They end up escaping with Padame and meeting a young force-talented boy. The rest is history. It’s kind of funny because of how convaluted the politics were with the movie, but in a children’s book, it sticks with the main plot and makes it sort of enjoyable. Don’t get me wrong, I still think that The Phantom Menace is an abomination. However, it’s a little more bearable when you are reading it to a child.

It is really for older children, so there is no rhyme scheme to it. The book is not for very young children who like to tear at pages, since it is not a board book and is more focused on telling a story than teaching.

The illustrations were quite cute and very child-friendly. Even characters who could be considered “scary” for a young child like Darth Maul or Darth Sidious were a little more friendlier-looking for the younger audience. There are illustrations on every page with text as well as a few pages that are full illustrations. The pictures did a great job of furthering the narration when needed.

Overall, I would rate the book highly since it does its job as a novelty children’s book: tells a tale full of action and adventure, where good wins over evil. Obviously, it’s still The Phantom Menace, so I was cringing at bit at some of the parts. However, I felt that it was well suited for kids and was actually quite cute.

By Jessica Brister On 14 May, 2016 At 10:33 PM | Categorized As Featured, Reviews | With 0 Comments
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No GravatarI will have to admit that as a geek parent, I often purchase items for my daughter that are for nostalgic purposes or are just plain geeky gimmicks. When I saw the children’s book Goodnight Darth Vader, I knew that I just had to have it because…why not? (I ended up putting it on her wish list, and my sister got it for my daughter as a birthday present.) I think it’s cute that there are so many geek novelty items out there that I can share with my daughter. This particular Star Wars-themed children’s books is particularly adorable in all of the right ways. It brings back a lot of nostalgia for adults, and is fairly cute for the kids.

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Goodnight Darth Vader is a children’s book written and illustrated by Jeffrey Brown. It was published in 2014 by Chronicle Books. Brown has written previous Star Wars-themed children’s books such as Darth Vader an Son (2012) and Vader’s Littler Princess (2013). Goodnight Darth Vader continues the tradition of combining the rhythm and repetition of children’s books with cute pictures and Star Wars content. It parodies the classic children’s book, Goodnight Moon.

The premise of the book is that Darth Vader needs to get his children, Luke and Leia to bed, as if they were a somewhat normal family. The rest of the book goes through saying “goodnight” to all of the familiar Star Wars characters from the original trilogy to the prequels. It’s definitely a nostalgia trip for the adult reading the book, though I’m not quite sure if the young child will appreciate it as much.

The “good nights” go (mostly) in chronological order from The Phantom Menace to Return of the Jedi. Every two pages rhyme, so when you open the book, each set of pages go together. Some of the rhyming doesn’t flow as nicely as other sets, but for the most part, it’s an enjoyable book to read aloud to a child.

The artwork is definitely the best part of the book. It fits the tone and feel of the book quite well. Each page has a fairly full color comic-like drawing of a particular Star Wars scene. Sure, it’s cutesy, but it is a children’s book after all.

Though the book is very enjoyable, I wish that there was the option of getting it as a board book so that it is a little more toddler-proof. I could only find it as either an e-book or as a hard cover with soft pages. Overall, though, I think this is a great buy for Star Wars fans who would like to share their fandom with the younger generation.  Yes, it’s a bit of a gimmick, but I don’t think most adults who are considering purchasing this book will mind.

 

By Jonathan Balofsky On 13 May, 2016 At 05:05 AM | Categorized As Featured, Nintendo Wii/Wii U, Reviews, ROG News | With 0 Comments
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Sci Fi games that involve obstacle jumping and dodging with ships are a strange breed. Some can be good and some….not so much. Sadly, this game falls more into the latter category.  What do I mean by this? Well let’s go into detail.

SpaceRoads pretty much involves guiding a spaceship to jump over obstacles and reach a goal. Not too much involved and what is involved is not a good product. The controls are completely broken and veer from too stiff to too sensitive to the touch.  Given that this involves a lot of jumping and dodging, this can easily lead to much frustration. The awkward controls repeatedly got in the way and after numerous instances of this, my frustration reached an all time high.

Another point against this game is the music. It is a repeating loop that immediately gets on your nerves and makes you want to pull a Mick Foley and get your ear ripped off ( Much Love Mick, I’ve always been a big fan). The music is bad enough, but being on a repeated loop just drives you that insane. Its bad in small doses but as its presented? Horrible.

The visuals in the game are not bad, but are not anything to write home about. They are decent to average graphics. In fact they may be the only thing decent about this game. If I seem harsh, that is because this game was just that unpleasant to play. I don’t want to discourage the developer, Wurd Industries, as I think they do have potential to be great developers. They should take this opportunity to learn from this experience and do better next time.  I would love to see what they can do with some more experience and learning.

Overall, I would suggest passing on this game.

By Jonathan Balofsky On 13 May, 2016 At 12:50 AM | Categorized As Featured, PlayStation 3/PlayStation 4, Reviews, Reviews, ROG News | With 0 Comments
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No GravatarValkyria Chronicles is a game that received much acclaim when it first came out but was still overlooked by many.  Sega has remastered the PS3 classic for the PS4, and now it is available for a new generation of players to enjoy.

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Valkyria Chronicles is many things in one.  It tells a war story in the form of a Strategy RPG, but it isn’t a traditional Strategy RPG.  Unlike others in the genre, when you select a character to move in this game, you actually control them, and how they attack.  This makes Valkyria Chronicles a hybrid between Strategy RPGs and Third Person Shooters (albeit leaning heavily to the Strategy RPG Genre).  It is an interesting set up, and while others have tried it since, none have done it as well as Valkyria Chronicles.

The story is one that tells of wartime conflict, but with humor spliced in at times so you are not overwhelmed.  The steampunk-esque setting really does allow a lot to be done and the characters within are developed well.  In fact, much like a certain other Strategy RPG, this is a game where you will grow attached to all the characters and will want to save them from dying in battle.  Even the minor characters have distinct personalities that make them stand out as individuals.

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The art is done in a sketchbook art style, giving the game a unique look that helps convey its story better than it would have been able to with a  traditional art style. This style comes off as a serious cartoon about major issues.  It gives the game a sense of identity, a sense of difference.  This is a game that is not like others and that is a good thing.

The game may have elements of third person shooters mixed in with its strategy elements, but do not be misled as this is truly a strategy first game. You will have to coordinate your combatants and choose carefully who to bring to battle and who to save for later. The wrong pick of soldiers can lead to a crushing defeat, while a good pick can lead to a faster victory. There is a steep learning curve, much steeper than most Strategy RPGS due to the aforementioned unique combat, but it isn’t audience alienating as some other games can be.

Valkyria Chronicles Remastered runs at 1080p and 60 frames per second, which makes the art style truly stand out and look alive. The remastering includes an expert difficulty and the previous DLC and that is all.  To be honest, given the price this is being sold at, that is a good deal despite some complaints people may have about content. The game also includes Japanese voices and English subtitles and given that at some points, the English voice acting can get extremely annoying, this is a welcome addition. It isn’t that the voice work in English is bad as a whole, but some individual voiceovers are not exactly the best done. And given that there are a lot of cut scenes ( to be expected in an RPG), you might want an alternative.

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Aside from the steep learning curve and the occasionally spotty voice acting, Valkyria Chronicles Remastered is a good package at a good price. The gameplay is solid and the visuals are well done. With solid combat and story, the game has something for everyone. I say that if you are a fan of strategy games and especially Strategy RPGs and have not yet played this game, then you really should check it out. It is an experience that you will not regret.

By Jessica Brister On 12 May, 2016 At 10:51 PM | Categorized As Featured | With 0 Comments
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No GravatarGamers tend to be a passionate group.  Sometimes, that passion may spill over into real-life, including family.  For the pregnant gamer, choosing a baby name can be difficult.  However, I have went ahead and did some leg-work.  Here are some video game-inspired baby names to help with selecting an awesome name for your little one:

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*I have listed first names only in alphabetical order and the franchise the name belongs to.*

Girl Names:

Ada (Castlevania)

Angel (Borderlands)

Aria (Mass Effect)

Ashley (Mass Effect)

Athena (Borderlands)

Aya (Parasite Eve)

Ayla (Chrono Trigger)

Claire (Resident Evil)

Cortana (Halo)

Diana (Mass Effect)

Edi (Mass Effect)

Elizabeth (BioShock: Infinite)

Eve (Parasite Eve)

Faith (Mirror’s Edge)

Helena (Borderlands)

Jack (Mass Effect)

Jill (Resident Evil)

Jolene (Walking Dead)

Kairi (Kingdom Hearts)

Kazumi (Mass Effect)

Kelly (Mass Effect)

Lara (Tomb Raider)

Leliana (Dragon Age)

Liara (Mass Effect)

Lilith (Borderlands)

Lucca (Chrono Trigger)

Marle (Chrono Trigger)

Maya (Borderlands)

Miranda (Mass Effect)

Morinth (Mass Effect)

Morrigan (Dragon Age)

Moxxi (Borderlands)

Patricia (Borderlands)

Peach (Mario)

Samara (Mass Effect)

Samus (Metroid)

Schala (Chrono Trigger)

Sheeva (Mortal Kombat)

Tali (Mass Effect)

Tina (Borderlands)

Veronica (Resident Evil)

Wynne (Dragon Age)

Yukiko (Persona)

Zeal (Chrono Trigger)

Zelda (Legend of Zelda)

Boy Names:

Aiden (Watch Dogs)

Albert (Resident Evil)

Alistair (Dragon Age)

Andrew (BioShock)

Axton (Borderlands)

Booker (BioShock: Infinite)

Chris (Resident Evil)

Chun-Li (Street Fighter)

Cooper (Sly Cooper)

Crono (Chrono Trigger)

Dalton (Chrono Trigger)

Dante (Devil May Cry)

Duke (Duke Nukem)

Duncan (Dragon Age)

Ethan (Heavy Rain)

Ezio (Assassin’s Creed)

Frank (Dead Rising)

Garrus (Mass Effect)

Gurus (Chrono Trigger)

Isaac (Dead Space)

Leon (Resident Evil)

Link (Legend of Zelda)

Loghain (Dragon Age)

Jack (BioShock)

Jacob (Mass Effect)

James (Mass Effect)

Kaiden (Mass Effect)

Kanji (Persona)

Kratos (God of War)

Kyle (Half Life)

Magus (Chrono Trigger)

Mario (Mario)

Max (Max Payne)

Mordecai (Borderlands)

Mordin (Mass Effect)

Nathan (Uncharted)

Niko (GTA)

Oghren (Dragon Age)

Raiden (Mortal Kombat)

Roland (Borderlands)

Saren (Mass Effect)

Shale (Dragon Age)

Shepard (Mass Effect)

Sten (Dragon Age)

Sully (Uncharted)

Thane (Mass Effect)
Wilhelm (Borderlands)

Zaeed (Mass Effect)

Zevran (Dragon Age)

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