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By Jonathan Balofsky On 27 Oct, 2017 At 02:30 PM | Categorized As News, PC Games, PlayStation, ROG News | With 0 Comments

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Ninja Theory sent out the following


We are proud to announce that by donating all of the Ninja Theory proceeds from the sale of Hellblade: Senua’s Sacrifice on World Mental Health Day (October 10th) to charity, we have raised £60,798.80 (approx $80,000/€69,000) for mental health charity Rethink Mental Illness.
Speaking of the donation, Tameem Antoniades (Ninja Theory co-founder and Chief Creative Ninja) said ‘We’re proud of our fans for showing their kindness towards others who, like our hero Senua, need our help and support to continue the good fight. Our donation to Rethink Mental Illness will impact many people’s lives in a meaningful way and help shed light on their darkness. Our small gesture has made a big difference. Thank you.’
Rethink Mental Illness exists to support and campaign for those severely affected by mental illness. They help millions of people affected by mental illness by challenging attitudes and changing lives. Jemima Woolgar (Rethink Mental Illness Events & Community Fundraising Manager) said ‘Your generous donation will make a big difference to the work that we do here at Rethink Mental Illness. The donation is the equivalent of employing two of our full-time colleagues to answer calls to our advice and information line, helping people newly diagnosed with mental illness get more information and support – which is fantastic.’
For more information on Rethink Mental Illness visit:
Hellblade: Senua’s Sacrifice is out now for PlayStation 4 and PC. The recently released ‘Accolades Trailer’, created with fan-made screenshots and quotes from some of the touching messages received by Ninja Theory from players, can be seen here

This is amazing news. Mental Health is still stigmatized too much but everything we do to break the stigma helps. Ninja Theory did something good that will benefit so many affected by mental health issues. Let’s work to break the stigma together!


Source: PR Email

By Garrett Green On 23 Jan, 2013 At 11:18 PM | Categorized As Featured, PlayStation, Reviews, Reviews, Reviews, Xbox 360/Xbox One | With 0 Comments

No GravatarCapcom wanted to reboot the Devil May Cry games to bring in new life and a new crowd into Dante’s universe. Sarah, who hasn’t played all the way through any of the previous DMC games, enjoyed this game as a newcomer. I, on the other hand, played all of the other games and really enjoyed the series. I must admit, I was one of those people who threw a temper tantrum when I heard about the reboot and saw the new Dante. But I wanted to give this game a fair shake, so how does DMC hold up to a fan of the original? It has its ups and downs, but overall it’s a solid game that original fans should play.



This retelling of DMC brings back first big baddy of the series, Mundus, as the Demon overlord who killed Dante’s mother and imprisoned his Father for all eternity. No longer half demon, but half demon and half angel, Dante is recruited by his long lost brother Vergil to take down Mundus and free humanity while hacking and slashing every demon in Limbo along the way. One of the best things of this story is the relationship between Dante, Vergil, and Kat. Dante comes off as punkish and uncaring at first and through Kat finds something worth fighting for. Vergil and Dante really feel like brothers here, I really loved the little banter they had closer to the end of the game one upping each other by saying how they are stronger or smarter than the other. Mundus, however, felt really bland as a villain. He has more personality than in the original game, but it’s still very cookie cutter villain. The story is pretty predictable and not great but was able to create some pretty tense cut scenes which I never saw in any of the original DMCs. But the biggest issue I had, and maybe it’s because I’m a fan of the original, was Dante. Dante was a punk and a smart ass, not emo, and that’s perfectly fine. Yet a lot of his quips fell flat. It felt like Ninja Theory couldn’t decide if they wanted their Dante to be his own man or harp back to the original. His dialogue lacked the charm it felt like it was going for. Overall, the story wasn’t great but still good.



DMC takes place in Limbo, a parallel world where the demons reside. Levels are impressive, with ever changing landscapes and the world literally trying to kill you.  It makes for some fun platforming action. My favorite had to have been the club level, which looks like every raver’s dream. Yet it seems that near the end, the developers ran out of ideas and fall back on some contrive and all too familiar level design. The graphics are good and flow smoothly. I didn’t run into any lag, which is important for a combat game that moves this quickly. There were a few times when textures took a while to pop up during cut scenes but that rarely happened. Overall a great looking game



The most important aspect of any Devil May Cry game is the combat, and it shines here.  You will get access to five weapons and 3 guns over the course of the game, all of which you can switch to on the fly. This can make for some crazy combos. While the initial combat is easy enough for newcomers to grasp, veterans can appreciate the depth of the hack-n-slash of DMC. And with the new emphasis on air combo and juggling, you can literally fly upward and off the screen if you time all your moves right. Fans of the hack-n-slash genre will enjoy this game. A problem I ran into is that when you finally unlock your devil trigger, the ability to slow down time and fling all your enemies in the air to do extra damage, it takes so long to build up the meter that it becomes almost unusable. Not a huge issue but still an annoyance. After each play through you unlock more difficult settings that remix the enemies you run into and with some settings making you die in one hit. This provides moderate replayability reserved only for the most serious of DMC fans.



Overall this game hits many of the marks it sets out to hit, while not a perfect game, its still solid and a “Hell” of a lot of fun. See what I did there?  Yes, this is a different Dante and a different DMC but long time fans should give this game a try before making their decision, you may be surprised in how much you like it. I give this DMC: Devil May Cry 8 out of 10


By SarahTheRebel On 22 Jan, 2013 At 11:47 PM | Categorized As Featured, PC Games, PlayStation, Reviews, Reviews, Reviews, Xbox 360/Xbox One | With 0 Comments

No GravatarSo, let me start this review off with a confession: I did not play any of the other Devil May Cry games for longer than an hour each. I just couldn’t get into them. So if you’re looking for someone to compare the reboot with the old franchise, I’m not the one!

The new DMC: Devil May Cry was met with trepidation by fans of the series, mostly because Dante is now a smoking-hot emo bro. Okay, so in the pictures, he didn’t look that hot, but once I started playing, I was quickly won over by his looks and roguish charm.

Oh yes, won over, because the introduction of the game immediately alienated me. The game begins with a cut scene of Dante enjoying some ladies. It was very graphic and suggestive and stupid. My first thought was: why go through all the trouble of making Dante pretty if this game is CLEARLY just for the guys, filled with gratuitous T&A?

And then we got our Dante T&A scene (yes, I’m calling it that) where he flies through the air and into my pants. I mean heart. Into my heart.



As this is a reboot of the series, the plot and some details are a little different than the previous series. Dante is the son of Sparda and an angel, making him a Nephilim. He is recruited by The Order to take down Mundus, the demon who murdered his mother and imprisoned his father.

The plot has no major surprises, but it is wonderfully tongue-in-cheek as the problems in Dante’s world align with modern issues facing the world today. In other words, a conspiracy theorist would love this game.

Characters/Voice Acting

The characters were both wonderfully compelling and perfectly voiced. I didn’t think I would like Dante, but with impeccable comedic timing, Tim Phillipps stole my heart. Once in a while, I even laughed at loud at things Dante said.

But it wasn’t just Dante. Each of the characters had such good voice actors that I actually noticed it.

Kat’s character design is a mess (why in the world is she wearing a low-cut hoodie, booty shorts, and thick comfy socks? She looks kray) but her character is compelling in her simultaneous weakness and strength. She lacks confidence in herself, yet spends most of the game rescuing Dante. She’s often a companion in the game, but never a burden, which I appreciated. And her voice actress, Sage Mears, played that perfectly.

With all of the characters, there were no strange pauses, no parts that sounded like someone was reading it, and no overacting. Everyone’s voice really fit their character, and the banter between Dante and the villains was exciting and fun. Kudos to this voice cast!


Another home run for the game was the soundtrack. The music was finger-lickin’ good, with the pounding, electro tech music setting the scene of a broken world perfectly. There is even one level where the music actually becomes part of the level design, but we’ll get to that in a moment. The music was composed by electronic groups Noisia and Combichrist, to give you an idea of what to expect. I ended up on YouTube for hours listening to the soundtrack after I finished the game.



Speaking of finishing the game, let’s have a few more confessions: I suck at this game. Some people might tell you that the game is too easy; well, I am not one of them. I found the enemies challenging, the environments and puzzles often took some thought, and I wasn’t always sure what to do.

All of which I loved. DMC really reminded me of old school games, where the way you learned a level was by playing it. The first time you played Super Mario Bros., no one told you to look out and jump over that second hole. You either made it or you missed and had to try again. I liked that about this game.

In general, this game is not hard to pick up for someone who has never played any of the Devil May Cry games. Simply toggle on “tutorials,” and it will guide you through the different buttons. There are A LOT of buttons to learn, but in general, the game does a good job of giving you a level to play around in that mostly requires the new skill you’ve learned, helping to solidify your command of it.


Combos made combat fun and wild. Your goal is to get style points, and those points go down if you use the same move within a certain amount of time. In other words, you get a lower score for spamming an attack that works really well. The solution? String crazy, mind-blowing combos together. Add to this the myriad combinations of enemy types that can only be killed with this kind of weapon or after that kind of move, and you have chaos in a bowl. Once you gain access to the demon trigger power, aerial combat gets even cooler.

The boss fights in some ways were amazing in their creativity and then in other ways became repetitive, as bosses sometimes re-used tactics from other bosses. In general, boss fights were easier than many of the combat situations, but were also often more dazzling and memorable as far as concept is concerned.

Auto-targeting proved to be the devil in some cases. Not being able to choose which enemy I was targeting proved to a be a serious challenge as the game progressed, but I learned to compensate by dodging like a drunken donkey.

Another gameplay negative was the repetition of enemy types with (pretend) new names, ie: Rage, Blood Rage, Ghost Rage, rage puppies…they are all still just Rages!

There were also sections of the game where each place you fought looked just like the last area, which got annoying around the third courtyard battle. However, this was not the norm, as the majority of the game had excellent level design.

In fact, to me, the most amazing part of DMC was the level design.

Level Design

I had to go and look up the word I needed to describe just what enchanted me so much about DMC: Devil May Cry: it was the level design. This game looks like the artists and developers HAD FUN creating the twisted levels and the world of Limbo.

You will fight in areas that remind you of What Dreams May Come, you will climb symbolic representations of human greed, and you will spend one mission following Kat around while being helpless to protect her. The world will turn over upside down and sideways, you’ll be on a television, you’ll be in sound waves in a club, and you’ll watch the story of your parents’ love in street graffiti. I was just blown away by the creativity. Giant demon heads would crash into your scenery, actually creating the feeling of smallness and fear that one imagines Dante must feel on the inside…until Dante tells the demon to go do something very rude with something seemingly impossible. The mission with Kat stuck outside of Limbo was especially compelling because it gave Dante such a feeling of helplessness. You truly felt powerless and frustrated along with Dante as that level progresses.

Levels were also designed with multiple playthroughs in mind, as some of the secrets are inaccessible until you gain certain abilities, leading me to come back and start over again after I beat the game. But I’m a completionist, and many others might not feel the need to go back and find all the secrets; therefore, the replay value of the game is a little low.

Speaking of which, it should be noted that the game is pretty short, with only about twenty missions. Powering through the game could definitely be completed in one day.


One can’t discuss the level design without discussing the beautiful graphics. Colors were great and almost saturated looking, vaguely reminiscent of bright red blood in a way. The backgrounds were huge and glorious, giving the impression of cities of twisted shapes floating on a blue sea. The characters had very expressive and unique faces as well.

Cutscenes and actual action were often indistinguishable from each other, leaving me to frantically hover over my controller in case I was suddenly required to demon pull something in the scene. In a way, these cutscenes were kind of annoying, as they looked so much like gameplay that I often felt they just should be gameplay. Why take my hands off the steering wheel at crucial moments?

Bottom Line

The negatives as far as how the females in the game were mostly portrayed, the repetitive enemy types, and the jarring cutscenes are all balanced by the amazing level design, hilarious dialogue, and visceral combat. Despite the game being a little short, it does have some replayability factor for those who want new skins or to get all the trophies.

Overall, this game is really fun and far surpassed my expectations for a reboot with a new pretty-boy protagonist. The characters are badasses, the combat is fierce, and the levels are exciting and creative. I’m already excited for the sequel!

First appeared on Nerdy But Flirty.

By otakuman5000 On 2 Nov, 2010 At 04:19 PM | Categorized As PlayStation, Reviews, Xbox 360/Xbox One | With 0 Comments

No Gravatar*This Post was originally submitted and written by Pam Kelly*

Enslaved is the first game by Ninja Theory that has not been backed by a large company, and was first available in the US on October 5th, 2010. The game is an action platformer that focuses on the journey of a man named Monkey and his recently self-appointed master, Trip. Monkey is awakened in the beginning of the game on a slave ship after being captured. Monkey escapes from the ship moments before a catastrophic crash. He again wakes up to find he has been enslaved via a headband by Trip, the other central character. Trip makes her motives clear right from the start, she needs monkey in order to make it back to her home as there are dangerous Mechs waiting around every turn. Trip makes up for her inability to fight with her hacking skills and a handy scanning dragonfly (which Monkey catches for her).

The game play is a combination of action, platforming, shooting, and puzzle solving. None of the aspects of the game play are very challenging  so go ahead and start the game on hard. You can get away with constantly tapping the action button and holding the analog stick forward in most of the platforming parts. Every ledge and grip hold are shiny, so there is no need to think about where to go. They do a good job of making it look like you have options, even though there is a set path that your character is allowed to go in. The controls could have been tightened up, and sometimes it feels like the game doesn’t recognize what you are pressing on the controller. Enslaved has a few puzzles in it, although they are quite easy to figure out. Graphically, the characters are amazing to look at. The cut scenes are gorgeous, and the motion capture is really well done. In contrast to the characters, the background and some textures are blotchy. They detract from the experience, especially if you have a really good television or projector.

The story and voice acting is where the game truly excels. The character interaction is believable and voice acted amazingly well. The voice actor for Monkey is definitely the shining star of the cast. Trip and her dragonfly will get on your nerves, as she announces her scans almost every 10-15 minutes for most of the game. As you would expect, she orders you around quite a bit, so a lot of the dialogue that you hear on a regular basis is her telling you what to do. If you are one that doesn’t like to be bossed around, this game may not be for you. The story is based on an old Chinese tale, Journey to the West, Ninja Theory has taken this and turned it into a really interesting game experience.

Enslaved has an upgrade system, where you can choose how you want your character to be built. There are four areas that you upgrade, and the upgrades are acquired by gaining tech points. Tech points are orange globes that are scattered throughout the levels. Replay of this game is medium to low, as there is only the main quest to do. There are collectible masks to find, and the orbs you missed on the first go around. There is DLC on the way, so that may make you want to pop the disc back in.

All and all, Enslaved:Odyssey to the West is a decent game. It may not be worth $60, but may be a good choice for around $40. The game length is around 12-14 hours, depending on skill and difficulty. The characters are memorable, and the story is great. So, if you don’t mind a few game play and texture problems, go and pick it up!

By otakuman5000 On 21 Sep, 2010 At 12:54 AM | Categorized As Featured, PlayStation, Previews, Xbox 360/Xbox One | With 1 Comment

No GravatarEnslaved: Odyssey to the West is a new IP from the team at Ninja Theory, the creators of Heavenly Sword. The game is set 150 years in a post-apocalyptic future, where the environment has taken over the earth. With very few humans left, the robots and machines have enslaved to humans in order to do their bidding.

The demo starts with the slave ship flying through the sky. You are the protagonist Monkey, a man whose main attribute is the brute strength. Monkey, while in his slave pod, notices another slave named Trip escaping and getting off the ship. After an explosion and escaping from his pod, he goes in search of his weapons. while doing so the plane starts to fall apart and you have to climb and platform your way around the interior and exterior of this ship. And as you progress through the demo you learn that the two characters will end up needing each other during this adventure.

The graphics in Enslaved are very well done and are in the style we have all come to know and love from Ninja Theory. The gameplay is crisp and enjoyable. The melee attack system seems to flow seamlessly. The gameplay is reminiscent of other adventure games this generation but Enslaved offers and experience that seems refreshing somehow. Everything about this title seem fresh and the demo doesn’t feel to have been rushed at all. I thoroughly enjoyed this demo and I can’t wait to get my hands on the game when it releases this October.