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battleborn

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It seems another new multiplayer focused IP has failed to attract an audience and will be going down the Free-To-Play route soon. Kotaku has reported that Battleborn, the FPS/MOBA hybrid from Gearbox will be shifting to this model soon, following in the path of 2K Games and Turtle Rock Studio’s Evolve.

The source, speaking under condition of anonymity, said that developer Gearbox had wanted to make Battleborn free-to-play from the get-go, but publisher 2K preferred to sell it as a standard $60 retail product. However, the game flopped, in part thanks to a glut of hero shooters like Blizzard’s Overwatch, which launched in the same month as Battleborn. Although the two games are somewhat different—and Fahey tells us Battleborn is pretty good—Overwatch has dominated the market.

Battleborn’s price has been steadily decreasing since it came out in May, and the game is now selling for just $20 at Amazon and some other retailers. The developers have regularly held events and released new content for the game, including free heroes and PVP maps. Gearbox also plans to release story missions and more heroes later this year. The studio will likely offer some sort of reward for current players once Battleborn goes free, although those plans have not yet been finalized, according to the source.

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PS-Plus

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October’s PlayStation Plus games have been revealed. Unlike previous months which have been somewhat lacking, this month packs quote the punch with good games.

The full list of games available on 4th October can be seen below:

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By Jonathan Balofsky On 26 Sep, 2016 At 12:35 PM | Categorized As News, PC Games, ROG News | With 0 Comments
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Choice Provisions has announced Runner3. The latest in the Bit.Trip Runner series will be coming in 2017 bit no platforms have been announced yet

 

Runner3 is the upcoming (and perhaps unsurprisingly) third entry in the BIT.TRIP RUNNER series. We’re committed to making it the best game we’ve ever made, and we want you to hold us to it. You can follow the game’s development over on our devlog, where we encourage you to chat with us in the comments section of our weekly updates.

We plan to be very open with you about the creation of Runner3, and we even plan to solicit feedback occasionally and offer user polls to give everyone a chance to chime in and help us think of things like level names, possible unlockable outfits, and more.

Let’s work together to make Runner3 the best game it can be!

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This is great news and I eagerly await to see what they will do with the series next. No platforms have been announced yet but it will likely come to all major systems in 2017.

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No GravatarPlaytonic has released a new trailer showing off NPCs from their upcoming Yooka Laylee and one of them will be none other than Shovel Knight himself!

Check out the trailer below

 

severed

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Drinkbox Studios has released some excellent games over the years including the amazing metroidvania style game Guacamelee!, and now have brought their latest masterpiece to Nintendo systems. Severed is a first person game focused on touch screen controls and a creepy atmosphere. How did it hold up in the transition to Wii U? Rather well actually.

When playing Severed, you will almost certainly be focusing exclusively on the gamepad and not the TV due to the emphasis on the touch screen. Severed is one of the best uses of the Wii U gamepad I have seen, especially since it takes full advantage of the touch screen capabilities while also giving you some traditional controls as well. The interactions with the environment happen in a variety of ways, such as swiping the screen to remove obstacles, find hidden gems and moving gears to open doors.

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The game has an amazing horror atmosphere and the music helps that. It gives you a sense of creepiness and a feeling that you are always in danger. There is always some terror waiting for you, lurking where you do not expect. The first person perspective combined with the way you move, work well with the music to create one of the best feelings of anxiety ever. I cannot say enough good about the music, it really does its job well.

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There are some negatives though. The game’s combat can be very difficult to get a hang of and can be unforgiving at times. Adapting to multiple enemies will take a lot of time and effort, as you will need to learn to keep moving and make certain enemies a priority while not ignoring other enemies. Its not all bad and once you get the hang of it, you can do very well. Its just that there is some difficulty in learning this. Its fun once that’s out of the way so be patient.

Severed is a great experience and I would recommend it, just be aware you will need some patience with it.

dishonored

No GravatarBethesda has released a new trailer for the upcoming Dishonored 2. This trailer shows off some of the unique kills you can do in the game. The game is looking amazing with each trailer and cannot come soon enough.

Check out the trailer below.

 

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No GravatarThe God Eater games have always had a cult following, stemming from its PSP origins over 5 years ago. Fans fell in love with its quirky, insane monster design and Monster Hunter-esque gameplay. God Eater 2: Rage Burst is the re-release of last year’s God Eater 2 with added features like survival missions, gear and extended story content.

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You are a member of Blood, an elite unit of God Eaters, whose sole purpose is ridding the world of Aragami. The Aragami are monsters that have completely taken over the planet. Aragami come in all terrifying shapes and sizes from people-sized demon plants to gigantic bug-dinosaur looking monstrosities. The awesome creature design makes every boss encounter more worthwhile, as the big baddies become more and more outrageous.

 

You’re not alone in your God Eating, your teammates all fall into the typical J-RPG spectrum of personalities from the stoic team leader, all the way down to the ditzy scantily-clad bad-ass who really likes to eat. I’ll admit at first I eye-rolled at a lot of the writing but the team aboard our flying fortress, Friar, did grow on me.

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There are really good character moments in between mission that reveal a lot of your crew’s motivations. Early on a teammate concocts a scheme to stage a meeting with a visiting pop-star. The humor in Rage Burst balances the grim reality of monsters displacing people into ghettos worldwide in a way that I really appreciated.

In order to fight the good fight, God Eaters use God Arcs, a Swiss-army type weapon system that houses a ranged weapon, melee weapon and shield. It’s a neat system that lets you change weapon types on the fly. Managing your God Arc becomes a herculean task considering the endless combinations of weapons you can craft and upgrade. I found myself loving the Buster Sword/Sniper/Shield combo.

If you want to really kick ass, you need to be able to effective switch your God Arc weapons suit your needs and being able to identify a specific Aragami’s weakness and when to press for the attack. I found that memorizing the attack pattern of each monster is the best way to get results. Combos and charge attacks on big melee weapons like hammers and scythes do crazy damage and feel good when you catch a monster from behind.http://realotakugamer.com/wp-admin/post.php?post=24449&action=edit#titlediv

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Each mission lets you bring in up to 3 computer controlled teammates that do a surprisingly good job of not being a hindrance and I even opted to recruit actual players for harder missions via online co-op. I suggest bringing in some buddies early on since the beginning missions are so utterly boring.

Rage Burst’s biggest letdown is in its mission design which is basically just from an arena filled with monsters. The first few hours are a bit of a drag since you can essentially sleepwalk through most of these conflicts, considering you don’t really need to use of the advanced combat techniques until you’re 8-10 hours in. I found myself having to replay a bunch of these missions in order to grind out loot and crafting materials.

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The customization options for Rage Burst are dense. The player-created protagonist has access to literally thousands of outfit and weapon combinations. There are plenty of loot and game rewards replaying mission in order to gain higher ranks scoring better loot. Join an online game and you’ll just how ridiculous and/or awesome you could potentially look.

Rage Burst also isn’t a great looking game. Most of the mission reuse the same locations, so just get used to fighting in the same bombed-out city landscapes for a good long while. This is a shame considering the character and monster design are so fun and full of personality.

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There is a rather steep learning curve. Advanced techniques are not explained all that well unless you do some digging in the database and become intimately aware with the all the System Terms. It was only after playing for about 10 hours that I figured out exactly what Bursts actually do. Other skills like parrying and using Zero Stance would have saved me a lot of heartache if I knew where to look earlier.

It’s easy to lose a lot of time playing God Eater 2: Rage Burst. If you can make it through the painfully slow start, you can find a deep and addictive action-RPG that could compete with the likes of Monster Hunter. This is all assuming you’re patient enough to put with a boring start, frustratingly steep learning curve and sub-par visuals.

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No GravatarCapcom’s Street Fighter V was a game I was extremely excited for. It promised to be bigger and better than anything before it in the Street Fighter series, but what we got was less than expected. The game lacked so many basic modes and was extremely difficult for a newcomer to get into, despite Capcom saying they wanted to make it easier for newcomers to get into the series. It was a complete disappointment to me and it was the first time I ever felt upset at buying a game digitally, since I could not return it. The incomplete launch was such a turn of to me that it caused me to question if fighting games were for me.

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I had been getting into fighting games more and more over the past year but SFV killed all excitement I had for the genre. I began to wonder if it was even worth getting into, or if I was wasting my time. Aside from Mortal Kombat, few fighting game  were very welcoming to newcomers and casuals, or to fans who are not hardcore players. I thought “Okay, maybe this is just how the genre is now” and was willing to accept that. But then it all changed.

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When SNK’s King of Fighters XIV was announced, people mocked it for its graphics and wrote it off as a waste. But it slowly but surely began to win people over, people who were tired of what the genre had become and wanted something different. When KOF XIV came out, it was a revelation to me. This was a fighting game that I could learn and get into , and hardcore players and casuals alike could enjoy for different reasons. SNK sacrificed visuals to make the product the best they could in terms of substance and I found myself enjoying fighting games again.

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When issues came up online, SNK hurried to make a patch and fix the issues, and every interview with the developers shows a love of gaming that is lacking elsewhere. KOF XIV won over skeptics and gained many new fans with its design. Anyone can learn it but it takes effort to master it and that is how it should be. It also happens to be a complete game with everything included at launch. DLC may come later, but there is already so much variety that if there is no DLC, there is still more than enough content.

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I was ready to move on and accept that fighting games were something I would never get into. But SNK rid me of that idea and made me realize that there are fighting games worth playing. I am particularly excited for Tekken 7 now and I will always be indebted to SNK for saving this genre for me.

 

You can read my review of KOF XIV here

By Jonathan Balofsky On 16 Sep, 2016 At 12:14 PM | Categorized As News, PlayStation 3/PlayStation 4, ROG News | With 0 Comments
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SNK held a panel at TGS 2016 and many interesting details were mentioned. Here are some of the things that were discussed.

Next update during October

The next patch is slated for October. Neo-G is the main development staff supervising the update and he’s quite frank in talking about the upcoming patch: He wants to hammer down and fix whatever he sees as needing a tweak or an overhaul and he’s going to try and get as much done by then. Whatever he can’t cover by October, he’ll do so in additional updates.

The October patch is scheduled to feature the following:

– Fuzzy Guarding (aka F-shiki) will be taken out

– Character Balance update

– Online game system fixes
They developers are satisfied with their netcode but they want to overhaul some of the systems involved in the online, particularly the Ranking match’s matchmaking because it currently tends to match people regardless of their rank

– More Rage Quitting Penalty
SNK silently added a harsher penalty to rage quitters in the 1.02 patch. They don’t think it was enough, so the next patch will feature an even harsher penalty

– The command input in KOF14 may also be tweaked
It’s not a problem for beginners but hardcore players are having troubles with the current game since its input buffer is a bit too lenient. Neo-G is hoping to tweak things to make it satisfying for both parties

– Other tweaks may be added

General feedback and balance topics

– According to Oda, SNK received a lot more positive reviews from customers than they were expecting

– One of the fundamental concept behind KOF was that “It had to be a game that’s fun to move around [the characters]” (Neo-G)

– When making KOF14, the developers knew off the bat that the game had to be fun, so they decided to make things as strong as possible and to balance them out afterwards as needed. People have been generally playing the game in the direction that they’ve expected.

– Mian for example can divekick and go back into the air, but doing so requires a lot of controller input. The developers are happy that players can actually do something which they’ve implemented in the game by theory. This was Neo-G’s doing.

– The developers admit that some of the moves might’ve been a bit “too fun”, like Nakoruru’s bird being able to break through all fireballs

– While some of the moves might have been too broken, they’re getting a lot of feedback that it’s generally fun with the characters in KOF 14 having strong moves.

– Their stance on the upcoming balance fix is like this : “Nakoruru’s hawk might’ve been a tad too naughty” “”We don’t want to change the gameplay that much”

………

Future Plans

– They’re getting a lot of requests for DLC beyond their expectations, so the developers are looking into what’s actually possible. Right now they’re thinking that Costumes looks possible, but they really aren’t ready to make any sort of announcements or say dates.

– “So for a major KOFXIV update, we’re hoping that we can do it starting from Costumes”. (Oda)

– As for DLC characters, they’re getting mixed voices from fans. There’s obviously fans that are asking for them, given that there’s still a lot of characters that aren’t in the game. But on the other hand the team is also getting feedback by users that they don’t want more characters since 50 is enough and they want to play them out before more gets added in. So as far as DLC characters go, the devlopers still need to think it out.

No plans to move on to a new game project just yet (Garou, Samurai Shodown, etc). Sony took a poll showing that Samurai Shodown is popular, so that helped Oda in trying to talk to his superior about possibly making the game. But the development team’s creators are sort of in a competition to make presentations to their superiors because they each have their favorite titles that they want to create. All in all the atmosphere is good, and Oda is optimistic that something can happen.

They don’t have enough staff. The developers including Oda and Neo-G are doing more than just their roles in the company. Planning, developing, managing the game post-release.. Neo-G seems to be seriously enjoying it, probably because he hasn’t been going hands-on in the development field for a while. They need more developers to join in their company.

 

Thanks to MMCafe ( you can see the rest of the panel summary there

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Do you ever miss those old pixel art “run n gun” games like Contra and Metal Slug? I know I do, but thanks to the indie scene I don’t have to rely on memories alone. Noitu Love Devolution is a great “run n gun” style game with an interesting control scheme that helps separate it from other indie games in the genre.

Noitu Love Devolution was made for PC but transitions well to the Wii U. You can use the Wiimote and nunchuck for pointer controls like a mouse, or you can use the Wii U gamepad for touch controls. I had to rely on the gamepad because due to switching TV sets, I don’t have everything set up to use the Wiimote. The only real issue there is that you don’t see the full beauty of the art style while looking at the gamepad, but when you more experience with the controls this won’t be an issue because you can look at the TV screen. The cartoonish artstyle reminds me of several WayForward games, but it is still very much its own thing. The game has an incredible soundtrack reminiscent of both classic and modern games from a variety of genres. The tunes both keep you going and get you pumped and help accentuate the cartoonish nature of the game at times. In that regard, the soundtrack accomplishes all the objectives a video game soundtrack has. This is not always the case with indie games but works out well here.

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As I said, I used touch controls with the gamepad when I played this. I wasn’t sure what to expect, but they worked out fine in the end. The controls took a bit of getting used to and I messed up more than once, but eventually I got the hang of it. The game itself is a sequel but you do not need to worry about that fact and you can actually ignore that and view this as a standalone game. You play as a peacekeeper who must fight an invading enemy force. This sounds generic except the game is anything but generic. Full of action, humor and great music, I had a blast while playing this. The different locales you explore provide a lot of variety for the gameplay experience and the enemies have a unique flair to each one. The animation is smooth and steady, and that makes each stage stand out more. The bosses are great, the random switches in gameplay keep things fresh and the story is enjoyable. The only real issue I had is that the controls did take a while to learn.

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There are numerous attack abilities as well as defending abilities and the game offers an excellent optional training mode. I recommend checking this out because while you can jump right into the game, you will find yourself slightly confused with the controls. This is an optional tutorial but highly recommended. The game obviously is inspired by classic shooters, but you will often rely on melee attacks more, as well as grabs and throws. This adds a lot to the game and helps it stands out in my opinion. It also helps give more replay value by giving you more ways to go back and play differently.

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This game feels like a great throwback to the classic shooter games, especially Gunstar Heroes, but at the same time it also has forged its own identity. The action keeps going and you will never find yourself board with this. I think this is a game very much worth getting for any Wii U (or 3DS owner). My only warning is that the controls will take a bit of time to get used to. I will say that I cannot get the game’s music out of my head but I leave that to you to decide if you think that will be a good or bad thing.

 

REAL OTAKU GAMER is using WP-Gravatar