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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.

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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.

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

By Jonathan Balofsky On 16 Sep, 2016 At 12:39 AM | Categorized As Featured, NINTENDO, Reviews, Reviews, ROG News | With 0 Comments
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The Wii U gamepad has not been used as well as it could have been in its lifespan. Let’s get that out of the way before we go any further. When games that use the gamepad well come out, special mention is merited to celebrate this.

Rorrim on Wii U makes use of the gamepad in a very interesting way. Imagine two worlds mirrored to each other and one can be viewed on the TV screen and one on the gamepad. This may seem confusing and it is at first, but you can quickly catch on to what you are supposed to do and how to handle things.

Rorrim is a puzzle game that uses both screens to navigate travelling through dungeons, with the dungeon on the screen being mirrored onto the gamepad. You must navigate through both worlds at once and this can be difficult when you factor in obstacles and traps.  This is a thinking person’s game and each move you make ends up requiring a lot of thought being put into it. The wrong move made on one screen can cause problems for you on the other. This is a unique gameplay style and I appreciate the work put into this by the developers.

The music in the game is great and while it isn’t anything that stands out in a major way, it is still good music and can be appreciated by anyone. The art style is also good but does lose something due to the usage of two screens. Its not a deal breaker but it is something that is noticeable to me. Maybe others will see it differently though, and I admit I could be wrong.

Do I think you should buy this game? I think it is definitely worth checking out. It is a good puzzle game with a unique gameplay bent and that is always worth looking into. The game uses the gamepad better than many games from Nintendo and that alone gets praise from me.

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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.

 

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No GravatarKoei Tecmo has released a new trailer for their upcoming video game adaptation of Berserk. This trailer shows off Berserker Guts and his various moves and attacks. This is one character you do not want to mess with. You can check out the trailer below. First-print copies of the game include a wet outfit for Casca, but as of now that is only for Japan.

 

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No GravatarBloodstained: Ritual of The Night, Koji Igarashi’s crowdfunded spiritual successor to his castlevania games has been delayed by a year. This is disappointing but remember, Mighty No. 9 could have used more delays. IGA is trustworthy so let us give him the benefit of the doubt.

See the announcement of the delay below.

jotun

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For much of my life I have been fascinated with Norse Mythology. The Germanic pantheons had so many amazing stories and figures, from Jormungundr, the world serpent who is destined to kill Thor at Ragnarok, to the myths of Loki Scar-Lip. There is a sense of danger all throughout the surviving stories of Norse Mythology ( most were lost to time and its suspected that some prominent elements like Surtr may in fact have just been local additions in areas like Iceland) because it is all leading to Ragnarok, the battle at which the world will end and the gods will die. The myths are full of tragedy but also wonder and amazement, after all these myths gave us many prominent fantasy stock tropes such as elves and dwarves. I mention my love of Norse Mythology because it allowed me to truly appreciate Jotun: Valhalla Edition, as the game is steeped in the mythos. Jotun is about Thora, a warrior who died a dishonorable death and is thus barred from Valhalla, but is given a second chance to win her entry to the hall of the honored dead warriors. This begins her journey through the realms to prove her worthiness.

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I need to say this, Jotun is a beautiful game and this cannot be emphasized enough. The hand drawn animation is so breathtaking that when I first saw the opening scene of gameplay, I was utterly shocked at the site. A game should not be able to look like this but it does. The worlds are full of challenges but nothing too hard and you will be able to explore and get new abilities. In fact, exploring is something you will want to do, just to see more of the amazing animation style of the game. But more than that, exploring the worlds within Jotun shows just how much research was put into this game. The reason I called Loki, Loki Scar-Lip? That’s a lesser known myth of his mouth being sewn shut by dwarves, and the game references this and many other such myths. In fact some references can be even more obscure and this is part of the joy for me. To see a game that references the legends and lore of the Norsemen just makes me feel happy, especially when it was done with care and in a loving way. The developers at Thunder Lotus Games did a great job with that.

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The game does get tough at times though, more specifically when you encounter the  titular Jotun, the giants ( for lack of a better translation, since the Jotun were actually divine figures themselves and many of the gods married Jotun or had Jotun parentage. Thor was born to Odin by Jord, a Jotun who was the embodiment of the earth). These battles are tough as Hel (pun intended) and are definitely the high point of the game. The battles are so diverse and varied that to play them is to have a new experience each time. From the battle with Kaunan to the final battle of the game and the last obstacle ( which I wont spoil here), each battle gives you something different. While you play, the music sets the mood from both serene almost 9 during exploration at times) , to epic battle music ( when fighting the Jotun) and it brings you into the experience, I have seen the art be praised ( and rightfully so) but the music is excellent as well and also should be mentioned.

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So do I think you should buy this game? Haven’t you been paying attention to my review? Of course you should! This game is amazing and needs to be in every Wii U owner’s library. it is an epic game with an epic story. Just amazing.

 

By Jonathan Balofsky On 7 Sep, 2016 At 10:53 PM | Categorized As Featured, NINTENDO, PC Games, Reviews, Reviews, ROG News | With 0 Comments
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No Gravatartallowmere

The Wii U doesn’t have too many Rougelikes but what Rougelikes do come to the eshop are mostly amazing. Tallowmere continues this tradition well by having excellent gameplay done in a unique way.

Tallowmere breaks down the rougelike genre to its simple form then reassembles it in order to allow newcomers to enjoy the genre as well. You start off with minimal plot, just that you are told that Lady Tallowmere has a dungeon for you to explore and off you go. It is a simple plot but it works well. Once the gameplay begins, you quickly find out that there are many things different in this game than in others.  After jumping just one time, you soon learn that you can jump infinitely through the air. This makes exploration very different as most of the game is immediately accessible. It is only your creativity that limits where you can go in this experience. Well that and the numerous traps such as spikes, and flamethrowers. For a 2D pixel art game, this is extremely violent and the enemy blood splatters as soon as you make a kill. It is kind of awesome really, but also surprising.

Tallowmere brings with it, many cool weapons, items and upgrades that you can use in your adventure. You can trade in souls for more weapons as well and other items as well. You will need to do this as the game throws many twists at you, including boss rooms, objective rooms, fetch quests, and of course tougher enemies. The game has a hub world and waypoints which are extremely helpful as you will need to return to the hubworld often. And if you want a challenge, you can increase the difficulty to your liking there. This is a rather quirky game and aside from some cheapness later on, its a really great experience. My only real gripes are with the cheapness in some areas and that the game doesn’t do anything with the gamepad. Also, you might accidentally use an item without intending to but that can be fixed with some muscle memory.

Overall this game is really fun and I believe it should be played by everyone. I give this my recommendation to buy!

By Jonathan Balofsky On 7 Sep, 2016 At 09:55 AM | Categorized As News, PlayStation 3/PlayStation 4, ROG News | With 0 Comments
PS4

No GravatarPS4Thanks to Gematsu we now know that 7 more games are coming to the PlayStation 4’s Arcade Archives library.

Hamster has announced the latest titles in its lineup of Arcade Archives re-releases for PlayStation 4.

The following new titles are planned:

  • Atomic Robo-Kid (UPL)
  • Terra Force (Nichibutsu)
  • Castlevania (Konami)
  • Ark Area (UPL)
  • The Ninja Warriors (Taito)
  • Mutant Night (UPL)
  • Thunder Cross (Konami)

Release windows were not announced.

Source

This is amazing news and we hope to see the release dates soon,

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