News

Jun
10
Posted by Mark at 10:57
They've done a new IP!

It's a multiplayer third-person adventure title, where up to four players investigate various exotic locations as an Egyptian witch queen has resurrected all sorts of monsters.

It's explained slightly better in this 1930s-style trailer:

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It's due 'soon' on PC, XBone and PS4, and we'll be seeing gameplay footage during E3.
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Jun
08
Posted by Ben at 17:15
Deep Silver, smashing lads that they are, have confirmed that they'll be bringing the triumvirate of Etrian Odyssey V, Shin Megami Strange Journey Redux, and Radiant Historia Perfect Chronology to Europe

Recently confirmed for a western release by Atlus; Etrian Odyssey V, Shin Megami Strange Journey Redux, and Radiant Historia Perfect Chronology felt a little up in the air given how late in to the 3DS' life we are, and this was especially true of a European release

Also confirmed in this Twitter thread (or just 'thread' as a normal person would say), Deep Silver will be putting out both physical and digital editions of all 3 games, plus, at the very least Etrian Odyssey V will be out before the end of the year ("fall")

More details as and when, I'll be buying, and then never getting around to all 3 of them
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Jun
05
Posted by Mark at 16:11
Fallout Shelter was a mistake.

The eagle-eyed folk at Gaming Bolt have uncovered a job listing at Bethesda Softworks' Montreal studio, for a 'Game Performance Manager' to- quote- "join the team that is pushing the bleeding-edge AAA freemium game development."

The entirety of the listing focuses on monetization, revenue and data mining, suggesting that the business model is going to be getting a much greater focus in their future titles.

While it's likely that this hire specifically is going to be for either Fallout Shelter or their more recent CCG The Elder Scrolls: Legends, the listing also calling for the ability to "manage multiple complex projects with diverse groups" suggests that microtransactions will be infecting the main series games sooner, rather than later.

There may be more on this at Bethesda's E3 show this weekend.
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May
31
Posted by Ben at 15:56
Somehow it passed me by that the release date for Guilty Gear Xrd REV 2 on PC was so close to the European (and Western at that!) console release, so used have I got to fighting games being released late on PC

To get Guilty Gear Xrd REV 2 on Steam you're going to have to do a bit of work, but the short version is that you need Guilty Gear Xrd REV, then you need to buy REV 2 as dlc for the game.

The slightly longer version is that you can buy the game (from HERE) then pick whether you want versions of the game(s) with all the character dlc, costume dlc, audio dlc etc, or the cheaper option of the base game(s) with the option to pick up the extra characters as you see fit

There's a lengthy trailer below that goes in to detail on some of the changes for Guilty Gear Xrd REV 2

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May
31
Posted by Ben at 15:41
We reviewed the Vita release of Damascus Gear: Operation Tokyo a couple of years ago. I gave it a 7 out of 10.

Now the game is coming to the PS4 and has had a HD tarting up in the process

v is a hack & slash action rpg, set in a far future Tokyo, where you must destroy rival mechs to keep humanity safe, equipping their dropped items in the process

Damascus Gear: Operation Tokyo wasn't a bad game ont he Vita, helped by its price and that it was on the Vita. That's not to be dismissive of the Vita, nor Damascus Gear: Operation Tokyo, but I do wonder how well the simple gameplay will translate to the PS4 two years down the line.

Still, I had fun with it, there was quite a bit of charm to it all, and there's an awful lot of game there. It's also helped by the price, 7.99, and the promise of 60fps, all in all I'd say (based on my memories of the Vita version) Damascus Gear: Operation Tokyo HD Edition might be worth giving a go

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May
30
Posted by Mark at 14:53
Well, we asked if you wanted us to cover the ratings for Dave's Go 8 Bit DLC spinoff show, and the people spoke. Which means we get to be the bearers of bad news!

The show's first episode didn't make the top ten programmes shown on Dave for the week of 15-21 May. The tenth most popular show for the week- Live At The Apollo, immediately before Go 8 Bit, clocked up 227,000 viewers.

Additionally, the main show itself only pulled in 378,000- low considering the first series only dropped below half a million once and while the other programmes on the list saw lower viewership than normal, the following day's Taskmaster hits its usual ratings of 830,000.

It's not all doom and gloom, however- 11PM seems to be the time Britain switches its TV off for the night, so the bar is lower and given that the show seems to have been made on a budget which may run into the thousands of pence, the show may not be considered to have failed- the superficially pricier Unspun With Matt Forde also never troubled the top ten, and that's got not only another series on the way, but it got a bonus emergency one in the run-up to the election.

DLC's lack of topicality means it can be re-run in the day- as shown by it getting a repeat on Saturday mornings, in the slot Videogame Nation used to occupy on Challenge, meaning while it may not be the headline success Taskmaster or Red Dwarf are, it may still be adding enough value to Dave's schedules to be worthwhile.
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May
23
Posted by Ben at 16:24
Spiritual successor or semi-sequel, who knows really, but Gematsu have revealed that El Shaddai: Ascension of the Metatron creators are working on a follow up called The Lost Child

Plot Wise it's about a journalist who discovers the ability to recruit demons to fight other demons, so it's very much got a Shin Megami Tensei vibe, but nicely Lucifel / Lucifer from El Shaddai is back

Aside from that, it's coming to PS4 and Playstation Vita, is apparently about 90% done, and is being published by Kadokawa

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May
13
Posted by James at 09:33
Inti Creates weren't the only publisher to share Nintendo Switch sales data, as the CEO of Nippon Ichi Software America, Takuro Yamashita, recently spoke to MCV UK about how Disgaea 5 Complete has been performing globally.

The game's western release has accumulated 114,000 pre-orders ahead of its launch later this month, with two thirds of those coming from North America (78,000 pre-orders) and the remaining third from Europe (36,000).

This was far from most people's wildest expectations for the title, including my own, given the game's tepid reception at Switch launch in Japan. Indeed, Mr. Yamashita stated that the game has yet to break 20,000 sales in the region.

What's intriguing is that this demand for Disgaea 5 Complete in Europe and North America suggests a widening gap between sales of Nippon Ichi Software's games in Japan and copies sold from players in the rest of the world.

In February last year, a year after Disgaea 5 launched on PS4 outside of Japan, NIS revealed to Famitsu that non-Japan sales of Disgaea 5 stood at 112,000, while Japanese sales reached 60,000 units. That's a ratio of 2 copies sold in Europe, North America and non-Japan Asia for every copy sold in Japan, but the Switch version performance suggests that gap is widening, something NIS America hadn't anticipated to happen with the Switch version.

Based on these figures shared by the publisher, the Switch version of the game is on track to swiftly outperform first-year sales of the PS4 version outside of Japan in a matter of days after it launches on May 26. Hopefully this signals more support for Nintendo's hybrid going forward - we've yet to hear a peep out of some publishers, like Spike Chunsoft...
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May
12
Posted by James at 15:13
Speaking at the Tokyo Sandbox game developer event/mixer today, Inti Creates gave some insight into the development of 3DS and Switch release Blaster Master Zero. The reimagining of NES darling sidescrolling platforming/shooter hybrid Blaster Master took 35 people six months to make before arriving just in time for the Switch's launch day in Japan.

We also heard about the game's sales performance on the eShop; the Switch port of the game has currently racked up 80,000 copies sold. We weren't told whether this met Inti Creates' own expectations, but this is a fairly respectable figure for what was presumably a version of the game bolted on fairly late in development.

There are tell-tale signs that this was indeed the case: The Switch version of the game inherits the 3DS's strange 5:3 aspect ratio, and the game uses non-integer scaling to scale up to both 720p and 1080p resolutions, so it's fairly clear that the game wasn't originally planned to be on Switch.

In any case, 80,000 sales for the Switch version alone should have net Inti Creates a tidy amount of revenue and would have almost certainly justified the cost of the port. Whether the game sold enough for them to have broken even is hard to say, since we lack information about sales of the 3DS version, and we don't know whether the 35 staffers working on the project were solely dedicated to it or were working on other games. The former is more likely there.

Regardless of current sales, Inti clearly plans to make sure Blaster Master Zero has long legs. Last week it released an update to the game which added a new, remixed difficulty setting, and it's currently working on new DLC characters who are more than just a palette swap.
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May
11
Posted by James at 03:38
Last year's Hitman was Square Enix's first foray into producing a AAA episodic game, and it was positively received, both as a game and as a way to make a big budget third person stealth-action game work in a new episodic format.

But it appears that the game has underperformed - at least to Square Enix's lofty expectations. Just as the company revealed their greatest ever operating profit for the last financial year, they also announced today that Hitman's developer, IO Interactive, is up for grabs. The future of the Hitman IP, which Square Enix maintains ownership of, remains uncertain.

It's not the best start to Square's new focus on producing episodic content for larger games. Going episodic would bring in a return on financially risky projects sooner rather than later. Instead of spending five years and tens of millions crafting the next Final Fantasy while the dynamics of the market change around them, going episodic also enables them react to change faster.

It'd be difficult to accuse Square Enix and developer IO Interactive of doing episodic wrong with Hitman, given the quality of the game, the frequency of episodes and the responsiveness of the team to react to demands of the game's players. But it seems something didn't stack up financially with Hitman, and it's a shame that a game of its ilk couldn't exist in today's market, and an even greater shame that Square Enix won't give IO Interactive another shot.

Square Enix notes that it plans to double down on its most well-known IP. No pressure on Final Fantasy VII Remake, Square's next big budget episodic game, then...
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