New Games |
- Sup Holmes: Sext Adventure gaming with Zoe Quinnzel
- Famous faces awkwardly pose with a Mr. Destructoid sprite
- E3: Medal of Honor: Warfighter sure is a military FPS
- E3: Into the Pixel show had art and goat cheese crackers
- Cave's Bug Princess 2 Black Label flying to iOS platforms
- E3: Battlefield 3: Armored Kill epitomizes the franchise
- E3: Hawken is getting its own ridiculous controller too
- Non-Specific Action Figure has the last word of E3
- Abe's Oddysee being remade from scratch
- Jimquisition: The positive side to punching nuns
- E3: Resident Evil 6 features four-player co-op, sort of
- Grasshopper announces student-made PlayStation Vita games
- E3: Retro City Rampage in my hands! My dreams came true!
- E3: A peek at the Videogame History Museum booth
- E3 Rant: You got what you asked for, happy now?
- E3: Persona 4 Golden makes me want a Vita
| Sup Holmes: Sext Adventure gaming with Zoe Quinnzel Posted: 09 Jun 2012 04:00 PM PDT [Destructoid's Director of Communications Hamza Aziz asked Jonathan Holmes to make a show called 'Sup, Holmes?' so that Destructoid could later sell a t-shirt that says 'Sup, Holmes?' on it. This is that show. Download the audio-only podcast version, subscribe to the podcast feed and find more episodes here.] On this weeks Sup Holmes? we'll be hanging out with Zoe Quinnzel, co-founder of Dames Making Games, creator of the Jeff Goldblum Staring Contest, and co-developer of the upcoming romantic comedy text-focused game It's Not OK, Cupid, among others. We'll be talking to Zoe about the forgotten art of text adventures and the causes behind the genre's recent resurgence, why she wanted to start Dames Making Games, and much more. The show starts on SUNDAY, June 10th at 1pm PST/4PS EST. Jump in the chat with us and we'll be your new best friends!
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| Famous faces awkwardly pose with a Mr. Destructoid sprite Posted: 09 Jun 2012 03:30 PM PDT A couple months back, Holly Green made an adorable Mr. Destructoid Perler bead sprite with the idea that a bunch of industry personnel and other famous Internet celebrities would gladly pose for photos with the little green square, no questions asked. E3 2012 sounded like the perfect time to put that idea to the test. Armed with the sprite and my iPhone, I scoped in and around the convention hall for prime candidates. Unfortunately, I was unable to take as many pics as I would have liked, and some of the pics I did manage to snap turned came out blurry. Still, enough folks were more than happy to look like dorks for the camera. It's a small gallery, but it gives you an idea of the kinds of people you'll run into at a large event such as E3.
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| E3: Medal of Honor: Warfighter sure is a military FPS Posted: 09 Jun 2012 03:00 PM PDT It hasn't even been five years since the advent of Call of Duty 4: Modern Warfare, and already we have games with incredibly uninspired gameplay and generic names to go with it. This isn't to say that Warfighter isn't a competent shooter, because it is. If, somehow, you're not entirely burned out on modern-day first-person shooters, then you may want to read further about Warfighter. If there's one interesting mechanic that Warfighter brings to the table, it’s the Fire Team system. Essentially, in multiplayer games, you're given one other player as part of your Fire Team, with plenty of benefits stemming from sticking together throughout the match. I'm not sure it's a good enough mechanic to warrant Warfighter's existence, but it's definitely something new and appreciated. The best part about the Fire Team mechanic is that is really works. There's an incredible amount of incentive to stick together, and doing so is crucial to the success of your team. If your buddy goes down and you avenge him by eliminating his killer, he'll respawn instantly. If you need health or ammo, you can restore both if you're near your Fire Team friend. You can also spawn on top of them when you return from death, but that's nothing new. Other than that, there isn't too much worthy of note in Medal of Honor: Warfighter. I only got to demo the multiplayer, so the single-player experience is completely unknown to me. All of the usual guns make their appearance, and each class has a unique ability they can utilize on the battlefield. The heavy gunner, for instance, can call down a drop ship that acts as a spawn point for the rest of the team, and as a turret for the heavy gunner. The sniper, on the other hand, can utilize a remote-controlled plane and dive-bomb it into enemy territory. As I mentioned, there's nothing fundamentally wrong with Warfighter. It strives for a more realistic approach to the genre and seems to stick to that M.O. rather well. The game's visuals are also wonderful on a technical level, though there's not exactly any style or flair to them. If you were already super excited about another Medal of Honor game, then it looks as if this game won't disappoint you. If you want something new and fresh in the genre, look elsewhere. |
| E3: Into the Pixel show had art and goat cheese crackers Posted: 09 Jun 2012 02:30 PM PDT Near the entrance of the convention center throughout E3 was the Into the Pixel art gallery, a collaboration between the Academy of Interactive Arts & Sciences and the Entertainment Software Association that showcases various pieces of contemporary videogame concept art. It's celebration of the art of games themselves and the artists who make the games we enjoy such a treat to explore. The gallery itself was some high-class shizz. We were served burger sliders with feta cheese and grilled onions, Asian salad dumplings, and the aforementioned goat cheese crackers, all accompanied by an open bar featuring a selection of beers and wines. It was easy to imagine yourself miles away from the roar and the hustle of E3 proper. With wine glass in hand, I felt like a right upstart prick. In the gallery bellow, you'll find the 16 pieces from this year's show. My favorites were definitely the Gravity Daze and Journey pieces, but there are also solid works from Halo 4, Diablo III, Skullgirls, and more. Check 'em out! |
| Cave's Bug Princess 2 Black Label flying to iOS platforms Posted: 09 Jun 2012 02:00 PM PDT
Oh would you look at that, Cave Interactive will be ferrying yet another shooter from the arcades to the pockets of shooter fans everywhere. After releasing Akai Katana on the Xbox 360 last month, the Japanese developer looks to the future, announcing the impending release of Bug Princess 2 Black Label for iOS platforms. Back in April Cave released Bug Princess 2, a localized mobile version of the 2006 arcade game Mushihimesama Futari. In addition to sharing a name with a rather delicious whisky, Black Label sports new challenges, an alternate scoring system and God mode. Perhaps the most significant addition is a Bosh Rush feature that pits you against the bosses from both Bug Princess titles. While that's great news it ls as though that Boss Rush mode might be subject to microtransactions or require the original Bug Princess to unlock certain content.Cave will probably be more willing to divulge more on the subject along with pricing and a release date sometime in the near future. |
| E3: Battlefield 3: Armored Kill epitomizes the franchise Posted: 09 Jun 2012 01:30 PM PDT Battlefield 3: Armored Kill is the third in a series of expansions for EA's military first-person shooter, following Back to Karkand and Close Quarters. Armored Kill has a strong focus on vehicles, introducing five new vehicles and a Tank Superiority game mode. There's also Bandar Desert, the biggest map in Battlefield history. I got some hands-on time with Armored Kill at E3 and the focus on huge areas and vehicle warfare made it feel more like Battlefield than ever. I had played Close Quarters prior, which felt more like "Shootin' Dudes Till They Die: The Game" than anything remotely Battlefield related. Armored Kill was much better crafted, I'm glad to say. When DICE mentioned that the Bandar Desert map is the biggest in Battlefield history, they weren't joking. This map is absolutely enormous! Once I accidentally clicked the wrong spawn location and had to walk about four minutes to any sort of action. Why don't people driving the buggies ever stop to pick people up?! The map is part desert and part neighborhood, creating both a vast open area and offering plenty of walls to hide behind. It really felt as if this map was its own environment, and not just some arbitrary arena to shoot each other in. There could be multiple conflicts going on all across the map at the same time, so teamwork will be a necessity to claim victory. Naturally, the vehicles, old and new, are a great way of getting around the sprawling new map. It's easy to get flanked in such a large area, so driving in the safety of a tank with your squad members is often times your best bet. There's also plenty of smaller vehicles around in case you need to get around quick, so long as they're kind enough to pick you up. Planes are in no shortage either in the Bandar Desert. I've never been able to competently fly the air vehicles, so I always stick to the ground. Seeing all of this vehicular action combined in one giant playground really gives you the sense of scale that the Battlefield series has always strived for. Watching planes go down as you move with your squad throughout the neighborhood houses is an absolute delight. While I can't vouch for the other expansions, and would even speak against Close Quarters, Armored Kill looks as if it's an easy decision for fans of the Battlefield franchise, and a step in the right direction. |
| E3: Hawken is getting its own ridiculous controller too Posted: 09 Jun 2012 01:00 PM PDT I bet every original Steel Battalion fan just got goosebumps upon seeing these images of the MEK-FU controller, huh? I know I did when I saw it in person last week at the Hawken party during E3. Of course, there's a sense of dread that comes along with thinking of the original Steel Battalion controller, as that giant overpriced thing became instantly useless. Let's make something clear right from the start: The MEK-FU controller is a USB-based, fully programmable controller. You'll be able to use it beyond just Hawken. The controller is designed by RIPLEIGH, a new accessory company that's giving the accessory market a spin. Chen Yisheng, CEO of RIPLEIGH, was at the party and told me the team did a lot of research in order to design the MEK-FU. They even have someone on the team that drove tanks for the military. The controller features two joysticks, numerous buttons, flip switches, and everything else you'd think would be necessary to control a giant beast of a mech. How many buttons, exactly? The funny thing is that Chen Yisheng wasn't even sure, but there's a lot. Hell, there's even a full keyboard on the controller! Another amazing feature of the MEK-FU is that you can attach your mobile or tablet device straight onto the controller. This is to serve as a secondary screen, or even as the main screen, which will work with Hawken thanks to the Gaiki streaming partnership. Everything you're seeing here is in prototype form, but it's pretty close to what they imagine the final design will be like. RIPLEIGH is still playing around with some ideas, one in particular that Chen told me was that they're thinking about making one of the joysticks useable as a standalone device. I strongly encouraged Chen that would be a great idea. The MEK-FU will be out early next year, hopefully very soon after the release of Hawken this December 12. Before leaving the Hawken event, Chen asked me how much I would want to pay for the controller. I told him if they were to include the standalone joystick idea, I'd pay in the $150 range. How much would you be willing to pay? |
| Non-Specific Action Figure has the last word of E3 Posted: 09 Jun 2012 12:30 PM PDT
Seriously, with all the nothing going on in terms of announcements, Non-Specific Action Figure really did do the best job. Also, I love how this entire segment looks and sounds like a WWE backstage promo. |
| Abe's Oddysee being remade from scratch Posted: 09 Jun 2012 12:15 PM PDT Oddworld Inhabitants has announced that it's scrapped plans to redo Abe's Oddysee in high definition, instead completely rebuilding the game from scratch. According to the game series' Facebook page, this is going to be an all-new title rather than a reworking of the PlayStation One classic. Whether the gameplay will change or retain any sidescrolling puzzle-platforming remains to be seen, but details are due to come a little later in 2012. "We decided to reboot it, not just an HD update to the original PS1 title, this is a NEW game," said the company. "It will be getting it's first public showing LATER this year, with a release date of NEXT summer (2013)." The original announcement was interpreted by most to be a complete reboot, but Oddworld Inhabitants clarified to say the game would still be the original rather than a dramatic new game. The original game will be used as the blueprint, but the final release will not simply be the old code spruced up. It'll be all-new assets. Not quite as exciting as a brand new game, but I'll take it! |
| Jimquisition: The positive side to punching nuns Posted: 09 Jun 2012 12:00 PM PDT
This episode went up last Monday but didn't get posted here due to me being in L.A. at the time it went live. The reason for the subject is a little dated now, especially with IO Interactive issuing an apology and kickstarting a new chapter in the saga, but the underlying message is evergreen, I think. In any case, here's a video about the Hitman: Absolution trailer and why it was good that it pissed so many people off. |
| E3: Resident Evil 6 features four-player co-op, sort of Posted: 09 Jun 2012 11:30 AM PDT While Allistair and Ryan were busy playing Resident Evil 6, I had a chance to sit down with Producers Hiroyuki Kobayashi and Yoshiaki Hirabayashi, and Director Eiichiro Sasaki where they detailed just how the four-player co-op of Resident Evil 6 works. There are three playable storylines focusing on a pair of a characters in each, and all the storylines are overlapping during the same time period. At certain points during the story, there will be a crossover point where four of the characters will have to work together in order to get through the level. Yoshiaki Hirabayashi demoed just how the crossover stuff works by taking us to a point where Leon and Helena's story crosses over with Jake and Sherry's. Leon is looking for a man related to the bio-terror attacks, and it turns out Sherry works for the man he's searching for. The reunion is cut short as the monster that has been chasing Jake and Sherry throughout their story has caught up to them once again. All four lay on the assault, and after about five minutes the monster runs away. Now the group is trying to find a way out of the area they're in, and here we see Leon and Sherry climb over a wall to find a way out. The teams can be mixed and matched, but only during these crossover points. Once this level is over, both parties go back on their respected paths. Capcom is designing these sections so that the team you partner up with are actually other players that are at the same point you are. The game will ask for your permission before allowing others to join you, and declining the option will just throw in AI controlled characters. I asked the team if we'll ever see a point where all six characters will have a crossover, but unfortunately they're limited to just four at a time. Still, I like the idea behind mixing the storylines together like this. It makes think of Resident Evil 2 during all the crossover-like points in that story. Aside from that, though, I am so conflicted when it comes to Resident Evil 6. The series is having an identity crisis, and despite the team stating they're retaining the survival horror feel I just couldn't see it. It feels like an action shooter more than anything else, and I can deal with that because I love the whole lore behind this series. What I can't deal with is the camera. It is just WAY too close, with your character blocking too much of the screen. That seriously needs to be fixed before the October 2 release date. |
| Grasshopper announces student-made PlayStation Vita games Posted: 09 Jun 2012 11:00 AM PDT Juliet Starling's zombie slaying adventure might be coming to stores next Tuesday, but I wanted to talk to you about some other students affiliated with Grasshopper Manufacture. In June of last year the Lollipop Chainsaw developer launched their "Game Campus Festa" program, accepting pitches from teams of Japanese game development students looking to work alongside the studio to make PlayStation Vita titles. After starting development last September and finishing in February, Suda 51's company approved five of nine for release on Sony's portable. A collection of puzzlers and action games called Uni Uni Union, Eledive, Mou Sou Suru Shika Nai!!, Octalide, and Volt, these titles will be made available exclusively to Japanese PlayStation Plus members on June 21. Grasshopper Manufacture Announces PS Vita Game Campus Festa Winners [Andrisang] |
| E3: Retro City Rampage in my hands! My dreams came true! Posted: 09 Jun 2012 10:30 AM PDT The final game I checked out at E3 was the PS Vita port of Retro City Rampage, the title I was most looking forward to playing. With the copious amounts of hands-on previews and the frustration of its seemingly endless development, I have been beyond antsy. It was supposed to come out last month! I rubbed shoulders with creator Brian Provinciano, who guided me through several game modes including the three crossover minigames: 'Splosion Man, Virtual Meat Boy, and BIT.TRIP Runner. We've seen videos of the former two games, but Runner has been hiding in the shadows until now. Before I discuss the minigames, let's talk the main campaign. I was worried that with the constant coverage and the various Easter egg reveals, there would be no surprises. Rest assured that Brian has been keeping his cards close to his chest. In the first couple of minutes, I saw the Mega Man 2 building, a guard on the roof of said building shooting a duck from Duck Hunt, and a Joker-like criminal named Jester. There were probably more secrets that I failed to pick up on, but these immediately stuck out. Sure, you might have heard of or seen these "secrets" already, but their appearances are so frequent and numerous that you can expect a constant stream of cameos every second. For example, Brian told me that the jetpack you eventually receive is given to you by Billy Campbell, the actor who played the Rocketeer in the film of the same name, having given permission for Brian to use his likeness. I took part in a heist, driving a car that controlled like the vehicles in R.C. Pro-Am, running over civilians and collecting coins. On the streets, you can choose to shoot your weapon either by running in a direction and pushing the fire button or by using the second stick, effectively granting the opportunity to play the game as a twin-stick shooter. The minigames themselves are spot-on recreations of the originals save for Virtual Meat Boy, in which you run towards the screen and must dodge spikes and sawblades while collecting bandages. I was unable to try out the stereoscopic 3D, unfortunately, as Brian seemed to have misplaced his cardboard glasses. 'Splosion Man is just as challenging as the original. You must blow yourself up to cross pits of acid, launching yourself into the air after each explosion. You must time the blasts perfectly in order to gain extra momentum from exploding canisters. Finally, BIT.TRIP Runner finds Commander Video collecting power-ups as he hops over obstacles. Unfortunately, there are no assets for Runner, but I'm sure Brian will release a teaser trailer eventually as he did for the other two. As amazing as my playthrough was, I miss not being able to listen to the soundtrack, composed by Jake "virt" Kaufman, Leonard "Freaky DNA" Paul, and Matt "Norrin Radd" Creamer. There were no headphones on hand, and the din of the show floor drowned out the Vita's tiny speakers. The Vita seems like a perfect fit for RCR. The screen is just large enough that the super tiny details are still clearly defined. It's the perfect portable experience, and I'm glad that the option is there for gamers on the go. It's not like you guys don't have a bazillion other options -- Retro City Rampage is also coming to WiiWare, PSN, XBLA, Steam, and GOG.com, remember? It's all on you now, Brian. C'MOOOOOOOON, man! |
| E3: A peek at the Videogame History Museum booth Posted: 09 Jun 2012 09:30 AM PDT While the E3 show floor is primarily concerned with showing the world what's next for the videogame industry, The Videogame History Museum brought a little bit of its past to the event this week. Tucked in the corner of the show floor, a wide array of game memorabilia was on display from some of the earliest days of our hobby as well as functioning classic consoles to allow show-goers to experience the systems they might have missed. As a person fascinated by this industry from a historical perspective, this was an amazing booth to visit. The table of old game advertisements alone had me rapt, from the "melting skull" magazine ad for the TurboGrafix-16 release of Splatterhouse to a cardboard standee promoting the never concluded Swordquest contest back in the Atari 2600 days. Check out the photos that I took of the booth in our gallery below to see just a small portion of all the cool stuff The Videogame History Museum had on display. |
| E3 Rant: You got what you asked for, happy now? Posted: 09 Jun 2012 09:00 AM PDT I'm an old school gamer, but I like to think I have an open mind. I like it when series reinvent themselves and I rarely object when a developer attempts a new aesthetic or visual style. I was there to applaud Konami's Guillermo del Toro-inspired Castlevania reboot, Lords of Shadow, and was happy to see Silent Hill attempt something new in Shattered Memories. In this day and age, publishers are always going to drag out established franchises, so I'd much rather see them stitching new dresses for them to wear instead of beating a dead horse. I don't think I'd want to see anyone beat a dead horse, now that I think about it. Consumers-at-large aren't so different then me: They demand something new out of their favorite franchises. The key difference is that they demand something new that has been done to death by others. Publishers are in no place to argue against consumer demands, so they bowed down and homogenized their once unique franchises. This is an alarming trend I saw at this year's E3. Here's three examples of great franchises dumbed-down and removed from their defining elements. Boobs do not define this franchise. At least, not for me. I felt insulted after I read previews from this and last year's E3, stating Lara Croft is more vulnerable because she constantly cries out in pain -- never mind that she can get SHOT IN THE HEAD WITH A SHOTGUN AND KEEP WALKING -- and is more human because her boobs aren't perfectly round balls made of gelatin anymore. They're more like American Apparel boobs now. Crystal Dynamics can morph Lara's boobs and make her moan all they want, as far as I care, because that's not why I ever played Tomb Raider. The appeal of Tomb Raider has always been the element of exploration. Only Super Metroid and BioShock come close to the loneliness and awe that Tomb Raider's large environments can convey. Even better is that every room is a platforming puzzle that must be solved. You look on to the other side of a chasm, wondering how you'll ever get there and slowly work your way one step at a time. Though there have been some drops in quality after Tomb Raider 2, Crystal Dynamics got things back on track with the excellent current-gen releases. Yet, the internet complained. They said that Lara's quaint puzzle-solving and platforming is outdated and can't compare to the high-end thrills of Uncharted. On the surface, the games are similar enough: you climb cliffs, explore tombs, adventure, and shoot at things. So, Crystal Dynamics made a game in response to this. I thought this may be true at last year's E3, but these grievances were finally confirmed this year. Lara is now in a cover based shooter, running-and-gunning her way through thugs, shotgun in hand. Even worse, we now have QTEs and over-the-top cinematics that will greet us at every turn. Crystal Dynamics have taken her out of the tomb and placed her right beside Drake in the jungle. The series I once loved has been killed and now we have female Uncharted in its place. Good going, internet! I won't even capitalize you anymore! I loved stopping, aiming my laser sight, and taking shots at zombies in Resident Evil 5. Yet, by the time the game came out, the world had already moved on to Gears of War and Uncharted. While I love those games, there is nothing quite like the pacing of RE4 and RE5's combat and the feeling of a well placed head shot. Yet, forum boards and critics alike rejected the notion of standing still to aim. Never mind that it's far more realistic and fun, especially when implemented against slow-moving zombies. So, here we are at RE6, where characters now slide on the ground, throw grenades like crazy, and fire machine guns while moving toward fast-moving, armed zombies. The unique pace and feel of Resident Evil 4 & 5 has been thrown out alongside any remnants of survival horror the series had upon their release. Now, we have Gears without cover or Dead Space 3 without the interesting weapons and abilities. So, now you can move and shoot at the same time. HAPPY!?! This is the new Resident Evil, yet it feels very old and familiar in 2012. Doom 3 was the sequel everyone always wanted and the reboot no one wanted. The fast-paced action had been morphed into a survival-horror game. Ironically the opposite of what happens these days. The languid pacing, narrow corridors were unnerving, but it was something else that got under the community's skin. The flashlight. "Why can't I use the flashlight and guns at the same time, in this futuristic setting? For crying out loud, anyone can achieve this with duct tape!" Or, with a player-made mod released a week or so after Doom 3 hit PCs. Yet, this mod undermined what made Doom 3: The constant vulnerability that comes from balancing not being able to see what is in front of you versus not being able to combat what you can see. The game's most memorable moments took place in its darkest rooms. Once you illuminate them with a shotgun's flashlight, you miss out on a key part of the game. id Software heard the cries and they are here to address the complaints ... eight years later. The tweaked and updated Doom 3 release, BFG, is addressing this non-issue, despite the game being designed around it. The Penny Arcade Report says it best:
Out with the old, in with the new-old I repeat: I'm not against franchises being re-imagined for a new audience and generation. But, what happens when that audience and generation just wants every title to be like the ones they already know and enjoy? Publishers keep making old franchises resemble popular franchises, that were novel five years ago, all while not contributing any new experiences or properties. Dishonored and Watch_Dogs stood out at E3 because of this -- okay, and being awesome. As I walked the E3 floor, I became increasingly alarmed by how homogenized games are becoming. The upcoming Splinter Cell, Metal Gear Solid, and Hitman games are taking great strides away from stealth, in order to service an audience hungry for more fast-paced action. Franchises only have a couple things that define them and they are not defined by their characters or setting as much as play. This isn't the way publishers would have it, though. As excited as I am for Metal Gear Rising, I worry about what sort of standard it is setting for other stealth franchises and whether its success means we'll never see a true Metal Gear Solid ever again. Give me a teen-rated "Kid Snake", a cel-shaded MGS, or set the game in the 18th century. But, don't strip a game away from its defining mechanics and ideas, even if the angry, vocal mob of the internet is begging you to conform. Because, the internet too may mourn the loss of a great franchise someday and having that franchise's ghost linger only makes it harder to bare. Lara, Leon, and Doom guy: We lost you all too soon. |
| E3: Persona 4 Golden makes me want a Vita Posted: 09 Jun 2012 08:00 AM PDT Sony’s press conference did very little to sell me on their new portable hardware. Atlus, however, sold me as soon as they put a Vita in front of me that was running Persona 4 Golden. The Vita’s screen combined with the redone visuals combine for one of the tastiest RPG experiences this side of June. Persona 4 Golden is a perfect fit for the Vita, and if you’re like me, you’ll take any excuse to jump into the town of Inaba. If you missed out on Persona 4 the first time, Golden will deliver one of the best RPG experiences with even more than the PlayStation 2 version. The game itself is fundamentally unchanged, but that is in no way a bad thing. There are extra features though, including a new character, new Personas, more voice work, and motorbikes! The menus are also completely redone and are incredibly smooth and sleek, using the touch screen to swipe back and forth. I cannot stress enough just how beautiful Persona 4 Golden looks running on the Vita’s screen. Textures are smooth, colors are vibrant, and each little detail comes to life. The anime cut scenes look even better than before, and in Golden, there are even more of them than in the PlayStation 2 version. Once you unlock the cut scenes, you’ll be able to view them at any time. The music will also be available for your listening pleasure in this version. Considering Persona 4 has some of the best music in an RPG, this is certainly a welcome feature. The game controls the exact same way as before, since the Vita has both analog sticks for character and camera movement. Combat also remains unchanged; the classic turn-based RPG style is still intact. Unless you’ve already played and disliked the original Persona 4 or simply avoid everything JRPG, there’s so many great things to entice you to play Golden. Persona 4 Golden will hit US shores on October 23, 2012. |
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