Thursday, November 1, 2012

New Games

New Games


Artists Wanted: 'Crossover' recap and your next topic!

Posted: 01 Nov 2012 04:00 PM PDT

Artists Wanted: 'Crossover' recap and your next topic! screenshot

[Every month we post a new art assignment for the Dtoid community. Fun! You have until Friday, November 30th to finish this month's project, which is detailed at the end of the post!]

It's a bird! It's a plane! It's... Marichu?

Six of you submitted your dream videogame CROSSOVERS for scrutiny this month, and six of you knocked it out of the park! Hit the jump to see all the wonderful Artists Wanted projects for October!

Our first entry for the month was "Mario X Siren" by Panzadolphin56. Here's what he had to say about his nightmare-inducing work:

Mario always sounds so goddamn chipper all the time in his games, for no apparent reason. It bugs me; nobody's that happy -- at least, not without medication. 

The only way I could really think of to break somebody like that was to put him in a psychological horror game, and force him to brutally murder his friends and family over and over again until he can solve a series of unrelated, unexplained puzzles that make little or no sense without a walkthrough. 

Yeah... he'll break, eventually.

I think we all just broke a little, Panza.

Next up (and far less creepy) was "Celebration vs Progression" by OLYJNS. OLYJNS wrote up an absolutely wonderful blog to go along with the art you see above and no single caption can do it justice, so click here to read the whole thing!

Thanks, OLYJNS!

The next entry for the month was "Marichu" by noobspoon. Here's what he had to say about his art:

Mario's Tanooki suit; what more could Pikachu ask for?

I've been playing Mario Kart 7 a lot and I love how they brought the Tanooki suit over to the Mario Kart series, so I decided since Pokemon Black and White 2 are on the horizon I'd do a homage to both titles in one. I mean, who doesn't like Mario and Pokemon?

Serial killers like Panza up there, that's who. Nice work!

Next up was Roberto Plankton with his entry, "Follow the Rainbow". Like OLYJNS, Roberto wrote up an awesome blog describing his dream crossover and love of co-op games in general. Click here to check out the whole thing!

Nice work as always, Roberto!

Up next is "Super Man World" by Anaugi. Here's a bit about the piece:

It was a really easy idea and it may have been done before, but maybe not. It's ridiculous to see Superman riding on Yoshi because of how impractical it is.

Ridiculous? Yes. Fantastic? Also yes! Thanks, Anaugi!

October's last submission was "Katamari Effect" by Iacopo Donati. Here are some thoughts about this awesome art:

When thinking about a crossover the hardest thing was finding two IPs that had at least something in common AND that were funny when put together.

I couldn't get any inspiration, when suddenly it dawned on me. The perfect match: two great harvesters of helpless sentients uniting their powers towards a greater purpose; both aiming at making something greater from the flesh of lesser beings trough destruction and resurrection in a different shape; both serving a tyrannical paragon of their kind that refers to himself with majestic plural. 

It was then that I knew that the Prince of All Cosmos and the Reapers were born to be together. 

Holy shit that's brilliant. Awesome job, Iacopo!

And that's it for October! What an awesome month; thanks to everyone who contributed!

Next, November's assignment. For this month, I'd like you to create your own SELF PORTRAIT in the style of your favorite videogame! You can doodle yourself in all your 8-bit glory in the style of Mega Man, with full HD stubble and a half-tucked shirt as a character in Uncharted, or anything in between! This one's all about sharing yourself with the community; not only what you look like, but your taste in games as well!

To see your art appear on the front page, simply write a community blog and title it "SELF PORTRAIT: [Title]". In the blog, post your art and a bit about the process that went into making it. Then at the end of the month, we'll gather them all up and put them on the front page!

Have fun!

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Oh look, more Grand Theft Auto V promo items leaked

Posted: 01 Nov 2012 03:30 PM PDT

Oh look, more Grand Theft Auto V promo items leaked screenshot

Retailers will be taking pre-orders for Grand Theft Auto V starting on November 5, and Rockstar will be giving out little collectible Los Santos Photo Viewers as a bonus incentive to put some cash down early. How do we know this? Because spiteful retail employees have gone ahead and leaked a bunch of things! 

The view finder shows at least five of the different locations you'll be able to explore, including Vinewood Hills, Vespucci Canals, Grapeseed, Zancudo River, and Del Perro Pier. A couple more posters have also leaked out, with one of them depicting a dog. I don't know about you, but having animals in a GTA game would be pretty cool. It worked well in Red Dead Redemption.

More Leaks Coming In [GTAGaming]
GTA V ~ Hi-res version of the posters [AllGamesBeta]

Photo Photo

Army of Two: The Devil's Cartel coming out on March 26

Posted: 01 Nov 2012 03:00 PM PDT

Army of Two: The Devil's Cartel coming out on March 26 screenshot

Army of Two: The Devil's Cartel releases on March 26, 2013 in North America, and March 29, 2013 in Europe. Folks that pre-order the game will be upgraded to the "Overkill Edition," which will include early access to three "Overkillers" contracts, more guns, and more costumes. You know, because a game like this totally needs stuff like the "Day of the Dead" themed outfits. For real, that's a thing.

I played the new Army of Two earlier this year and felt the game was pretty average. Looks great, plays well, and the co-op is neat. Just nothing really there that demands you throw $60 at this game.

Roger Avary to write and direct Castle Wolfenstein movie

Posted: 01 Nov 2012 02:30 PM PDT

Roger Avary to write and direct Castle Wolfenstein movie screenshot

Of all the games to get the big-screen treatment, Castle Wolfenstein? Now? You know, that could probably work out decently enough. Film producer Samuel Hadida and Panorama Media announced the project's production today, noting that Roger Avary (Pulp Fiction, Silent Hill) is set to write and direct the adaptation.

This is being described by Hadida as an action-adventure film "more evocative of Inglourious Basterds than the actual World War II" in a "vaguely futuristic retro world as fun as Captain America." That's certainly a sentence all right.

Avary further paints the picture, saying "I have always thought Wolfenstein, transformed and opened for the screen to wider audiences not familiar with the games, would be a major cinematic experience, which is why I introduced it to Samuel. He bought the rights, and I could not be happier that we are now embarking on this adventure."

Roger Avary to Direct Video Game Adaptation CASTLE WOLFENSTEIN [Collider -- Thanks, de5gravity]

Crysis 3 pre-order gets free original Crysis download

Posted: 01 Nov 2012 02:00 PM PDT

Crysis 3 pre-order gets free original Crysis download screenshot

I don't know what else to tell you! The headline says it all.

Pre-order Crysis 3 and get a free digital download copy of the original Crysis for Xbox 360, PS3 or PC. I heard some whiny babies on social networks say that they already have Crysis. Shut up, whiny babies!

Those babies don't have the other pre-order bonus, Crysis 3 Hunter Edition. It gives pre-order customers access to the Predator bow and Hunter Nanosuit.

Crysis 3 will be released February, 2013.

Mass Effect Trilogy arrives on PlayStation 3 in December

Posted: 01 Nov 2012 01:30 PM PDT

Mass Effect Trilogy arrives on PlayStation 3 in December screenshot

While it was already announced that Mass Effect Trilogy would hit PC and Xbox 360 on November 6 in North America, the last PlayStation 3 owners heard was an ominous "later date" for their version of the compilation.

BioWare has given an update on the situation, revealing a December 4, 2012 launch for both Trilogy on PS3 and the original Mass Effect as a standalone release on PlayStation Network. For Europe, those aforementioned dates are Nov. 9 and Dec. 7, respectively.

Writing about the process of making this all happen, external producer Ryan Warden said that "Our internal team cranked into high gear and Edge of Reality really turned on Beast Mode and started crushing bugs. We worked around the clock to ensure the game performed at, or better-than, the performance metrics that we had from the Xbox 360. And they did it. Mass Effect on the PS3 runs pretty damn well."

Ryan Warden: An Update on the Mass Effect Trilogy [BioWare via VG247]

The More you Row: Saints Row 3 Full Package trailer

Posted: 01 Nov 2012 01:00 PM PDT

The More you Row: Saints Row 3 Full Package trailer screenshot

Next week, THQ is set to unleash the "Full Package" edition of Saints Row: The Third. A re-issuing of the 2011 game, it also packs in every bit of additional content released, including missions, vehicles and costumes. You'll be able to pick it up in stores on November 6 in the US, and everywhere else on November 16.

And to celebrate All Saints Day, Volition has also dropped a few new items into the game, including a hoodie, basketball jerseys and an antennae hat. Just pop on down to Let's Pretend in the game and they'll be waiting for you to try on, if you're so inclined.

I really loved The Third, enough that it became an obsession until I'd completed everything in the main game (save maybe a race or two; I do have my limits), but for some reason I didn't play more than a couple hours of the additional content. I was having fun with the GenkiBowl missions and then just lost interest in playing further, it seems. I honestly don't know why I never played the rest of it (I bought a season pass, after all). So, I guess I can't really speak to how much of a value this will actually be for people. What say you?

These Mario-themed 3DS XL designs for China look great

Posted: 01 Nov 2012 12:30 PM PDT

These Mario-themed 3DS XL designs for China look great screenshot

I didn't think I was one to normally get jealous about region-specific console designs, but there's no denying the appeal of these 3DS XL designs heading to China (via Tiny Cartridge).

They'll be launching in December with Super Mario 3D Land and Mario Kart 7 pre-installed, though it's not like that matters for the majority of us. For what it's worth, do you have a preference between the three?

Review: Street Fighter X Tekken (Vita)

Posted: 01 Nov 2012 12:00 PM PDT

Review: Street Fighter X Tekken (Vita) screenshot

Launching just seven months ago on consoles, it seems that Street Fighter X Tekken never really caught on in the fighting game community. Some would argue this was a result of the quality of the game itself, but a bit of controversy surrounding the on-disc DLC and confusion about which characters would appear where certainly didn't help matters.

Having said that, back in February, we told you that with Ultimate Marvel vs. Capcom 3 on the Vita, portable fighting has never looked so good or played so well. It appears that Capcom has outdone themselves again in making the most beautiful, playable portable fighting experience out there.

Street Fighter X Tekken (PlayStation Vita)
Developer: Capcom
Publisher: Capcom
Released: October 23, 2012
MSRP: $39.99

There's no question about it: this game is gorgeous, and it's easily one of the most colorful, eye-catching games on the Vita right now. With Ultimate Marvel, Capcom cut the effects and backgrounds down (making the latter static) to keep the rest of the game as visually striking as it appeared on consoles.

This time around, backgrounds are fully animated and the effects were only nicked ever so slightly. The character models are fully detailed and you won't find any jaggies on screen, making the high locked-in frame rate all the more impressive.

If you've played the console version, you've played the Vita version -- for the most part. The slick, tag-team-based gameplay is still here and better than ever as the responsive Vita buttons make you feel like you're more in control than with a standard gamepad (in fact, the game even lets you Cross Link with the PlayStation 3 version to use your Vita as a PS3 controller).

Just as in Ultimate Marvel, Street Fighter X Tekken gives you the option to use the front and rear touch screens to basically play the game for you. While still as useless as before, it's certainly there if you just want to destroy your opponent as mindlessly as possible; no reason to use it otherwise.

If you've played the 3DS port of Super Street Fighter IV, you'll feel right at home with SFxT's other touch control option. On the right half of the front touch screen, there are four tiles. Each of these can be set/sized to your liking, such as your preset combos or maybe even just one of your punch or kick buttons, or nothing at all if you so choose. It doesn't make the game significantly easier in any way (or offer any advantage), but simply acts as a convenience.

The entire menu system can be interacted with the front touch screen (Trophy Viewer, Gallery, and Customize modes require you to use the touch screen). It's worth noting as Ultimate Marvel didn't offer this for some reason. There's also a new mode that lets you use the Vita's augmented reality capabilities to put your favorite characters into your living room or wherever else and take pictures of them. It's cute, but it was extremely slow and didn't quite work right in my time with it.

Exclusive to the Vita version is a download code which will net you all twelve of the added characters for your copy on PS3 (these characters are on the cartridge, so it is not necessary to redeem this code to have the characters on the Vita), and will give you all of the alternate costumes for the original 38 characters.

Multiplayer is comparable to the console version. In fact, it's the exact same as cross-platform play is supported. Vita players can face each other, against PS3 users, and vice versa. Fighting against a PS3 player from the Vita works flawlessly -- there's also something to be said about being able to play against someone who's on a console from wherever you might be.

The only lag to speak of from my experience only appears right before and after the fight. Obviously, it doesn't interfere with the actual match, but it's strange that it even happens. Everything went down smoothly, and none of the weird audio syncing errors that plagued the console versions of Street Fighter X Tekken are here.

Whether or not you'll enjoy the handheld version of the game is really up to you. If you couldn't stand the original console release, there's likely nothing here that will make you change your mind. But if you do decide to pick it up for the first time (or again), you will be treated to an absolutely gorgeous game that plays better than its older console brother, and gives you the most bang for your $40.

Street Fighter X Tekken for the Vita is not only the best version of the title, but it's also easily the best-looking fighter on the handheld, and it could be said that this is the best fighter on the Vita right now. Considering its competition, that's saying quite a lot.

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New character Raelynn joins Awesomenauts

Posted: 01 Nov 2012 11:30 AM PDT

New character Raelynn joins Awesomenauts screenshot

Ronimo Games isn't letting up one bit in support of their 2D platforming MOBA, Awesomenauts, releasing update 1.8 today on Steam. This update brings with it yet another new character, Raelynn, who carries a sniper rifle for powerful, long-range shooting and a force field she can deploy to slow and damage enemies.

A ton of other balance adjustments were made as well. Notable among the changes is an adjustment to Voltar's attack orbs, which have been rechristened "Suicide Drones" and now seek enemies, exploding on contact. A full list of the tweaks can be found in the patch notes list on the Awesomenauts forums.

Portal 2 In Motion DLC arrives on PSN next week

Posted: 01 Nov 2012 11:00 AM PDT

Portal 2 In Motion DLC arrives on PSN next week screenshot

As announced on the PlayStation Blog, the In Motion content for Portal 2 that was originally playable using the Razer Hydra motion controller will be releasing on PlayStation Network this Tuesday, November 6. You might recall this as having those neat-looking levels revolved around manipulating the size and rotation of objects.

On the same day, Portal 2 will see a digital release on PSN, supporting the Move controller for single-player, co-op, and naturally the new DLC. In Motion will be $9.99 for regular players and, of course, PS Plus subscribers can get a discount at launch -- in this case, 30 percent off both the full game and the add-on.

Live show: Retro City Rampage with Jake Kaufman

Posted: 01 Nov 2012 10:40 AM PDT

Live show: Retro City Rampage with Jake Kaufman screenshot

[Mash Tactics airs Monday through Friday at 4p.m. Pacific on Dtoid.TV. Watch King Foom play a variety of games, each day with its own theme. With a heavy focus on community and viewer interaction, you can be as much a part of the show as anything else.]

Tonight on Mash Tactics, we'll once again be hanging out with the amazingly talented Jake Kaufman. Join us as we talk about his experiences in the music scene, his contributions to Retro City Rampage, and whatever else comes to mind during the show this evening. 

Also, stay tuned after the show as Ryuusei, host of Sure Ryu Can!, continues his full synch run of the recently released, Assassins Creed III. You won't want to miss all of our epic live programing going down, only at Dtoid.TV. Get there!

QotD: Who is your favorite video game music composer? 

Review: Chivalry: Medieval Warfare

Posted: 01 Nov 2012 10:00 AM PDT

Review: Chivalry: Medieval Warfare screenshot

I was surrounded by the dreadful din of battle. Men roared as they charged at their foes, called out for help when they became surrounded, and shrieked as they burned alive. This was my faction's last ditch attempt to secure victory. Succeed or fail, this would be our final push.

Arrows shot past me, yet somehow, none found me. A fellow soldier standing next to me wasn't so lucky, and I saw him grasping his throat and gurgling, inhumanly, before crumpling to the ground. Knights challenged me, but I ignored them all as I ran to my objective; a broken door and a lone enemy. The guard yelled at me and brought down his sword, which I deflected with my shield. Both of us staggered backwards. I raised my own weapon, he blocked, I feinted, and then I ran past him like a desperate mad man.

Past the broken door was a cowering man, whimpering in a poorly lit corner of a dirty room. I switched to my axe and cut him down, slicing into his shoulder and cutting off his entire arm. A second later, my head tumbled from my shoulders and landed on top of my victim -- I had forgotten about the guard. I was dead, but I'd managed to murder the last of the Royal Family and win the round. There's a serious lack of actual chivalry in Chivarly: Medieval Warfare, and a lot more decapitations, murder, and screaming. It's all the better for it.  

Chivalry: Medieval Combat (PC)
Developer: Torn Banner Studios
Publisher: Torn Banner Studios
Release: October 16, 2012
MSRP: $24.99

A battle in Chivalry is made up of countless memorable clashes and moments of the sort one could imagine being recited by grizzled veterans around a camp fire. In one battle, I witnessed a lone maniac guarding a bridge from a whole squad of foes, knocking them down onto the rocks and icy cold water below. He took out three men that way, killing a fourth with his mace. I didn't relish challenging him, but I had no choice, so I charged and let out a roar. Just before I reached him, he jerked forward, and then collapsed. A hidden archer had finally ended his reign of terror. 

While there's no real plot, and no single-player campaign, the chaotic flow of each battle creates a narrative filled with tense duels, dramatic sieges, the destruction of villages, and the murder of innocents. The objective-based maps have this in spades, especially, but not exclusively.

There are five game modes in total: Free-For-All, Team Deathmatch, King of the Hill, Last Team Standing, and Team Objective. The latter is where I got most of my kicks. Objectives are simple things like killing villagers, besieging or defending castles, or assassinating people. The goal is dependent on your faction, Mason or Agatha, though with four sprawling maps made up out of the smaller maps used in the other modes, both factions get to test their mettle by being defenders or attackers.

The maps are filled with open fields for huge pitched battles and catapult bombardments; sturdy castles for ponderous sieges and classic duels on battlements reminiscent of a plethora of scraps from literature and cinema; narrow valleys perfect for ambushes; and even burning villages complete with screaming villagers. Fatal obstacles like spike pits, perilous drops from bridges, and fire all add another element of risk to a chosen battlefield. Selecting where you attack is just as important as the method you utilize to dispatch your foes. The maps are all designed with the brutal spectacle of combat in mind, like theme-park versions of medieval encounters.

I found the most striking one to be Hillside, where one team is attempting to aid a massive invasion fleet -- seen off in the distance -- by lighting signal fires and destroying trebuchets, while the other team attempts to stop them and halt the invasion. The objectives are simple, but the setting makes for an incredibly dramatic battle. Fires light up the crumbling cliff fortress while men shriek as they get trapped in the castle's many narrow corridors and are unable to swing their weapons, eventually finding a dagger stuck in their chest. Massive trebuchets punctuate the screams with thuds and the sound of rocks cutting through the air; below is the ever present fleet, imposing and vast. 

It's all rather flashy and cinematic, and is more 300 than The Hundred Years' War. Yet, amid the slightly jerky animations, the lunatics running around like drunk berserkers, and the cheesy oaths and curses that players can have their warrior utter, the game can still be quite serious. Combat and weapon variety tie everything together with a grim, skill-based, blood-splattered bow. 

Players have a choice of four classes, all with different weapon loadouts, armor, and skills. The Knight is a lumbering steel-clad menace, slow, but very powerful. He can wield both a gigantic shield, and weighty who handed weapons, perfect for crushing his opponents. The Vanguard is a master of damage; faster than the Knight, though hardly nimble, he can rush his enemies with his deadly polearm, using his momentum to unleash a devastating strike. Far quicker than his melee chums, the Man-at-Arms is able to dodge attacks, and get in close for some fast strikes. Finally there's the sneaky archer, the least chivalrous of the lot. He's fast and has the greatest range, but is often at a disadvantage against heavily armored behemoths.

Each class has different builds based on their loadouts, however, so my descriptions of them are hardly definitive. Knights can wade into battle with sword and shield, while archers can use large body length shields to create temporary barricades, making them rather heavily armored. Players can choose three pieces of equipment: two weapons and an extra item like a shield, explosives, or a throwing weapon. Getting kills with the initial weapons unlocks another one in its category, encouraging both focus and experimentation. These unlocked weapons are not necessarily better than the early ones, so, ultimately, new players are not hampered by crap equipment, and more experienced players still have to use skill instead of relying on higher-tier gear.

For all the interesting maps and bounty of weapons, it is the precise hit detection that is most impressive. Attacks are mapped to the left and middle mouse buttons. Left click unleashes a swing, scroll up and you jab or stab, scroll down and you bring down a powerful overhead smash. Fancy footwork and a good aim are paramount if you actually want your stylish attacks to do any damage, though, and is one of the reasons for the first-person perspective. Players need to keep their opponents off-balance with feints and pushes, while trying to find a gap in their armor. Without the element of surprise, a fight can go on for some time, with players backing away, taking up defensive postures, and trying to goad their enemy into attacking and perhaps revealing a weakness.

Blocking is equally involved. Shields obviously offer the best protection, but defenders still need to take into account the type of attack so they can defend appropriately. Covering your body won't do much good if you're about to get your head caved in. Defending with weapons is a lot trickier, as you need to actually aim your block at the tip of your enemies weapon; so mistiming blocks is always something one worries about.

Despite the ever present cries of "OP!", weapons seem well-balanced, and combat is definitely a skill-based affair. The slower, more powerful weapons are certainly deadly tools of destruction, but an Archer or Man-at-Arms can still dance around the swings. Every weapon requires practice and familiarity to really exploit its strength, and they all have logical weaknesses -- nothing feels particularly overpowered.

Every hit, parry and block feels real. The sound, the knockback, the weight of the weapon -- it all goes towards making duels seem like a struggle. Combined with the shouting and cursing of enemies and comrades, the press of bodies in crowds of combatants, and the cries of the dying, the game is elevated beyond its initial arcade-like free-for-all feel. It starts to become a simulation of battle, rather than a mere fun slaughter-fest. Add in lots of inexperienced players, however, and it comes crashing down back to earth. 

It is rather easy to just go mad and swing your weapon wildly like some alcohol-fueled Woad Raider. You'll die quickly, but there's a good chance you'll take a few enemies with you first. Stamina is not a particularly punishing mechanic, which certainly enhances the fun, but it also creates situations where tactics just get thrown out of the window. Two skilled warriors perform graceful dances, but if someone is trying to dance when another person thinks they are in a mosh-pit, they aren't particularly compatible. 

That said, experienced players will know how to deal with such situations, so it's certainly not a case of the game being too easy. That's demonstrably not the case. If anything, it's extremely challenging. But in the chaos, people can get carried away. The arena-style map is a perfect example of this. Loads of angry men, testosterone bubbling, stuck in an small space, tearing away at each other with no regard to their surroundings -- it all looks a bit silly. Importantly, though, it's still a lot of fun.

The unfortunately small number of maps, and the disparity between the skill-based swordplay and wanton hacking and slashing can cause a certain degree of frustration. The absence of armor options also seems remiss, especially when compared to the robust selection of weaponry. The animations and interactions with siege weapons are absolutely dismal and unpolished, and while they were forgivable during the beta, they are far more noticeable now. Yet when one's blood is up, and you're charging into the fray, it's an exciting experience that I feel cannot be matched by its gun-totting peers. 

Comparisons between Chivalry and War of the Roses are inevitable. Both medieval melee-focused multiplayer titles; both coming out in the same month. The similarities are superficial, though. The difference in perspective, pace, and customization means that they can both be enjoyed for different reasons in the same way that people seem to be capable of enjoying both Battlefield and Call of Duty. When it comes down to the grisly joy of killing, however, Chivalry does edge ahead. 

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Blow up the past in Black Ops II's Nuketown map

Posted: 01 Nov 2012 09:30 AM PDT

Blow up the past in Black Ops II's Nuketown map screenshot

Fans that pre-order Black Ops II will be given the Nuketown 2025 map, as seen in the latest video from Treyarch. Nuketown was fun in the first Black Ops thanks to how small the map is, but there's an even better and smaller map that's in the new game.

The map I'm talking about is set on a yacht, and it's designed in a way to prevent spawning abuse. It feels even smaller thanks to how confined the space is too.

Still, Nuketown will be fun for the party games like Sticks & Stones and Gun Game. Think they'll include the musical easter egg again?

It Came From Japan! Treasure of the Rudras

Posted: 01 Nov 2012 09:00 AM PDT

It Came From Japan! Treasure of the Rudras screenshot

Squaresoft was second only to Nintendo in the 16-bit era when it came to influence and a strong track record. From the genre-defining Secret of Mana to the crowd-pleaser Chrono Trigger, Square had a knack for telling a great fantasy story, wrapping it around the best visuals the Super Nintendo could put out, and making it accessible to an audience outside Japan. There isn’t a weak link in the company’s Super Nintendo catalog -- but, then again, we got less than half the games it published in Japan.

Treasure of the Rudras may not be as significant a loss as some anticipated sequels (Secret of Mana 2, Final Fantasy V) or an entire trilogy (Romancing SaGa), but it’s an interesting game to examine. Made by what can only be considered Square’s B-team (or was it C?), Rudras was the last game Square developed for the SNES. Rudras is Square’s most eccentric developers trying to make a traditional RPG, resulting in one of the studio’s most innovative but flawed games.



Treasure of the Rudras [Rudra no Hiho] (Super Famicom)
Developer: Squaresoft
Released: April 5, 1996
Current value: $30 - 80

Fan translation: Yes
For fans of: Final Fantasy, Romancing SaGa, Breath of Fire

With 100+ employees and millions being funneled into its next-gen Final Fantasy, Square needed something to give fans while they waited for the reason to buy a PlayStation. Treasure of the Rudras brought together key members of the Final Fantasy Mystic Quest and Romancing SaGa teams to make another RPG that borrowed heavily from the Final Fantasy template but not without mixing things up.

For a developer that often gets lambasted for making games too linear, Rudras is pretty open and experimental in its approach to combat and story. Upon starting a new game, you’ll be told a fairly generic background tale about how the world is destroyed and recreated by the gods every 4,000 years. It’s happened to the reptiles, giants, merfolk, danans, and now it’s going to happen to the human race in 15 days. Oh man, that's us!



Here’s where things get interesting: You get to pick which of the three main narratives you want to start first. Each story follows a different character with a different party on a separate part of the world. Sion is a young soldier who wants to prove his strength to his father, a king. Riza is a priestess who leaves home to find her mother and determine her destiny. Surlent, whose story is the most interesting of the three, is the disciple of a prophet and seeks artifacts that will save the world.

Regardless of who you pick at the beginning, you’ll be able to change to another character's story whenever you load your game. To be clear, these are not recycled; these are three completely unique campaigns wrapped up into one game (and a final unlockable chapter that I won’t spoil here). You can choose to play one at a time, but part of what makes Rudras so special is the player’s ability to constantly jump from one plot line to the next. Since the game is divided into 15 chapters (for 15 days), I found myself changing after three-to-five days with one character.



When you play this way, the game feels a lot like the HBO series Game of Thrones. The distant city one character talks about is the starting kingdom of another character. You’ll see locations and enemies in a new context, as you learn from a new perspective on the other side of the map. Things can get really warped when the stories are out of sync and yet you see travelers from another story in your periphery, essentially breaking the game's own timeline. The stories themselves aren’t very good, but the way they compliment each other and the freedom given to the player makes up for this.

If the approach to storytelling sounds overwhelming, you may have more than a slight problem with combat. There is a Wizard of Earthsea vibe in the Rudras’ fiction and art direction, but this is especially true in the magic which focuses on words. Linguistics geeks will eat up Rudras' Mantra system which replaces spells learned and bought in town with words, prefixes, and suffixes that you gather from people, enemies, and chests.



At any time, the player can inscribe new spells to their repertoire by writing them down. You can cheat and copy powerful spells from a guide online or you can write down random words and hope to get lucky. If you play the game as intended, you’ll thoroughly explore towns to learn new words to use. Here’s an example of how the system works. Perhaps you start with the healing spell “Lef”.  If you add a “na” at the end to get “Lefna” you acquire a healing spell that targets all members. Now you can take that suffix and apply it other spells with mixed results. Soon, you’ll decode a made-up language and feel like a word wizard.

Here’s the problem with this system: It’s too easy to miss something important. Rudras is already a horribly balanced RPG, one ripe with weak enemy mobs and overpowered bosses. You’ll constantly worry that you missed a word or combination. Even at the start of the game, it’s essential that you have powerful spells at your disposal. A lot of times, the only way to get these spells is by talking to people in town (and, even then, you may need to talk to them multiple times). This takes away a lot of enjoyment from the system. The game would have been much better if it were consistent with how players received these words. I would prefer if word elements were given for leveling up, leaving it to the player to figure out the combinations -- but still giving players the confidence that they already have all that they need to get the job done.



After the audio/visual tour-de-force of Final Fantasy VI, Chrono Trigger, and Super Mario RPG, it’s hard not to have high expectations for a SquareSoft game that followed them and essentially served as the developer’s farewell to the system. Expect your expectations to be crushed, because Rudras is a budget game that few notable Square employees touched. The music and graphics are a significant step back. There are elements of Final Fantasy VI and Seiken Densetsu 3 in the mix, but the lack of detail and recycled assets make Rudras sound and look like second rate Square. That’s not to say it’s bad, though. Some of the music -- done by Mystic Quest’s Ryuji Sasai -- is great and the visuals will make 16-bit gamers nostalgic. Just don’t expect it to be on par with late-Square. Think Final Fantasy V instead, and you won’t be so far off.

A lot of Western gamers romanticize Square’s SNES years and mourn all the games that never came out West. I have only touched the tip of the iceberg with Treasure of the Rudras, but it hasn’t exactly made me excited to play the rest of Square’s Japan-only SNES output. Rudras is game with interesting systems, but it lacks the polish, balance, and strong art direction that defined Square’s early years. If you are open-minded and ready for a challenge, Rudras may be exactly the Square game you wanted but never got. Or, it may be the Square game you never knew Square were capable of putting out -- and I don’t mean this in a complementary way.

Did you worship Square during the 16-bit years?

Have you played any Square imports?

Do non-traditional magic systems turn you away or attract you to RPGs?

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DmC: Devil May Cry will feature four extra difficulties

Posted: 01 Nov 2012 08:30 AM PDT

DmC: Devil May Cry will feature four extra difficulties screenshot

One of my favorite parts of getting a fresh new Devil May Cry game is working my way up to Dante Must Die mode (read: Very Hard) and beyond. There's something about the Devil May Cry series and its harder difficulty modes that always spoke to me -- much more than say, God of War's God Mode or other many action games at least.

Understandably, it was always a concern of mine in regards to how Ninja Theory would handle the franchise's legacy of difficulty settings, and now we have a little more information that should ease your mind a bit. After Easy, Normal, and Hard, the following four modes will be unlocked:

Son of Sparda - Remixed enemy layouts, tougher enemies and enemy behavior throughout.

Dante Must Die - As above, but contains the strongest enemies and insane attack waves.

Heaven or Hell - Another remixed mode, but everyone and everything, including Dante, dies after one hit. Supremely satisfying!

Hell and Hell - The same as above, but only Dante dies after one hit. For serious contenders.

Even if DmC: Devil May Cry doesn't live up to the series' pedigree of difficulty by default, Hell or Hell will most likely scratch that itch for me at the very least. It'll still take a lot to top the standard, non-special edition of DMC 3, which started off on hard mode as a default, but I'm still excited nonetheless.

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