Thursday, November 15, 2012

New Games

New Games


Director of Sinister signs on for Deus Ex movie

Posted: 15 Nov 2012 02:30 PM PST

Director of Sinister signs on for Deus Ex movie screenshot

The film adaptation of Deus Ex: Human Revolution will be directed by Scott Derrickson (The Exorcism of Emily Rose), CBS Films announced today. He'll also be writing the screenplay alongside C. Robert Cargill, who he worked with previously on Sinister.

"By combining amazing action and tension with big, philosophical ideas, Deus Ex is smart, ballsy, and will make one hell of a movie," said Derrickson. "Cargill and I can't wait to bring it to the big screen."

Horror isn't the first thing that comes to mind when I think of Deus Ex, but there's a lot to work with given the source material -- here's hoping we end up with a halfway decent movie. Between this news and the recent "Terminator" prosthetic arm video that recently made the rounds, I've been thinking way too much about our cybernetic future lately.

Scott Derrickson tapped for Deus Ex as writer/director [Flixist]

Free weekend of Awesomenauts on Steam

Posted: 15 Nov 2012 02:00 PM PST

Free weekend of Awesomenauts on Steam screenshot

This weekend, one of my favorite games of 2012 is going to be enjoying a free weekend on Steam. Starting tomorrow and through Sunday, everyone will be able to play Awesomenauts for free! And if you like what you play and want to play more of it on other days, the price of the game will be discounted by half during the free weekend to encourage such behavior.

Damned thing is worth it for the soundtrack (which, of course, you can buy separately or in a bundle with the game on Steam), and I say that having played ridiculous amounts of the game as well. Sometimes, I'll turn the game on and just listen to the menu music. I have it in a file on my computer and could listen to that, but it isn't the same for some reason. Like the way there's a difference between music on vinyl and digital, except stupid when you think about it.

Star Wars: The Old Republic can now be played for free

Posted: 15 Nov 2012 01:30 PM PST

Star Wars: The Old Republic can now be played for free screenshot

Today is the day that Star Wars: The Old Republic added its free-to-play option. While the game's eight classes are playable up to level 50, there are a number of restrictions that non-paying players have to put up with which will slow down their progress or simply lock out features. Not exactly ideal from our perspective, but it's understandable.

Additionally, Game Update 1.5 went out today, adding everyone's favorite HK-51 as a potential ally and Section X of the prison world Belsavis. Have any of you new players gotten the chance to try out The Old Republic? Still worth checking out, from that perspective?

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Android Humble Bundle adds Canabalt, Zen Bound 2, more

Posted: 15 Nov 2012 01:00 PM PST

Android Humble Bundle adds Canabalt, Zen Bound 2, more screenshot

I held off on the current Android-centric Humble Bundle since, well, I own almost all of the featured games. I had hoped that the obligatory additions would push me over by offering something mostly new, but the same "issue" has come up with the bonus titles. For those who have the patience to wait for these deals, you're in for a treat.

Joining the current line-up of Sword & Sworcery EP, Crayon Physics Deluxe, Eufloria, Splice, Waking Mars, and Machinarium are -- for those who beat the average contribution amount -- Avadon: The Black Fortress, Canabalt, Cogs, Swords and Soldiers HD, and Zen Bound 2. That's quite a bit of value considering these titles are multiplatform and the current average is hovering around $6.30 at the time of writing.

Namco Bandai iOS sale discounts titles up to 80%

Posted: 15 Nov 2012 12:30 PM PST

Namco Bandai iOS sale discounts titles up to 80% screenshot

Need some iOS gaming to fill in that downtime when you're stuck at family gatherings this holiday season? Namco Bandai has got your back with discounts of up to 80 percent off many of their iOS game titles.

Have you ever played the Soulcalibur iOS game? Me either! Now's your chance at $6.99 instead of $14.99. If you want something cheaper, there are several $0.99 titles, like Time Crisis Strike, Pac-Man Championship Edition, and Galaga Remix. Hit the jump to see the full list.

This sale runs from today through November 19, so get clicking now. 

 

 

Before Sale

Sale Price

Galaga REMIX

$2.99

$0.99

ACE COMBAT Xi Skies of Incursion

$4.99

$0.99

Time Crisis Strike

$2.99

$0.99

RIDGE RACER ACCELERATED

$6.99

$1.99

PAC-MAN Championship Edition

$4.99

$0.99

Dig Dug REMIX

$2.99

$0.99

PAC-MAN REMIX

$2.99

$0.99

TIME CRISIS 2ND STRIKE

$6.99

$1.99

PAC-CHOMP!

$1.99

$0.99

MAPPY by NAMCO

$1.99

$0.99

SPLATTERHOUSE

$2.99

$0.99

PAC-MANIA

$2.99

$0.99

PAC'N-JUMP

$1.99

$0.99

RALLY-X RUMBLE

$1.99

$0.99

Letter Labyrinth

$2.99

$0.99

BATTLE CITY BLITZ

$2.99

$0.99

PAC-MAN GAMES

$2.99

$0.99

SOULCALIBUR

$14.99

$6.99

Katamari Damacy Mobile

$6.99

$1.99

Katamari Damacy Mobile 2 (Full package)

$15.99

$8.99

 

PS3 gets Sony Crackle movie and television app

Posted: 15 Nov 2012 12:00 PM PST

PS3 gets Sony Crackle movie and television app screenshot

Sony adds their own streaming, ad-supported television and movie service to the PS3 with a new app. Finally coming outside PS Home, Crackle gets a proper app for Sony's console, giving users in USA and Canada full access to its free movie and television library. 

The app is free and available now. Sony says that more than 200 films and 1,000 TV shows are in their library.

Kat and Emmett Graves will become PS All-Stars next year

Posted: 15 Nov 2012 11:30 AM PST

Kat and Emmett Graves will become PS All-Stars next year screenshot

Next year, PlayStation All-Stars Battle Royale will get two additional characters via download: Emmett Graves from Starhawk and Kat from Gravity Rush. I know how some of you feel about downloadable content being discussed before the core game has even released -- we've still got another week to go, in this case -- but this pair will be free.

The characters themselves are still in development, according to Sony Santa Monica's Seth Killian. When they are released next year, players will have a two-week window to nab them for free. After this period, they'll cost an undisclosed amount of money, which seems fair enough. I'm sure they could have gotten quite a few sales -- especially with Kat.

First PlayStation All-Stars DLC: Kat and Emmett Join the Battle Royale (For Free!) [PlayStation Blog]

OnLive cloud gaming service built into LG television sets

Posted: 15 Nov 2012 11:00 AM PST

OnLive cloud gaming service built into LG television sets screenshot

LG and OnLive announced this morning that the LG Smart TV with Google TV built in will now see integration from OnLive's streaming gaming service. This means instant cloud gaming, straight from the television, with no console needed. They say that their latest model, the S2, supports OnLive, and future LG Google TV models will also include this feature.

All new S2 series TVs will already have OnLive preinstalled. Those of you that already own one can add this feature in an over air update. You'll need to buy a controller first.

“Our partnership with LG has enabled us to take an important step forward in making high-end gaming accessible to everyone, across a variety of consumer electronic devices,” said Gary Lauder, OnLive Chairman. “Gamers can now enjoy hundreds of amazing console-quality games with no new hardware necessary beyond an OnLive controller and LG’s fast and intuitive Google TV.”

Would you get into streaming gaming if it was built into your television? Any LG S2 series owners out there looking forward to trying this out?

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Preview: Monster Hunter 3 Ultimate (3DS, Wii U)

Posted: 15 Nov 2012 10:30 AM PST

Preview: Monster Hunter 3 Ultimate (3DS, Wii U) screenshot

The infamously content-heavy Monster Hunter series is an indefatigable juggernaut in its native Japan, despite being relatively new on the scene compared to some of the popular series that have been around for decades. It doesn’t seem like the United States is going to get that promised Monster Hunter Vita by the end of the year. Instead, series fans without a Japanese 3DS and working knowledge of the language will have to settle for playing Monster Hunter 3 Ultimate, an expansion of Monster Hunter Tri, either on the 3DS or Wii U. It’s perhaps not too much solace, with Monster Hunter 4 possibly dropping around the same time -- March 2013 -- in Japan, but it’s something.

If you’re a fan of the franchise, you’ve likely already played the initial Wii release of Monster Hunter Tri, or at least one other game in the confusingly titled sequence. I, however, have never played a Monster Hunter game, fearing the risk of becoming engrossed in a title easily capable, if the stories are true, of sapping away hundreds of hours of my life.

Unfortunately, I rather enjoyed what I played of 3 Ultimate, much to the satisfaction of friends who’ve been trying to bait me into the series for a while now. Hopefully this fresh perspective will be helpful for soon-to-be-new Wii U owners, emboldened by your fancy new Nintendo, and 3DS users who have yet to take the plunge.

Monster Hunter 3 Ultimate (3DS, Wii U)
Developer: Capcom
Publisher: Capcom
Release: March 2013

I started with the 3DS version, hunting a mark with three other players seated around a table; cooperative play on the 3DS is local only. As an honest-to-goodness newbie, I opted to take a fleet-footed, quick attacking dual-blade character through the wintry tundra on the trail of some wooly beast. When you’re starting out, you’ll be given some low-grade armor and one of every weapon type, allowing you to experiment with them and see which might suit your style. However, you’re never locked into a role. Gunners (ranged fighters) and blade masters (melee fighters) make up the two classes at which point armor diverges, however, changing your armor to the appropriate garb allows you to get right into the action on the other side of things like James Bond peeling off his wetsuit and exposing a fly tux. Within the classes, there are various sorts of weapons for different play styles, like the Dual Blades or Great Swords or Long Swords.

The relatively teeny 3DS screen packs in everything happening on screen pretty admirably, though I did wind up keeping the 3D off, finding it a bit too busy and dizzying. More problematic was the area map, mapped to the touchscreen, which made branches between segmented areas and player direction a bit hard to discern, even upon tapping to zoom.

That being said, the touchscreen also features one of the neatest features in its customizability. You can choose which widgets to display, including the new Target Camera. A tap of the target camera will make it so that pressing L automatically reorientates the camera toward the monster you’re hunting, rather than simply centering it. The customizable touch screen is particularly neat on the Wii U. You can effectively remove all the widgets from the Wii U’s gamepad screen, which automatically splashes them on the HUD (or vice versa if you want a clear main display) and lets you keep your eyes on screen at all time.

The Wii U and 3DS 3 Ultimates are more or less the same game with minor differing functionality (if you don’t have a Circle Pad Pro, you don’t have a free second stick with which to rotate the camera freely like you do on the Wii U). There’s also some nice connectivity between the two for owners of both or for people with homies. First, the game supports Kojima-coined transfarring, the ability to transfer data between the Wii U and 3DS in order to take your file on the go and bring it back again. Additionally, a Wii U player can posse up with one to three 3DS players locally. As an aside, now that I know this is a thing that works, I am going to be terribly upset if we don’t see a Wii U remake of the original Final Fantasy: Crystal Chronicles.

When I jumped to 3 Ultimate on the Wii U, with one ravenous beast notched up on my bed post (or, uh, knife handle), my appreciation of the game became a bit clearer still, perhaps abetted by the crisp HD visuals and 60 frames per second. I quite like the art direction. Technically, it’s not the most detailed, but I dig the lavish vibrancy of the colors and the decidedly Japanese role-playing look. Now solo, I gained some help from two Shakalaka, little helper characters, named Kayamba and Cha-Cha who, incidentally, both reminded me of Final Fantasy: Crystal Chronicles’ Lilties (definitely not going to drop that train of thought until it’s addressed).

While you can’t give the Shakalaka orders, they did prove quite helpful in my solo quest to pacify (brutally murder) a tyrannosaurus rex-ical beast. They can deliver pot shots to enemies, occasionally buff your stats, and give you a non-damaging courtesy thwack when need be. Enemies will occasionally wallow in the muck and spew nature at you, leaving you ensconced in a ball of snow or mud or what have you that keeps your character all gummed up and waddling slowly. Teammates -- or Shakalaka -- can give you a love tap to free you from that encumbrance without you taking damage. While these jovial imps will aid you in solo play, they can also tag along in two player co-op, which lets each of you take one of the two with you, rounding out a party of four.

Now, in terms of the actual monster hunting, I quite enjoyed what I played. While monsters will certainly engage you if you start throwing sticks at them and whatnot, they’re not above running away to get out of the line of fire, requiring you to give chase like a proper hunt. What’s more, the lack of a health bar requires you to pay attention to visual clues regarding how you’re faring; if a mark begins walking staggered, for example. These cues are also important to the combat, which employs basic combinations, but tasks you with knowing when, where, and how to attack without leaving yourself vulnerable.

Having spazzed my through the dual blades -- I often found myself going combo crazy after the mark had left my range, leaving me attacking the air like I ran through a spider web -- I opted to go solo with the appropriately opposing Long Sword, a much stronger and slower weapon. With great power comes a great necessity to not start long attack animations that end up missing landing blows, because it’s an easy way to get wrecked. In a neat addition, I also managed to focus some blows on my mark’s tail and eventually lopped it off (and I don’t think it was meant to come off like the survival mechanism of certain lizards of modernity), granting me an extra piece of loot on top of the three I would inevitably get when I dropped my target.

It may not be a proper Monster Hunter 4, but Monster Hunter 3 Ultimate is appearing on both the 3DS and Wii U for the first time in the series, so perhaps it will breed a whole new slew of fans. Those looking to satiate a Monster Hunter fix get a pretty Wii U version, cool interplay between the 3DS and Wii U, and 17 new monsters, among other little additions. It’s something of an expansion, but at least it seems to be living up to the “Ultimate” moniker. I know it’s definitely done a lot to make me think I may end up finally giving this series a whirl.

Photo Photo Photo

GameStop Wii U preorders: 1.2m games for 500,000 systems

Posted: 15 Nov 2012 10:00 AM PST

GameStop Wii U preorders: 1.2m games for 500,000 systems screenshot

GameStop's Wii U preorders show that things are looking pretty good for Nintendo. According to Gamasutra, GameStop has 1.2 million preorders for Wii U games, and that's for the 500,000 consoles they were allocated. That's 2.4 games for every console, double the preorder numbers the Wii saw. 

I think this strong software number says way more about the launch selection than anything else. 

I'm up for New Super Mario Bros. U, but not much else. How does your preorder lineup compare to GameStop's numbers?

Who needs a Wii U when the Wii has YouTube functionality?

Posted: 15 Nov 2012 09:15 AM PST

Who needs a Wii U when the Wii has YouTube functionality? screenshot

Do you have a Wii U preorder in? Are you excited about this weekend's launch? Screw it! Cancel it all! You don't need it anymore as the Wii gets YouTube functionality.

Today (yes, just today), YouTube announces that the Wii has a free app up on the Wii Shop that lets you watch YouTube on your current Nintendo game system. Again, no need to buy that expensive new thing with this free application. 

"Better late than never"? No, more like just in time. To think that I almost bought a Wii U when I could have been watching YouTube on my existing Wii. Phew!

Review: Magical Drop V

Posted: 15 Nov 2012 09:00 AM PST

Review: Magical Drop V screenshot

There are thousands, if not millions, of games out there, begging to be played but last summer there was only one that mattered to me: Magical Drop 3.

Whether I was practicing at home or showing off at my local arcade, Magical Drop became my obsession. Like Bust-a-Move, Magical Drop is a timeless puzzle series that perfectly displays that throwing balls at other colored balls is all it takes to make a good game, sometimes. It all comes down to how the game feels: The swift character movement, the sounds of clearing a row of icons, and the sight of crushing an enemy with a combo.

Sadly, Magical Drop V feels different. It feels like a crusty, dry turd.



Magical Drop V (PC, Xbox Live Arcade)
Developer: Golgoth Studio
Publisher: Ignition Entertainment
Release: November 15, 2012 (PC), 2013 (Xbox 360)
MSRP: $14.99

Along with Money Idol Exchanger, Magical Drop was the peak of Neo Geo’s puzzle game output in the ‘90s. Unlike so many other puzzle games, the rules and controls of Magical Drop are so simple that any novice can easily learn and play. The player controls a jester that sucks up colored balls and throws them back, lining up and clearing balls of the same color. New lines of balls continue to scroll downward, so there is always pressure to clear up space. In competitive play, making combos -- clearing one area immediately after another -- forces a new line of balls to appear in the enemy’s window.

Once you have the basics down, Magical Drop becomes an intense game of pattern recognition and speed. Some may play more strategically than others, but that doesn’t necessarily guarantee a win. This belated, fan-made sequel does little to change the format. Magical Drop V includes a 12-stage Story mode, three online/offline multiplayer modes, and a new character that literally changes how the game is played.



Bruce comes from Ghostlop, an unreleased-yet-finished Data East game that shares a similar mechanic of clearing out balls. Instead of sucking and throwing balls, Bruce throws a baseball that he can change from red-to-blue, correlating with the round ghost balls above. It’s a completely different game, but you can play Ghostlop anywhere in Magical Drop V. This feels like an odd compromise. While it’s cool that Golgoth added Bruce to the roster, it would have been a lot cooler if they included Ghostlop’s Story Mode. Admittedly, I’m not very good at Ghostlop, but I can’t see many people winning matches as Bruce. It just feels odd to have him in there at all. It’d be easy to ignore if this were some kind of bonus, but it’s part of the main game. It’s also not explained at all, so I imagine some new players will be confused when they play as Bruce for the first time.

The rest of Magical Drop V is far less ambitious. Gone are the puzzle and adventure modes of previous entries, leaving only a very dull story mode that is basically pointless dialog exchanges that leads to a forgettable character specific ending. This is how it’s always been, but the visuals and sound of Magical Drop V lack the charm of the original. The drawn artwork looks far too clean and lacks personality. I couldn’t stand to look at any of the characters. I’ve never been a fan of the series' roster, all named after Tarot cards, but something about Magical Drop V’s visuals turned me off more than before.



Sprites aren’t the only thing I miss. The speed of characters and the progression of a match feels off in Magical Drop V. Everything is sluggish compared to the blazing fast Magical Drop 3. Having to constantly click the Xbox 360 joystick left and right feels awkward after a while, since your character doesn’t smoothly move when you hold in a direction. These are things most players won’t notice or even mind, but any Magical Drop fan will take note right away. Magical Drop is a game where you want to zone out during an intense match. Due to the lackluster design and broken AI, that never seems to happen in Magical Drop V.

I frequently found myself losing matches with an A+ score and winning with a D. The AI is all over the place. Some early matches were incredibly tough (on Normal), while later matches where a cinch. It all just seems like dumb luck, unlike early Magical Drop games where you’d need to put some serious practice in to beat the game on a quarter. The hardest thing you’ll encounter in Magical Drop V is Bruce, who puts up a heck of a fight. Maybe Ghostlop players will dominate the online lobbies, after all.



Magical Drop V features three multiplayer modes, including the traditional Head to Head, Team Battle, and King of the Hill. Team Battle is Head to Head except with two-player teams. Considering the speed that Magical Drop is played at, it’s near impossible to coordinate with your partner. Consider it a novelty, best played after a couple drinks -- good luck convincing your friends to play when they see the big boobed Moe girls on the title screen, though. King of the Hill is even more pointless, since it’s Head to Head with four players. The more the merrier but why give up so much screen real estate for a mode that adds nothing to the traditional one-on-one mode?

Magical Drop V’s technical failures carry on to every aspect of the game. Changing controls mid-match causes the game to crash, the text is littered with typos, and there is an “Extras” option that opens a window for the Steam Greenlight page of Golgoth’s upcoming Tiki. Sure, I get it: You want to promote your game. But, voting on your game’s likeliness to be sold on Steam isn’t exactly something I’d designate as an “Extra.” Regardless, it gave me a chuckle, unlike the game’s unlockable character gallery full of embarrassing descriptions and typos.



Good on Golgoth for resurrecting a forgotten franchise and another one that never even saw the light of day. Younger gamers that missed out on Magical Drop at the arcade owe it to themselves to experience it at its fullest. Unfortunately, “fullest” has nothing to do with modern consoles and HD graphics. Magical Drop V is a bare, ugly, and badly programmed ode to the original series. There is fun to be had with it, but it can’t stand up to playing Magical Drop on PSN or Critter Crunch, which owes a great deal to it.

If nothing else, Magical Drop V succeeds in featuring one of the most busted English translations I’ve seen in years. It’s the closest the game comes to offering some genuinely entertaining ‘90s nostalgia.

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Metroid fan arrange album 101% Run out on November 17

Posted: 15 Nov 2012 08:30 AM PST

Metroid fan arrange album 101% Run out on November 17 screenshot

Last year, Metroid fan site Shinesparkers assembled a massive team of musicians for Harmony of a Hunter, a two-disc explosion of Metroid tunage. It was so incredible that even original Metroid composer Hip Tanaka was digging the groove!

That wasn't enough, though. Plans were quickly underway for an "expansion pack" of sorts to be titled Harmony of a Hunter: 101% Run. As project coordinator Darren Kerwin explains, "Originally, we only decided to include roughly 12 tracks to the Harmony of a Hunter expansion, focusing on the big tracks that didn't make it the first time. But then other musicians felt that there were other tracks we could cover, and soon enough that number doubled and then tripled. We ended up with an album that is larger, longer, and higher in quality than the original."

At final count, 101% Run contains a whopping 39 tracks by 32 musicians -- 50 if you include vocalists. It'll be released for free on the HoaH page on November 17, just in time for the tenth anniversary of Metroid Prime. A project this massive deserves your time and attention, so enjoy the final preview above as well as further behind-the-scenes goodies below.

Here is a practice session for "Samus Voyage," a massive series-spanning medley performed by the HiScore choir based out of the University of Skövde in Sweden. "It's a very diverse track and really shows how talented the group are," Darren says. "Not only were they working with content they were not familiar with, but they also had to make it all work together and to deadline. I can tell you from personal experience that it's no easy task trying to manage multiple people, but I feel that [group leaders Sebastian Mårtensson and Samuel Lidström] did a fantastic job."

A track like this demonstrates just how well the music from the Metroid series can be adapted to a variety of styles and genres -- Darren draws attention to Sebastian Mårtensson and Kristin Björkebäck's "Kraid's Campfire Ballad," an entry off the first HoaH that features acoustic guitar and an accordion. Each game has a different feel, lending themselves well to different interpretations. Even the oft-scorned Other M, Darren believes, has a very atmospheric score with beautiful cutscene melodies that is often overlooked because the overall soundtrack wasn't as memorable as the others in the series.

Some of the returning artists wanted to step up their game for 101% Run. Sam Dillard is back with the Super Metroid Maridia arrangement "Beyond the Glass," heard in the preview above at the 3:30 mark. Sam muses, "My idea was to convey an initial sense of beauty and intrigue, like gazing into a bizarre aquarium, there is a sense of disconnect with the outside world. But then the glass begins to shatter, and the illusion of safety is gone. Now you are thrust into this dangerous world and the real journey begins."

Derris-Kharlan follows up his original "Metroid Medley" with a second, heard at the 2:14 mark. Remember how I said Hip Tanaka was pleased by the HoaH album? He was specifically praising Derris-Kharlan's chiptune mix. "For my second entry," he says, "Darren asked me to focus on the Prime trilogy, a series of games that I had, admittedly, had very little exposure to. However, upon becoming familiar with the music it was clear that I had been introduced to a gold mine of audio goodness, and I got hard to work at reconstructing each theme in a memorable, but very personal way."

There are many newcomers, such as Stephan Wells, who has dipped his toes into several tracks on the album. The first song he tackled was based on "Secrets of the Chozo" from Metroid II. He states, "It's a very conspicuous and strange track that was very hard to work with, but at the time that's what Darren proposed to me, and I didn't complain. I'm glad I didn't because the resulting remix, fittingly called 'Alluring Darkness,' was quite a success I think. It's got a pretty dark atmosphere, helped by spacey effects and [fellow album artist] Buoy's fantastic guitar work."

Notable artists like Martin "Video Game Pianist" Leung and Vomitron join returning faces like Mazedude and VikingGuitar. They're all prepared to rock our worlds this Saturday when Harmony of a Hunter: 101% Run drops. Make sure to keep the album page bookmarked, and don't forget to follow the project's Facebook page for any future developments.

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Note Worthy 009: Halo 4, Rock Man, Bravely Default, ACIII

Posted: 15 Nov 2012 08:00 AM PST

Note Worthy 009: Halo 4, Rock Man, Bravely Default, ACIII screenshot

We're back to our regularly-scheduled Note Worthy with reviews for a number of highly-anticipated albums this month. I've been greatly looking forward to the Halo 4 soundtrack, and we have impressions of the entire contents of the limited edition set along with the two Rockman 25th anniversary arrangement albums.

Finally, we've got Bravely Default, Assassin's Creed III, Epic Mickey 2, and more to round out of set of ten. And as always, we've got exclusive samples via our Soundcloud and have made efforts to link you to where you can hear this stuff even when we're unable to stream them ourselves.

Enjoy, and let us know what you think of this month's offerings! 



25th Anniversary Rockman Rock Arrange Ver.

Release Date: October 10, 2012
Price: 3,150 Yen ($40)
Availability: CD Japan
Artist(s): Various Artists

We’ve mentioned the Rockman 25th anniversary arrange albums a couple times now. They’re finally here, providing a tasty dose of arrangements from the core Rockman series, covering everything from the original up through Rockman 10. The rock album does a great job bringing in live electric guitar among other instruments, and will sufficiently rock your socks off.

LivestRow, a rock band comprised of members of Basiscape, starts us off with a fantastic medley from Mega Man 1-3, combining live guitar, bass, and synth with 8-bit sections that definitely have me wanting to hear more from the group.

Mega Man 2 gets lots of attention with a medley that visits some under-appreciated themes, while Hitoshi Sakimoto tackles “Metalman,” providing some convincing alternative metal while obscuring the melody to ensure you’re hearing something you’ve never heard before. Finally, “Wily 1” has to be attempted, with Kenji Ito taking honors by bringing in rock guitar, orchestral hits, and a playful and funky organ that makes this one of the most interesting arrangements of the track I've heard.

To rattle off a few more, I love the dingy Western-style “Darkman Stage” with a flute-like synth lead and acoustic guitar, the loungy “Dr.Wily Stage1 from ROCKMAN8,” the upbeat “Galaxyman,” and the female vocal accompaniment of “Splash Woman.” “Solarman from ROCKMAN10” gets an ethnic desert vibe in what’s one of the most authentic and epic rock experiences on the album, courtesy of Yoshitaka Hiroto, before “Wilyboss Medley” comes in equally powerful. The album closes with "Ending from ROCKMAN3," a moody arrangement with female vocal yelling and again, great guitar work.

There’s a lot here to like. The artists don’t shy away from the real stuff, shredding through the series and serving up some great arrangements that you’ll want to check out if you’re a fan.

[Sound Samples]



25th Anniversary Rockman Techno Arrange Ver.
Release Date: October 10, 2012
Price: 3,150 Yen ($40)
Availability: CD Japan
Artist(s): Various Artists

Here’s the other half of the Rockman 25th anniversary arrangement albums. Our review of the rock album is above, so I’ll say that while there’s a lot more fluff on this album that didn’t really stick with me, the tracks I do like are probably my favorites from across the two albums.

I’ll start with what I like. Nobuyoshi Sano, who you may know from Ridge Racer and other titles, gives us pumping bass in “Title~Opening & Ending Medley from ROCKMAN1,2,” while Masaharu Iwata introduces an 80s vibe with funky bass and fun synth lines in “Hardman~Snakeman Medley from ROCKMAN3.” I don’t even really know Hardman’s theme, but I love it here.

The F-Zero-esque drum ‘n’ bass in the Darkman arrangement and Far East Recordings’s “cool” take on the strange “Dr.Wily Stage2 from ROCKMAN9” are awesome, but the star is, of course, Shinji Hosoe with “Mr.X Stage from ROCKMAN6.” His arrangement also delves into the 80s with some tasty synth pop, complete with octave-jumping bass, digitized vocal phrases, and thick synth chords with reveberating belltones, synths, and snare. It’s great!

In terms of what I didn’t care for, the stage select medley tried to cover too many themes in too little time, while the Mega Man 2 medley was too slow and subdued to get my blood pumping. Hitoshi Sakimoto’s “Pharaohman~Skullman Medley” is dark and bassy, but is repetitive and doesn’t do much over the course of five minutes, and the obligatory “Dr.Wily Stage1 from ROCKMAN2” (on every 20th and 25th Rockman arrange album) doesn't add anything new.

I’d say most fans will want to pick up the rock version. However, Hosoe’s track and the Hardman arrangement in particular are awesome and worth checking out also.

[Sound Samples]



Assassin's Creed III Original Game Soundtrack
Release Date: October 30, 2012
Price: $9.99
Availability: iTunes
Artist(s): Lorne Balfe

It’s always a bummer when a composer who’s been with a series from the beginning is dropped in favor of a Hollywood hot shot, but it’s hard to be mad this time around when the Assassin’s Creed III soundtrack is so good. I refer, of course, to series composer Jesper Kyd who co-composed Assassin’s Creed: Revelations with Lorne Balfe (a team member of Hans Zimmer’s Remote Control Productions) only to be replaced by him entirely for this game.

The music, however, is simply amazing. I would say that while the game’s setting is Colonial America, you only periodically get a sense of that, as most of what’s here is either cool, minimalistic electronic music or big orchestral/electronic hybrids. The game’s powerful main theme is a perfect example of the latter, and sets the stage for the memorable score that follows.

There are tons of great tracks, and I can’t really due them justice here in this review. However, the foreboding-turned-tense “Welcome to Boston,” the searing “A Bitter Truth,” the explosive “Trouble in Town,” and the soothing “HomeStead” are all wonderful. The heavy “Modern Assassin” and the melancholy “Desmond’s Destiny” also struck me, although the playful vocal track, “Needle and Stitch” will probably be most memorable among fans.

My personal favorite is “Through the Frontier,” an instant classic that incorporates exotic chants, tumultuous strings, and an pleasantly moody melody.

While I haven’t dabbled much in the Assassin’s Creed universe, I’ve loved its music. Balfe does a fantastic job and creates what is easily one of my favorite soundtracks of the year.





Bravely Default Flying Fairy Original Soundtrack
Release Date: October 10, 2012
Price: 3,200 Yen ($39)
Availability: CD Japan
Artist(s): Revo

The announcement of Bravely Default Flying Fairy was a pleasant surprise. The announcement that Revo would be handling the soundtrack was another. For those who are unfamiliar (as I was), Revo is founder and head of the Japanese project group, Sound Horizon, which has produced a number of highly-acclaimed concept albums in the past.

This soundtrack in particular is a curious one as it attempts to give listeners that traditional JRPG sound with rockin’ battle themes and fantasy-tinged dungeons and towns, etc. while raising the bar on quality by bringing in a huge group of live performers. He’s even brought on Motoi Sakuraba who you may know from Dark Souls or the Star Ocean and Tales franchises.

There’s a big bombastic orchestral opening theme that admittedly doesn’t do a whole lot for me, but it does demonstrate that melody plays a huge role on this soundtrack. The whimsical “The Beginning Country,” the adventurous “Horizon of Light and Shadow,” the sweeping and emotional “The Day the Wind Blew,” the ethnic “The Fascinating Flower Country,” and the jubilant flight theme, “Ship Soaring Through the Heavens,” all stand out. My personal favorites are the serene “Silence of the Forest” and the more foreboding “Cave of Darkness” dungeon themes, however.

But then there’s plenty of catchy rock, including “Conflict’s Chime” with its powerful brass accompaniment, the lightning-fast “That Person’s Name Is,” and the flamenco-flavored “Love’s Vagrant.” The end of the two-disc soundtrack features some of the best, with several lengthy rock fests that really hit the spot and close out the album on a high note. The final word comes as vocal ballad between Revo and Joelle (from Final Fantasy XIII-2) incorporating the main theme.

In all, this is a fantastic soundtrack with some excellent packaging. Check it out and join me in hoping this game leaves Japan.

[Sound Samples]



Epic Mickey 2: The Power Of Two Original Game Score
Release Date: November 13, 2012
Price: $7.99
Availability: iTunes
Artist(s): Jim Dooley

Jim Dooley returns to score Epic Mickey 2, bringing more musical wonder and the addition of musical numbers that really give the album a distinct Disney quality.

Before we get into those, however, the rest of the music will also put you in a Disney frame of mind with the opening theme, “Yen Sid's Lab,” bringing in a nostalgic Disney theme. The remainder of the score visits the spectrum from whimsical to mischievous that you’d expect from an adventure starring Mickey Mouse.

On the whimsical side, “Autopia Exploration” is probably my favorite with its playful horns and adventurous strings. I admittedly found myself more drawn to the mischievous tracks, however, including the foreboding and desolate “Mean Street,” the spooky “Floatyard” (my favorite track on the album), and the tumultuous “Dioramas.” The tense music that accompanies the final area, accented by the sounds of ticking clocks, is also great.

And about those musical numbers. There are a good six or so of them here, which help tell the game’s story through its music, which is a nice touch. They’re tasteful and entertaining with clever lyrics, and are the highlight of the album. Bits and pieces of the lyrics are also used in the final track on the album, a heavy electronic remix titled “A Heroe's Second Chance,” that, while cheesy, is intentionally so, and is still fun to listen to in context.

Overall, This is a great score thanks to the added musical numbers. Fans of Disney will definitely want to check it out even if they skip the game.



HALO 4 ORIGINAL SOUNDTRACK SPECIAL LIMITED EDITION
Release Date: November 6, 2012
Price: $74.99 (LE) / $13.99 (standard, physical), / $9.99 (standard, digital)
Availability: Halo 4 Soundtrack
Artist(s): Neil Davidge

This is easily one of my most anticipated soundtracks of 2012. I loved the Metroid-esque stuff I was hearing in the E3 build earlier this year, so I had high expectations for this soundtrack release. It mostly delivers, providing a cool blend of electronic-infused orchestral music that, while different from what’s come before, still feels at home in the Halo universe that I know.

The introductory track, “Awakening,” is one of my favorites, with chugging synth lines, big orchestral stabs, and a great piano/synth melody that sets the tone for the rest of the album. With only fifteen tracks, however, don’t expect this to be the entirety of the game score, which is where a tinge of disappointment comes in on my part. I loved what I was hearing in-game, but there are mostly big cinematic cues found on this album, probably giving us a musical walkthrough to the game’s story as opposed to getting into the detailed ambiance of the Halo 4 universe.

Still, there’s a lot to like, including the emotionally sweeping “Requiem” and “To Galaxy,” the expansive then tense “Haven,” the sleep-inducing “Solace,” the dark and ethereal “Immaterial,” and the bittersweet “Green and Blue.”

The limited edition boasts a second disc full of remixes that actually stand out even further in my mind. If you think the OST is too cinematic, the remix disc goes in a much more hard-hitting electronic and melodic direction. All of it’s gold and worth checking out, but I will call out “Awakening,” ” Ascendancy (Matt Lange Remix),” the hip-hop style “Green And Blue (Andrew Bayer Remix),” and the rockin’ Apocalyptica version of “The Beauty Of Cortana” as my favorites. Our unboxing video shows off all the contents, and the included hour-long DVD also gives a lot of information about Neil Davidge and the score.





Ragnarok Odyssey Original Soundtrack
Release Date: October 30, 2012
Price: Not for Sale
Availability: Mercenary Edition bonus
Artist(s): Kumi Tanioka

Hopefully you’ve already read and listened to our feature on this game’s music. Kumi Tanioka, while not soundTeMP by any stretch of the imagination, does Ragnarok Odyssey her way, infusing a sometimes-tense and sometimes-whimsical fantasy backbone into the game. I do love the distinctly “gamey” sound with a emphasis on great melodies which is what Ragnarok Online’s soundtrack was all about.

After a bombastic opener, we get into the good stuff with the upbeat and adventurous “Shining Plains” and the more exotic “Ydalir Grand Canyon” and “Leading the Giants” with some lovely woodwinds calling out into the distance. There’s the contemplative “Gaze Upon the World Tree,” the measured yet dreamy “Astride the Flying Steed,” the minimalistic “The Depths of a Dark Love,” and the “Eagle-eye Throne” with some great synth choir. The sleep-inducing new age “Yggdrasil” is another great moment on the album, as is the sweet Celtic ballad that explodes into the main theme, “Ragnarok Odyssey,” which closes out the album.

Things get more tense with rapid string stabs and explosive percussion in “Truth of the Sundered Land” and the “dirty” and grungy “GREN/DEL” is probably my favorite track on the album. There’s also the dark and foreboding “The Ruins of Glast Heim” and the epic finale found in “From the Edge of Vigridr” and “Twilight of the Gods.”

In all, this is a fantastic soundtrack, and is worth the extra $10 alone for the Mercenary Edition of the game which also includes trading cards and a strategy/art book.





Ratchet & Clank: All 4 One Original Soundtrack
Release Date: June 19, 2012
Price: $9.99
Availability: iTunes
Artist(s): Michael Bross

Okay, so Jim didn’t like Ratchet & Clank: All 4 One very much, and yes, the game’s old news, but the game’s soundtrack composed by Michael Bross was just released a few months back. Given Bross’s involvement with amazing Oddworld Stranger’s Wrath soundtrack, I went into the All 4 One soundtrack with high expectations.

Those specifically looking for the gritty electronic stylings found in Stranger’s Wrath may find themselves disappointed. Bross has really embraced the lighthearted nature of the Ratchet & Clank franchise and has adopted a more cinematic orchestral approach that fits this franchise quite nicely, but rest assured, he also works in a healthy dose of electronics to lend the soundtrack a cool edge overall.

This combination of cool electronics and bombastic orchestral elements is displayed right out of the gate with the hard-hitting “All 4 One” main theme. It sports a great melody that that is suitable for a superhero.



The synth-heavy “Luminopolis Rooftops” is another highlight along with the more measured “Journey Through the Forest” which features some lovely belltone arpeggios. The majestic “Vertigus Cliff,” the sneaky “Interlopers,” the tense Hollywood espionage “We Descend” and “Polar Sea,” and the spacey “They Came During the Night” also tie in electronic elements very tastefully. Coming in towards the end, the minimalistic and contemplative “Terawatt Power Station” will remind you of some of Bross’s solo electronic work, which is a nice touch.

The verdict: maybe the game wasn’t worth your attention, but the soundtrack is worth checking out if any of the iTunes samples catch your fancy.





Takeaki Kunimoto WORKS ~Hitsuji no Oka~
Release Date: August 3, 2012
Price: 2,100 Yen ($27)
Availability: CD Japan
Artist(s): Takeaki Kunimoto

SuperSweep strikes again with its WORKS series, highlighting an important figure in game music that many may not have heard of by name. Takeaki Kunimoto is known for his work on early Hudson titles, and more specifically on Star Solider, Milon’s Secret Castle, Mickey Mousecapades (LOVED this game!) and Bomberman. This album features live performed arrangements of music from some of these games along with original tracks.

The album’s ten tracks are performed live. The recording isn’t as clear as one might hope, almost sounding like a bootleg recording, but this does lend the album a certain retro charm.  It’s also interesting to note that among the large list of performers is Shawn Phase of Temp Sound Solutions, which is a surprise.

Kunimoto’s originals cover a lot of different territory, from the jubilant opening track that uses squeak toys as an instrument and a poppy vocal theme to a heavy electronic track (still focusing on an upbeat melody) and even a smooth jazz track with some live sax.

The remixes are equally fun, with the Challenger track opening with the sound of blowing into a cartridge before guitar carries the listener through various themes, and Star Solider getting an introductory 8-bit intro before some big space rock kicks in. Hector ’87 starts with sexy electronic piano and funky bass before wailing electric guitars come in to electrify the atmosphere, and Milon’s Secret Castle works 8-bit sound effects into the acoustic guitar and vocal children’s song.

This album is a lot of fun despite the sound quality and 35-minute play time. It’s a shame it’s not cheaper to allow for more accessibility, but if you’re a fan of any of the titles featured, this may be worth checking out.





TIME TRAVELERS Original Soundtrack
Release Date: August 8, 2012
Price: 3,500 Yen ($42)
Availability: CD Japan
Artist(s): Hideki Sakamoto

Know Hideki Sakamoto? You should. Everything he touches turns to gold. He’s best known for echochrome, but his studio, noisycroak, has been behind a string of amazingly well-produced soundtrack releases, several of which we’ve covered in Note Worthy, including his amazing rock band, TEKARU, which covers his game works.

Time Travelers is a three-disc soundtrack with a lighthearted approach, tackling lots of emotional ballads and comical tunes that exaggerate the musical themes of heroism and silliness. This is best highlighted through the game’s many vocal themes, including the instantly catchy “Dr Schrödinger, tell me please? (Mikoto's Theme),” an upbeat rock tune that was covered on TEKARU MECHANICAL. There’s also a great electronic vocal theme, and two strange male vocal themes with lyrics in heavily-accented English that are sung in a weird way that somehow meshes with the rest of the material on the album.

Other exaggerated themes include the generic “Love Ballad” that sounds like it was written on a Casio keyboard, and “An American Joke” which tackles patriotic American music. There are some breaks into more electronic-oriented themes that go for atmosphere and are a bit on the repetitive side, as well as jazz and some other unsettling pieces here and there, but the stars are the previously-mentioned vocal themes and the orchestral ballads. There’s tons of live music here, and the effort really shows through the quality of the music.

This is definitely worth checking out if you’re a Sakamoto fan or if you want to get more into his works. I don’t know if this is the best starting point for the latter (echochrome ii is probably my favorite work by Sakamoto, and earned him a world record for longest game music song ever).

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Black Ops II on balancing and player feedback

Posted: 15 Nov 2012 07:45 AM PST

Black Ops II on balancing and player feedback screenshot

Balancing, balancing, balancing. Developers do as much as they can to make sure their multiplayer is designed as best as possible before shipping, but it's when the title has made it into the public's hand that really puts everything to the test. Making sure a game is balanced well is a never-ending battle with any multiplayer game.

Black Ops II is no different, and Treyarch has created a new system called Black Box that analyzes player data to really see how everything is performing. "What we said was we need to balance the emotion of using something, like your personal visceral reaction to it, with math," design director David Vonderhaar told me. "There's a lot of instrumentation in this game, there's a lot of data logging, so I know exactly what the power band of a weapon is at all times. So I can combine how something feels with how it's actually behaving. I know, I know this is going to happen: A million people are going to Tweet me and tell me that the [for example] 'PDW 57 is overpowered, Vonderhaar what are you doing?'

"What I'll do is I can go and look at the math and I'll go 'Actually, you know what dude? You're just good with it. Have fun, because the math says that it's not overpowered.' I have the averages, you're being successful. That means Pick 10 is working, and if it's overpowered I'll know it for real. Like not because someone said it was, or because I felt it was, or because you sent me an angry Tweet because you got killed by the SRM Shotgun one night 17 times so you're mad. The data will tell me the truth."

"So combining your opinion with mathematical fact is the way we can handle this and that's only possible if the game is instrumented well, and it is," David continued. "Like a whole new level of instrumentation, it's crazy cool. Data nerds would just die if they had any idea what kind of stuff we can yank with this."

Basically, Black Box is a series of databases that allows Treyarch to run various queries against it in lots of interesting ways. They can take a weapon like the SRM with the long barrel attachment, for example, and compare how many shots it's taking to put someone down on average against some other data set. That's one example of the cross checking they can perform now.

"Once you have the data you just need to figure out how you want to use it. You can create new queries and modify queries and that allows you to run all sorts of reports. I have this chart on my wall that we run all the time to just be sure how things are trending. What's really cool about it is you make a little tiny tweak [and] you get a sense of what that does to the tuning, what would happen if you did that. It lets you do some really lightweight modeling, it's pretty neat.

"I'm just going to kill people with facts [with] this game when they come over and go 'This thing is OP.' I'm going to go 'Actually it's not OP, you're wrong.' I'm not going to yell at them or anything, I'm just going to tell them the truth. I don't have to hide this stuff from people, just drop knowledge bombs on guys. It's gotta be done! What people are doing is reacting emotionally, and I'm like a really emotional guy so I get it."

David is one of the more prominent developers out there who actually uses Twitter as real-time feedback in a large way. "It's like the world's greatest instant fact checker. You can get really close to something when you work on it so it's always healthy to say, look, let me just put this out in the stratosphere and see are my assumptions about it still right and that's when you'll see me do that. The other thing is it's really great to just tell people look this is how it's going work and why. You may not agree with that but I'm going to tell you. I'm going to be transparent and tell you."

Social media also proves to be a great early warning detection system for David as well. "It's a really good way to understand what's happening before something becomes. That allows us to be on top of it. You can't tell people what they want to hear, that's the wrong way to do it. But what you can do is say 'I got it. Thank you. I'll look into it. I looked into it and this is what we're doing.' Or not, and then you'll move on from there hopefully."

And while he's open to hearing everyone's feedback, at the end of the day "you can't let Twitter design the videogame. These are just fans, and they just want to talk to somebody. Who are they going to talk to? A guy that doesn't work on the game? I'm the best guy for them to talk to, someone who can actually make decisions about the game is infinitely better than talking to somebody who has no control over what actually happens. I think it's better that way, even if it comes with this whole new level of responsibility and possibly headache. It's worth it in the end. I'm glad for it and I'm glad for them, honestly."

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Contest: Win a copy of The Art of Halo 4!

Posted: 15 Nov 2012 07:30 AM PST

Contest: Win a copy of The Art of Halo 4! screenshot

Our buddies over at Titan Books have given us five copies of The Art of Halo 4 to hand out to you lovely Dtoiders! This gorgeous hardcover is jam-packed with never-before-seen concept art from the recently-released title, and can be yours right now!

To enter, all you need to do is leave a comment telling us why you deserve it! Limit one entry per person, and the contest closes this Saturday, November 17 at 11:59 PM Pacific.

We have three copies for US/Canadian residents and two for UK Dtoiders, so please tell us what region you're in when you comment. Good luck!

Notes about The Art of Halo 4 from the publisher:

Awakening: The Art of Halo 4 is a very special collection of concept art, sketches, and artists’ commentary that highlights the imagination and creative vision of 343 Industries. From the expanses of the Forerunner shield world Requiem to the minutiae of the UNSC Battle Rifle, Awakening: The Art of Halo 4 reveals every spectacular element of the game.

Experience the vastness of the UNSC Infinity—the largest and most powerful vessel ever employed by the UNSC—as it encounters the stranded Master Chief and Cortana. Take a first look at a new breed of super-soldier, the Spartan IV, and discover an array of Promethean enemies.

This vital edition is a special look inside the creative process as 343 Industries’ expands the Halo universe with the characters, locations, and surprises of Halo 4. 

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