Today (Thursday) a new system software update v3.30 for the PS Vita which will let you personalize the Start and Home screens, along with app icons and background music.
A few non-game themes will be available from the start: Crystal, Four Seasons, Stitching. Game themes featuring Uncharted: Golden Abyss, Tearaway, and Freedom Wars are on the way. Both game and non-game themes will be available for purchase on the PlayStation Store.
The update will also add Trophy rarity stats, and the ability to send event files to friends to set up game dates.
Sunset Overdrive is the next insane release from Insomniac Games exclusively on the Xbox One, and I talked with James Stevenson from Insomniac about it.
2027. Sunset City. A contaminated energy drink has transformed most of the population into a multitude of toxic mutants. For many it’s the end of the world, but for you it’s a dream come true. Your old boss? Dead. Your boring job? Gone. Transform the open-world into your tactical playground by grinding, vaulting and wall-running across the city while using a devastating, unconventional arsenal. With hyper-agility, unique weapons, and customizable special abilities, “Sunset Overdrive” rewrites the rules of traditional shooters and delivers an explosive, irreverent, stylish, and totally unique adventure exclusively to Xbox One.
James Stevenson is the Community Lead at Insomniac Games, so over to James, and there is some brand new gameplay in there too:
Sunset Overdrive will be released October 31st only on Xbox One.
Today EGX has announced that it has struck a multi-year deal to move to Birmingham’s NEC. Next year’s event will be the biggest EGX ever and takes place at the NEC from 24th to 27th September 2015.
This announcement comes hot on the heels of the most successful event in EGX’s seven-year history that saw a record 75,000 attendees visit the show over its four days. The show featured over 100 unreleased videogames, presentations from some of the world’s most prestigious game developers and lots more.
EGX is also pleased to confirm that tickets for 2015 will remain frozen at this year’s prices and that it is already working with travel companies to deliver discounted train and coach packages for visitors to the show.
Furthermore, attendees will be able to take advantage of the host of new facilities and attractions currently being built on-site. Opening in spring 2015 and part of the NEC campus, Resorts World Birmingham will be the UK’s first integrated destination leisure and entertainment complex, comprising of a four star hotel, restaurants and bars, multi-screen cinema and casino.
“EGX has experienced amazing growth during our four years at Earl’s Court,” commented co-founder and CEO of Gamer Network, Rupert Loman. “And while we are sad to leave, we see the move to the NEC not only as a real opportunity to continue its success, but also to evolve and improve the experience we offer both attendees and exhibitors.”
Gamer Network’s growth plans for EGX events have already begun with the recent announcement of a partnership between the acclaimed indie, PC and developer-focused show, EGX Rezzed and the prestigious BAFTA Games Awards.
EGX Rezzed will take place from 12th – 14th March, 2015 at London’s Tobacco Dock, with the BAFTA Games Awards will be held at the venue on the first evening. Tickets for EGX Rezzed go on sale tomorrow morning.
Sherlock Holmes video games notoriously don’t work. They’re usually a poorly sequenced set of puzzles strung together with nothing more than a loose plot based on previous stories. Crimes and Punishments is a fully 3D and interactive world so hopefully all that can change and finally bring the glory of Sherlock Holmes into the video game arena.
There isn’t really much in the way of a tutorial in Sherlock, or at least not a glaringly obvious one. There are a few text boxes to help you in your early adventures but they are irregular enough that they avoid becoming a burden. Instead Sherlock prefers to throw you into the thick of things and watch you figure everything out for yourself.
When you approach a clue a reasonably sized UI element will appear in front of you and with a simple press of the ‘x’ button Sherlock will do his thing. This is the basic principle behind finding clues. The decent sized clue prompts give you confidence even early on and is just one way Crimes and Punishments lets you feel just a tiny bit like Sherlock.
For me the most satisfying moments are using Sherlock’s unique attention to detail to spot details that no-one else can. Pressing ‘R1’ switches Sherlock into a ‘focus’ mode revealing such details. On screen text reveals Sherlock’s thought process in similar fashion to BBC’s Sherlock. It’s subtle and the black and white style ‘focus vision’ clearly differentiates between the details Sherlock can see and those that everyone else sees. It’s just another way the game makes you feel like your being clever, when in fact the work is being done for you.
The final core tool in Sherlock’s clue finding arsenal is his ability to create a character profile from seemingly minute details. Again it’s visually similar to the TV series Sherlock. When you talk to a new person pressing ‘square’ will allow you to scan them back and forward using ‘L1’ and ‘R1’ then moving a cursor over items of interest you can press ‘x’ when it lights up. You might notice a telegram in a pocket addressed to Manchester and, knowing the person’s family name, deduce that the telegram was for a family member and that the person was probably born in Manchester.
Look Watson! I think I found something.
There’s not much to the clue finding aspect of Crimes and Punishment but it is when you feel most like the great detective. The simplicity of performing the tasks gives you a confidence that borders on arrogance and with simple prompts it’s very difficult to miss all but the smallest details. Having said that there are often facts that are revealed later in the cases that give light to other clues which will require you to back track and recheck an area.
Once you’ve gathered enough facts and clues you can open the ‘deduction’ menu and start making deductions and eventually conclusions. Each clue you find will appear as a single sentence with a paragraph to describe it. Matching two relevant clues together will create a deduction which appears as a neuron on what later becomes a web of choices and facts. Often there will be a decision to be made. So was someone’s presence at the crime scene an innocent coincidence or does that implement the suspect?
As you find more clues and add more deductions the web becomes increasingly intricate. The great thing about it is there’s never a correct answer during this phase. Until you find a deduction that you are confident about it’s almost impossible to make a meaningful conclusion. Once you find that firm fact there will often be contradictions, which are clearly highlighted in red, that cause a cascade effect as different clues and deductions rule others out eventually leave only the right answer – in theory.
And there is ultimately a right answer. There is, therefore, a whole series of wrong answers and conclusions. It’s a daring moment when you finally confirm your decision after hours of sleuthing, interrogating and deducing. Often the accused will lie rather than blindly telling the truth which can even provide a false confession and confirm you’re assumptions even when you’re incorrect.
What makes it feel a little futile is the ability to reload and change your mind to try a different conclusion. You can do this as many times as you like and then eventually confirm the right choice. You can even press a button to reveal the result and find out how many of the available clues you found and if you accused the right person. You can then reload and try again if you want. There’s no punishment for doing so and you could genuinely just force your way through the game, try all the solutions to a case and pick the right one to get all the right results.
But it’s not the way to enjoy Crimes and Punishment. Once you realise that your final choice isn’t anywhere near as final as it first appears most of the thrill is gone. I made a pact with myself not to reload and live with my mistakes and that allows Crimes and Punishments to be at its best. Even though sometimes the evidence isn’t quite as clear as you’d like there’s usually a reasonably logical way to arrive at the correct conclusion, and when you do you feel clever and extremely satisfied.
The gigantic leap in visual fidelity has to be mentioned. It gives the game a certain legitimacy that will hopefully finally make Sherlock Holmes a renowned name in video games. Walking around Baker street I regularly switched to first person mode to really breath in the atmosphere. Character’s faces are a particular speciality but sadly the lip syncing isn’t quite as good as I would have liked, particularly given the amount of time you spend talking to different people. Still it’s fair to say this is by far the best looking Sherlock game ever. It no longer appears like a cheap puzzle game but for the first time looks like a 3rd person game with a decent budget.
At it’s best Crimes and Punishments makes you feel like Sherlock Holmes. It gives you the ability to notice minute details that make all the difference. But even better than giving you the tools for the job is the deduction screen which makes you do the work. Sure it helps you along by pointing out contradictions but it’s you that puts the case together and makes a conclusion.
There’s nothing quite like it when you have a ‘light bulb moment’ and change an option that suddenly reveals the right answer. But at the same time the ability to replay other options before you confirm your choices takes a lot of weight away from your final conclusion. The satisfaction from getting something right on your own and the fact that you actually have to use your brain is incredibly rewarding. Crimes and Punishments is an excellent mystery game and a great addition to the Sherlock franchise. For a genre that is particularly lacking in video games Crimes and Punishments is a refreshing move forward.
Ubisoft’s forthcoming driving MMO The Crew is released later this year and I sat down with Julian Gerighty, the games Creative Director to talk about it.
THE CREW was born out of a dream to create a living, breathing world of car enthusiasts. A world in which any driving fantasy can be realized – street, dirt, cross-country, circuit – The game was built with cooperation at its heart. We believe the technology is finally here to make this dream a reality.
The first innovation that THE CREW brings to the action-driving genre is a massive open-world filled with activities, gigantic in scope, which delivers an unprecedented level of gameplay variety. The entire USA is your driving playground, covering thousands of square miles, from city to suburb, county to county, state to state, coast to summit. THE CREW defines what freedom truly means in a driving game, without any barriers and invisible walls to restrict your car to the road. In this huge open world, go anywhere at any moment and use the surrounding environment to your advantage. Take that cop chase off-road and watch those cumbersome patrol cars spin out in the dirt, or maybe just hide in a corn field…
There is also some new gameplay in there too captured from the Xbox One version of the game, so over to Julian:
The Crew will be available November 11th for Xbox One, PlayStation 4 and PC.
I always panic whenever I have to review an RPG. I tend to think that playing it one way and talking about my experience will be completely different to how everyone else plays it and cause some kind of unrest. That, and trying to complete it in time missing out a chuck of secrets and potential side missions that I could really enjoy is another factor. Fantasy Life by Level 5 on the 3DS seemed to put all my worries and panic to rest as this is an RPG like no other that I’ve come across. I might not be the biggest connoisseur of Japanese role playing games but with this title I was eased into a world where literally I could be who I wanted to be and genuinely enjoy myself with this freedom.
Life/Careers
Ok, maybe I didn’t always want to be a Tailor when I grew up in the real world but this Life, as the game refers to as the different careers, is 1 of 12 you can play as. There’s a Paladin, Mercenary, Hunter, Magician, Miner, Woodcutter, Angler, Cook, Blacksmith, Carpenter, Alchemist and my Tailor class to choose from. My reasoning for choosing this Life was simply because I wanted to try something that wasn’t in any other game I’ve come across. We’ve had our share of fishing, cooking, hunting and tree chopping games over the years, but tailoring is just something I just had to see. And to be honest there’s an appeal to making my own attire than purchasing it that is pretty unique.
So after customising what my character looked like, from the colour of his hair to the voice he’d sounded like, my adventure begun. After meeting your companion Flutter, the talking butterfly and your mute character’s mouthpiece, you’re given free roam to explore the land of Reveria. What you’ll find is that this free roaming and optional side quests is what really implements the Life you’ve chosen. You can chop down trees as a Woodcutter, fish as an Angler and mine as a Miner. The actual meat of the main story doesn’t change to whichever class you are so it’s reassuring that you’ll still enjoy the same main quests as another player with another class would.
What is Fantasy Life?
To sum up what the game is about wouldn’t do it any justice. Saying it’s like Animal Crossing crossed with an RPG is still an understatement. Fantasy Life is an experience that features more content and replayability that we’ve ever seen. Yes, you live in a town and can expand your living space, decorate where you live, work hard to earn some Dosh, the game’s currency, and dress up however you want but these are the simple resemblances to that said other game. What Fantasy Life does differently is allow your character to level up through completing quests and side missions through experience points. Upon gaining enough Bliss points you’re given the option to carry more items, expand your home’s storage, ride horses and even obtain pets. And this is just the tip of the iceberg. Bliss unlocks aside, your character has a separate Skill page to level up your common uses of Dashing, Sneaking, and in my case Sewing and Garment Tailoring. And to add even more depth you have a Status page which is more of your typical RPG points system where you spend earnings per level up on your traditional Strength for sword attacks, mining and woodcutting, to Dexterity for bow skills, daggers and sewing.
How I did
My first 12 hours with the game caught me off guard but not in a negative way. Given so much freedom to venture around Reveria meant that I could pick and choose whom I wanted to help in any order I wanted. After exploring the vast kingdom I went to acquire my Tailor’s licence and began to practise under the supervision of my teacher. Tailoring, like the various other crafting Life’s, required me to go out and collect recipes and partake in mini games at the workshop to create my garments. There’s a great sense of satisfaction when making something from scratch and wearing it with pride, which is pretty much a feeling that you’ll never tire of. This is what caught me off guard. I didn’t have to follow a strict linear path to progress and it pays off well.
After completing a few clothing requests and levelling up my skills I met a cat on a roof that demanded me to feed it fish as a side quest. I took a step back and thought to myself that however bizarre this game was I was actually enjoying the charm and once again Level 5 had me hooked on something other than the mechanics and story itself. It’s one thing having an immersive story with depth but every now and again I enjoy seeing something out of the ordinary, whether it be that cat or the Napdragon, another character that’s vital to the game’s story that requires your help, I’m an instant fan of quirky.
Verdict
The story gets more adventurous the further you get into it. I explored volcanic caves whilst fighting molten lava enemies and even climbed up to the tallest summits to capture beasts to sell their bounties for a great price. This game literally gives you many options of activities and it’ll appeal to most people on various levels. The combat gets progressively better the more you obtain better equipment to wear that’ll boost your abilities. Your home will reflect you the more you add more furnishings and find colours that’ll suit you whilst being appealing for your pets too. The story will have you gripped with its charm as you, Flutter and your followers rescue, inspire and fight alongside new allies from creatures out to cause mayhem. Fantasy life is a game that’ll have you playing for an extremely long time as you’ll try out different classes and further down the like purchase more content to keep the game going even longer. And best of all you can play with other friends of yours locally or over the internet, up to 3 of you in your world, to explore and hunt with, The perfect icing on this gigantic cake. It’s hard to fault this game and Level 5 have done it again.
The preview build of Dead Island 2 was something I was looking forward to playing. Having been a fan from the original game I wanted to see for myself the differences between Dead Island/Riptide and the upcoming sequel. The build available for play at this year’s EuroGamer Expo was the 4 players cooperative mode with the task of seeing who can kill the most zombies. As much as I enjoyed fighting the other 3 players for the getting the kills on the undead I personally know that this won’t be my primary game mode on release. I can understand that for expos this is a fun way of bringing players together competitively but what I liked about the original games, and what’ll be in this full title, is the immersive campaign mode where adapting and survival trumps over the competitive sports-like game mode.
Even though the game was in the alpha stage I did however still enjoy coming back to this world where there’s more zombies than sense and the brutal ways of dispatching them is still the drive behind this game. The demo was set in a suburban part of Hollywood with the famous Hollywood sign in the not too distant background upon the over looking hill. Wading between houses and a couple of petrol garages I was armed with the bare minimum and was set out to cause zombie genocide. I naturally went for the thing that made the biggest mess, gas canisters, and started the party off with explosions and flying limbs. I felt right at home with the controls as I remembered how to play from the titles.
As I began to progress through the stage waypoint markers appeared telling everyone where the next horde was causing an issue. I particularly liked these bits as I’m familiar with Dead Island throwing dozens of zombies at me and only at these waypoints I got my undead fix. Everywhere else wasn’t really populated with things to kill but I saw that as a reason to go exploring. I visited the interiors of a couple of houses where running zombies cornered me unsuspectingly in people’s kitchens, to finding myself kicking them into garden hedges just to clear a path. I have to admit that the game looked graphically better on the Playstation 4s we played it on in comparison to the previous gen, something that we all expected. It was nice to not be thrown by a completely different interface on top of this too.
Other than a few glitches I look forward to playing more of Dead Island 2 when something other than this non-scary zombie skirmish mode. I’m excited for the panic and running for safety, thrilling and unique variants of enemies and the ridiculous custom weapons I know Dead Island 2 has up its sleeve. I may have not won with the most kills in this the hands on but I can assure you if I was awarded points for creative kills and feral-like back stabs with my machete I’d have walked away a champ.
Tiny Troopers Joint Ops are Re-balanced for PlayStation Vita, PlayStation 3 and PlayStation 4, Tiny Troopers Joint Ops from Wired Productions brings together all the favourite features and more from Tiny Troopers and Tiny Troopers 2: Special Ops, who combined, exceeded 8 million downloads.
Tiny Troopers Joint Ops also features an exciting newly designed control scheme exclusive to PlayStation formats, as well as cross save and cross play functionality – Tiny Troopers Joint Ops is anything but small.
Take control of your miniature marines as you battle evil foes from around the world with a multitude of weapons and specialist soldiers. Collect medals, dog tags and Intel during the course of each mission. With over 7 hours of gun toting explosive gameplay, Tiny Troopers Joint Ops is miniature warfare on a massive scale!
Tiny Troopers Joint Ops will be available on the Playstation Network this October.
To celebrate the launch of Middle-earth: Shadow of Mordor, Warner Bros. Interactive Entertainment (WBIE) and Monolith Productions have released the official Shadow of Mordor – Launch Trailer. The trailer dives into the story behind the action game set between the events of The Hobbit and The Lord of the Rings.
Talion, a Ranger of the Black Gates, is slaughtered alongside his family and is resurrected by the powerful Wraith, Celebrimbor.
The two will face the might of Sauron’s Army and Black Captains with the aid of unexpected allies, ultimately confronting The Dark Lord himself.
Middle-earth: Shadow of Mordor is available from Friday 3rd October for PlayStation 4, Xbox One and PC.
Today ROCCAT has announced the global availability of the All Action Gaming mouse named Tyon. The next step in gaming mice evolution and a true game changer, the Tyon sets the bar for gaming control and precision by putting every major action in the palm of the players’ hand.
ROCCAT Tyon features the X-Celerator, a two-way analog stick that allows gamers to throttle, sprint, rotate tank turrets, and more directly from their mice. Extensively tested and perfected by professional gamers to guarantee responsiveness and ease of use, the X-Celerator is a major shift in mouse design for FPS gaming and beyond.
The Tyon offers 16 assignable buttons, 31 distinct possible functions, and a nearly limitless levels of customization thanks to ROCCAT’s dedicated Easy-Shift[+] Button. While optimized for FPS gaming, the Tyon is an efficient, combat-ready and aestherically facscinating masterpiece for all genres, including MMO, RPG, and more.
Here at Connected Digital World will have the new ROCCAT Tyon in for review very soon.
“Today’s games demand that players master the different layers and dimensions of gameplay, whether on land, at sea, in air or space,” says René Korte, ROCCAT founder and CEO. “The efforts placed on perfecting the Tyon is beyond comparison and we are confident that it will take gaming to the next level.”
ROCCAT’s newest weapon is also armed with a Dorsal Fin, a two-click button placed behind the mouse wheel that provides comfortable mid-finger action to increase functionality. The Tyon comes with a 576kB onboard memory to store vast amount of settings and macros, a 8200 DPI Pro-Aim Laser Sensor for pinpoint precision, lightning quickness and fatal accuracy, and programmable dual lighting RBGY illumination for both the lower rim and wheel of the mouse.
“Tyon’s design and button placement provides the simpliest access to the most features in a gaming mouse, reducing the need to worry about hand adjustments on a keyboard,” adds René. “The Tyon is for everybody and we are eager to see how gamers will creatively utilize it to maximize their gaming sessions.”
The ROCCAT Tyon is now available for $99.99/€99.99 online. For more information about the Tyon and ROCCAT’s line of gaming peripherals, then please visit www.roccat.org.
ROCCAT Tyon Tech Specs
· 8200 DPI PRO AIM (R3) LASER SENSOR – precision gaming at its best
· X-CELERATOR THUMB PADDLE – unrivaled command capabilities
· DORSAL FIN SWITCH – rapid and instinctive control
· ROCCAT TITAN WHEEL – millions of ultra-precise steps
· ROCCAT EASY-SHIFT[+] – on-the-fly button duplicator
· 16.8M MULTICOLOR ILLUMINATION – customizable two-level light system
· TRACKING & DISTANCE CONTROL UNIT – less pick-up flight for precise gaming
· 16 MOUSE BUTTONS – programmable + dedicated Easy-Shift[+] button
· 32-BIT PROCESSOR + 576KB MEMORY- rapid macro storage and execution