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2013-04-02
Video games require good pacing. In this regard, games are just like any other type of entertainment, like books, movies and music. If something starts off too slow, you might lose interest. At the same time, if the ending feels rushed, you might feel somewhat irritated. While this is the case for other media, the issue of pacing in video games isn't just with narrative. If a game is divided into chapters, there shouldn’t be a large gap in the length of each chapter. Likewise, the transition from one chapter to the next shouldn’t be abrupt. I'd only be scratching the surface if I said video games have complicated pacing. This week, I’m taking a look at one of my favorite games of 2013 thus far, Metal Gear Rising: Revengeance, and ranting about its horrible pacing.      Revengeance is an amazing game, no doubt about it. From the get-go, the game is an amazing ride. Having said that, the eight missions that the game throws at you all vary in length. Some missions will be a good 30 minutes longer than others. That may not seem like much, but when the game lasts around six to seven hours, it becomes a problem. When you consider the fact that one mission takes at least 1/8 of the game’s overall play time, there’s something obviously wrong.      There are two inherent problems with uneven play times for missions in Revengeance. The first is that there is no way to start in the middle of a mission, or anywhere else for that matter; you can only start at the beginning. There are two particular missions I enjoy because the boss fights are spectacular. Sadly, these two bosses are in two of the longest missions of the game. If you want to fight the boss or go play a segment of the mission that you really had fun with, it’s impossible to do so unless you go through the entire damn mission. Normally I don’t really have a problem with this, but when the missions are long compared to some of the others, it can be a bit irksome. It doesn't help that the longer missions have mini-missions within them. In fact, ***SPOILER ALERT*** one mission is only a boss fight that lasts around 10 to 15 minutes. It’s only a boss fight. Why the heck are the two bosses that I’m talking about not in their own two separate missions? It just doesn’t make any sense.      The second problem is that the shorter missions lack substance. Now, I’m all for bosses having their own missions for relative ease. Earlier, I complained about long missions with bosses feeling weird when there are missions with just boss fights; the reverse also holds true. The longer missions with bosses had that climactic build-up and felt complete. You start relatively slow at the beginning of the mission and go off with a bang. In a mission with just a boss fight, there’s no buildup and release; it’s just release. It’s an odd contrast. In many ways, the two mission types conflict with each other and are at odds.    Using a game from last time’s Nitpick, DmC: Devil May Cry, we can see a better example of good pacing. There are two types of missions. First, there's a normal mission where you have to hack your way through some objective; these take roughly 30 to 45 minutes. The second type is a boss mission. You only fight the boss in these boss missions; this separation is extremely nice, as there’s a clear pattern and progression that the game is trying to accomplish. The pacing in DmCis pretty well done. The progression missions are all the same length, and all of the bosses have their own missions. Revengeance doesn’t do this.     So what does all of this have to do with pacing? I stated earlier how the missions are all different lengths and that has something to do with bad pacing. Actually, it’s only part of the problem. If you haven’t figured it out by now, pacing goes beyond gameplay time. It’s also about gameplay itself. The pacing and breakdown of the game is ruined because of the weird division in gameplay. The game completely disregards the typical boss fight at the end of a mission by just throwing in one boss after another; it’s definitely different. It’s easy for someone to look at what Revengeance does and say that it’s something great. Sadly, I feel otherwise. Revengeance fails to divide the game into portions that resemble each other in some way, shape or form. By not having a pattern, continuity is lost, a steady flow is never established, and the result is something messy.     There’s a lot to love about Metal Gear Rising: Revengeance. However, just because I love it doesn’t mean it hinders me from recognizing what it fails to do. While it is subjective to say that the pacing is flawed in Revengeance, there is no denying that the way the gameplay is divided up is rather odd. The decision to constantly disrupt any pattern in its mission design is something I can't enjoy. However, maybe the lack of pacing is a message in and of itself. Revengeance is an absolutely insane game with a bombastic and flamboyant nature that has no regards for common video game rules. Maybe the pacing of the game does the same. Whether this is the case or not, my stance will not change.   Next time on Nitpick, I’ll be discussing bad games. Correction, bad movie games. Oh boy. There are a whole lot of them and you should be excited. Well, perhaps not. These ARE bad movie games after all.  Written by: Simon Chun Info from: gamezone.com
2013-03-29
What began as a joke is now coming to the PS3 and PlayStation Vita. Divekick, a game where the characters are "Dive and Kick" and the buttons are Dive and Kick, has just been confirmed on the PlayStation Blog. "As we developed the prototype, it became clear that this game was a great tool to clearly explain how deep a single move can really be, and that the high-stress, high-tension gameplay was keeping our test groups hooked," explained Divekick creator Adam Heart. "The game is purely about outsmarting someone and enforcing your will upon them. This skill is core to the fighting genre, but because we’ve peeled away the execution and memorization barriers that bog down other fighting titles, a huge number of players in the office have become very skilled and very threatening." As the name suggests, there are just two buttons: Dive (into the air) makes you jump straight, while the Kick button makes you fly foot-first at a downward angle. Pressing kick on the ground will allow you to jump away from your opponent. The first hit wins the round, and the player that wins five rounds first wins the game. There is a Kick meter since "every fighting game needs a meter". This bar fills as you attack and once you top it off, you'll enter "Kick Factor," making you much faster. Getting hit in this mode will render you concussed; for the next round you'll move slower. Simple enough? Written by: Matt Liebl Info from: gamezone.com
2013-03-29
Nintendo has been changing its policies to make getting games on the eShop service an easier process for indie developers. The company is trying to make it as "frictionless" as possible. Developers will need to become licensed to access Nintendo's tools, but it's relatively easy, said Dan Adelman, the company's business development manager, who regularly works with indies. "We really have only a few requirements to sign up as a licensed developer with Nintendo," he told Gamasutra. "The most notable ones are that you have to have some experience making games, you have to be able to keep any confidential materials like dev kits secure, and you have to form a company. None of these should be prohibitive to any indie developer." Indies can also set their own prices for Wii U and 3DS content, and "if they find an issue they need to fix, they can," said Adelman. Nintendo wants to build a trusting relationship with these smaller studios, and that means listening to their thoughts and suggestions. "We try to take a proactive stance with developers and solicit feedback from time to time," said Adelman. "How can our development tools be better? What kind of functionality do you want to see in the eShop? How can we improve our processes to make life easier? I kind of see a big part of my role as representing the indie community inside Nintendo to make sure that we can make our systems as friendly as possible." The company is also trying to give every new game some visibility at launch — which is even more doable thanks to the current flexibility of the eShop — but otherwise, it's letting the market decide which games are good. "That said, there are a few times when we do take a little editorial license," said Adelman. "Sometimes there's a game that we recognize is a great game for a niche audience or is trying something so new that people may not get it right away. In those cases, even if a game doesn't have big numbers right away, we want to make sure that we give it time to find its audience." Developers seem to be happy with the sales numbers they're seeing, he said. He also pointed out games like Little Inferno, Mutant Mudds, and Fractured Soul as examples of games that are doing it right. The bottom line is, "if you believe enough in your game to build it, we want to do what we can to support you," he said. Written by: Stephanie Carmichael Info from: gamezone.com
2013-03-29
We're slowly beginning to see more of Sony Japan Studio's Rain -- a mysterious game first revealed at Gamescom last year. Last week we received a batch of screenshots showing off the game's clever concept. That is, a boy awakes in a dark and dreary world to the silhouette of a girl, make only visible by the rain. It is through the rain that the outlines of you and other characters are revealed.  A little confused? Thankfully, a new gameplay trailer for Rain has been released, revealing nearly six minutes of gameplay footage captured from Chapter 1: The Children and the Night. Judging from the video, Rain appears to be very much focused on storytelling. The story is told through a series of text strings that appear when you reach a certain area. We do get a brief look at the action, although there doesn't seem to be much you can do in terms of combat; rather, you must use the buildings' cover to become invisible from the rain and enemies. Judging from the early gameplay shown, Rain very well could be one of this year's most intriguing PS3 titles. It definitely has the potential to achieve what Journey amounted to in 2012, though those are mighty big shoes to fill. Rain certainly has its own unique style and charm to it, and from the look and feel to the overall tone, it seems to be focused more on the emotional journey you will experience upon playing. Rain is currently listed as "coming soon" to the PlayStation 3. Written by: Matt Liebl Info from: gamezone.com
2013-03-29
Gears of War: Judgment may have sold enough copies to end Tomb Raider's two-week stay at the top of the UK sales charts, but the fourth installment in Epic Games' Gears of War series failed to match that of its predecessor. According toGFK Chart-Track, Judgmentsold just a quarter of what Gears of War 3 did during its launch week. A more surprising story would be the successful launch of Activision's The Walking Dead: Survival Instinct. Although specific numbers weren't revealed, Survival Instinct debuted in the number three spot -- a surprisingly high rank given the poor reviews. I'd guess it's spot at number three had more to do with The Walking Dead brand rather than the actual gameplay. Let's not forget the story revolved around Daryl and Merle Dixon, two very popular characters in The Walking Dead TV show. Regardless of how unpolished gameplay might have been, I'm sure many fans of the show were looking forward to playing as those two characters. That Norman Reedus... Monster Hunter 3 Ultimate was another new release, debuting seventh overall. Available on both major Nintendo consoles, the 3DS version accounted for 55% of sales and Wii U the rest. GfK also noted MH3U accounted for "almost 50% of the value generated by all Wii U software this week."  Other games in the Top 10 of the UK Software Charts include Tomb Raider (second), FIFA 13(fourth), Sniper: Ghost Warrior 2 (fifth), God of War: Ascension (sixth). Black Ops 2 fell from ninth to tenth. With speculation swirling about the next Call of Duty, rumored to be titled Ghosts, couldBlack Ops 2's staying power finally be wearing off? Written by: Matt Liebl Info from: gamezone.com
2013-03-28
Get ready for a bunch of PlayStation games. Sony has prided itself on delivering some of the best and innovative games to its PlayStation customers. Thanks to the company's focus on "fostering relationships with publishers and developers that share our goal of bringing the best games to you," there are a ton of new titles headed to the PlayStation 3, PlayStation Vita, and soon-to-be PlayStation 4. consoles. Sony has already spotlighted a few of indie games including Blacklight: Retribution, Primal Carnage: Genesis, Divekick, Limbo, and a very intriguing Rain. But there's so much more to look forward to. At this year's Game Developer's Conference, Sony hosted a PlayStation Indie Arcade with hands-on demos for more than 25 incoming indie games. Below is a quick list of the gamesheaded to PS3, Vita, and PS4. PS3 Rain Divekick Spelunky Sportsfriends Ibb & Obb Guacamelee! Hotline Miami Dragon Fantasy Book II Thomas Was Alone Luftrausers PS4 Blacklight: Retribution Primal Carnage: Genesis VITA Divekick Spelunky Velocity Ultra Limbo Metrico Guacamelee! Hotline Miami Dragon Fantasy Book II Tomas Was Alone Luftrausers Written by: Matt Liebl Info from: gamezone.com
2013-03-28
Yesterday, Sony was on a roll announcing upcoming PlayStation 4 games. Not long after confirming the arrival of free-to-player shooter Blacklight: Retribution, Lukewarm Media took to the PlayStation blog to confirm the release of Primal Carnage: Genesis. Built with Unreal Engine 4, Primal Carnage: Genesis will feature "a mix of linear gameplay and open-world exploration from a first-person human perspective." The "immersive story driven experience" will be told through a series of episodic releases. "It allows us a lot of wiggle room, because one unique advantage of the episodic model is the ability for player feedback from the first episode to affect the development of the following episodes," explained game director Ashton Anderson. Although more information will be shared in the future, they did reveal a few screenshots and a brief trailer. Written by: Matt Liebl Info from: gamezone.com
2013-03-28
Blacklight: Retribution, a free-to-play first-person shooter available only on PC, will be coming to the PlayStation 4, Sony announced. Like the PC version, Blacklight: Retribution's free-to-play business model will also carry over to the PS4, further emphasizing Sony's commitment to free-to-play games. "One year and over two million players since its launch, Blacklight: Retribution has been available on PC, but from the start of development Zombie Studios has always wanted Blacklight: Retribution to be available on PlayStation," said Zombie Studios' communications manager Collin Moore. The game includes 10 maps ranging from the urban war zone of Deadlock to the operational training facility of Helodeck. It also offers nine different game modes including Deathmatch, Team Deathmatch, Capture the Flag, Domination, Netwar, Kill Confirmed, and Onslaught our co-op survival mode. Sony is no stranger to the free-to-play business model. The company already operates PlanetSide 2 and DC Universe Online as free-to-play. CCP Games' Dust 514, an MMOFPS that links to the MMO EVE Online, is currently in beta testing and will offer a completely free multiplayer experience with the option to buy weapons and upgrades from an in-game store. Written by: Matt Liebl Info from: gamezone.com
2013-03-28
Jetstream Sam is prepping to be the star of his very own Metal Gear Rising: Revengeance DLC. It makes sense then that Konami has released a few images that show off the gameplay in the upcoming add-on. Sam appears to have a lot of the same abilities that Raiden boasted, like pulling people's cores out and squeezing the sweet, sweet life-giving nectar out of them. It also seems that the antagonistic character will visit areas that Raiden treaded in the main game. Additionally, Sam will have some VR missions to call his own. Here's hoping the character plays a tad differently than Raiden. At the very least, he'll certainly have some interesting things to say as he cuts fools in half. Written by: David Sanchez Info from: gamezone.com
2013-03-27
A new class type is set to rage across all of Pandora inBorderlands 2 this May. Krieg the Psycho will be available for download as part of the Psycho Pack, due out on the Xbox 360, PlayStation 3, and PC for $9.99. Krieg will let you enjoy everything you adore about the psychos (like a severe personality disorder) as you tear through other lunatics and bandits. Dude's also armed with a buzz axe, and his skill trees allow you to focus on combat, insanity, and fire. In addition to the upcoming character, Borderlands 2 players can also expect a new level cap starting April 2. The Ultimate Vault Hunter Upgrade Pack, which is included with the DLC season pass, will raise the cap to 61 and unlock Ultimate Vault Hunter Mode, a third play-through forBorderlands 2 aficionados. Written by: David Sanchez Info from: gamezone.com
2013-03-27
In high school, I took a course in anthropology. I loved that class because my teacher was a quirky combination between Rasputin and Robin Williams from the movie Dead Poets Society. He was funny, sharp and made the history of ancient civilizations sound like they were written by George Lucas. This was just before Phantom Menace. One day in the middle of a lecture, he announced that, "There is no such thing as the good old days! If there is such a thing, they're right now!" It took me a while, but I realized that the old Russian was right. There are no good old days, especially when it comes to gaming. What we have now is far, far better than what we had back then. Because of that, I don’t feel any sense of nostalgia, although I might be alone. Don't get me wrong, sometimes it’s really fun blasting through the old games. There's something still hypnotic about Desert Strike on the Genesis, and Super Mario 3 will always have that unique charm. I blew off at least one Girlfriend in Jr. High because of this game With how technology has advanced, we have it really good now! If Shigeru Miyamoto could have made the original Super Mario Brothers in HD, with 60 FPS, and have the London Symphony Orchestra play the soundtrack, you bet he would have done it! The other developers from the 80s and 90s would have too. Some of you are saying, "But back then they used their imaginations! Modern studios don't! All they make is Grand Theft Auto or Call of Duty!" To that I would reply, "I would have LOVED the modern GTA back then! That's what we wanted! Not Sonic the freaking Hedgehog!" Sonic – Way Over Rated There wasn't as much imagination in the old games as you think there was; they were probably even more derivative back then. Back in the day, all you could do in a game is go right, keep going right, and don’t die. The major differences between levels were the color palettes. Don’t quote me here, but I’m pretty sure they used the same exact music and sound effects across almost every single title. I’m actually confused why chiptunes became popular in gamer culture. Music shouldn’t sound like they came from the alarm clock I beat up every morning. Trust me when I say this, having real music in games is a godsend. The stories were pretty much the same, too. They were either rescue your girlfriend or save a female monarch of some sort -- namely a princess. If you think video games based on movies are terrible now, you should have seen them back then. To put it kindly, they were traumatic. However, since the “good old days,” video games have become a much more powerful storytelling medium. Games now have emotional depth, characters are expressive, and they can feature plot lines that involve more than saving a princess. There were tons of Tetris clones. Pac-Man, Ms. Pac-Man, Pac-Man Jr. -- they were all pretty much the same game with minor differences between them. Look at Sonic, for example; he started off as a Super Mario clone. All of his sequels looked exactly alike and had the same 'left to right, jump jump, don’t die' formula as every other game back then. However, despite my ranting, I do have a bittersweet love for them. I dream of the day EA will dust off the Desert Strike series, HD them, and then release them on a compilation disk. If they can addFlight of the Valkyries to the soundtrack, it would make my year. Come on EA! Imagine this in HD! XBLA is calling Hint, hint EA. Despite that affection, I’d rather have my Xbox because I can do so much more with it. I have a much bigger choice in the games I want to play. I could explore the plains and steppes of the old west, live life like a super hero, or take the Cleveland Browns to the Superbowl with the most up-to-date roster. I don’t have to drag my console over to someone’s house so we can play together. I could connect and team up with friends even if they’re several thousand miles away. Those are all things all gamers dreamed about back then. But above all, I look forward to the future. What are they going to make next? What new stories are they going to tell? How are they going to make it more immersive? More fun? The future is bright. Games are going to get better, bigger and more diverse. That's going to happen because of you guys. Putting a game together has never been more accessible than it is now; it was a really tough thing to do back in the day. Not everyone had access to a computer. Learning how to program and getting the software tools were much harder too, not to mention that they were much more expensive. The internet existed, but there wasn’t much on it. There were no cats speaking broken English; there was only porn and few discussion groups with creepy nerds. Although I do miss a cat-free internet. Game creation is more democratic now. How many times have you heard of a group of indie developers making something awesome? Take Jonathan Blow and Braid, for example. Yes, it supposedly cost him a ton of cash and a few years of his life, but that doesn’t mean it will for you. So many game creation tools are free, and getting like-minded people to help out is much easier compared to the old days. Using tools like Skype and Google Drive you can team up with people, no matter what corner of the Earth you're in. Look at the Reddit effort to recreate “Journey to the Center of Hawkthorne” from the show Community. That would be impossible in the Sega Genesis/SNES days. Even in the early 2000s, it would still be really difficult to put it together. Best Reddit effort ever. Can’t wait until Ver 1.0. The ways you can share your creation with the world is infinitely better compared to what we had back then. Not everyone had a Turbo Grafix 16, but almost everyone now has a smart phone, tablet, or both. Also, with the Ouya coming out soon, gaming may experience something equivalent to the printing press. If it does well enough, it just might scare Microsoft, Sony and Nintendo into making independent games a major feature for the 720, PS4 and Wii U. You see, my friends, we haven’t seen the best of gaming yet. We progressed past the 8-bit and 16-bit eras, dipped our toes into immersion, and are now going into uncharted territory. And you guys, you’re Magellan. Written by: PeterVMilo Info from: gamezone.com
2013-03-27
One of the beautiful things about PAX East is that you really get to connect with smaller game developers. Every once in a while, you find a gem -- a game that you can tell has a ton of heart and soul poured into it. The development team at Switchblade Monkeys have a sleeper hit on their hands with Secret Ponchos.  Secret Ponchos is an all-online competitive multiplayer game with a western setting. The first thing that will capture your attention is the unique artistic style that the characters possess. Outside of the wonderful art style, each character possesses over 100 animations. There were currently five character being shown, with a sixth yet to be revealed. From Kid Red with his dual revolvers to Gordo with his gatling gun, they each have a unique gameplay style. Little touches to the animations, like the way The Killer aims his revolver before firing off a shot really add a sense of life to the game. When you start out in Secret Ponchos, you will customize and customize your own outlaws -- changing things like their colors and such. As you compete in matches, you'll earn reputation points that will further customize your character. You'll be able to assign perks into things like speed and stamina. Want to make Kid Red the fastest outlaw in the game? Just pump all of your perks into his speed.  Adding a real 'Old West' feel to the game, Secret Ponchos will have bounties. With online leaderboards, you'll be able to see who the best of the best are. If you perform really well, a bounty will be placed on your head for other players to kill you. As you continue to perform well, the bounty keeps raising. So if you have a really high bounty on your head, other players might try to team up to kill you, because doing so will yield them more reputation. How terrifying would it be to enter a free-for-all with a bounty on your head, only to have every outlaw gunning for you. The match type being shown at PAX East was Free-For-All, but there will also be a team deathmatch mode. The developers also mentioned a team combat mode that uses rounds. Two teams of three players will go against each other in a few rounds. The catch here is that when you die in a round, you're out. If your two teammates don't work together with you and die at the beginning of a round, that'll leave you against the entire team. It'll be really interesting to see these modes in action later and learn some of the strategies that players will be using. The game itself plays like a twin-stick shooter. You can't fire a shot unless you aim, which you do my moving the right analog stick. This will bring up a line showing your range and reticle. Each character and weapon has a different range and you can earn different reticles later on. Each outlaw also comes equipped with two different weapons, and each weapon has two different firing modes. Don't think that you can just keep spraying out bullets, though. Just like in the Old West, you will have to reload. Here's a little tip: if you get behind cover, reloading will be super fast. The game uses line of sight, so cover will be extremely important.  There is no price or release date yet for Secret Ponchos, but the team hopes to release it this Summer, with platforms to be announced. They're aiming for XBLA and PSN, but that'll be announced later. If any third-party publishers are reading this, you should pick up this game. Secret Ponchos is a special game with a dedicated team behind it. With its amazing art style, great combat and western mentality, it's bound to be a hit among the online competitive multiplayer games when it releases. Written by: Lance Liebl Info from: gamezone.com
2013-03-26
Over the weekend, 343 Industries announced they will be released a free Halo 4 Forgemap. The new map, which will be available for download on April 11, offers a large space featuring islands known as the "Great Anvils." As you can see by the accompanying screenshot, Forge Island delivers three flat, modifiable area. All islands vary in size, but are each still very large.. You see the tiny little speck on the closest island? Yes, that's a Spartan soldier. The map will include some new Forge pieces which developers have already used to build a copy of Hang 'Em High. The new map and its tools are being released for free on April 11, just three days after the Castle Map Pack arrives. Written by: Matt Liebl Info from: gamezone.com
2013-03-26
Remember that site set up by SEGA to tease their upcoming PS3 and Vita game? Well, a little more has been revealed. The site has been updated, and the sprinkling dust/powder/ash that once was a little pile is beginning to take shape. As you can see from the screenshot of the site, the dust appears to be forming some sort of rounded shape -- almost like an egg of some sort. Honestly, I've got no idea -- I'm reaching here. But hopefully all will be clear on March 28, the date shown on the site. It can only be assumed that on that day SEGA will lift the curtain on their new game. In the meantime, let's hear what you think the new game could be. Written by: Matt Liebl Info from: gamezone.com
2013-03-26
Capcom lost their minds during the final stretch of the old school beat ‘em up era, and I apparently missed it. Their pair of Dungeons & Dragonsbrawlers, Tower of Doom andShadow Over Mystara, were beautiful, involved, and at least a little out of control. Call me a plebeian, but my first experience with the games happened over the weekend at PAX East 2013, where Capcom showed off an HD collection of the two games called Dungeons & Dragons: Chronicles of Mystara. The two games featured the typical selection of D&D classes, with Tower of Doom allowing you to play as a Cleric, Dwarf, Elf, or Fighter and Shadow Over Mystara adding a Thief and Magic-User class. Up to four players could group up and battle their way through the fantasy world. In many ways, it’s your typical Capcom fighter in the style of Final Fight, Captain Commando, and Alien vs. Predator, but thanks to a simple inventory system, huge monsters, and characters with action-interrupting magical attacks, these games are just a little over-the-top. In my playtime with the HD re-release, my PAX co-op buddies and I tore through a handful of environments in Shadow Over Mystara, fighting piles of monsters and one screen-filling boss. I stuck to the Dwarf and Fighter classes, hacking and slashing while the rest of my group went completely bonkers using magic attacks. The game action would often pause briefly for an epic screen-clearing magic spell. You can see Capcom’s artists were working overtime on these games even back then. I was so baffled and overwhelmed by the action that I wondered if someone was cheating or the new version was drastically changed. But even a simple glance at some screenshots shows that D&D is pretty much turned up to eleven at all times. For those who’ve already played these classic beat ‘em ups, you’re probably like, “Yep, yep, this all sounds right, but what’s new?” Well, since the game is being handled by Iron Galaxy, you can expect a similar treatment to their previous re-releases Street Fighter 3: Third Strike Online Edition, Marvel vs. Capcom Origins, and Darkstalkers Resurrection. Chronicles of Mystara will feature drop-in, drop-out co-op for four players and online gameplay using GGPO tech for a smooth experience. The borders of the screen will show various challenges that players can complete to earn coins. Those coins, in turn, can be used to unlock level-ups, gameplay loot and concept art. Online leaderboards and a gameplay tracking tool called the Character Visualizer will allow players to really dig into their stats and play habits. In addition, the game will feature new “house rules” which will allow players to tweak the gameplay and create a fresh experience. One example Capcom gave was referred to as “hedgehog mode.” In it, players lost money instead of health, dying only when they run out of money. On top of all that, the Wii U version will allow players to manage their inventory via the touchscreen. Chronicles of Mystara will be available in June for XBLA, PSN, PC, and Wii U for $14.99. Once it arrives, you can be sure I’ll be exploring everything these Capcom beat ‘em up classics have to offer. Written by: Joe Donato Info from: gamezone.com


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