Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Thursday, April 15, 2010

Pokémon HeartGold and SoulSilver (NDS)

Publisher: Nintendo

Developer: Nintendo

Category: Role-Playing

Release Dates

N Amer - 03/14/2010


Pokémon HeartGold Version and SoulSilver Version (ポケットモンスター ハートゴールド・ソウルシルバーPoketto Monsutā Hātogōrudo Sōrushirubā?, "Pocket Monsters: HeartGold & SoulSilver) are enhanced remakes of the 1999 video games, Pokémon Gold and Silver. The games are members of the Pokémon series of role-playing video games, and were developed by Game Freak and published by Nintendo for the Nintendo DS. First released in Japan on September 12, 2009, the games were later released to North America, Australia, and Europe during March 2010.

HeartGold and SoulSilver were commercially successful in Japan, selling over 2 million units within the first six weeks of their release. Initial reception to the game has been positive.

Gameplay

Pokémon HeartGold and SoulSilver are role-playing video games withadventure elements. The basic mechanics of the games are largely the same as their predecessors'. As with all Pokémon games for hand-held consoles, gameplay is in third-person overhead perspective, and consists of three basic screens: a field map, in which the player navigates the main character; a battle screen; and the menu, in which the player configures his party, items, or gameplay settings. The player begins the game with one Pokémon, and can capture more using Poké Balls. The player can also use his or her Pokémon to battle other Pokémon.

When the player encounters a wild Pokémon or is challenged by a trainer to a battle, the screen switches to a turn-based battle screen where the Pokémon fight. During battle, the player may fight, use an item, switch the active Pokémon, or flee (the last is not an option in battles against trainers). All Pokémon have hit points (HP); when a Pokémon's HP is reduced to zero, it faints and cannot battle unless taken to a Pokémon Center and healed or revived with a Pokémon skill or item. If the player's Pokémon defeats the opposing Pokémon (causes it to faint), it receives experience points. After accumulating enough experience points, it may level up; most Pokémon evolve into a new species of Pokémon when they reach a certain level, or when certain conditions are met (commonly, how much a Pokémon statistically 'likes' its trainer).


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Friday, March 19, 2010

Dragon Age: Origins - Awakening

source from the wikipedia

Dragon Age: Origins – Awakening is an expansion for Dragon Age: Origins. It was released on PC, PS3 and Xbox 360 on March 16, 2010 in North America, and was released on March 18 in Europe

Set after the events of Dragon Age: Origins in the land of Amaranthine, players take on the role of a Grey Warden trying to rebuild the order. Along with this task, players have to discover new secrets of the Darkspawn as well as the Inferno Golem, Spectral Dragon and the "Architect."

Gameplay

The player has the option to import their character from the main game or start over as a Warden from Orlais, with a whole new origin. If a new character is created, there will not be an original story. The expansion includes new content, more storyline, five new recruitable party members, a character from Dragon Age: Origins, new spells and abilities, a raise in level cap, and new items. There are no romances available.


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Monday, March 1, 2010

Lunar: Silver Star Harmony Review (PsP)

Developer(s) Game ArtsStudio Alex

Publisher(s) JP Game

ArtsNA Working DesignsArtist(s) Toshiyuki Kubooka

Composer(s) Noriyuki IwadareHiroshi FujiokaIsao MizoguchiYoshiaki Kubodera

Series Lunar

Platform(s) Sega CD, PlayStation Portable

Release date(s) Sega CDJP June 26, 1992NA December 1, 1993PSPJP November 12, 2009NA March 2, 2010

Genre(s) Console role-playing gameMode(s) Single-player

Rating(s) VRC: MA-13ESRB: T

Media 1 CD-ROM (Sega CD), UMD (PSP)

Input methods 3-button Genesis controller

Lunar: Silver Star Harmony

As reported by GamePro, Lunar: Silver Star Harmony is a remake of the Sega CD version, which is currently set for release on the PSP in Japan and North America. The game was featured in a recent copy of the Japanese game magazine Famitsu, with a two-page spread highlighting some of the upgrades the game will feature. Along with a new isometric view, the game will also feature a hand-drawn style for the characters and backgrounds, a talking lead character (Alex), as well as new music and an expanded story. On May 29, 2009, Xseed Games announced Lunar: Silver Star Harmony for North America; originally set to be released on February 12, 2010, the game was later delayed until Feb. 23, then March 2. At release, a limited edition of the game will also be available, including a soundtrack CD and full set of bromides featuring the female characters.


Epic struggles involving dragons, wizards, demons, and warriors never really get old, do they? The first entry in the Lunar series--a game that blended all of the aforementioned elements deliciously--has seen a lot of love during the past few decades. After making its grand debut on Sega CD in the early '90s, it quickly grew to become one of the top-selling games for the system. It's already been remade a handful of times for different consoles since then, but many years have passed since we last had a chance to take up a mighty blade and chase down the magic emperor while striving to become a world-renowned dragonmaster. Game Arts and XSeed saw fit to change that by lavishing the original adventure with cartloads of TLC. Indeed, Lunar: Silver Star Harmony on the PSP is the remake to top all Lunar remakes.

At this point, Lunar's tale has been told many times and in slightly different ways. It follows a young boy named Alex who dreams of some day becoming a great and noble warrior like his legendary idol dragonmaster Dyne, who mysteriously vanished years prior. In his absence, a growing darkness has spread and begun to flourish. It's in this uncertain time that the naive Alex gathers a gaggle of companions and sets out on a carefree adventure-seeking excursion beyond the safe confines of their local village. Marching right into the path of danger, they soon find themselves faced with keeping the world from falling into evil hands. Silver Star Harmony is faithful to the original excellent narrative while also offering additional scenes and interactions that shed more light on the story, as well as the relationships that develop between characters. A new prologue sequence that provides important backstory is one of many bonus scenes scattered throughout the game. If you're a newcomer, these vignettes definitely help round out the tale nicely, but series fans will really appreciate the expanded plot.

Anyone who played any of the previous versions will be blown away by how much the new graphical makeover improves the experience. While you'll still find the same anime cutscenes from past remakes carried over, all of the game's visuals are completely redone with crisp hand-drawn 2D artwork. The new isometric town designs are particularly slick. Your party members and the myriad opponents they face are all infused with lively animations that give them a life of their own. The many different enemies you bump into are strikingly designed and unusually creative. You go up against everything from furry elf-yetis with pointy ears and blobs of translucent slime that contain a bug-eyed fish creature inside to tentacle-adorned mermaid beasts that vomit poisonous purple goop out of their dual-purpose mouth/eye sockets. The game's bestiary remains one of the weirdest around.

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Saturday, February 27, 2010

Mass Effect 2 (PC, XBOX 360)

Release Date: NA January 26, 2010[6]
EU January 28, 2010[6]
AUS January 28, 2010[6]

Platforms:

Publisher: Electronic Arts
Developer: BioWare
Gamesite: Click here
Genres: Action RPG
ESRB: M


Only BioWare would release two gigantic RPG's in the space (get it?) of just over two months. Dragon Age: Origins and Mass Effect 2 couldn't be any more different from one another in the terms of source material, but it's clear from both franchises that each respective team has learnt a lot from each others development. That doesn't mean that you'll spot Morrigan in a space suit, but you will see improved dialogue and faster combat all of which were lacking in the original. It must be absolutely terrifying to be any other RPG maker because BioWare have pulled it out of the bag yet again!

The plot follows on directly from the events of the original, with Shepard and co touring the universe when their ship is attacked and sunk by an unknown vessel. The Human Spectre saves everyone on board but not before she/he perishes in the void of space. Slowly Shepard is revived thanks to the scientific minds at Cerburus - a shadowy human-centric organization- and after two years you're back on your feet, ready to investigate the disappearence of Human colonies. It's a fantastic plot device because throughout the experience you'll run into previous crew members who have been fairing rather differently after your high profile death. Who you meet, how they treat you, and their circumstances all change dynamically due to the decisions you made in the original, thanks to the handy-dandy save importer. It's a simple yet brilliant solution to tie the franchise together and we are sure other developers will follow suit.

As massive fans of the original game we were genuinely giddy when we were reunited with Tali, Garrus and many more old friends once again. There are plenty of former shipmates to meet and while we'd love to tell you of our encounters, they are just too brilliant to spoil.

Side quests have also been paid more attention, so you'll no longer have to fight in the same base that is inexplicably replicated throughout the entire universe.

Galaxy wide exploration is introduced very early on and you won't have to spend lots of time at the Citadel chatting before earning your wings. Every location now feels more alive and interesting- the Asari homeworld particularly stands out with it's constant bombardment of advertising and shady corporate laws.

Gameplay


New features

A "Prelude to E3" developer diary was released on May 15, 2009. The developers confirmed that the combat system has been upgraded, with everything from the feel of the combat to the A.I. being improved, including realistic damage modeling and downed enemies still continuing to crawl and fight. New to the series is a heavy weapons system that will allow players to "kill [somebody] a thousand times" over. The tone of the game is similar to that of the Wild West, featuring warlords and crime gangs.

Mass Effect 2 also features regenerating health as its primary health mechanic, instead of the ability to heal with "medi-gel" as in the first game. However, "medi-gel" is still used to revive downed allies. In addition, weapons now use ammunition and no longer rely on the overheat system of the first game. This system is functionally identical to the ammunition systems of other third-person shooters, but instead of having differing ammunition types for different weapons, the heat sinks used are universal across most standard weapons.

The characters in Mass Effect 2 are more detailed not only graphically, but technically. In the original Mass Effect, Commander Shepard only had 20 animations for cover, while in Mass Effect 2, the character has over 200. The world is also more open-ended in this installment; uncharted worlds, which the player could explore for "cheap thrills" in the first game, are now more detailed and include more to explore.

The camera positioning for conversations with A.I. characters has also been improved; the previously static camera now moves around to provide "a much needed cinematic touch." Another new feature during conversations is a context-sensitive interrupt system: in addition to Renegade and Paragon dialogue options, Shepard is able to interrupt the dialogue when prompted to do so with on-screen controls, again along Paragon or Renegade paths.

The M35 Mako is not included for planetary exploration in Mass Effect 2 with improved gameplay sections from in the first game.Instead, a Kodiak drop shuttle, which the player cannot directly pilot, transports the player to areas of immediate interest. A new pilotable vehicle called the Hammerhead will be released in a future downloadable content file and is stated by project director Casey Hudson to be more user-friendly.

A major gripe from the last game, slow moving elevators, have been removed entirely. This is in fact referenced as a joke during a mission when a team mate smashes the side of an slow moving elevator demanding it to go faster, and it does. Instead typical elevator sequences are loading screens.[citation needed]

Unlike Mass Effect, in which there were four weapon types, there are now nineteen different weapons, and the pistol has been broken up into the heavy pistol and the machine pistol. The grenades from the first game do not make a reappearance, but have been replaced by the new heavy weapons. Sub-machine guns make up another new weapon class. Characters are now able to use any weapon their class is trained for at full effect, meaning the player is no longer required or able to invest in weapon skills. Armor skills have also been removed and there are no longer class restrictions on armor. Instead, armor is controlled through purchases of upgrades or individual components and is applied piecemeal, with different armor components providing different bonuses to damage, health, and other skills.


Transferring save-files

Project director for BioWare, Casey Hudson, and BioWare co-founder, Greg Zeschuk, as well as other developers of Mass Effect, have stated that players should keep their Mass Effectsave-files because decisions made by the player in the first game carry over to the second and have influences on his/her character in the sequel. Hudson also stated that characters from the previous game make a return, provided that they were not killed. In order for the saved file to be recognized in Mass Effect 2, the player has to wait until the end of the credits in Mass Effect so that an autosave file may be created with the completed game data. Each save file is viewable by the player when deciding which to import into Mass Effect 2, and a summary of some of the key decisions made during that game is shown to help the player make sure the right save file is imported.

Players who have not played the first Mass Effect start a new character in Mass Effect 2, and are brought up to speed on the story elements that have taken place thus far in the series.

When transferring a file from Mass Effect, players have the option to change their class to a different one. For example, if the player wanted to play as an Engineer instead of an Infiltrator, the player may change his/her character's class while still importing the choices made during the first game. There is a story explanation as to how the character's abilities have changed since the first game. In addition, transferred characters may also have their appearance changed, if the player so desires.

Mass Effect 2 save files may be transferred to the third installment in a similar manner, the exception being the ending in which Shepard dies. In this case, players must either choose to replay Mass Effect 2 for a better ending or begin with a new character in Mass Effect 3.

Players receive bonuses for importing save games; for example, importing a level 60 Shepard provides the player with 50 thousand credits, ten thousand units of each resource, bonus Paragon and Renegade points, and allows him/her to start Mass Effect 2 at level 5. If the imported character was "Rich" in Mass Effect, The player will receive an additional 100 thousand credits. Additionally, although the achievement, Long Service Medal, requires the player to beat the game twice, the player may get the achievement for completing the game once with an imported Shepard.[30]


Character death

The first teaser trailer for the game gave the impression that Commander Shepard had been killed in action, but it was later confirmed that Shepard would be brought back to life by Cerberus, providing the player with a chance to alter his/her character's appearance and class. Players themselves dictate whether or not Shepard will die at the end of the game based on choices that they make throughout the game. While exploration in the first game had little relevance to the main story, in Mass Effect 2, the player is able to gather enemy intelligence and resources to purchase various upgrades for the Normandy during exploration that will have an effect on the final mission. BioWare Executive Producer Casey Hudson explained, "If you do die in the ending of Mass Effect 2, it will not come as a surprise, nor will it be random. It will be pretty obvious that you headed into the final mission knowing that Shepard probably wouldn’t make it out alive." Hudson also confirmed that team members would be affected by the player's decisions during the final mission: "You might have an ending where Shepard’s entire team survives, or where the entire mission is a bloodbath and everyone (including Shepard) is killed, or anything in between." The ending in which Shepard is killed represents apermanent death for the character in terms of the story, rather than a death in which the player may simply reload from a previously saved game after making a mistake in combat. In that scenario, the character from that play-through cannot be imported into Mass Effect 3; players would have to either use a different save file in which Shepard survived or start a brand new character.

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Thursday, February 25, 2010

Final Fantasy XIII (PS3, XBOX 360)

Release Date: March 9, 2010
Platforms:

Publisher: Square Enix
Developer: Square Eni

Gamesite: Click here
Genres: Action RPG
ESRB: T

In Final Fantasy XIII, players will embark on a journey through the cityworld of Cocoon and the outerworld of Pulse, encountering and fighting alongside a diverse group of allies. Execute powerful attacks with weapons and magic, and summon the enigmatic Eidolons with an evolved Active Time Battle system. Experience seamless transitions between real-time gameplay and in-game cinematics. Do you have the courage to face your destiny?

Final Fantasy XIII (ファイナルファンタジーXIII Fainaru Fantajī Sātīn?) is a console role-playing game developed and published by Square Enix and is the thirteenth installment in the Final Fantasy series. It was released for the PlayStation 3 entertainment system in Japan on December 17, 2009 and is due for release in North America and PAL regions on March 9, 2010 for PlayStation 3 and Xbox 360. First appearing at E3 2006, Final Fantasy XIII is the flagship title of the Fabula Nova Crystallis collection of Final Fantasy games and is the first game to utilize Square-Enix's Crystal Tools engine. The game features both futuristic and natural elements; it is set between a land of wilderness and the high-tech world above it.

Gameplay

The concept for Final Fantasy XIII's battle system is to maintain the strategic nature of command-based battles. The system stemmed from a desire to create battles similar to those found in Final Fantasy VII Advent Children. Like those in Final Fantasy XII, enemies are integrated into the world environment. However, unlike Final Fantasy XII, battles do not take place in the same "dimension", instead there is a short transition and players are transported to a new battle screen, separate from the main playing world. The Active Time Battle(ATB) system will return, but it will work differently from its predecessors. Users will be able to chain large numbers of commands together in order to achieve attack bonuses.

The Final Fantasy XIII battle system, with the option to use "Paradigm Shift"

The first battle system was shown during the E3 2006, but it was only a prototype. A new interface was shown in September 2009 by Square Enix in various Japanese magazines and trailers (depicted in the image adjacent). In battle, the player can only control one character at a time out of a party of up to three.

Multiple commands can be stacked into slots per turn and released at the same time to form a combo. The number of command slots increases as the characters grow in strength. These commands include series staples such as Attack, Fire, Blizzard and Cure, as well as new ones such as Ruin, Ruinaga, and Radial Strike. The difference between XIII's battle system and the ATB gauge is that these commands can still be placed in the slots even though the bar has run out, and the actions will be executed once the required slots are filled up. The game does not make use of MP but introduces "cost points" for each command, which determine how many times the commands can be used per turn. Because magic cannot be used outside of battle, the Hit Point (HP) of the party is completely restored after each battle.

When engaging an enemy, the camera moves to another position and the battle menu appears, making the battle transitions nearly seamless. The after-battle victory screen in XIII holds information such as the time it took to finish the battle, the highest number of combos executed, the number of break attacks and the quality of battle which is determined by a ranking of one to five stars. The party will be able to purchase new weapons in the game for use in battle.

A "Break State" is one of the new features of the Final Fantasy XIII battle system. The breaks refer to the times an enemy enters a state of reduced retaliation. This occurs when a chain combo has been maintained for a certain period of time on an enemy, filling a bar to maximum. When a high level combo has been achieved, the enemy will glow red and enter this state, during which the player will be able to inflict high amounts of damage and knock some enemies high into the air. The chain bar will gradually deplete during this period; when it becomes empty, the break state ends.

Uploaded on February 17, 2010

Final Fantasy XIII Screenshot


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