Showing posts with label Sony. Show all posts
Showing posts with label Sony. Show all posts

Sunday, September 2, 2018

Dragon Quest XI: Echoes of an Elusive Age - Reviews Inbound!

With only a couple days remaining, Dragon Quest XI: Echoes of an Elusive Age is set to release on Tuesday, September 4, 2018. As such, major video game journalism outlets such as Kotaku, Polygon, and IGN have presented their reviews of the upcoming title, with generally favorable accolades.

Players begin the game on the continent of Erdrea as the Luminary, a reincarnation of the legendary hero Erdrick (or Loto if you go by Japanese naming). Accused of being a fraud, he is hunted down by agents of the kingdom and must team up with other unique characters in order to rid it of the dark influence lurking just beyond the bend.



Kotaku journalist Tim Rogers makes the bold statement that "This is the best Dragon Quest game" in the series. Granted, Rogers himself mentions that he has had prior exposure to this particular iteration of the franchise in that he's also logged well "...over 300 hours, starting with the release of the Japanese version in July of 2017". As such, he may be a bit of biased commentator, but perhaps noting that very fact, in and of itself, is a recognition, no, a testament that this game lives up the high standards of longtime fans. Despite this praise, another contender in the video game journalism corner reports that this game may not live up to the hype or current expectations of most other games.
According to his testimony and that of journalist, the main game takes approximately 70-80 hours to complete.

Tim Rogers praised the game for its depth and intricacy. In particular, he noted that the game has a dubious amount of hidden arithmetic and structure.

Jeffrey Parkin claims that Dragon Quest XI: Echoes of an Elusive Age "...is the best example of a Japanese role-playing game", yet criticized the overall length of the game, noting, that at times, it felt "shallow" and limited in scope. Ironically, Parkin admits that he "found himself [sic] rushing past intricately detailed locations just to get to the next waypoint." Thus, he wasn't truly taking the time to appreciate the aesthetics of the world before him.

His main argument is that many of the cities felt too similar in structure and that the NPCs tend to only provide "vague hints of where to go" and broad descriptions of the town or city in which they reside. However, this is typical of most JRPGs and despite his arguments that "Dragon Quest 11 is a linear game" most games have a beginning, middle, and end like any other linear plotline.


His further arguments seem to be that of a person whom is not particularly fond of turn based RPGs or those that involve certain nuisances or tropes. Instead, he seems to chastise that very aspect claiming that "frivolous dialogue" and text based menus bog down the experience as a whole. It's rather confusing that he states that "fighting monsters becomes an annoyance" even though there are no random encounters. That's a monumental change from typical RPGs! You can dictate when you want to hit the grind hard before and after a boss fight!

He even concedes that "It’s been a long time since I played a turn-based JRPG,". With this in mind, Jefferey Parkin perhaps was not the most appropriate candidate for this genre of game to review. Even so, he seems to at least acknowledge that those with an appreciation for Dragon Quest games will enjoy it nonetheless.

Nonetheless, I myself will be posting my own review upon completion and I for one, am excited to play this tantalizing title. (especially considering that I have only ever played one game in the DQ series, Dragon Quest IX: Sentinels of the Starry Skies for the Nintendo DS when that first came out in 2010. It's been eight long years. I need my JRPG fix.)

Works Cited

Parkin, Jeffrey. “Dragon Quest 11 Review.” Polygon, Polygon, 28 Aug. 2018, www.polygon.com/2018/8/28/17763578/dragon-quest-11-review-ps4-pc.

Rogers, Tim. “Dragon Quest XI: The Kotaku Review.” Kotaku, Kotaku.com, 28 Aug. 2018, kotaku.com/dragon-quest-xi-the-kotaku-review-1828646512.

Tuesday, June 5, 2018

Detroit: Become Human Review

Quantic Dream’s latest IP (Intellectual Property), Detroit: Become Human is a complex and intense game with multiple branching storylines that will conform to your choices with surprisingly meaningful results. A first playthrough of the game will run an average player roughly 10-12 hours so, on the outset, that doesn't seem like a very lengthy story, however, with so many alternative paths, the game has a significantly high replay value and it's incredibly fulfilling just to see what could have occurred had one of the other protagonists decided to make a different choice in an unfolding scenario.

There are three main protagonists: Connor (portrayed by Bryan Dechart) a prototype model that acts as an investigator/negotiator whose assignment is to discover the root cause of androids becoming "deviant", Kara (portrayed by Valorie Curry, recently seen as "Dot" in Amazon’s live action revival of The Tick), a housekeeper android who must care for a little girl named Alice, and Markus (portrayed by Jesse Williams whom is well known on Grey’s Anatomy) another caretaker model who looks after Carl, a renowned painter. Markus eventually believes androids should share equal rights with humans based upon the teachings of his mentor.

In Detroit, it’s the year 2038. The CyberLife corporation (largely responsible for the events that transpire) has invented affordable, lifelike androids that perfectly mimic people in appearance and capability. They can wash the dishes, fold the laundry, cook, tend to your children...they are the epitome of working class labor. However, over time, "deviancy" begins to rise and the androids begin to acquire free will. As such, the player will interact with these characters and discover their personal journeys and role in the grand scheme of the sentience movement.

Based on your decisions, you can change each androids personalities or motivations as well as the tone of their individual stories. The plethora of options are vast and numerous between chapters and checkpoints. How much control you have over the narrative varies wildly from moment to moment, from traditional and clear branching paths to more linear sections where you’re simply providing flavour (sincere, direct, or sarcastic responses).

My favorite character by far was Connor. He inevitably partners up with a human Lieutenant, named Hank Anderson (Portrayed by Clancy Brown). The initial relationship was somewhat hostile at first, but in my first playthrough, I intended to be the best partner I could to the Lieutenant and he eventually warmed up to me. He ended up being a great ally and one that was surprisingly supportive, especially in the final act. I grew very attached to both of them as they carried out their investigation. A grizzled cop and a cheerful android.

Kara’s story is deeply personal and intimate, taking on a very materialistic tone, one that is somewhat refreshing when compared to the machismo, adrenaline-fueled, and testosterone packed stories of Connor and Markus. It's a nice change of pace that provides a welcome contrast to all the running around and explosion dodging you do with the other characters.

All of the characters portrayals show a stunning amount of non-verbal expressiveness. The level of detail you can see in their faces is simply remarkable; facial hair, blemishes, freckles, and smile lines are all rendered in captivating detail with the animation showing just as much dedication. Even the weather effects are elloquently designed, with both the snow and the rain coating the characters and environments in a delicate manner. This game's environmental effects have to be some of the best implementation of weather to date. This game truly is a great experience to partake in.

One of the reasons I enjoyed Connor's storyline so much was due to the implementation of the "detective mode" allows players to scan the environment to reconstruct crime scenes, and fast-forward or rewind possible frames of time,

Markus in particular has a different ability that allows him to ‘pre-construct’ scenarios before executing them. I would have liked the opportunity to play around with this ability just a bit more, but even so, it was a neat feature that kept the gameplay fresh and unique.

SPOILER WARNING!!!

I thoroughly enjoyed seeing Chloe at the main menu screen and it was nice that she greeted you each time you booted up the game. (In my case though, I didn't realize she would comment upon your progression. I played through the entire story all in one sitting and set her free). I was disappointed that she left and that the main menu screen would not have any replacement assistant or greeter.

My biggest gripe was that Markus gains a romantic love interest in North (portrayed by
Minka Kelly), and I felt like that was very forced. It wasn't quite as gradual of a progression as one would have hope and I honestly didn't like her character to begin with, so when the option came for me to kiss her on screen, I turned her down EVERY. SINGLE. TIME. I didn't like that she was so negative and unsupportive of my pacifist approach towards gaining android freedom. As such, I was taken aback with shock and utter disgust when she attempted to swoon Markus. I simply didn't ask for any of it to happen, so it felt largely out of place.

Another issue I had was with the elevator scene at CyberLife with Connor. There were no non-lethal options and it infuriated me that up until this point I had ensured that he would not use a firearm to arm innocents nor would he disobey the android laws with regard to an unauthorized concealed carry of a handgun. Yet, the game and story would not allow me to pursue my anti-gun ideal. This even happened during the raid of Jericho and I kept asking myself "Where did he get the gun from? Who gave my RK 800 android a gun?!?" It sort of broke the immersion for me just a bit.

The characters can be quite robust and during play, gamers will grow attached to them over time, so much so that it becomes a real challenge to keep the androids away from danger and a sort of pseudo-fear creeps in during the quick time events that a character may not make it out of the scene alive with each failed button press.

The stakes were suitably high - particularly in its final act and I was adamant about Connor in particular. So much so that I was frantically trying everything I could to prevent what I would have considered to be an utter betrayal of my sanity.

Quantic Dream was extremely clever in allowing players to see the multitude of paths transparently through flowcharts introduced at the end of each chapter. This allows players to picture just how differently an intense scene could have played out if you had failed at certain points, enticing you to play through again.

Detroit: Become Human is an astoundingly interactive sci-fi drama where your choices can truly impact events to a greater and more satisfying degree than in most games of this genre.

Score:

8.5/10.0

B+ Solid storytelling with strong emotionally engaging characters

Monday, November 6, 2017

A Keenly Human Element - Detroit: Become Human

During a recent press event in Paris, Quantic Dream presented their latest gameplay demo of their new IP (Intellectual Property), titled Detroit: Become Human. The game is being directed by David Cage.

I suppose the most controversial portion of the screening needs to be addressed first and foremost...the trailer depicted acts of domestic and child abuse as well as graphic violence.



Kara, an android housekeeper, bears witness to an American father’s psychological and physical abuse of his daughter, Alice. However, she is not merely a witness, but a potential foil to the antagonist within this particular scenario. She (and thereby the player, via proxy) is capable of intervention. How the player goes about doing so however, is the key factor in preventing further conflict escalation. One's choices will affect the narrative in a multitude of different ways. Does Kara try to talk to Todd in order to calm him down? How does he respond? Will she take a more aggressive approach? Does she take Alice and flee? A world of possibilities is only a button press away. Yet, every choice has a consequence...If nothing is done, Alice will end up dying, making her death the least desirable outcome.

Todd is shown to be an aggressive father who has been left by his wife. Having lost his job “because of androids,” he lives with his daughter in a shanty house in the suburbs of Detroit. Kara had already been damaged by Todd once before and her memories have since been reset.

There has been a longstanding status quo between game makers and players not to address taboos and political aspects in games because of a prevailing notion that this particular medium is not suitable for handling the gravity of certain real-life situations or moral choices appropriately. As such, there has perhaps been a stagnation of meaningful narrative in games. David Cage and his development team's production may work to rectify this by treading through these uncharted waters, so to speak. Addressing difficult subject matter however makes navigating potentially more perilous for the medium’s writers and designers.


Conversely, this type of setup isn't all too different from those old "Choose-Your-Own-Adventure" books from the 1980s, where readers would, at the end of each plot milestone, make a dramatic choice, and then turn to the indicated page to see how the choice played out.

"Art imitates life, but should there be a limit to what is shown?"

Despite that comparison, it is still quite possible that gamers will see the game as a trivialization of needing only to make the “correct” choices in order to resolve such situations. Many people may feel that such choice is a misrepresentation of the reality of those who has suffered from, or who knows a survivor of, domestic abuse.

Now, Kara's story isn't the only focus of the grand, overall plot. In fact, there are at least three protagonists total, all of which have interwoven plotlines. One such, involves the Android negotiator Connor, who is sent to try to determine what events transpired during a hostage situation and prevent another Android, Daniel, from causing harm to come to a young girl. By investigating the crime scene and talking to SWAT personnel, the odds of success increase dramatically within the allotted time.



The third Android, Marcus, is trying to start an Android revolution. Recently gaining sentience, he must decide whether to make his demands known through forceful protest, or peaceful persistence.

Connor and Kara's storylines seem to be the most interesting of the three (at least to me), but perhaps in time we will see more of Marcus' inspirations and motivations.

It takes an incredible amount of courage to tackle extremely unpleasant themes or portray traumatic scenes, whether it be in game design, movie making, or other artistic design. We still need to be cautious of the glorification of and desensitization to, violence.

Saturday, September 23, 2017

Opinion Piece - My Destiny 2 Review

Well, folks, I caved. I figured it would happen, but what can I say? I enjoy my first person shooters (as long as they have elements of customization). I picked up my copy of the game through Amazon for $51.83 (Savings of $11.97 compared to the MSRP of $59.96). At least I didn't pay full price. I know I'll have to hop on the DLC Expansion bandwagon soon enough, but I feel as though any and all delay in payments towards that inevitability are a boon. Spoilers may follow.

In Destiny 2, the last safe city on Earth has fallen and lays in ruins, occupied by a powerful new enemy, named Dominus Ghaul and his elite army, the Red Legion.  Guardians are being attacked mercilessly after losing their connection to the Light and thus, by extension, the Traveler. Without their powers, they can no longer resurrect after death, leading to a whole new wave of Guardian genocide by the hands of the Cabal.

I'd say that the overall campaign is quite short, clocking in at roughly 10-12 hours of gameplay per character. The final encounter ends up being a bit counter-intuitive as some of your super abilities restrict you from actually being able to hit Ghaul effectively while he is mid-air (depending upon your class and subclass). It can be a bit frustrating as it's almost mandatory that you have a projectile-based ability, especially considering that the game provides you with near infinite super meter refills. You can still shoot him as per usual with your gun, but when the game itself offers you a chance to rain vengeance in a near limitless fashion with your ultimate ability, you'll definitely want to partake.

If the original Destiny was a 6.5-7.0/10.0, this game is probably a 7.5-8.0/10.0 on my grading scale.

Those players who were turned off by the original's lackluster storyline and numerous plotholes may find enjoyment jumping back into the franchise now as the plot feels much more in depth and emotionally compelling. The exploration of the game's overworld was at times, forced due to the lack of the ability to use your Sparrow (a speeder reminiscent of those used by Stormtroopers in Star Wars) until after completing the campaign. (Oddly enough, sparrow horns seem to be largely absent from this game...)

However, this restriction allows for players to appreciate their surroundings and perhaps wander into an unexplored cavern to discover a "Lost Sector" of the map. These are often cavernous expanses with numerous enemies and a Loot Cache that can only be opened with a "Key Code" that is usually in a powerful enemies' inventory. By defeating the Fallen Captain (or equivalent) players can claim the treasure inside.

Unfortunately, there are no new character classes in Destiny 2 nor are there any new enemy types (beyond the War Beasts that the Red Legion have in their armada), yet, there are some changes to the existing character subclasses.

My Exo Warlock named "F33db4ck"

The Hunter's Bladedancer Subclass has now been replaced with the Arcstrider which summons an Arc-empowered staff that can be used for extreme close-quarters melee combat. Unfortunately, it means the loss of the invisibility powers associated with the previous type.

The Sentinel Subclass replaces the Void Defender Subclass from the original game. It's still able to utilize the Ward Of Dawn ability, but only with the "Code of the Protector" Skill Tree/Perk Set. The Super Ability allows for Titans to use a shield as a projectile similar to "Captain America" from the unrelated Marvel Comics Universe.

Finally, the Solar-based Dawnblade Subclass has now replaced the Sunsinger Subclass. Unfortunately, this replacement comes at the price of being able to self-resurrect after being killed. However, Warlocks can now weave Solar Light into blades and smite foes from the skies.

At this time, players can not choose what Heroic Strikes they wish to partake in, nor can they choose a Strike's difficulty level (i.e. Easy, Medium, or Hard). There is however, a Prestige Level for Raids and Strikes, the latter of which has a recommended light level of 300. Everything has being orchestrated into two playlists per category: Strikes or Nightfalls in the one and in the Crucible, it's either Quick Play or Competitive Mode (Trials of the Nine is only available during the weekends). The missions are selected randomly for the Strikes and the Nightfalls change weekly.


Nightfall missions themselves have gone through a change as well. In Destiny's first year, the fireteam would be kicked back to orbit the moment everyone died, and they would have to restart the entire mission from scratch. However, that restriction was inevitably removed in Destiny's second or third year. Now, in Destiny 2, the restriction is that the Nightfall missions are on a countdown timer and must be completed within the limit or the party is returned to orbit to start anew. This can be a bit frustrating for players if the mission itself is particularly difficult. There is some respite though in that nearly every week there is a new objective that might allow participants to extend the time as it depletes. In some instances, it may be leaping through Vex Temporal Rings, in others it may be a requirement to shoot blue Vex Oracles (light blue boxes). Each success adds an additional 30 seconds to the clock and every second counts (especially for the boss fights at the end!). However, there are often modifiers present that can help or hinder fireteams, depending on what is generated.

Also, all of the multiplayer modes (except for the Raid and Strikes) are in in a 4v4 setup. It is no longer 6v6. This makes combat against other players a more "tactical" affair. On the one hand, this can be less of a mad chaotic clash, but on the other, it means that stages may feel too large or too small comparatively. It completely changes the pacing of the competitive scene especially considering that grenades and shoulder charges don’t always kill in one hit. Each match may feel a bit sluggish compared to the fast paced action of the original. Also worth mentioning is that in these game modes, power ammo can only be acquired by ONE team member each time it spawns, so you have to make each use count and designate an appropriate player. This can lead to more clear-cut clutch moments and perhaps a fewer cheap deaths. But it also may mean that one guy on your team with terrible aim ends up hogging all of the power weapon ammunition.

My favorite Hunter Helmet, the Celestial Nighthawk

Public Events now appear on the overworld map with countdown timers and quite a few players will join up to participate, but only through certain actions will the public event transition to a Heroic Public Event, which includes better rewards. These are usually more challenging to initiate, and unfortunately a bit more difficult to coordinate. While these occurrences happen often and are a welcome addition, they leave little in the means of variety, especially on the smaller planets. This means that if you're on the moon Titan, for instance, you're going to get really tired of seeing the same Fallen Walker (Spider Tank) three to four times in the last hour, despite needing to do several public events for a weekly Flashpoint challenge. Granted, there is an alternative public event featuring the Hive, but there isn't much variation to cycle through.


As for the cutscenes, some really terrific work has been performed. The voice lines are great and Nathan Fillion's performances as Cayde-6 are always a treat. There are a few quips and jabs at his character along with some more depth to Ikora Rey (portrayed by Gina Torres) and Commander Zavala's (played by Lance Reddick) personalities. Whereas the Awoken Titan is unwavering in his plan to assault Ghaul, we see a Human Warlock distraught, and rife with self-loathing to the point of nearly giving up hope.

Another improvement is that the time spent bouncing in and out of orbit has been drastically cut. You can travel directly to any planet you want to from the main HUD. It's still a nuisance that the loading screen is your ship traversing the cosmos without you being able to interact with it in any way, shape, or form, from orbit, but the duration of such has been significantly reduced at the very least.


Trading weaponry, gear, or shaders is still not possible in this latest iteration, which to some may be a bit of an annoyance. Especially since now that Bungie has decided to make shaders a single-use consumable resource. Shaders are cosmetic items that can be applied to armor to give it a color scheme that’s different from its original look. You can now customize individual pieces of armor, guns, or your ships with unique and colorful shaders, however, if you use that shader, it's gone for good, even if you dismantle the equipment you have attached it to. This is further complicated by the rarity of certain shaders and the fact that Tess Everis, the Eververse Trading Co. vendor, requires players to spend "Bright Dust" in order to purchase the more lucrative and legendary ones. This is occasionally obtained when opening a bright engram, or dismantling sparrows, Ghost shells, et cetera, but for the most part, Guardian Players will be acquiring Bright Dust by purchasing Silver with actual money. (I actually earned 1,300 units of bright dust from a Bright Engram. I'm debating what I should use the funds for...) She does provide additional (mostly cosmetic) items for our real world currency in the form of bundles, but the drops are always random. These purchases are known as microtransactions and are typically viewed in a negative light by most gamers as a poor business practice.



Players used to buy shaders from the vendor Eva Levante with an abundant, in-game currency called Glimmer, hence the outrage. The pivotal component of how shaders worked in the original Destiny was that they were permanent items. Once you unlocked a shader, it was tied to your account forever. Your entire shader collection was available for browsing via in-game kiosks, and your character could hold up to nine of them at once. There was only one major gripe that Destiny players had with shaders: They were an all-or-nothing style choice. When you put one on, the shader's color scheme was applied to your entire set of armor not individual pieces.

Granted, there is a new system in place with bright engrams every time you hit the level cap past 20, allowing Guardians to acquire some of these accessories freely, but it still forces players to make frequent trips to Tess Everis' kiosk. This is perhaps an attempt to entice someone to make an actual purchase. It's most likely, a psychological marketing tactic. This could be the "Foot-in-the-Door Method" at work.

Disappointingly, Destiny 2 doesn’t take the time to explain how its upgrade and infusion systems work. Mods can be a bit confusing at first glance and they eventually become a critical addition to gear later on. A missed opportunity for insightful exposition to be sure.


World activities, PvP, and Leviathan all have different group size requirements, meaning you’re often a person short for some activities or forced to abandon a team member when transitioning from a four-player Crucible PvP match into a three-man team activity like a Strike. This is a glaring issue.

The new Clan system in Destiny 2 does a great job of giving people a reason to stick together and rewards players for every milestone they achieve.

I think that the biggest saving grace of Destiny 2 is the feature called Guided Games (currently in beta) that allows experienced teams to queue into a lobby that brings along a new player which permits clans to teach players how to participate in say, a Nightfall Strike or the Leviathan Raid. Conversely, as a Clan or group, this is a suitable method of recruitment if the player in question is agreeable and skilled. The Guided Games option requires player to not only have a microphone, but it demands an agreement to a series of guidelines for acceptable conduct. If the agreement isn't accepted within sixty seconds, the player must start the waiting process all over again. It's a standard affair and the rules are determined by Bungie, but it can be a slight nuisance if you forget to select the "Accept" option while waiting (up to four minutes or longer) in queue. Raid wait times have been even longer at roughly 45 minutes+. This is absurd and most players are better off using the past method of trying an LFG page.

I myself have yet to participate in the Leviathan Raid at the time of this review, however, testimony from my closest friends and colleagues has revealed that it is quite a challenge, both mechanically, and mentally. Fireteams will have to be well co-ordinated in order to meet and exceed Bungie's high standard of puzzles and intense boss battles.



I haven't had the opportunity to play Trials of the Nine either, Destiny 2's answer to the previous Trials of Osiris but the current meta of the game thus far essentially demands the use of the MIDA Multi-Tool Scout Rifle. It has become the leading gun in competitive multi-player and Bungie has released an official statement claiming that it is working as intended and that there are counters to that weapon, but many argue that it gives an unfair advantage despite being fairly easy to acquire.

I myself utilize auto-rifles primarily (I hate burst fire because you have to repetitively click the trigger button. I prefer to press and hold.) and thus, I probably will not be utilizing the gun once obtained. I do enjoy my precision shots, but I specialize with sniper rifles. Plus, with an auto rifle, you have a higher rate of fire, and more hit markers (which helps the lag compensation).

Overall, the game feels like two steps forward, one step back. The series has potential, but it's never fully realized. There is always something that bogs down this game's level of enjoyment for me. It's usually something that could be easily fixed and that just serves to frustrate or confound me even more. With the Guided Games, it's certainly an improvement from using third party websites to organize a fireteam, but regular matchmaking would still be better considering the obnoxiously long waiting times.

Letter Grade: B- or C+

Replayability: Fairly high, despite some repetitiveness and monotony

Score: 7.5-8.0/10.0 (I'm leaning more towards 7.5)

Edit: So, I've managed to try both Trials of the Nine and the Leviathan Raid since this post was initially written. I've tried nearly every aspect of the Raid and completed it. It's not too difficult if everyone is oriented with where enemies spawn and what actions to take with regards to when. I have now completed the Platinum Trophy for Destiny 2. As for the Trials of the Nine, I haven't gone flawless, but with one victory, you can travel to see the Emissary of the Nine, thereby unlocking that trophy as well. PvP has unfortunately, devolved into the current Meta of needing to possess either the MIDA Multi-Tool or the Hard Light exotic Auto Rifle in order to succeed. The former aiding in movement, the latter aiding via ricocheting energy bullets in closed quarters. It's unfortunate that there is little variation amongst players outside of those two weapons. In light of this, my opinion of the game remains to be relatively neutral. It's a step in the right direction on one hand, and fundamentally flawed in the other. Time will tell if players have been swindled or not when the next DLC is announced and we get to see what is offered or what was cut from the initial launch.

Dragon Quest X Expansion Details - Time Travel and the Return of the Druid Job Class

Dragon Quest X’s next expansion, The 5,000 Year Journey to the Distant Homeland Online will arrive in Japan on November 16, 2017. According to an issue of issue of Jump magazine, the story will take players into the world of the past.

The latest iteration of the game features two essential key characters, including the knight in black (who appears to be reminiscent of an evil version of Dragon Quest XI protagonist) as well as a mysterious fairy named “Kyururu” who lends his unique powers to the hero player.

Apparently players will have a "fateful encounter" at the Eterne Kingdom, featuring completely new areas including fields of flowers, fancy roads, and ominous buildings.

Some of the additional characters that the player encounters include:

Meleade: A female you first meet in the past world. She’s a softhearted noble with a black cat.

Chacol: Meleade’s mischievous pet cat. Her collar and ribbon matches that of her owner, both being red. The cat's collar and Meleade's choker collar have a yellow star tag.

Quord: The commander of the Eterne Kingdom army, and the younger brother of Meleade. He’ll defend against anyone who tries to harm his sister.


The Druid job that was last available in Dragon Quest VII: Fragments of the Forgotten Past also makes a reappearance. It's a vocation that allows players to target and attack numerous enemies at once using the power of nature. It used to be known as the "Summoner" class in the original Dragon Warrior VII translation for the PlayStation 1.


Author's Note:

It would be interesting to see the timeline and progression of events, especially considering how far into the past the players will travel. It's a pity that this game has not been announced for Western localization.


Works Cited

Dragon Quest X Expansion Adds Druid Job And A Story That Takes Place In The Past. (2017, August 17). Retrieved September 07, 2017, from http://www.siliconera.com/2017/08/17/dragon-quest-x-expansion-adds-druid-job-story-takes-place-past/

Dragon Quest X Reveals Two Key Characters And A Cat For Its New Expansion. (2017, August 31). Retrieved September 09, 2017, from http://www.siliconera.com/2017/08/31/dragon-quest-x-reveals-two-key-characters-cat-new-expansion/



Saturday, July 8, 2017

Dragon Quest X (Upcoming PS4 Version) Update and Beta Test Announcement!

Next month in Japan marks the release of the PlayStation 4 version of Dragon Quest X: Rise of the Five Tribes Online. Square Enix shared a brand new trailer (depicted below) that highlights scenes from the MMORPG title on PS4. The new “All in One Package” edition of the game, features enhanced visuals with improvements on facial textures and other parts of the game with 1080p resolution and 60fps performance on PS4 (which is a great improvement when compared to the original Wii version). It also contain the game’s first three expansions, or rather "versions" since it was launched back in August 2, 2012.


Dragon Quest X releases in Japan on August 17, 2017 for PlayStation 4 and Fall of 2017 (estimated September 21, 2017) for the Nintendo Switch. Both of which are priced at 4,800 yen (approximately $42.14 USD). The game is currently available on Wii U, PC, iPhone, and Android.

PlayStation 4 users will need to pay about 1,500 yen a month for five characters and the Switch version will cost around 1,000 yen (approximately $8.78 USD) to 1,500 yen a month (approximately $13.17 USD) for three to five characters.


A beta test for both versions was announced, and it will go live from Wednesday, July 19, 2017 through Thursday, August 10, 2017. Unfortunately, the Beta test application period ended Saturday, June 10, 2017 at 23:59.

The link to the BETA test can be found here: http://www.jp.square-enix.com/DQXBETA2017/

In order to participate, users must:
  • Have a PlayStation® 4 / PlayStation® 4 Pro or Nintendo Switch ™ main unit 
  • Have 16 GB of free space in their PlayStation® 4 / PlayStation® 4 Pro HDD

    OR:
  • A Nintendo Switch ™ Main unit storage memory or microSD card with 16 GB of free space

    In addition:
  • There must be an environment where you can connect to the Internet 
  • Users must have a Square-Enix account

    If Nintendo holds up on their claim that their console is region free, the earliest Nintendo Switch users could see this game is September of this year.

    You can read all about my past posts regarding this title here.
Works Cited
Dragon Quest X Highlights Scenes In A New Trailer For Upcoming PS4 Version. (2017, July 06). Retrieved July 08, 2017, from http://www.siliconera.com/2017/07/06/dragon-quest-x-highlights-scenes-new-trailer-upcoming-ps4-version/

Dragon Quest X On Switch Gets Its First Footage, Release Dates For PS4 And Switch In Japan. (2017, May 27). Retrieved July 08, 2017, from http://www.siliconera.com/2017/05/27/dragon-quest-x-switch-gets-first-footage-release-dates-ps4-switch-japan/

Tuesday, February 21, 2017

Dragon Quest X Is Headed To The PS4 And Nintendo Switch This Summer (At Least In Japan)

Square Enix has recently announced during a livestream that their MMORPG title Dragon Quest X releases on PS4 this summer, while their Nintendo Switch version will arrive this summer or autumnal season in Japan.



A beta test period is being planned prior to Dragon Quest X’s launch on PlayStation4 and the Nintendo Switch. Production of the Wii version of the game has already ended and they’re planning on terminating online services for it.

I'm still hoping for localization of this title here in the United States. Even if Square Enix determines that it would not be suitable for Western markets and doesn't follow through, I will either import the game physically, or download it via the e-shop to play (if that option is available). Both the Nintendo Switch and PlayStation 4 consoles will be region free, meaning any game manufactured for the respective console can be played on it. I've been looking forward to this for about five years now.

Dragon Quest X is currently available on Wii, Wii U, Nintendo 3DS, iPhone, Android, and PC.


Works Cited

S. (2017, February 21). Dragon Quest X Headed To PS4 This Summer, Switch This Summer/Fall In Japan. Retrieved February 21, 2017, from http://www.siliconera.com/2017/02/21/dragon-quest-x-headed-ps4-summer-switch-summerfall-japan/

Sigler, (2017, February 21). Dragon Quest X Heads to PS4 in Summer, Switch Later in 2017. Retrieved February 21, 2017, from http://nichegamer.com/2017/02/21/dragon-quest-x-heads-to-ps4-in-summer-switch-later-in-2017/

Sunday, December 4, 2016

Crashing the Party: Crash Bandicoot: N.Sane Trilogy's First Trailer At PlayStation Experience 2016

Activision has recently revealed a new trailer for Crash Bandicoot: N. Sane Trilogy, the upcoming remake of the first three Crash Bandicoot titles, at PlayStation Experience 2016.

Some of the improvements to the original games include a unified checkpointing & save game system. (This includes manual and auto-saving.) Also featured is an additional unified menu system, as well as Time Trials in all three games!

Arguably most impressive is the inclusion of a “fully-remastered game soundtrack, packed with all the didgeridoos, xylophones and thumpin’ bass lines you can handle, as well as newly recorded dialogue from some of the familiar voice actors who appear in the original Crash Bandicoot games, including Jess Harnell and Lex Lang, among others.”

It's been 20 years (two decades!) since the original Crash Bandicoot was released on the PlayStation One console (September 9, 1996). I look forward to getting my hands on this collection as soon as possible, if only for nostalgia's sake.



Works Cited:
S. (2016, December 03). Crash Bandicoot: N.Sane Trilogy Gets Its First Trailer At PlayStation Experience 2016 - Siliconera. Retrieved December 04, 2016, from http://www.siliconera.com/2016/12/03/crash-bandicoot-n-sane-trilogy-gets-its-first-trailer-at-playstation-experience-2016/

Gach, E. (2016, December 03). New Details On The Crash Bandicoot Trilogy Remaster. Retrieved December 04, 2016, from http://kotaku.com/new-details-on-the-crash-bandicoot-trilogy-remaster-1789644491 

Monday, August 1, 2016

No Man's Sky - Captain's Log (Blogger Edition)

Hey folks! This is Dave, here to give you guys a bit of an impromptu update. So, my good friend Matthew and I ended up purchasing a game called "No Man's Sky" by the developer Hello Games. We'll be picking up our copies together on August 9th for the midnight launch at our local Gamestop. The game itself is essentially a space exploration title with survival and discovery in mind.

Since this is one of the few times I've purchased an open world game (especially of this size and depth) I figured it would be fun to make a playthrough series of sorts on here, documenting my adventures. I'll be role-playing as Captain Valcrith Fletcher, describing in detail the adventures and peril one would face in this game as if it were happening in real-time.

I intend to get to the center of the universe (the game's main premise) on a relaxed pace. This will allow for more content to be shared with you my readers. I intend to do somewhere between 20-30 of these data entries depending upon how long it takes me to finish.

This will be something that will happen whenever I play, with videos and pictures up when I get the chance to gather my thoughts. I'm hoping that the journey we take will be an enlightening one. Please look forward to my Captain's Logs!

Sunday, June 14, 2015

My E3 2015 Predictions & Expectations

Nintendo

I'd like Nintendo to ideally make a new Custom Robo game. The last one that came out was back in March 19, 2007 with Custom Robo Arena. The development company is called NOISE and has worked with Nintendo for a number of years, however, it has been quite some time since their last title.

As such, I think it would be a great undertaking if Nintendo were to re-visit the franchise, especially with the release of the upcoming game, Little Battlers eXperience. In that game, (which is based off of an animated series about kids building miniature, remote controlled mecha models, battling them, all while taking on a secret conspiracy that utilize the mechs for their own ambitions) players can customize their mechs with a plethora of different parts and weapons. I feel as though this would be the perfect time to make this upcoming year the year of the mechs!

This holds merit when one considers that the upcoming title Xenoblade Chronicles X has giant humanoid mech suits called "Skells" ("Dolls" in the Japanese version), which are used to combat the various enemies in the expansive open world environment.

I also expect to see Starfox Wii U with an all new trailer for the game, as well as a brief glimpse into the main plot (if possible). I've been a fan of the Starfox games since the release of Starfox 64 (I have yet to beat it sadly, as I've only recently downloaded the game on the Wii's Virtual Console). I did however manage to complete Star Fox Assault and rather enjoyed the game.


Although Nintendo mentioned that The Legend of Zelda for the Wii U would not be featured at E3, I still sort of hope that maybe they will toss out a teaser trailer or something to whet our ferocious appetites. In addition, I eagerly await more information on Fire Emblem and the Shin Megami Tensei x Fire Emblem crossover.

I'd like to see a brand new Pokémon Snap, and a new Metroid game as well, but perhaps those ideas should be locked away for now. I think it would be fantastic to be able to once again revisit the Metroid Prime Hunters universe with a sequel that has a truly dedicated multiplayer first person shooter experience (most desired on the Wii U) with Samus Aran, Weavel, Sylux, Kanden, Spire, Noxus, and Trace.

Sony

The one game I'm most interested in with regards to Sony is Tom Clancy's: The Division. I eagerly anticipate more details and gameplay footage that will assure that my decision to purchase the game will be a worthwhile investment.


Microsoft, Activision, & et cetera

As for Microsoft, Bethesda, and the rest, I want to be surprised and dazzled by their showcases. I don't know exactly what to look for, but I'm hoping that overall, I will be impressed.

Tuesday, August 26, 2014

Shantae: Half-Genie Half-Hero ALL AWESOME


I have some exciting news for those of you that are interested in the upcoming Wayforward game, Shantae: Half-Genie Hero! According to Siliconera, the action platformer has hit another of its extended stretch goals, and will now include three more playable characters—Rottytops, Bolo and Sky—each with their own unique stories and abilities. The following is the tweet from Wayforward themselves acknowledging this momentous achievement:


There is a video available right now detailing some of the gameplay we will come to experience soon.


I find myself extremely pleased to have supported this title and I heartily look forward to its completion. Once again, Shantae: Half-Genie Hero will be available on the Nintendo Wii U, Sony PS3, PS4, VITA & VITA TV, Microsoft's Xbox 360, Xbox One and Steam (Windows PC).