Posted on : 16-10-2010 | By : Cacophanus | In : Videos
Hardware: PC
We finally have a trailer for the upcoming fan made PC game Armored Core Limit Release, that’s using UDK in case you’re wondering. The trailer is more of a machinima affair rather than actual gameplay footage, but the final version will be apparently close to the Last Raven era of Armored Core games (despite the somewhat anachronistic presence of a vanguard over boost in the video). There’s a nice post by the game’s creators on how they’re planning to handle the controls as well as an Armored Core 2 era styled HUD mock-up. In any case, this is a pretty ambitious project for a small team like this and we wish them luck. The trailer is below.
Spoiler
[flash http://www.youtube.com/watch?v=KYet0h0OxBI]
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Posted on : 15-10-2010 | By : Cacophanus | In : News
Over at this year’s All Japan Plamodel Hobby Show (photo report here) amongst the panoply of various kits Hasegawa have finally revealed their kit for the fully transformable Myzr Delta VR from Virtual On Force and Marz. This was a continuation of the Viper and Cypher series, so it was an excellent airborne unit as a consequence. GAGraphic also has some nice shots of the kit and the video below (around the 3 minute mark) has some lovely footage it as well, we’ve linked the full video below anyway though. In addition to the Myzr Delta kit Kotobukiya also had their upcoming SAV-07-D Belgdor kit on show too.
Spoiler
[flash http://www.youtube.com/watch?v=7nh0dEr0Z7E]
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Posted on : 13-10-2010 | By : Cacophanus | In : News
In the latest Famitsu, a new entry to the Another Century’s Episode series has been announced; titled Another Century’s Episode Portable, it will be released exclusively on the PSP. There are a fair few cool things about this version that should also help assuage the genuine player anguish caused by the last PS3 effort, ACE:R. The first of which is a return to the straight mission setup of the PS2 games, rather than the series scenario adopted by the recent game. Not to mention the similar mission based “secrets” seen in the first ACE that will require multiple replays in order to accrue various unit unlocks. They’re also offering resupplying areas now too, similar in setup to Gundam Senki 0081 – where ammo and health will be replenished during the mission. The big and absolutely awesome aspect of this new version is the epic and wonderfully old school series roster the game will have. Admittedly, many of these are from the PS2 games but we’re still chuffed that Layzner and Dunbine are back (the full list is linked below).
The big and somewhat scary unknown is whether this ACE will revert to the boosting setup seen in the older PS2 games or stick with the idiotic new approach from ACE:R. Considering there is no real chance of retaining the camera look from the PS2 games, the least they could do is return to the old and brilliant boosting setup. With any luck, the legacy animation from the PS2 unit assets will force Banpresto to take a step back and let From Software do their jobs again. As this is the main aspect that helped the older games, as Banpresto were unwilling to fund substantial rewrites so From Software got to control their code and asset base more effectively (without publisher interruption) – hence the consistent functional improvements between each of the PS2 iterations.
In any case, we’re cautiously optimistic that this new ACE will be a return to form. It’s released on January 13th next year for 6,279 yen.
Update: Famitsu now has the screenshots up on their site too.
Posted on : 13-10-2010 | By : Cacophanus | In : Videos
What with the release of Virtual On Force around the corner, SEGA have finally released an HD (720p) trailer of the game running – along with its various new features. The video is pretty comprehensive though and does show the accuracy of the port, which is probably the game’s weakest point really (as it looks visually dated and suffers from the functional legacy issues of the arcade original). If you want to know more about the game, then read our hands-on impressions from TGS as well as our extensive feature on the series as a whole..
Spoiler
[flash http://www.youtube.com/watch?v=xfCxuoot8KI]
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Posted on : 12-10-2010 | By : Cacophanus | In : News
Posted on : 12-10-2010 | By : Cacophanus | In : News
4Gamer has the breakdown on Virtual On Force’s pretty epic “Memorial Box” set. From a CD soundtrack, containing most of the music from the original game, Oratan, Marz as well as Force (somewhat rendering the rather lovely and now quite expensive Marsinal set a tad moot), the other big addition is that of a 140 page booklet chronicling the 15 years of the series’ history. From lovely artwork for each game as well as interviews with both Juro Watari and Hajime Katoki. In terms of the latter Katoki has also penned some new box-art for the Memorial Box version, something he hasn’t done for the series since the Dreamcast port of Oratan back in 1998. As if all that wasn’t enough, there will also be two Tangram super balls thrown in with the set.
It’s also become apparent that the reasoning behind taking Force to a boxed format, rather than digital download as they recently did with Oratan, was specifically because SEGA wanted to do a 15th Anniversary collector’s set for the fans. Though, SEGA are charging a premium for all this fanservice; at 10,290 yen the Memorial Box isn’t exactly cheap. If you have money to burn though, you can pre-order it here.
Posted on : 10-10-2010 | By : Cacophanus | In : News
Posted on : 08-10-2010 | By : Cacophanus | In : News
4Gamer has some coverage about the upcoming Virtual On Force, as on release both the standard and memorial box versions will come packaged with a special promotional code for Border Break Air Burst. This will allow Border Break players to gain access to a new a paint scheme for their blast runner, one that is unobtainable within the game normally. Not wishing to miss a trick, players that are only subscribed to the monthly paid Border Break.NET service will be able to use the new paint scheme. There was also a cool press conference for Air Burst about a week ago, where they showed the new game off quite nicely (the video is here in case you’re curious).
Following on from this Game Watch also had some interesting coverage regarding the new training mode in the 360 port of Force. It’s partly based on the one seen in Oratan but will have a great emphasis on structured training levels for novice players (as Oratan’s setup was much more open ended by comparison). What’s also very curious is how the game will handle the various VR types from the arcade, as these were triggered off ranking via the card system. The unfortunate follow-on of this was that often the better performing players received a wider array of VR’s to choose from, leaving the novices to struggle with the default versions. Whether this system has been carried over to the online element in the 360 port still isn’t known but from the description it seems that VR’s are awarded in the new “Mission Mode” now. The latter worries us slightly, as that would make this port of Force a bit too close to Marz for our liking. That said, the Missions also feed into how much you can upgrade your wingman AI – so that could be interesting at least. Finally, the article mentions a graphical option that renders the game with various HDR effects, such as bloom and some specular elements on the surface of the VR. We saw these on the TGS demo we played and they did look nice. The fact they are optional is pretty nifty though (as that very much appeals to our purist tendencies).
Posted on : 07-10-2010 | By : Tollmaster | In : News
Kotaku reports Bangai-O HD has been delayed in order for the developers to add multiplayer to the title, including competitive and co-operative modes. The new release window is currently Spring 2011.
The addition of multiplayer to Bangai-O HD isn’t an odd choice, considering how much the next generation systems have been pushing multiplayer over traditional single-player modes, but I’m curious as to how they’re going to incorporate these modes into Bangai-O. Bangai-O is very much designed as a single-player experience, with the player given only a tiny sprite to control so that the rest of the player’s view can be swarming with missiles and enemies, and expecting the player to track one single enemy player during the madness that defines Bangai-O will be a tough task. Even more difficult to implement will be the co-op, because the entire gimmick of Bangai-O is that your screen-clearing “bomb” function releases ordnance in direct proportion to how much danger the player character is currently in from the enemies’ own munitions, and it’ll be difficult to balance two (or more!) Bangai-Os attempting to set up efficient combos.
Hopefully pushing back the release date will give the developers time to come up with solutions to these potential difficulties, and as hard as these problems with the addition of multiplayer to Bangai-O’s game mechanics might be to crack, there is also a lot of potential for the game to go wonderfully right. Getting three of your friends together to coordinate a single massive assault of literally thousands of missiles is exactly the kind of experience that can make Bangai-O HD a worthy successor to the cult classic Dreamcast original. Fingers crossed that the multiplayer isn’t just an afterthought to make it more competitive in today’s market.
Those of you with an interest on the origins of Bangai-O’s game mechanics and how it relates to the rule sets of mecha anime series, please feel free to read our in-depth feature on the first two Bangai-O games. For a game that answers the question “how many explosions can we fit on a single screen?” the game’s cultural genesis is a long and interesting one.