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  • Sony Entertainment

    'Nioh 2' killed me 14 times in 90 minutes

    by 
    Andrew Tarantola
    Andrew Tarantola
    02.05.2020

    Over the course of 90 minutes, I died 14 times. I was drowned, beaten, burned, cut down, crushed by a stone mallet the size of a small Volkswagen and repeatedly impaled on the pointy ends of very sharp spears. But despite my initial negative expectations for Nioh 2, the upcoming samurai action RPG from Team Ninja, I enjoyed almost every bloody minute of it.

  • BioWare's 'Jade Empire' gets another shot at life on iOS

    by 
    Jon Fingas
    Jon Fingas
    10.09.2016

    BioWare is virtually synonymous with Mass Effect and Dragon Age these days, but it has had its share of experiments. Remember Jade Empire, its China-inspired (and critically well-received) action role-playing title? Aspyr does -- it just released versions of Jade Empire: Special Edition for the Mac and, crucially, iOS. You can now relive the story of a martial artist restoring balance to the world using your phone or tablet, not just your computer at home. There are simple controls in the iOS version if you're not comfortable with a touchscreen, but you can also switch to an expert mode when you're comfortable with using taps and swipes to defeat other warriors.

  • Sony Online's former chief opens his own game studio (updated)

    by 
    Jon Fingas
    Jon Fingas
    01.19.2016

    John Smedley may have left Sony Online Entertainment just months after its acquisition, but he's still staying true to his roots. He recently co-founded a studio, Pixelmage Games, and is already off to the races building his first title: meet Hero's Song, a crowdfunded action role-playing game with a few unique twists. It's more "measured" than frantic hack-and-slash titles like Diablo III, and it revolves around a system of gods that shape the world, the challenges when you die (if you lose, you're dead forever) and your future. You can even become a god, if you're good enough. Unsurprisingly, Hero's Song will be playable both solo and online against many other adventurers.

  • Zynga unveils Battlestone, an action RPG coming to iOS soon

    by 
    Mike Schramm
    Mike Schramm
    04.10.2013

    Zynga's been on an interesting pivot lately. The company made a name for itself on Facebook, and most of its business is tied up in big games like Farmville and its sequel. But that audience is slowing down in growth, if not declining, which has prompted Zynga to experiment on mobile platforms like iOS. Last year, Zynga published Horn, which is a very impressive action / adventure title on iOS, and this year I expect to see more games like it as Zynga targets the "midcore" audience with nice graphics and complex gameplay. Battlestone is a great example of that. It's a newly revealed game from the House that Farmville Built, and as you can see above, it looks very impressive. It's an action RPG in the vein of Diablo, but made for mobile platforms, and with a slightly more casual look. Battlestone will let you pull one hero from multiple choices to fight through varied 3D environments, swiping and tapping across the screen to get involved in combat. It definitely sounds fun -- Battlestone should be available in the US soon, as it's already being tested in a few markets around the world. Zynga's real challenge with these will be to balance "midcore" gameplay with its preferred freemium promotional practices. The company grew very quickly thanks to its "social" gameplay, but as it has grown bigger and bigger, Zynga's depended more and more on desperately trying to make its games viral. If they can tone that down in these more complicated titles in a way that still allows them to keep things profitable, the company will be able to find a whole new audience to replace the one that's getting more and more bored with all of the "cow clicking" that Zynga originally started out with.

  • Daily iPhone App: Fara

    by 
    Mike Schramm
    Mike Schramm
    11.01.2011

    Fara is quite a game. The gameplay itself new -- in fact, the script even jokes that the hack-and-slash, Zelda-style title has been done before (by a guy in a green cap). It's Fara's style that's special. The backgrounds and characters are all hand-painted, and the script's self-referential writing push Fara past its humble gameplay mechanics. Plus, the intro hints at a much larger premise Fara offers some fun physics twists and the touch controls are well executed. Most of your moves a swipe or a tap, yet I felt fully in control of the character's actions. That's a great sign with an action game like this. There's a lot of mystery in Fara. So much so that casual gamers might be turned off by its reliance on gaming tropes and the mix of styles that hints at that larger story. But I would say it's worth sticking with. There's a lot of depth here, and while Fara just drops you into its strange world, it's a world worth exploring. Fara is available on the App Store for US$2.99.

  • App review: Infinity Blade (iPhone)

    by 
    Vlad Savov
    Vlad Savov
    12.09.2010

    Aww, would you look at that, the iPhone's trying to play big boy games! Following in the well received footsteps of Rage HD, today marks the debut of Infinity Blade, the second in what's hopefully a wave of gorgeous-looking iOS games boasting advanced 3D graphics, if not 3D gameplay. Epic Games has put aside the chainsaw-equipped projectile weaponry of its wildly successful Gears of War console series to deliver the first mobile game built around its Unreal Engine 3. You won't be surprised to hear that it's utterly delicious to look at, and the visuals certainly helped transport us to this alien realm of swords, axes, shields, and magical rings -- where body armor is optional, but helmets apparently are not. Jump past the break to see this visual feast in motion and to soak up some more of our impressions. %Gallery-110231%

  • Hudson revisits Dungeon Explorer on PSP, DS

    by 
    Jason Dobson
    Jason Dobson
    11.15.2007

    Hudson's Turbografx-16 title Dungeon Explorer was one of those games that blew us away when originally released in 1989, but when revisited on the Wii's Virtual Console nearly two decades later it proved that some games are best left alone, looked back on through rose-colored glasses. Despite this, however, Hudson is at it again, this time with a laboriously-titled sequel, Dungeon Explorer Warriors of Ancient Arts, currently in development for both the PSP and Nintendo DS for release this coming February.While Atlus handled the development reigns on the original action RPG, it's unclear what studio is tackling this portable follow up. What we do know is that the game is expected to keep with the original's hack and slash theme, offering "many unique fighting styles" and "deep and customizable multiplayer adventuring," as both versions will also support up to three players simultaneously. Interestingly, however, both the PSP and DS versions look to offer distinct differences as well, with the PSP version including 150 different "fighting arts" to the DS's meager 60, such as the "Big Bang Arts," which may or may not be just a theory.[Update: A Hudson representative has contacted us, letting us know that Dungeon Explorer Warriors of Ancient Arts is being developed internally at Hudson Soft.]

  • Joystiq impressions: Rise of the Argonauts

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    07.21.2007

    Liquid Entertainment's Charley Price describes Rise of the Argonauts as an "RPG without the clutter." Menus and detailed statistics are absent from Jason's mythological quest to find the Golden Fleece, thrown overboard in the developer's attempt to focus on storytelling. Though Liquid's track record (featuring Battle Realms, some Dungeons, Dragons and, err, Desperate Housewives) is somewhat uneven, the proclaimed prioritization of plot is certainly commendable. When we ask if removing "clutter" from a role-playing game doesn't simply yield an action game, Price explains that an RPG is marked by a "depth of experience" and a player's ability to "impact story and character." We'll meet him halfway and call it an action RPG. And there is action, just so you know. The combat is classically themed and has a sense of lethality, with swords clanging against shields and spears perforating enemy soldiers in notably unpleasant ways. "We're sick of games where you stab a guy ten times before he falls down," comes the corresponding quip. Jason's party, here comprised of Atalanta and a comically proportioned Hercules, will automatically join the fray, fending for themselves and even holding down enemies for Jason to skewer. It's hard to tell how much depth there is to the fights without playing, but they're presented in the same bold style that permeates much of the game's richly colored graphics. Once the argonauts defeat a gigantic wild boar, we're reminded again of the game's clutter-free ideals -- there's no summary screen displaying experience points and potions.%Gallery-4360%

  • Summon Night coming to DS

    by 
    JC Fletcher
    JC Fletcher
    05.22.2007

    Banpresto's Summon Night series of RPG's finally made it to the U.S. last year on the Game Boy Advance. Fans of the GBA action-RPG's will be happy to know that Summon Night is getting a new entry on the DS: Summon Night: Twin Age. The original Summon Night games were strategy RPG's similar to Tactics Ogre, but this, like the GBA games, is more action-oriented. It stars two plucky youths named Aldo and Leeha who want to become great summoners-- you know, standard RPG stuff. They want to be the very best, like no one ever was. To find gems is their real test-- to use them to summon monsters is their cause.Twin Age will be released in Japan in August. No word on if Atlus will pick it up for localization.%Gallery-3357%

  • New FF:CC video like a date without the goodnight kiss

    by 
    Eric Caoili
    Eric Caoili
    04.06.2007

    Square-Enix has posted another cutscene from its action-RPG title, Final Fantasy Crystal Chronicles: Ring of Fates. The short clip doesn't have any of the voice acting that was featured in the introduction movie, but we do get to see some interaction between Cherinka, one of the game's two Clavat heroes, and Alhanarlem, a spellcasting Yuke.The 3D looks great, but we were hoping for more of the lively combat and cooperative gameplay that was in the original trailer and screenshots. Even if you can understand the Japanese dialogue, the only action you'll see in this clip is a platonic hug exchanged between the two characters. Check past the break for video of the awkward moment.

  • Wii game testers wanted: must have flailing arms

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    08.29.2006

    An article on MTV News delves into the process of creating and testing gestures for the Wii version of Marvel: Ultimate Alliance (the one without hyper-realistic graphics) and highlights how videogame testing is affected by Nintendo's unique approach to gaming. Unlike traditional games that might pose challenging requirements such as pressing the A-button to jump or the X-button to attack, Wii games may ask players to perform more elaborate motions. The wide range of movement detected by the controller means that the gestures used in gameplay require a lot fine-tuning, lest your arm's attack thrust becomes misinterpreted and your character instead chooses to hug the mutant abomination attacking your party. Associate designer on the project, Mike Chrzanowski, points out that the game initially started with over 20 different gestures but was eventually simplified to include only five. With players constantly shooting webbing and tossing patriotic shields about, it was vital that the game could successfully recognize and distinguish between the various gestures. Tasking testers with repeating various swipes and stabs, the Vicarious Visions team carefully monitored the motions that resulted and how different players interpreted and reacted to the on-screen instructions. After countless coding and tweaking, they claim to have constructed an interface that is 97 percent reliable. While Marvel: Ultimate Alliance doesn't make the most extensive use of the Wii's controls, it does illustrate how game testing and control mechanics need to be adapted for the platform. It remains to be seen whether or not other developers will go through as much trouble as Vicarious Visions did to differentiate between specific arm motions and mindless flailing (there will likely be several games that count on the latter). More interesting is the recurring issue of shoehorning game actions into motion-sensitive controls. There's a fine line between taking advantage of a platform's capabilities and tacking on new mechanics. After all, is it really better that you twist your wrist in order to open a door as opposed to merely pressing a button? [Via Game|Life]