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Take A Road Trip In Final Fantasy XV’s TGS Trailer

TGS has marked a number of new Final Fantasy XV details, as well as a trailer offering a taste of the game's world.

You can check out the trailer below, which stars the game's protagonist as he and some friends make their way across Final Fantasy XV's world in a convertible. You'll get a glimpse of the world, some of the characters, a healthy dose of combat, and lots of beauty shots of the landscape.

For more on Final Fantasy XV, which is planned for release on Xbox One and PlayStation 4, click the links to read about an upcoming demo for the game, and the departure of Tetsuya Nomura from the project. To track the game's progress over time, check out our Where Is Final Fantasy XV? feature here.

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Upcoming Historical Phoenix Wright Gets A TGS Trailer

We're not sure the next Phoenix Wright will make its way to North America, but that doesn't mean we can't enjoy its trailers.

The trailer is in Japanese, so without knowing the language you won't get much out of the video in terms of narrative, but cookies and crackers appear to serve an important role (I assume). You will get a chance to see the recently revealed Sherlock Holmes in all of his 3D modeled glory.

For more on Dai Gyakuten Saiban: Ryuunosuke Naruhodou no Bouken (it doesn't have an English title, yet) head here.

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Everything We Know About Tales of Zestiria

At a pre-TGS showcase, Bandai Namco put its beloved Tales franchise on display. We played a Japanese build of the upcoming PS3 entry in the long-running franchise, Tales of Zestiria. Producer Hideo Baba also discussed a few elements of the game, providing a great introduction into the mysterious next iteration. Baba is still confident in the series and adamant on bringing stateside as many Tales entries as possible. In fact, when Zestiria was announced, it was confirmed as an international release. Perhaps, the days of waiting for localization news on Tales games is over (we hope).

Zestiria is already looking like a promising entry. Here’s everything we uncovered about the game based on hands-on time and Baba’s presentation.

  • A key theme of Tales of Zestiria is right in its title: zest, meaning passion.
  • Baba said this entry will return to the series’ classical roots, with a traditional fantasy and medieval setting. Baba points out that it’s been six years since a game has had a setting like this –  the last being Tales of Vesperia.
  • Zestiria definitely has a visual upgrade from the other PS3 iterations. The characters and world just look so much better. The lighting and shadows are noticeable. 
  • The protagonist is named Sorey and he has a childhood friend along for his journey named Mikleo.
  • A common theme, like in most Tales’ games, is coexistence. This extends to Sorey and Mikleo’s friendship. Sorey is human, while Mikeleo isn’t. He’s a seraph.
  • Since Sorey is friends with a seraph, he can use Mikleo’s power and transform in battle. So far, it looks much more complex than Ludger’s chromatus ability from Tales of Xillia.
  • From what we played, it looked like Sorey had four different seraph allies, each with an elemental alignment that gave him access to different artes.
  • When Sorey’s not transformed, his seraph ally is available on the battlefield to fight.Elemental weaknesses like we saw in the Tales of Xillia games will once again be important and can drastically speed up battles.
  • Load times for battles and cutscenes have been greatly reduced. Baba spoke about the importance of giving the player seamless movement and keeping interruptions like load times to a minimum.
  • You can talk to characters while on the field. Sometimes characters will even give you items they find.
  • The backgrounds on the regular battles will reflect where you are in the world. Say you engaged an enemy right in front of a tower, the background won’t be a generic, stock field screen; it will actually reflect your place in the world, like the aforementioned tower.
  • The fields aren’t as cluttered as were in Tales of Xillia. You still stumble upon treasure chests and harvest plants, though.
  • The game doesn’t have a U.S. release date yet, but it’s due to come out January 22 in Japan. Hopefully, we won’t have to wait too much longer than that.

What are information are you hoping Bandai Namco reveals next about the game?

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Tales of Hearts R: Hands-On Preview – Getting Your Emotions Under Control

Tales of Hearts R begins with a poem about a princess who slept over 1,000 years and a cursed man out to end the world. You’ve heard stories similar to this before: a villain seeks destruction while the world’s fate rests on an inexperienced boy’s shoulders. Tales of Hearts R is aware and isn’t afraid to poke fun at itself or be campy. While I’m not sure how it will all shake out in the final product, and I’ll even admit the writing does have a tendency to go for the low-hanging fruit, there’s something endearing about it.

I say this up front because the cheese factor of the story may make you roll your eyes. But I don’t want that to deter you from this entry just yet. I had a lot of fun with Tales of Hearts R, which reminded me a lot of the excitement I had playing Ys: Memories of Celceta, also on the Vita. 

Tales of Hearts R is about siblings Kohaku and Hisui Hearts. The first big cutscene has them running from a witch and jumping off a cliff to escape. The game then cuts to Kor Meteor, a young boy training and living with his grandpa. Kor and his grandpa like to joke around, but his grandpa is serious about teaching Kor how to use his soma, an ancient weapon. He tells Kor he can use it for healing or destruction and advises him to withstand his emotions.

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Soon enough, Kor crosses paths with Kohaku when she washes up on the beach, separated from her brother. Things only get more complicated from there when a witch casts a spell on her. Producer Hideo Baba said she’s lost her heart and emotions and the quest will be about picking up every piece of her heart to fix it. And unsurprisingly, he said, heart and emotion is a huge part of the storyline.

This extends to the battle system as well. Kor can build up five of his soma’s attributes: fight, endurance, sincerity, belief, and mettle. You also unlock bonuses by building up neighboring attributes evenly. If you can’t decide how you want to build these skills, the game will make suggestions for you. 

Putting back together a broken heart won’t be easy, especially when the pieces are scattered across the world. I’m interested to see more of the character interactions and how deep customization system via Kor’s soma goes. Hopefully the journey takes some interesting turns and isn’t quite as predictable as the opening moments.

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NBA 2K15 scans your face, thinks you’re beautiful

NBA 2K15 will feature the ability for players to scan their faces into the game and onto the bodies of digital athletes. 2K Sports revealed the feature in a tutorial video, which instructs prospective virtual basketballers to hold the PlayStation…
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Gran Turismo 6 gets its first original track in 1.12 update

It’s been 10 months since Gran Turismo 6 first hit retail shelves, but developer Polyphony Digital is still adding new content to the PlayStation 3 racing simulation.

The latest update, version 1.12, brings with it a handful of bug fixes and…
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REVIEW / Orborun (PC)

 

Do you remember the Rolling Ball genre? An extremely niche genre, games that fall under the Rolling Ball category put you in complete control of – as the name implies – a rolling ball. Unlike sports games, where action may be performed unto an object to move it, you are in direct control of the ball. Now, an entire genre in which the sole criteria is control over a specific shape – in this instance, a sphere – might seem like a novel, if gimmicky, concept perfect for a small team like Tiny Lab to tackle.

 

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Orborun is an incredibly simple title. This should be a given, but there’s a surprising amount of content to enjoy here, much more than one would expect from a PC port of a mobile game, anyway. At most, you’ll use five keys if you’re playing on keyboard and mouse, which works just as well as the gamepad, if not better. You move with A and D, press space or escape to move to the next level or quit to the world select menu respectively, pause with P and restart the level completely with R. That last one is huge, because the level rest is instant, and for an intense 3D platformer ball rolling game such as this, it’s an absolute must.

The game’s content is broken up into worlds comprised of fifteen levels. These levels are extremely short, and can sometimes be beaten in half a minute or less. Though a lot of them are a blur to me (as they should be) I felt that all of the stages together did an excellent job introducing concepts and building on each other with varying levels of complexity. I breezed through a world in less than half an hour, but upon reviewing my progress, I found that I was awarded only one of three stars for each level, giving plenty of incentive to go back and try again. The levels are short enough that retrying ad nauseam isn’t such a huge deal, because what little frustration I felt with Orborun was mitigated by the very small amount of lost progress.

 

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Momentum is the name of the game here. I selected the first level of the first world, and within a few minutes I was acclimatised to Orborun’s mechanics within a minute or two. Actually, I couldn’t tell you where the “tutorial” ended and the game proper began, and that’s just the way I like it. Before long I was diving head first into increasingly complex levels that ramped up the speed and difficulty from a relaxing stroll to butt-clenching turbo speeds.
There are three different kinds of worlds, each with a “sequel” world, in addition to a mysterious bonus stage. The first stage, Haste, is a quick romp through fast-paced levels that shouldn’t give you too much trouble until near the end. Haste is followed by Puzzle, which actually doesn’t involve “puzzles” in the traditional sense (despite the aesthetic, this isn’t Portal) but rather a slightly shifted focus from high speed rollicking to mechanical manipulation and precision platforming. Hazard is the third stage, and that’s where shit gets real. I fell into a pit about half a second in at least thrice, but that’s also due in large part to me being so terrible at these types of games.

 

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If you’re worried that you aren’t going to get a great value with this game, worry not. If you’re in the mood for a simple arcade joyride, this is well worth picking up. Seven worlds might not seem like a lot of a content, but when you factor in the difficulty curve and replay value for perfectionists to achieve higher scores, you’ve got plenty of content for your dollar. There’s also a few extra costumes for to unlock as well, which is always welcome. Unfortunately, it doesn’t seem like the in-game currency will buy you much else other than that.

Finally, there’s a functional split-screen local multiplayer mode that supports two, three or four players. It’s not something I really needed or even expected, but splitscreen co-op games are so rare nowadays that I’ll give it praise for inclusion alone. If I had a few friends and a PC set up in my living room, I could see myself having a reasonably fun time with it, at least for a little while.

 

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In many ways, it reminds me of another game brought to Steam from an indie platform through Greenlight, T.E.C. 3001. Both games feature a simple, yet eye-catching visual design that gets the job done without being a terrible eyesore, with cool electronic music to which you’d expect a robot to enjoy listening. On, I’d say I like the Orborun soundtrack even more. The challenging high-speed action of the experience is juxtaposed by its soothing, mellow music, though after a few hours of play, you’ll have heard the short soundtrack several times over.

Orborun might be the latest entry into a ridiculously niche genre as old as the Amiga, but it’s still enjoyable. If you liked T.E.C. 3001, or perhaps other similar running games, this might be worth a look. Both games feature similar gameplay mechanics, sharing an emphasis on momentum and movement on a narrow lane with a focus on sharp reflexes over anything else.

 


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The Evil Within Tokyo Game Show 2014 trailer

Bethesda released a new trailer for their upcoming horror IP The Evil Wtihin at this year’s Tokyo Game Show. The trailer should manage to get you terrified for the late nights you will be up not being able to sleep because you decided it was a better idea to play the game in the dark with the sound turned up. In fact, I am sure the game’s director, the horror man himself, Shinji Mikami, already has that in mind.

The Evil Within is due for release on October 23rd for PS4, PS3, Xbox One, and Xbox 360.


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Zelda-inspired Blossom Tales looks to bloom on Steam

Rex Rocket developer Castle Pixel recently launched a Kickstarter campaign for Blossom Tales, the studio’s Zelda-like adventure game. The action-RPG is also on Steam Greenlight seeking community approval for distribution on the PC platform. Castle…
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Video: Solving the challenges of porting Fez to PlayStation

Speaking at GDC Europe 2014, Blitworks cofounder Miguel Angel Horna revealed with great detail his team’s process for bringing Polytron’s puzzle game to the Sony PlayStation platforms. …


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