XBox 360 Universe

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  • scissors
    March 24th, 2017GamespotUncategorized

    Here’s the situation – a beloved, epic sci-fi series, though not without controversies and detractors, has its first new release in years. It’s set after the original trilogy so many of us love, and has a new man at the helm of the project. It promises some new faces, settings, and situations, yet borrows some core themes from the original trilogy, and doesn’t necessarily blaze any exciting new paths. The end result is an excellent, albeit conservative, entry. It ticks all the boxes of its predecessors so that it feels familiar, yet offers enough new content that it still manages to feel fresh. This is Mass Effect: Andromeda.

    Andromeda is set some 600 years after the original Mass Effect trilogy. You play as one of the Ryder twins, fresh out of cryostasis aboard the ark ship Hyperion, of which your father is the “Pathfinder”. You are part of the Andromeda Initiative, the name for the mission of races from the Milky Way attempting to inhabit the Andromeda galaxy. It’s a bold and fascinating concept, though I would argue its realization in the game is at least a bit tame. Very early on in its time in Andromeda, the ship runs into a celestial phenomenon and events begin unfolding quickly.

    Throughout the game, I noticed a trend of streamlined elements, inconsistent experiences, and conservative approaches. There are some additions and changes to the series, but they’re not major. Thankfully, I would say that nor are they missteps.

    Within moments, you’re conveniently introduced to your new scanner ability, something you will have to utilize heavily throughout. With a simple press of down on the d-pad, it will present a new view on things, often unveiling new discoveries or options that are imperative to your progress. It works a lot like ‘detective mode’ in the Batman: Arkham games. Although it felt a bit forced at first, particularly because of how quickly you have to use it, it came to feel natural. Sometimes, I actually wished it did a little more.

    It’s a subtle addition, but it works well. And that describes most of the other new and modified elements in Andromeda. The glyph decryption, a Sudoku inspired puzzle you’ll have to solve a number of, provides both challenge and entertainment. This is the closest thing this entry has to any of the hacking aspects from past games, and in my opinion, it’s superior.

    There’s now a jump-jet, which I found I used as much in traversing as I did in combat. With light-platforming elements now in the series, this jump-jet is essential, but it is also useful for the occasional shortcut. If you aim while in the air from a jump, the jets will allow you to hover while you take a few choice shots. It’s a sleek feature, but it is often a very practical and effective way to land shots on enemies ducking behind cover. On that note, I found the enemy AI to be pleasing in the tactics they used and the challenge they presented.

    Combat would fall under the streamlined category. In general, it is fast paced and satisfying. Compared to past Mass Effect games, it has been simplified and sped up. No longer can you pause the action to issue commands to your squad, although you can specify targets for at least a couple of your tech abilities, such as the turret. I did have trouble landing melee attacks, but I’m not sure if that’s on the game or an operator error. I wasn’t crazy about the cover mechanic being automatic, rather than mapped to a button, but, to its credit, it worked well. Ultimately, combat in Andromeda has moved even further from feeling RPG-like, and more like a good third-person shooter.

    Seemingly all of the weapons, armor, and skills/abilities from previous games are here, and feel great in the tweaked combat system. You can discover and level up a few new biotic (Force-like) and tech (grenades, mines, etc.) powers, in addition to leveling up a wide range of combat abilities. What’s interesting, is that your options in this regard are not at all limited by a class selection. SAM, The AI “partner” you have gives you the option to equip various class “profiles” that are unlocked based on how you invest your skill points. But rather than limit your options, these profiles augment certain ones. Leveling up in this game is different from others, but I liked it, even if I didn’t take advantage of its flexibility much.

    So, as alluded to, a lot of the differences are subtle changes, such as abbreviating how you mine planets from you ship (it’s now a one and done probe if you locate an anomaly, and there is seemingly only ever one on a planet). There is an unobtrusive mining ability, with a radar, much like the one used to mine from space in past games, available when traversing worlds in the Nomad, a six-wheeled land vehicle that comes in handy while exploring large, often harsh, planets.

    Similarly, other aspects feel like natural combinations or evolutions of past entries in the series as well. A good example of this is the multiplayer, which is still essentially just “horde mode” with occasional small twists. It can also still help you some with your single player campaign, but now it is more tightly woven into it, allowing you to dispatch strike teams on missions, or play some yourself right from the campaign. It doesn’t have much impact on your campaign experience or ending, as it did in Mass Effect 3, but you can gain items and credits that are useful.

    I would have liked to have seen more done with the multiplayer premise. It’s by no means bad, but aside from the better integration into the campaign itself, it’s eerily similar to the one found in Mass Effect 3. It can help round out your experience and extend your time with the game, but it feels limited. Some may come to love to grind in it, but I just see a lot of untapped potential. This is an example of where the development team's conservative approach does the most damage. It seems like it could and should be so much more than just the combat from the single player campaign shoehorned into a handful of relatively small levels.

    A notable improvement is that the campaign is more immersive overall. There is no sign of the “level complete” screen that was introduced in Mass Effect 2, which felt more appropriate for the end of a level of Sonic than it did in this series. Instead, it seems to borrow more from the original Mass Effect, with few blatant load screens. Loading is often concealed behind (sometimes frustratingly) slow-opening doors, or prerendered sequences. The first-person animations when traveling across the Helius Cluster in Andromeda also lend themselves well to the immersive experience, in addition to helping add weight to the size of, and distances in the cluster. Another nice touch is the ability to view out of your ship when in space and see your surroundings.

    The worlds are better in this game than in the past, but not necessarily by much. Some of them feature large open areas - larger than anything I recall in other Mass Effect games - but individually, they don’t necessarily push any boundaries. Together, they might form a pretty big playable area that would rival other large open world games (ones that usually only feature one planet).

    Like many other open-world type games, the large areas can often feel devoid of life and activity, but it makes a lot of sense in the context of this particular game. Even the different cities and outposts having modest activity makes sense now. In past entries, I chalked this up to technological constraints, and while I’m sure that is still a factor here, it at least fits better. Additionally, as more areas of the planets became accessible to me, the greater scale helped pull me deeper into the experience (though in the end, I utilized the fast-travel as much as possible in areas I had already explored).

    The graphics are essentially standard-fare for this gen. They’re mostly beautiful, and clearly an improvement for the series. However, the graphics and performance may be where some of those inconsistencies are most evident. Impressive as the graphics are in general, it was not uncommon for me to see details pop in, sometime as close as ten feet away. Sometimes the textures didn’t appear properly, from flickering in the distance to the textures on faces never appearing, leaving them unbelievably smooth, sometimes fuzzy, for a period. Similarly, I recall looking out to a beautiful scene of celestial lights and gases, but the nearby planet and especially the moons were flat and fuzzy.

    Some of the animations do a disservice to the game as well. From choppy, Claymation like movement (usually only seen in things at a distance), to several enemies that simply didn’t move at all when I encountered them. Some of the facial expressions, maybe even the faces themselves, can be off-putting, or inappropriate given the emotion of the situation. Yet, a few times I was really impressed by the nuanced and realistic emotions and animations being conveyed.

    Likely due at least in part to the graphics, performance issues occur far too often. It can be anything from the framerate bogging down to complete hang-ups lasting for a few seconds. So, while the combat and game in general are fast and fun, you’d be hard pressed to not notice these problems when they arise. They genuinely didn’t affect my enjoyment much, but I could understand if they do for others, especially on a harder difficulty setting.

    On the sound side, things are generally great. There’s the occasional bad line, or perhaps delivery, but for the most part, everything audio related is fine. The score is excellent. It does a great job of conveying emotions, and really adds to the experience. If I had a gripe with it, it’d be that it is underutilized. But when it does show up, it is impactful, and that’s exactly what you want from music in a game.

    The most notable sound issue I encountered, and remained even after adjusting some audio settings, was that if the camera is not facing a character when they’re speaking, hearing them can be difficult to impossible. Subtitles are on by default, and needed because of this. There were times when I was locked in a conversation with a group of people and was literally unable to hear some members talking because I couldn’t pan the camera to them. Another technical hiccup with sound is that of delayed delivery (or repeat) of information, which more than once left me looking for data or an anomaly that I had already acquired.

    Not to downplay the aforementioned elements (or any of their respective issues), but for me, the paramount factor for a game like Mass Effect is how engrossing it is overall. This is where Andromeda is somewhat conservative, but at the same time, very strong and consistent. I consider it conservative because of the modest amount of new races, technology, and character types introduced. In addition, there are some eerily familiar themes between this and the original trilogy. I’m not sure if that’s deliberate to play into a bigger plan, recycling, or simply a coincidence. It’s not awful, but when you stop and think about it, you’ll likely notice them.

    Aside from that, as mentioned before, some of the way the game and its worlds are presented help immerse you. That immersion is bolstered by a compelling premise, with interesting characters, worlds and situations. A noteworthy streamline here is the removal of the paragon/renegade system, or any overt gauge or tracking for your standing with others. I found this disconcerting at first, but having to actually look and listen to responses felt more organic and engaging.

    Of course, some of the missions are a little repetitive, some plots predictable, and as mentioned before, some dialogue a little weak. All the same, so much of what you see, do, and experience, is captivating. When exploring viable planets, you can reach locations that will deploy a forward station, essentially a small pod that serves as a fast travel location, and from which you can receive safety, supplies, adjust your loadout, or deploy your Nomad vehicle.

    That’s a pretty small aspect of what you can do. Your job is establishing outposts for your fellow Milky Way inhabitants, making way for more to come out of cryostasis and begin their new lives in Andromeda. Some of the change and progress you can bring about is really satisfying, some of the decisions you’re forced to make are daunting.

    The relationships and exchanges you can experience with your squad members, as well as a number of additional characters in Andromeda are fulfilling and feel genuine. There are a number of intriguing characters and story threads to follow. It seems some of the questions and mysteries you can uncover here cannot completely be answered or solved within the game, and I love that! Outside of all of that, there’s exploring, leveling, crafting, and a slew of small quests to ensure you get even further enthralled.

    This month, we’ve seen two games from established series bravely push themselves into new territory, and I’ve found the end result of those very satisfying. This game definitely lacks that kind of courage. However, it is 'Mass Effect' through and through, and it’s hard for me to complain about that. What those games achieved is not easy. I’ve seen a number of entries in beloved series try to change and lose the identity that made them great to begin with. Having witnessed that, I know it can be a lot worse than playing safe in a sequel. Really, the idea that so many possibilities for Mass Effect: Andromeda remain, from introducing new gameplay mechanics, to, more importantly, further exploring Andromeda, discovering new worlds, races, stories and mysteries, combined with clear hints that there is more ahead for us in (watch the credits for a Marvel-esque bonus scene), is thrilling to me.

    Perhaps that says it best. I could pick apart real or perceived problems in this or any other title, but the bottom line is that I absolutely loved this game. My biggest disappointment after the exhilarating climax was that it was essentially over. My time in this new galaxy, with these new characters and situations, was so enjoyable that I was genuinely saddened by the realization that the credits rolling indicated that the bulk of the experience was over. For me, Mass Effect: Andromeda is like a good book that you don’t want to put down, nor do you want it to end. The litany of complaints and problems are little typos or creases in the pages. You’d be hard pressed to miss them, but you gladly look past them to continue the stellar experience.

    Brandon J. Wysocki is a writer for VGChartz.  He is also the writer of the science fiction story Space Legend: Resistance.  Click through to find links to download parts of the story for free from multiple providers.  You're invited to comment on his articles or contact him on VGChartz via private message (username SpaceLegends) to give him the attention he desperately seeks.

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  • scissors
    March 23rd, 2017GamespotUncategorized

    The Switch launch will probably be remembered for Breath of the Wild — for the all the right reasons — and 1-2-Switch — for all the wrong reasons. It should also be remembered for Snipperclips, an adorable and playful puzzle-platform game that delivers some rowdy co-op action. While it's less fun solo, it shines as a cooperative and sometimes competitive multiplayer experience.

    The game's central premise is simple: snip and clip your way to success. Players control two blocky, colorful characters made of construction paper: Snip and Clip. They can jump, crouch, stand on tiptoes, rotate, and most importantly cut shapes out of each other. By trimming, notching, and reshaping Snip and Clip, players can solve a number of puzzles. Need to pop three balloons? Shape Snip into a piercing instrument. Hamster ball wants a boost up? Slice Clip into a ramp.

    The puzzles in Snipperclips are clever and easy-to-understand, even if sometimes the answers aren't readily apparent. Thankfully, the developers at SFB Games have created an environment where creative, outside-of-the-box solutions are possible. Don't expect any pixel-perfect precision here. 

    The variety of puzzles is managed successfully also. SFB cycles several puzzle types in and out throughout the 45-level main campaign, often adding wrinkles to previously-seen brain-teasers. The only downside is that some puzzle types are explored more than others. A few more crane game puzzles and a few less egg game puzzles would make this package even more attractive.

    As fun as Snipperclips is with a friend in tow — playfully arguing over the best solution and clipping each other into oblivion out of frustration — it's less fun and a lot less playable solo. It loses most of its rhythm and competitive energy. A single player can certainly finish the game, but the journey won't be as memorable or enjoyable.

    If you're lucky enough to recruit even more friends, you'll be able to play several challenges designed for group play in "Party Mode." These tougher two-to-four-player challenges demand even more concentration and cooperation.

    After players have grown tired of all this wholesome teamwork they can settle their grudges in three competitive mini-games: basketball, hockey, and dojo. Basketball is a simple one-on-one affair that borrows from the basketball puzzles in the main game. It's mindless fun. Hockey is the highlight. It's a top-down air hockey match between Snip and Clip. Dojo, which is a deathmatch of sorts, is the least successful of the bunch. 

    Standing in the shadow of Breath of the Wild, Snipperclips is a digital-only game that could be overlooked by early adopters. Yet underneath its cutesy, coloring-book exterior sits a collection of approachable, crafty puzzles with dozens of creative solutions. Snipping, clipping, improvising, and collaborating one's way through the colorful world of Snipperclips is truly a joyful experience. Just be sure to bring a friend or two along for the ride.

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  • scissors
    March 23rd, 2017GamespotUncategorized

    Despite shipping alongside one of the most celebrated video games of all time, the Nintendo Switch has had a rather austere launch window. That window appeared bigger and brighter on March 9, when Blaster Master Zero arrived on the eShop. A remake of the NES classic Blaster Master, Blaster Master Zero is a fantastic reboot that pays tribute to the past while accommodating the present. It's also a boon for Nintendo's fledgling hybrid. After Breath of the Wild and Shovel Knight, it's the best game available on Nintendo Switch.

    Blaster Master Zero follows closely the story of the Western release of the NES original, with a few adjustments here and there. A young man named Jason discovers a strange frog, whom he calls Fred. When Fred jumps into a wormhole, Jason follows after him. He finds himself underground, in the decaying ruins of an old Earth. Nearby is a super-powered tank called SOPHIA III, which Jason uses to track Fred, fight the mutants that live inside the planet, and eventually discover a more intricate plot. 

    The story is profoundly silly and suffers a bit from translation issues, but it's charming in a 1980s throwback way. Where else but in a video game would a young hero discover a mutant-fighting tank underground while searching for a frog? Also charming is the game's retro pixel art. Developer Inti Creates used the assets from the original Blaster Master as a starting point to create 8-bit graphics that work beautifully with Blaster Master Zero's old-school sensibilities.

    As in the original, Blaster Master Zero is a 2D platformer-shooter hybrid that is inspired by the non-linear progression of Metroid. In sideview perspective, players control Jason as he navigates SOPHIA III across suspended platforms, under water, and over spikes and lava flows. By pressing X, players can eject Jason from the tank and explore on foot. This will prove necessary to access the many dungeon entrances scattered across Blaster Master Zero's large, interconnected game world. Once inside a dungeon, the sideview perspective shifts to top-down.

    Part of what makes the game so successful is that both perspectives — and the mechanics and weapons that go with them — are equally engaging. In top-down mode, Jason employs several sub-weapons and explosives to defeat mutants, find secret shortcuts and, eventually, topple one of many boss creatures. Using the power-ups, keys, and maps found in each dungeon, Jason pushes forward across several detailed, diverse subterranean environments via SOPHIA III in sideview mode. Each half of Blaster Master Zero complements and informs the other.

    While Blaster Master Zero looks like a game plucked from 1988, it actually boasts quite a few modern revisions. In addition to new sub-weapons, areas, and storylines, the game features save points and an in-game map. This makes for a far more forgiving and less disorienting experience. Another new element is the game's local co-op mode. In this mode, player two controls an aiming reticle and fires at enemies while player one controls SOPHIA's navigation and weapons systems. It's essentially a "helper" mode, as in Super Mario Galaxy. Still, it's a welcome addition.

    New and revised boss battles are another highlight. Take, for example, the battle with Hard Shell, a giant mutated crab. In the original Blaster Master, Hard Shell strafes left and right, shooting toxic bubbles. In the remake, Hard Shell moves quickly around a large complex, charging at Jason. It's not unlike an aquatic version of the Vulcan Raven fight from Metal Gear Solid. Regrettably, some of the more interesting bosses are recycled during Blaster Master Zero's endgame.

    That's a relatively minor quibble, however. Apart from a few localization issues and a handful of recycled bosses, Blaster Master Zero stands as a shining example of a retro remake done right. Inti Creates left the core mechanics intact and textured them with modern conveniences. The result is a title that winks at the 1980s but provides a gaming experience entirely accessible and engaging for players in 2017. 

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  • scissors
    March 23rd, 2017GamespotUncategorized

    Bomberman is one of those 90s gaming icons that limped into the twenty first century. With the rise of 3D graphics engines and huge open worlds, top-down maze games fell out of fashion, and with them went the cheerful white bomb-layer himself, Bomberman. Now, 10 years after his last appearance and 33 years after his gaming debut, Bomberman is back with his seven siblings in Super Bomberman R. Co-developed by Konami and HexaDrive, Bomberman R is split into two main modes: story and multiplayer. In many ways, Bomberman R is the tale of two games, as its story mode disappoints while its multiplayer mode — especially its local multiplayer mode — entertains.

    Set in the Starry Sky solar system, this newest Bomberman game follows the heroic White Bomberman and his seven put-upon siblings as they attempt to rid the system of the evil Professor Buggler (formerly Bagura). Up to two players can play through the story's 50 levels, which span across five planets. The story is simple and inoffensive, and told swiftly via animated cut-scenes.

    50 levels may sound like a lot, but they go by quickly. Worse, they're mostly boring. Konami and HexaDrive attempted to spice things up with different objectives, for example rescuing stranded civilians or finding hidden keys, but even that variety doesn't do much to elevate the repetitive and shallow gameplay. Making matters more frustrating in story mode is an isometric camera that makes it difficult to judge gaps and elevation changes.

    There is a bright spot, however: boss battles. Every ninth or tenth stage, the Bombermen siblings face off against one of the five Dastardly Bombers. Round one is a cat-and-mouse game with each Bomber's robot form, and round two is a battle against his or her giant mech. Both are rewarding and challenging, and break up the monotony of the main campaign.

    In any event, the selling point of any Bomberman game is its multiplayer mode, and it's here where Konami and HexaDrive perform on more stable ground. Local multiplayer is an absolute blast (forgive the pun). Up to eight players can join locally and battle on the same TV, according to a wide range of custom options: number of rounds; time; starting position; skulls (bad effects); pressure blocks (sudden death); and revenge carts, which allow defeated players to hover outside the map and toss bombs back in. Moreover, players who want to practice solo can fill matches with bots. It's all very fun and addictive.

    There are even more multiplayer options online, including "Free" and "League" battles. Free battles are your typical Bomberman multiplayer fare, with options for friends-only rooms and customization. League battle is more like the "For Glory" mode in Super Smash Bros. Players compete with others from around the world, earning (or forfeiting) battle points that unlock access to higher leagues. They can also earn coins, which are redeemed in Bomberman R's shop. Unfortunately, online play suffers from slight lag. It feels like each Bomberman is moving at three-fourths speed. As of March 10, Konami has promised an update to fix the problem.

    Back to the Bomberman R shop. It's a strange thing. Accessories, characters, and multiplayer maps are available in exchange for coins. These coins are earned in story mode and across multiplayer, creating an incentive to keep playing in order to unlock everything the game has on offer. However, players earn coins slowly and shop items are expensive, creating the potential for frustration for those who expect instant gratification.

    So, that's Super Bomberman R. Story mode is a chore, outside of entertaining boss fights. Online multiplayer is robust but suffers some technical issues. Local multiplayer is the best of the bunch, and a nice way to spend a Friday night with friends. After seven years of nothingness for the White Bomber, it's a serviceable but unadventurous return to form.

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  • scissors
    March 23rd, 2017GamespotUncategorized

    A poster for Destiny 2 has been leaked online and it reveals the release date for the game is September 8. However, until an official announcement is made by Activision or Bungie this should be treated as a rumor.

    A beta for the game is mentioned and will be coming to the PlayStation 4 first in June, according to Eurogamer's Tom Phillips.


    Thanks Reddit.

    A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel dedicated to gaming Let's Plays and tutorials. You can contact the author at or on Twitter @TrunksWD.

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  • scissors
    March 23rd, 2017GamespotUncategorized

    Square Enix has released a new Heroes trailer for Dragon Quest Heroes II introducing Maribel and Ruff.

    View it below:

    Dragon Quest Heroes II launches for the PlayStation 4 on April 25 in North America and April 28 in Europe. For Windows PC it launches worldwide on April 25.

    Thanks Gematsu.

    A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel dedicated to gaming Let's Plays and tutorials. You can contact the author at or on Twitter @TrunksWD.

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  • scissors
    March 23rd, 2017GamespotUncategorized

    There have been reports that some Nintendo Switch users have been having connection issues with the left JoyCon when using it in wireless mode. Nintendo has released a statement to Kotaku that the issue was caused by a "manufacturing variation" and is not a design flaw. 

    "There is no design issue with the Joy-Con controllers, and no widespread proactive repair or replacement effort is underway," said a Nintendo representative. "A manufacturing variation has resulted in wireless interference with a small number of the left Joy-Con. Moving forward this will not be an issue, as the manufacturing variation has been addressed and corrected at the factory level.


    "We have determined a simple fix can be made to any affected Joy-Con to improve connectivity.

    "There are other reasons consumers may be experiencing wireless interference. We are asking consumers to contact our customer support team so we can help them determine if a repair is necessary. If it is, consumers can send their controller directly to Nintendo for the adjustment, free of charge, with an anticipated quick return of less than a week. Repair timing may vary by region. For help with any hardware or software questions, please visit"

    A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel dedicated to gaming Let's Plays and tutorials. You can contact the author at or on Twitter @TrunksWD.

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  • scissors
    March 23rd, 2017GamespotUncategorized

    The top 25 biggest video game companies saw revenue increase 17 percent year-over-year in 2016, according to Newzoo’s Global Games Market Report. Revenue for the 25 companies hit $70.4 billion.

    The largest company, Tencent, saw revenue of $10.2 billion. If Supercell's revenue were included the figure would increase to $13 billion.

    The company that saw the largest increase year-over-year in 2016 was NetEase with a 50 percent jump in sales. The company had a strong year in China as it accounted for four out of the five biggest iOS games in China.

    Nintendo was the only company in the top 10 to see a decrease in revenue year-over-year. Super Mario Run earned the company $50 million, however, the figure was seen as a disappointment after the success of Pokemon GO. The Switch is expected to turn things around for Nintendo in 2017. 

    Thanks MCVUK.

    A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel dedicated to gaming Let's Plays and tutorials. You can contact the author at or on Twitter @TrunksWD.

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  • scissors
    March 23rd, 2017GamespotUncategorized

    Sony Interactive Entertainment announced nine new PlayStation 4 games, many of which will be supporting PlayStation VR. 

    The games have been created by Sony’s China Hero Project, which helps developers in China. 

    Here is a round up video of the announced games:

    The games confirmed to have PSVR support are The Walker, The X Animal and Pervader VR.

    View the trailers for the PSVR games below:


    Thanks UploadVR.

    A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel dedicated to gaming Let's Plays and tutorials. You can contact the author at or on Twitter @TrunksWD.

    Full Article -

  • scissors
    March 23rd, 2017GamespotUncategorized

     Sony Interactive Entertainment Europe is running an Only on PlayStation sale that discounts exclusive games on PlayStation 4, PlayStation 3 and PlayStation Vita up to 55 percent off. The sale ends April 5.

    Some of the biggest titles have been discounted. This includes Uncharted 4, Bloodborne, The Last of Us Remastered, The Last Guardian, and Gravity Rush 2.


    Here is the complete list of discounted games:

    • UNCHARTED 4: A Thief’s End Digital Edition
    • The Last Guardian
    • Ratchet & Clank
    • God of War III Remastered
    • The Last of Us Remastered
    • The Last of Us: Left Behind (Standalone)
    • Bloodborne: Game of the Year Edition
    • Bloodborne
    • Bloodborne The Old Hunters
    • Until Dawn
    • Until Dawn: Rush of Blood
    • Uncharted: The Nathan Drake Collection
    • Uncharted 1: Drake’s Fortune Remastered
    • Uncharted 2: Among Thieves Remastered
    • Uncharted 3: Drake’s Deception Remastered
    • The Heavy Rain & BEYOND: Two Souls Collection
    • BEYOND: Two Souls
    • Heavy Rain
    • DRIVECLUB (Various)
    • inFAMOUS Second Son
    • inFAMOUS Second Son + inFAMOUS First Light
    • inFAMOUS Second Son Legendary Edition
    • inFAMOUS First Light
    • The Order: 1886
    • KILLZONE SHADOW FALL and Season Pass Bundle
    • KILLZONE SHADOW FALL Intercept Online Co-op Mode (Standalone)
    • PlayStation VR Worlds
    • Journey
    • Everybody’s Gone to the Rapture
    • KNACK
    • ALIENATION Conqueror’s Pack
    • ALIENATION DLC Season Pass
    • ALIENATION Survivor’s Pack
    • ALIENATION Veteran Heroes Pack
    • ALIENATION Weapons Supply Pack
    • RESOGUN Season Pass
    • RESOGUN – Heroes Expansion
    • RESOGUN WipEout Ship Bundle
    • RESOGUN: Defenders Expansion Pack
    • Escape Plan
    • Escape Plan – The Asylum
    • Escape Plan – The Underground
    • Escape Plan Collection
    • Escape Plan The Director’s Cut
    • Gravity Rush 2
    • Gravity Rush Remastered
    • Dead Nation: Apocalypse Edition
    • HELLDIVERS: Super-Earth Ultimate Edition
    • HELLDIVERS Reinforcements Mega Bundle
    • HELLDIVERS Masters of the Galaxy Edition
    • HELLDIVERS Reinforcement Pack
    • HELLDIVERS Reinforcement Pack 2
    • Journey Collector’s Edition
    • Rogue Galaxy
    • Guilty Gear Xrd -Sign-
    • Flower
    • Shadow of the Beast
    • Dark Chronicle
    • Dark Cloud
    • Here They Lie
    • CounterSpy
    • RIGS Mechanized Combat League
    • Super Stardust Ultra
    • Super Stardust Ultra VR
    • The Unfinished Swan
    • flOw
    • flOw Expansion Pack
    • Ape Escape 2
    • Bound
    • Entwined
    • Fat Princess Adventures
    • Fat Princess Adventures Mega Loot Bundle
    • Tumble VR
    • War of the Monsters
    • Twisted Metal: Black
    • Hohokum
    • GUNS UP! Battle Support Pack
    • GUNS UP! Defence Budget Pack
    • GUNS UP! War Chest Pack
    • PaRappa The Rapper 2
    • Insurgent Pack
    • Wild Arms 3
    • Sound Shapes Ultimate Bundle
    • Everybody’s Tennis
    • Intercept Online Co-op Expansion Pack
    • Arc the Lad: Twilight of the Spirits
    • Primal
    • Hustle Kings VR
    • Hustle Kings VR – Upgrade
    • Forbidden Siren
    • The Mark of Kri
    • Doki-Doki Universe
    • Hardware: Rivals
    • OKAGE: Shadow King
    • FantaVision
    • Rise of the Kasai
    • The Tomorrow Children Frontier Pack
    • Kinetica

    A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel dedicated to gaming Let's Plays and tutorials. You can contact the author at or on Twitter @TrunksWD.

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