XBox 360 Universe

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  • scissors
    May 25th, 2018GamespotUncategorized

    Double Eleven has released a new trailer for the Nintendo Switch version of the upcoming action RPG, Songbringer

    View it below:

    Songbringer will launch for the Nintendo Switch on May 31 in North America, Europe, Australia, and South Africa.

    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 wdangelo@vgchartz.com or on Twitter @TrunksWD.

    Full Article - http://www.vgchartz.com/article/276528/songbringer-gets-switch-trailer/

  • scissors
    May 25th, 2018GamespotUncategorized

    Frogwares has released a new teaser trailer for the upcoming open world game, The Sinking City.

    View it below:

    Here is an overview of the game:

    Can you hear that voice in your head getting louder and louder? That’s me. This is not the last time we will talk…

    Taking place in the 1920s, The Sinking City is a game of adventure and investigation set in an open world inspired by the works of the famous American horror author H.P. Lovecraft.

    You will step into the shoes of a private investigator who arrives in the city of Oakmont Massachusetts – a city suffering from unprecedented floods of supernatural origins. You must uncover the source of whatever has taken possession of the city – and the minds of its inhabitants.

    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 wdangelo@vgchartz.com or on Twitter @TrunksWD.

    Full Article - http://www.vgchartz.com/article/276527/the-sinking-city-gets-teaser-trailer/

  • scissors
    May 25th, 2018GamespotUncategorized

    Koei Tecmo announced it will host a live stream for Warriors Orochi 4 on June 9 at 21 JST that will reveal the first gameplay footage.

    During the live stream the latest trailer and an image of a new character will also be shown. 

    Warriors Orochi 4 will launch worldwide for the Nintendo Switch, PlayStation 4, Xbox One, and Windows PC in 2018. It will not release for the Xbox One in Japan.

    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 wdangelo@vgchartz.com or on Twitter @TrunksWD.

    Full Article - http://www.vgchartz.com/article/276526/warriors-orochi-4-gameplay-reveal-set-for-june-9/

  • scissors
    May 25th, 2018GamespotUncategorized

    Ikaruga has aged like a fine wine. While some popular-in-their-time games have fallen off the radar or, worse, sunk ignominiously into that vague catch-all of "used to be good," Ikaruga gets richer, riper, and fruitier with the passage of time. It's not a perfect experience — no game truly is — but it might just be perfectly designed. The small team at Treasure that programmed this vertical-scrolling shooter thought of everything: the precise placement of enemy ships and turrets, all viable flight paths, the pattern and purpose of each and every bullet, and how the game's signature polarity mechanic could and would be deployed by end users. We know Ikaruga was crafted by flesh and blood humans, but it often feels like a game born from a sophisticated computer algorithm, where every variable is predicted and exploited for maximum yield.

    In Ikaruga, you assume the role of a rebel pilot named Shinra against the oppressive Horai regime. There's nothing especially interesting or novel about an under-equipped lone soldier versus a formidable imperial force — it's practically the default story for scrolling shooters — but Treasure's art work, production design, and philosophical meanderings elevate the premise from pedestrian to poetic.

    Ikaruga is a gorgeous game, in more ways than one. Although it takes place along a 2D plane, its environments and models are fully three-dimensional, with crisp textures and clean lines. Enemy ships appear as something of an amalgam between mechanical and organic, as if hermit crabs, butterflies, and praying mantises were dipped in chrome, fitted with rocket launchers, and sent airborne. In general, there is a lavishness to Ikaruga's graphics. When the screen lights up with alien spaceships, scrolling industrial landscapes, and dozens of bright, round bullets — each a tiny tapioca pearl flitting through space — it's a sight to behold. The game's synth-heavy soundtrack, composed by Treasure graphic designer Hiroshi Iuchi, is equally lovely.

    Loveliness notwithstanding, Ikaruga is a stellar game due to its strict adherence to a simple set of rules and its easy-to-learn-impossible-to-master gameplay. Compared to its contemporaries, or even its spiritual predecessor Radiant Silvergun, Ikaruga is surprisingly straightforward. The Ikaruga fighter features only two offensive weapon types: an unlimited rapid-fire shot and a barrage of homing missiles. There are no power-ups, no ship upgrades, no modifications of any kind. The tools at your disposal in the game's first moments are the same ones you'll have in its final frames.

    If Ikaruga offered only this austere, uncomplicated gameplay, it would be a fine but unspectacular shoot 'em up, or "shmup." How the game transcends the genre is through its polarity mechanism, which informs everything in the game — stage layouts, enemy firing patterns, and bullet density. Shinra's ship can switch from white to black polarity at the press of a button, which allows several things: the ship will absorb bullets of the same color; absorbed bullets increase the capacity of its guided missile bank; and opposite polarity bullets fired by Ikaruga will take down enemy ships twice as fast. These immutable rules, combined with the game's obsessively manicured level design and dancing enemies, transforms Ikaruga from a standard space shooter into something like a puzzle or rhythm game.

    How you approach this polarity mechanism is entirely up to you. You can choose to attack like-colored vessels to play it safe, or face off against opposite-colored ships to take them down faster — but risk being overwhelmed by deadly bullets. If you're a true pro, you'll probably swap back and forth with lightning speed, taking down black and white ships in groups of three, which increases your score multiplier. That's the beauty of Ikaruga; first you'll struggle to survive, then you'll struggle to beat your high score (uploaded to online leaderboards), then you'll struggle for mastery. It's a game that, being perfectly-designed, demands the pursuit of perfection from its player. In Ikaruga's own words, "...trial has a message for you to conquer yourself."

    As a result, this is not a game for everyone. It's a true arcade classic — eminently replayable but short. Ikaruga features a scant five levels and could, in theory, be beaten in about 30 minutes. It's also terribly difficult, even on the easiest settings. If you can stomach the pain, however, and don't mind the repetition, Ikaruga is immensely rewarding.

    Apart from the standard single-player mode (with easy, normal, and hard modes), the game features a prototype mode, based on Ikaruga's first build, where player ships have limited ammunition that must be replenished by absorbing enemy bullets; a two-player mode, perfectly playable with individual Joy-Cons; and double play mode, in which a player pilots two ships with a single controller — a daunting challenge even for the hardest of hardcore fans. In addition, Switch owners can undock their system and play the entire game with the screen turned on its side in vertical mode.

    Ikaruga is now 17 years old, but it feels just as fresh and mesmerizing as it did at the turn of the century. It's one of the finest shmups ever made, and it's immediately one of the best titles available on Switch. Nothing is superfluous or out of place in the game; every aircraft, stage layout, and bullet was placed there with care for the ideal shooting experience. The polarity mechanism combines with that thoughtful environmental design to create a transcendent experience, with a wide range of aspirational playstyles. Conquer the game, conquer the leaderboards, conquer yourself, in Ikaruga.

    Full Article - http://www.vgchartz.com/article/276455/ikaruga-ns/

  • scissors
    May 25th, 2018GamespotUncategorized

    Netmarble has announced adventure RPG, The Seven Deadly Sins: Grand Cross of Light and Darkness, for smartphones. It will launch in Japan in 2018.

    The game is based on the popular manga and anime, The Seven Deadly Sins.

    View a TV spot of it below:


    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 wdangelo@vgchartz.com or on Twitter @TrunksWD.

    Full Article - http://www.vgchartz.com/article/276525/the-seven-deadly-sins-grand-cross-of-light-and-darkness-announced/

  • scissors
    May 25th, 2018GamespotUncategorized

    Square Enix has released a new update video for SaGa: Scarlet Grace – Hiiro no Yabou. The video showcases the game funning on different platforms: the Nintendo Switch, PlayStation 4, Windows PC, iOS, and Android. 

    View it below:


    Here are some of the differences between the platforms:

     PS4SwitchSteamiOSAndroid
    Resolution 1080p
    PS4 Pro: 4K
    1080p
    Table / Handheld Mode: 720p
    Configurable in the Options Differs by model Differs by model
    Max Frame Rate 60fps 60fps 60fps 60fps 60fps
    Textures High resolution High resolution High resolution Standard resolution Standard resolution
    Opening Movie Yes Yes Includes video file
    Achievements Trophies Supported Supported
    Supported Controllers DualShock 4, etc. Joy-Cons, Switch Pro Controller XInput, DirectInput, Steam Controller Unity functional standard Unity functional standard
    Controller Vibration Available Available Available
    Controller Sound Effects Available

    SaGa: Scarlet Grace – Hiiro no Yabou will launch in Japan on August 2. An English version of the game is also planned.

    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 wdangelo@vgchartz.com or on Twitter @TrunksWD.

    Full Article - http://www.vgchartz.com/article/276524/saga-scarlet-grace-gets-comparison-gameplay/

  • scissors
    May 25th, 2018GamespotUncategorized

    After a little bit of a break (I've struggled to get answers from the last few developers I've asked - they've all been too busy!), I managed to land a new interview with a long-time resident of Vita Island dating way back to the PlayStation Mobile days - Dugan from Tikipod Games, creators of Aqua Kitty and Rock Boshers, as well as newer titles such as Iron Crypticle.

    I took the opportunity to ask about the studio's history on Sony's handheld (including whether PSM was a viable platform for the developer), as well as the inspiration behind its retro-styled games and some of the work it's done as a studio-for-hire on art assets. What I wasn't expecting was to get a small scoop on the developer's future projects, and hopefully we'll hear a little more about the team's final Vita release in the coming months!

    First off, tell me a little bit about yourselves! Who makes up Tikipod and what do you all do?

    Hello, I do the day-to-day running of Tikipod as well as a mix of art as design. The company is not a traditional type with staff all in one location, instead it develops games in collaboration with other senior developers as and when they are available.

    Can you tell me about the history of your studio? How did you first get started in videogames?

    The studio began at the time when I was working on Dave Parsons' PS3 title Gravity Crash, where I was helping out with art and some design. I began working in games in the not so glamorous world of 'Edutainment', making art for Funschool 7. The team was great however and we had a fun time making them. My first proper games job was back at Intelligent Games in London.

    I was surprised when I noticed Tikipod's name in the end credits of Stealth Inc. Can you explain the kind of outsourcing works your studio undertakes?

    Yes I did the art for the original Stealth Bastard which Curve (the developer) released for free, and was also hired to act as art lead on the remake. Tikipod mostly does art, animation and design related outsourcing.

    Do you still provide support and assets for other developers or are you more focused on your own titles these days?

    We are mostly busy with our own title development at the moment, but the odd bit of small scale outsourcing can crop up now and again.

    You were present on PlayStation Mobile, shipping games like Aqua Kitty and Rock Boshers. How did you find this as a platform to work with?

    We were very lucky to be involved in the launch of PSM, it was great to be part of it. The tricky thing with PSM was needing to support multiple devices which could vary quite a bit, so you had to aim for the lowest spec one.

    Did you find any success on PSM? Were you sad to see it go?

    PSM was great for getting attention for our games, and we sold enough units to help us port the titles and improve them for other platforms. It is a shame it went, as it had just got Unity support – which meant it could have been a great tool for people wanting to try to develop with their retail Vita console. Imagine if they had released a console bundle promoting the fact you could develop at home etc.

    How did you first come into contact with Sony regarding Vita/PS4 development? How has Sony been to work with?

    The contacts we made doing PSM helped us to move forward onto PS4/Vita development. They were really amazing to work with, but sadly no longer work at Sony.

    How have you found working on Vita as a piece of hardware? Is it difficult to develop for?

    It is a lovely machine, but you have to be aware of its limitations when making games for it of course.

    Let's start talking about your games. Aqua Kitty, Iron Crypticle and Rock Boshers all seem heavily influenced by retro games - how did you decide on designing them in their respective styles?

    All three of these games were made by a different mix of developers, but I think they all began life due to the team's love of growing up with the computers, consoles and arcades of the 80s and early 90s. Rock Boshers was in ZX Spectrum style originally in part because it seemed like a fun nostalgic challenge (I used to have it +2 years ago), plus it really helped speed up development time. With Aqua Kitty and Iron Crypticle the art style is more like 16bit++, or like 2d arcades with modern effects layered on top. In terms of game design, they all have roots in various games from the 80s, to help give players some familiar hooks. I should point out too that Iron Crypticle was designed by Dave Parsons.

    What was your favourite era of gaming? And your favourite console?

    Favourite console would be PC Engine, tiny but with great style and superb range of titles. Not sure I have a favourite era. 8-bit was an exciting time with ZX and C64, then seeing 8 bit consoles emerge with prettier graphics. And then you had the leap into 16bit, and after that 3D consoles… all really exciting leaps forward each time.

    Who came up with the idea of cats mining for milk underwater as the setting for Aqua Kitty?

    Me I think!

    Did the end product come out how you'd envisaged it? Was there anything you would like to have added but couldn't?

    AK started off with no plan, it was just a part time development project. So it changed quite a bit over time. I think we were pretty happy with how it's ended up, a modernised sort of Defender but less hardcore, and of course 100% more cats!

    A lot of effort went into Rock Boshers DX to simulate the feel and aesthetic of playing a ZX Spectrum game. Was it difficult to achieve this while also making a title for modern audiences?

    It was pretty easy really, the rules for Speccy colours are simple, and we cheated in a few ways like not emulating colour clash to help with visual clarity. We even ended up adding a NES skin option for people who prefer more colourful art.

    The game has a very traditional British sense of humour - do you feel this reflects the dev team's personality?

    That was me I guess, so yes :D

    Was the ability to add features and evolve these games from their original PSM versions difficult or were you keen to revisit them?

    We were very lucky to be able to improve the games in stages. It is not the normal way to do things, but with each new platform we tried to add something new where possible.

    What made you decide on Vita as a target platform for Aqua Kitty and Rock Boshers?

    After releasing on PSM, which was Vita and other devices, it seemed sensible to make enhanced versions for Vita and PS4 so we could release with cross-buy and cross-save. PSM on Vita was not as powerful as proper Vita development, which meant in the newer DX version we could offer full 60Hz, new art and effects etc.

    Your most recent title is the Smash TV-esque Iron Crypticle. Is there a chance we may see this on Vita one day?

    We have been discussing this from time to time and are still unsure, it would take quite a bit of work to rework it for Vita. It was easier for the other games as they started on Vita (PSM) and worked upwards.

    You've formed a partnership with Limited Run Games for physical releases of your titles. Do you see physical releases of indie titles as important for preserving them for the future?

    Yes it is amazing to have all these smaller titles get a physical production run, it’s great for the developers and gamers alike.

    What's next for Tikipod? Do your future projects still have a chance of landing on Vita or will you be targeting other platforms going forward?

    Yes we have something in development we are developing on Vita and other platforms, but are not quite ready to announce it yet.

    Finally, two questions I’ve been asking everyone – what are some of your favourite games you’ve played on Vita?

    TxK and Luftrausers are probably the two Vita games I have played the most.

    And which of the two Vita models (LCD or OLED) is your favourite?

    I love my OLED Vita, never tried the LCD one sorry.

     

    I’d like to thank Dugan for taking the time to talk to me. You can follow updates on Tikipod's future projects (including for that lovely tease) on the developer's website or via Twitter

    Full Article - http://www.vgchartz.com/article/276473/tikipod-games-interview-aqua-kitty-rock-boshers-life-after-psm-amp-the-future/

  • scissors
    May 25th, 2018GamespotUncategorized

    An article on 4Gamer has revealed that Ni No Kuni II: Revenant Kingdom has shipped 900k copies worldwide across PS4 & PC, while the series as a whole (including the PS3 and DS entries) has shipped more than 2.8m copies to-date.

    To celebrate, it appears that the game's original soundtrack will be releasing on the 6th of June in Japan.

    Full Article - http://www.vgchartz.com/article/276523/ni-no-kuni-ii-ships-900k-worldwide-on-ps4-amp-pc-series-tops-28m/

  • scissors
    May 25th, 2018GamespotUncategorized

    The action adventure game from publisher Electronic Arts and developer Hazelight Studios - A Way Out - sold 147,668 units first week at retail, according to our estimates. First week sales can be viewed on the VGChartz Global Weekly Chart for the week ending March 24, 2018.

     Breaking down the sales by platform, the game sold best on the PlayStation 4 with 105,009 units sold (71%), compared to 42,659 units sold on the Xbox One (29%). 

     

    Breaking down the sales by region, the game sold best in Europe with 65,830 units sold (45%), compared to 56,091 units sold in the US (38%). Looking more closely at Europe, the game sold an estimated 14,244 units in the UK, 13,417 units in Germany, and 8,355 units in France.

    A Way Out released for the PlayStation 4, Xbox One and Windows PC on March 23. 

    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 wdangelo@vgchartz.com or on Twitter @TrunksWD.

    Full Article - http://www.vgchartz.com/article/276519/a-way-out-sells-an-estimated-147668-units-first-week-at-retail/

  • scissors
    May 25th, 2018GamespotUncategorized

    Developer Berzerk Studio announced Just Shapes & Beats will launch for the Nintendo Switch via the eShop and Windows PC via Steam on May 31 for $19.99 USD / $22.79 CAD / £15.49 / €16.79.

    View a gameplay trailer below:


    Here is an overview of the game:

    Just Shapes & Beats is a chaotic co-op musical bullet-hell based on three simple things: avoid Shapes, move to the kick-ass Beats, and die, repeatedly.

    It’s a new spin on the SHMUP genre, adding a layer of cooperation that’s at the core of the game: because everything is better with friends. Play alone or with up to four players, local or online, through the game’s Story Mode or Challenge Runs.

    Key Features:

    • Music to your ears, and hands – You like music? So. Do. We. That’s why we have 35 hand crafted stages with licensed tracks from over 20 chiptune and EDM artists. Listen to the Soundtrack on Spotify.
    • Friends make everything better – Gather up your squad and play up to 4 player co-op, drop-in drop-out, either all on your couch for a house party, or an online party! Don’t have/like your friends? Make new friends by playing a few quick online challenge runs. Let us pick your new buds for the next hours; strangers are just friends you haven’t met yet.
    • Something for everyone – The Story mode helps you learn the ropes with more accessible tracks and an optional casual gameplay mode. When you think you’re ready, Challenge Runs is where you get to prove yourself: get judged on your skills by playing through randomly picked tracks. Need some kind of training montage to get better? Rip your sleeves off and practice the tracks you’re struggling to master in the Playlist.
    • Paaartyyyyy – Let the game play in Party Mode and light up your social gatherings, + you can even have people playing those cool party stages while the music plays if they’re into that, because WE’VE THOUGHT ABOUT EVERYTHING. So yeah, go ahead and throw the most epic party of your life thanks to us—you’re welcome.

    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 wdangelo@vgchartz.com or on Twitter @TrunksWD.

    Full Article - http://www.vgchartz.com/article/276522/just-shapes-amp-beats-for-switch-pc-release-date-revealed/

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