XBox 360 Universe Straight from the source
  • scissors
    June 30th, 2018GamespotUncategorized

    During its early life the PlayStation 3 wasn't exactly the most well regarded home console on the market. Releasing at a much higher price point than its two main competitors, lacking in important exclusive releases compared to the Wii or Xbox 360, and suffering from poor PR on Sony's part, the PS3 faced an uphill battle between 2006 and 2009. However, there were still some titles that did make gamers excited at the prospect of owning a PS3, despite its issues.

    One of those titles was, without question, Metal Gear Solid 4: Guns of the Patriots. Not only was it a huge exclusive coming out at a time when the PS3 was severely lacking in that department, but it was also part of a series that had produced some of the best games on the previous two Sony home consoles. As such, it was quite understandable that many people placed a lot of weight on Kojima's next flagship project.

     

    Metal Gear Solid 4: Guns of the Patriots – The Final Mission

     

    Hideo Kojima's initial plan for the series was to end it after Metal Gear Solid 3: Snake Eater and leave the questions left open at the end of Sons of Liberty as mysteries for players to resolve by themselves. However, strong fan demand eventually made him change his mind, and Guns of the Patriots went into production for Sony's then upcoming powerful new console, the PS3.

    Furthermore, when plans were first put in place for the project, Kojima never intended to direct the game himself (he was only intending to serve as a writer and supervisor). Instead, Shuyo Murata, who had previously co-written MGS3 and directed Zone of the Enders: The 2nd Runner, was meant to direct the game. However, after some rather severe fan backlash that even included death threats, Kojima agreed to return as the game's co-director.

    With Guns of the Patriots Kojima wanted to make a game that was set in a full-scale war zone, while still retaining the familiar stealth based gameplay the series was known for. This naturally presented the development team with many challenges when it came to designing the various environments found in the game. Kojima's goal also meant that it would take place across a number of different locations to show the large scale of the war taking place in MGS4.

    The score once again saw Harry Gregson-Williams make a return to the series as composer, providing 14 of the score's tracks. The rest of it was for the most part created by a group of Konami's in-house composers, consisting of Nobuko Toda, Shuichi Kobori, and Kazuma Jinnouchi. Norihiko Hibino and his team also provided some additional music late in the game's production, marking the 6th time he was involved in creating music for the series.

    The gameplay in Guns of the Patriots is similar to previous titles in the franchise, just with a number of tweaks and additions to the traditional formula. The usual mix of stealth, melee combat, and weapon-based combat is once again present, and the use of camouflage makes a return from Snake Eater, this time in the form a special suit called the OctoCamo suit that automatically adapts to the player's surroundings, mimicing the colour and texture of whatever surface Snake is against at the time.

    A new addition is the Psyche meter, which is decreased by factors such as taking damage, being hunted by enemies, and extreme weather. Low Psyche can cause various different problems for Snake, including more frequent back pains, difficulties in aiming, and even passing out if he takes damage. The player can restore Snake's psyche by smoking, eating, or reading an adult magazine, for example.

    Guns of the Patriots is set in 2014, five years after the events of Metal Gear Solid 2. The world has devolved into a near constant state of war as the world economy has become wholly dependent on Private Military Companies, whose armies now outnumber those of official government forces. Nanomachines have become ubiquitous in the field of war, as they are used by nearly every armed group to enhance and monitor the performance of their soldiers.


    For the first time since the prologue chapter in MGS2, Solid Snake is the main playable character in a Metal Gear game, now going by the moniker Old Snake. Suffering from accelerated aging brought on by the FOXDIE virus and the cloning process through which he was born, Snake is given just one year to live. Despite this, he accepts one last mission from his former commanding officer Roy Campbell – to eliminate Liquid Ocelot.

    Metal Gear Solid 4: Guns of the Patriots was released on June 12, 2008, and was an instant commercial and critical success. Not only did it sell extremely well upon release, but it also provided a massive boost to the sales of the struggling PS3. In the US alone PS3 sales roughly doubled over the previous month. To date MGS4 has sold 6 million copies worldwide, making it the third best-selling entry in the series history, trailing just slightly behind the first two Metal Gear Solid-titles.

     

    Most Memorable Moment

    Just as with many of the other games in the series, it's very difficult to pick just one moment from Guns of the Patriots that stands above the rest. Arguments could be made for scenes and moments like the battle between Metal Gear REX and RAY at Shadow Moses, the entire Shadow Moses section, the climactic fist fight between Snake and Liquid, the graveyard scene with Snake and Big Boss, and many others.

     

    However, for me personally, the scene that stands out the most is Old Snake's slow crawl through the radiation filled corridor in order to stop Outer Heaven. The entire scene is wonderfully put together, showing not only Snake's painful journey towards the core of Outer Heaven, but also the battle raging outside, his companions barely holding on as the odds are increasingly turning against them. Capping the scene is the excellent choice of music that perfectly complements the desperate struggle the characters are going through.

     

    Does Guns of the Patriots Still Hold Up?

    In most aspects, yes. Guns of the Patriots is without question a very good game, and one that is for the most part still a joy to play. It's not perfect by any means, and doesn't quite reach the same heights as the very best games in the series, but MGS4 is without a doubt an excellent game. However, it still has some notable flaws that we need to talk about, but before we get to those let's go over the good stuff first.

    The most obvious high point is the music, which adheres to the high standards people have come to expect from the franchise. In fact, I would say that MGS4 contains some of the best pieces of music ever composed for the series. Another great aspect are the graphics that at the time were among the best in any game regardless of platform, and which to this day remain gorgeous to look at despite their age. 

    The gameplay in MGS4 is a lot of fun, with the changes and new additions fitting very well into the series continuity, taking what had worked in the past and improving on that in various ways. The new additions such as the psyche meter and the ability to purchase weapons also work wonderfully with the game's setting.

    Guns of the Patriots also includes some of the most interesting and well written character development in the entire series. Every major character is given the spotlight at some point, and most of their stories have really memorable and often emotional conclusions. From Meryl Silverburgh to Otacon and Liquid Snake, everyone gets at least one defining moment in the game, and even many of the minor characters are given some time to shine. 

    The story in Guns of the Patriots feels appropriately heavy, as Solid Snake's failing health constantly looms over the entire narrative. For practically the entire time you're playing it, MGS4 essentially asks the player to quietly drag Snake towards his inevitable demise. This makes the game quite unique in that it explicitly tells us that there really isn't going to be a happy ending for the main character, and yet it still expects us to carry on until the end. This really makes the story stand out from most other video games.

     

    Unfortunately, most of Guns of the Patriots' biggest issues are also related to its story, or perhaps more specifically, how its story is told. There are a lot of moments where things can get very confusing and convoluted, quite similar to the issues that plagued MGS2 with its overlapping conspiracy theories and overly complex plot twists. This is the game where some of Kojima's more questionable tendencies as a writer and director materialized in a big way.

    Kojima has always been a rather verbose writer who often pushes his dialogue scenes to their breaking point in terms of length, but this is taken to a whole new level here. Any semblance of restraint is thrown right out the window the moment the game begins. Basically, Guns of the Patriots will seemingly never use just a few words to say something when it can instead spend several minutes expositing on the topic in an often heavy-handed manner. 

    If there ever was a game that desperately needed an editor to tighten its script, it's this one. When your cut-scenes begin to run over 30 minutes of game time, something's gone terribly wrong. The pacing is all over the place, and at times it's really easy to get completely lost in the constant twists and callbacks to previous games that require a great deal of knowledge of the series' overarching storyline to truly understand. Although I will fully admit that for many fans those same callbacks can be some of Guns of the Patriots' most memorable moments - and I can't deny that they got me a few times as well - they just make the title very difficult to get into for any players that are new to the series.

     

    I can understand that Guns of the Patriots essentially needed to wrap up every single major storyline set up in all of the previous games, but this is no excuse for what are some of the most redundant and bloated scenes in video game history. Said scenes still often provide numerous highly effective and memorable moments, but to be perfectly honest, in most cases the same effect could have easily been achieved in half the time. Simply put, more isn't always better. 

    Among the more minor issues are the game's bosses, specifically the ”Beauty and the Beast” unit, which isn't nearly as memorable as the excellent bosses of previous titles in the series. Yet, there's no question that Guns of the Patriots was a hugely ambitious project, and for the most part that ambition paid off in spades. The conclusion to Solid Snake's story has a wonderfully emotional pay-off that serves as a fitting send-off to one of gaming's most beloved characters.

    Unlike most other games in the series that can quite easily be found on multiple platforms, Guns of the Patriots has only ever been released on the PlayStation 3. As such, while I strongly recommend that anyone who is even slightly interested in trying it out should play MGS4, it does mean that you need to own a PS3 to do so. Still, it's not like this is a difficult game to find, especially as its also available for purchase on the PlayStation Store.

     

    Fun Fact

    The initial plan for Guns of the Patriots was for the game to end with Snake and Otacon giving themselves in for breaking the law, and subsequently being convicted and executed. However, Kojima eventually abandoned this idea because of the negative reception it got from the rest of the development team.

     

    Sources:

    -http://www.konami.jp/mgs4/us/interview/03.html">Hideo Kojima Interview (Konami) 
    -Hideo Kojima Interview (Gamespot)
    -Norihiko Hibino Interview (Original Sound Version)

    Full Article - http://www.vgchartz.com/article/277037/history-of-metal-gear-dear-editor-guns-of-the-patriots/

  • scissors
    June 30th, 2018GamespotUncategorized

    The VGChartz Gap charts are updated monthly and each article focuses on a different gap chart. The charts include comparisons between the 7th generation and 8th generation platforms, as well as comparisons within the 8th generation. All sales are worldwide, unless otherwise stated.

     

    Switch Vs. Xbox One Global:

    Gap change in latest month: 346,313 – Switch

    Gap change over last 12 months: 6,059,766 - Switch

    Total Lead: 6,287,373 – Switch

    Switch Total Sales: 17,333,798

    Xbox One Total Sales: 11,046,425

    May 2018 is the 15th month that the Nintendo Switch has been available for. During the latest month the gap grew in favor of the Switch by 346,313 units when compared to the Xbox One during the same timeframe. In the last 12 months the Switch has grown its lead over the Xbox One by 6.06 million units. The Switch is currently ahead of the Xbox One by 6.29 million units.

    The Xbox One launched in November 2013, while the Nintendo Switch launched worldwide in March 2017. The Switch has sold 17.33 million units, while the Xbox One sold 11.05 million units during the same timeframe.

     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/277036/switch-vs-xbox-onevgchartz-gap-chartsmay-2018-update/

  • scissors
    June 30th, 2018GamespotUncategorized

    Being a fan of Advance Wars back in the good ol’ archaic days of handheld gaming, I was naturally excited to learn about Wargroove, which seems to be a long overdue spiritual successor to that game. But once I learned that Chucklefish, the developer of a recent favorite adventure game of mine called Starbound, was behind the creation of this project, my interest piqued to soaring new heights. Fellow fans of that game will be further pleased to learn that there will even be a sort of cameo featuring one of Starbound’s races, the Florans, who make up one of this new title’s rival factions.

    Wargroove won’t just seemingly play like Advance Wars, it also looks the part as well. It takes on a charmingly simplistic GBA-esque aesthetic, containing a flat, birds-eye view perspective, and is fleshed out with vibrant colors and detailed sprites. Its cheery soundtrack harkens back to the old days of enriching synthetic melodies that help set the mood and further paint the scene, picking up any slack left by the basic visuals. Couple this with the crisp HD resolution on a big screen and you’re sure to get a fine blend of nostalgic strategy gaming amplified by more epic and modern sensibilities.

    Much like its spiritual predecessor, Wargroove resembles an elaborate sort of chess-board full of immobile pieces scattered about a variety of maps. These must be strategically shifted around the environment to engage in various battles and ultimately wipe the enemy’s forces. Like the game of chess, it favors a long endurance grind and tactical maneuvering over mindless fast-paced action. You’ll work around environmental obstructions like rivers and mountains, while engaging in battles that trigger when walking over enemy nodes that are clearly displayed on the battlefield.

    From there, you’ll gain gold, which you can use to recruit various types of soldiers, vehicles, or large weapons like ballistas, each with different styles of weaponry and vulnerabilities. You’ll essentially be using tidbits of information, like the enemy’s health (displayed near their avatar), as well as their defense, to implement your strategy and decide when and who it’s best to attack. You’ll also be launching offensives on structures and protecting your own, in an effort to gain an advantage and take control of the map.

    The execution looks at once simplistic and complex enough to captivate gamers, offering the potential for long grinding sessions with no shortage of depth and strategic gameplay. Different battle units will come with their own sets of behaviors, statistics, as well as range of movement, which is clearly displayed on the grid. Apparently, your units will be more limited compared to Advance Wars, so this means you’ll have to plan carefully and efficiently. The game will allow you to battle head to head against either a bot or a real opponent - or if you’re in a cooperative mood, you can team up with a player to go against bots as well. On top of the customizable 4 player local multiplayer, the game will also boast a “robust online mode,” which should all but guarantee we’re in for a hefty dose of addictive gameplay and replay value.

    You’ll be able to select a main hero of sorts, known as “commanders,” at the start of your game. The tally stands at an impressive 12 heroes, each with their own abilities. There's one warrior, for instance, that can land a devastating shield jump to nearby foes, and one who wields a healing sword that restores health to all in the area. There's even a warlock of sorts that can raise a skeleton from the ground which then fights for you, and a prince that triggers bomb explosions upon dying. These functions should make for some fun and unique dynamics, as well as subtle additional layers of strategy. This should make for one meaty story mode too, as each commander will come with their own campaign.

    Oh, and the coup de gras? There will be a fleshed-out map creation feature, as well as a campaign editor for the creative types, control freaks, and aspiring game developers out there. This certainly looks to be an experience packed full of gameplay, especially for an indie project that seemingly came out of the blue when it was announced back in early 2017. Wargroove should be a particularly great fit for the Nintendo Switch, with its handheld and tabletop functionality that can complement the basic but in-depth gameplay quite well.

    There is still no specific release date, but as of this writing you can expect to get your war groove on for the PS4, Xbox One, PC, and Nintendo Switch sometime in 2018.

    Full Article - http://www.vgchartz.com/article/277035/nindie-spotlight-wargroove/

  • scissors
    June 29th, 2018GamespotUncategorized

    When you have several independent games or franchises, it's often a good idea to unite them in a cross-over title. After countless iterations of BlazBlue, Under Night In-Birth and Persona 4 Arena, Arc System Works has finally decided to gather all of its characters from these series and have them face each other in an ambitious cross-over.

    BlazBlue: Cross Tag Battle is a 2D fighting game in which you always play a pair of characters. 2 vs 2 is the absolute rule here, in all game modes. PQube's game comes with a story mode, traditional fighting game modes such as training and survival, and a vast online mode with lots of matchmaking options. The training mode is fairly dense and proves a big help for newcomers or people like myself who tend to play more 3D fighting games such as Tekken or Dead or Alive. I was able to master all of the important moves and controls in a few hours and was then ready to put up a decent fight against global competition.

    I wouldn't say that BlazBlue: Cross Tag Battle is accessible to everyone, however, but rather to anyone who's willing to put some time and effort into learning its intricacies. It takes a lot more skill and practice to keep up with opponents than in most 3D fighting games and you can't just expect to win while knowing just a few moves - you need a much more rounded and complete knowledge of how the battle system works as a whole.

    The story mode contains four different narratives (one for each franchise present in the game). That said, narrative might be a bold word to use in this case - there actually isn't much in the way of storytelling at all. All of the game's characters are transported to an unknown world and told by a strange voice to fight each other. You play as the main character from each represented franchise (so Ragna in the case of BlazBlue, for example) and they'll pair up with anybody who makes an appearance so as to progress towards their goal.

    To make things worse, the true identity of the mastermind behind these events is nothing but a severe disappointment. Another letdown is that the story mode completely blocks PS4 share, even though there's really nothing to spoil. Granted, the conversations between characters from different franchises and worlds can be a lot of fun, like the part where Ruby seems convinced that Yosuke and Yukiko are respectively a ninja and a geisha. Dual audio is greatly appreciated here. But in all it's a fairly weak story mode, and the lack of arcade mode compounds the issue. With an arcade mode at least you could have fought the CPU with your favorite characters and not just those randomly chosen by the lacklustre storyline.

    But story mode is definitely not the main attraction of fighting games nowadays. The gameplay is lot more important and BlazBlue: Cross Tag Battle is at the same time orthodox and inventive when it comes to gameplay mechanics. Each character has one or two basic combos and a couple of mid/long attacks that you can combine to create a more efficient chain of attacks. Unlike most 3D fighting games, here a combo starts only if the first blow hits (you can't expect to make an approach while executing your combo). There are some exceptions, like Noel, but counters are punitive.

    It's therefore a very technical experience as it takes skill to manage the adequate distance between yourself and your opponent. Fortunately, there are a lot of clever ways to close the gap, depending on the character. Ruby, for example, has a sort of flash move that teleports her slightly forward. Adding to this, you have a special attack called a reversal, which is handy to counter a rival's offensive; and an ultimate move called a distortion skill, which is a powerful strike that can be linked to any another move, but costs some skill points. Skill points are limited but they refill during the fight.

    All of that refers to what you can do with one character, but the 'Tag' in the title isn't just there for show - BlazBlue: Cross Tag Battle features highly advanced and elaborate interactions between your two characters. Basically, you can 'tag' in your buddy using R1. Doing so will consume half of the assist gauge but it refills quite quickly so you'll be able to use it fairly often.

    R1 causes the partner character to appear and deal a blow to your enemy, which can either be connected to your current combo or serve as a counter in a defensive way. The circle button causes both of your characters to corner your opponent and hit him/her several times. And while it requires more complicated inputs, you can also summon your buddy to perform a combo at the same time as your active character. That's called a double combo. Last, but not least, your second character can connect his/her own Distortion Skill after you've landed yours. Let's say that you connected a Distortion Skill to an initial combo, it makes for a highly destructive chain that can be used by trained fighters. Another important mechanic is that your tag partner can interrupt an opponent's combo by replacing your active character, essentially 'rescuing' them when they're in a lot of danger. All of that is a lot of raw material to play with and build your own tactics around, so the possibilities feel almost endless.

    Online lobbies are fairly original for a fighting game, since you actually walk around with your avatar until you find an available battle kiosk. When someone joins you at the battle kiosk, the fight can begin. There are also a wide range of stamps that you can quickly display to exchange greetings with opponents before and after the match. One lobby can gather up a maximum of 64 players, and there are several of them for each region of the globe. There are different kinds of lobbies, from ranked ones to rooms especially designed for new players. But the best way to enjoy online competition remains the standard matchmaking: you just have to pick the 'entry' option in the online menu and wait for someone to challenge you.

    Matchmaking seems extremely accurate and the game has no problem finding opponents with a similar score. The balancing of online matches is therefore a clear strength of Cross Tag Battle and it really maximizes enjoyment. After all, there's nothing better in a fighting game than close fights between players of a similar skill level. Another strength of the game's matchmaking is that you can continue your activities in solo modes in-between matches. So, for example, you can practice training while you wait for a rival. The final delightful surprise is the excellent replay gallery, which records all of your online matches and allows you to take screenshots mid-replay.

    The disc comes with 20 characters, which is by no means bad, but the constant showing of DLC characters in the story mode ends up leaving the impression of a half-complete game. BlazBlue: Cross Tag Battle comes at a base price of €40 but there are at least 15 characters that are locked behind a paywall of five DLC packs of €4.50 each. Arc System Works eventually decided to make two RWBY characters free (a nice gesture, since it's the first time the RWBY franchise has appeared in a video game, and its characters are great addition to the game). But that still leaves the problem of the first DLC pack, which was available free via pre-order in Japan, but not in Europe. PQube did mention it should be free but unfortunately so far EU players are playing second fiddle here.

    BlazBlue: Chrono Phantasma originally came with 23 characters so maybe it's not such a bad deal, though it's worth remember that all of the characters are existing assets and you're likely just purchasing unlock keys. It's difficult to assess the right and wrongs of all this; the Kafkaesque DLC marketing is very off-putting, but there's no arguing that the roster itself is quite exciting.

    Despite being a simple 2D fighting game, BlazBlue: Cross Tag Battle is visually stunning and lavish graphical effects accompany pretty much every type of attack in the game. They're also incredibly varied moves, with tons of cool or amusing animations, and of course they're very coforful. The abundance of customization features (icons, plates, avatars, etc.) makes the non-fighting parts pleasant as well. The soundtrack turns out to be rich too, with many themes borrowed from the represented franchises as well as new remixes. The music taken from the RWBY series is especially epic and bolsters the intensity of the fights.

    Despite a weak solo mode and an excessive DLC storefront, BlazBlue: Cross Tag Battle is an excellent outsider in the fighting genre this year. Beautiful to look at and also great in the sound/music department, it's the kind title you can come back to over and over, especially when the online aspect happens to be so remarkable.

    Full Article - http://www.vgchartz.com/article/277030/blazblue-cross-tag-battle-ps4/

  • scissors
    June 29th, 2018GamespotUncategorized

    The VGChartz Gap charts are updated monthly and each article focuses on a different gap chart. The charts include comparisons between the 7th generation and 8th generation platforms, as well as comparisons within the 8th generation. All sales are worldwide, unless otherwise stated.

    Switch Vs. PS4 Global:

    Gap change in latest month: 22,396 – PS4

    Gap change over last 12 months: 58,295 – PS4

    Total Lead: 1,532,926 – PS4

    Switch Total Sales: 17,333,798

    PS4 Total Sales: 18,866,724

    May 2018 is the 15th month that the Nintendo Switch has been available for. During the latest month the gap grew in favor of the PS4 during the same time frame by 22,396 units when compared to the Switch during the same timeframe and by 58,295 units in the last 12 months. The PlayStation 4 is currently ahead the Switch by 1.53 million units.

    The PlayStation 4 launched in November 2013, while the Nintendo Switch launched worldwide in March 2017. The Switch has sold 17.33 million units, while the PlayStation 4 sold 18.87 million units during the same timeframe.

     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/277025/switch-vs-ps4vgchartz-gap-chartsmay-2018-update/

  • scissors
    June 29th, 2018GamespotUncategorized

    Developer Team Cherry has revealed to IGN that Hollow Knight has sold over 250,000 units on the Nintendo Switch in two weeks.

    "Hollow Knight on Switch is doing exceptionally well," said Nintendo's Reggie Fils-Aime to Waypoint.


    Hollow Knight originally launched for Windows PC in February 2017.

     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/277034/hollow-knight-tops-250000-units-sold-on-switch-in-2-weeks/

  • scissors
    June 29th, 2018GamespotUncategorized

    Nintendo announced Diddy Kong, Birdo, and Koopa Paratroopa are coming this fall as playable characters in Mario Tennis Aces.

    View a trailer of the upcoming characters below:

    Mario Tennis Aces is out now for the Nintendo Switch.

     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/277033/mario-tennis-aces-to-add-diddy-kong-birdo-and-koopa-paratrooopa-this-fall/

  • scissors
    June 29th, 2018GamespotUncategorized

    The co-op action-adventure game, Fossil Hunters, is available now on the Nintendo Switch.

    View the launch trailer below:


    Here is an overview of the game:

    You are an adventuring Fossil Hunter who has traveled to a remote, mysterious dig site to discover the most incredible fossils the world has ever seen! Discover and assemble your own fossil creations and avoid cave-ins, monsters, and traps while you explore exciting underground environments. Find secrets, treasure and more as you uncover clues to the whereabouts of the fossil hunters who came before you.

    Find fossil blocks by digging through dirt and connect them together to create a complete skeleton. Different fossils can be found depending on the kind of dirt and the environment you are digging in. Using rare pieces, cleaning your fossils or making huge skeletons can result in more valuable creations, but you choose how many pieces to assemble and in what order.

    Complete specific fossil schematics to further the path of science and progress deeper into the earth, where you’ll encounter unique creatures and spectacular new areas as you endeavor to reach the very bottom of the caves.

    Key Features:

    • Modular fossil system allows you to build any way you like
    • Play with up to 3 other friends in frantic drop-in/drop-out local co-op
    • Collect over 150 notes, artifacts, and sketches to fill your field journal
    • 30 hand-crafted levels with new fossils, secrets, and power-ups to discover
    • Play as one of 4 unique Fossil Hunters with multiple color variations
    • Lush, fully orchestral soundtrack

     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/277032/fossil-hunters-out-now-on-switch/

  • scissors
    June 29th, 2018GamespotUncategorized

    Publisher XSEED Games announced Ys: Memories of Celceta will launch for Windows PC via Steam, GOG and The Humble Store on July 25 for $24.99 / €24.99 / £19.99.

    View the latest trailer below:

    Here is an overview of the game:

    World-famous red-haired adventurer Adol Christin awakens in the unfamiliar land of Celceta, remembering nothing more than his own name. Bereft of his past, Adol explores the town he happened to wander into, searching for any clues at all to his identity. Joined by a thief who claims to have spent some time at his side these past weeks, the young adventurer helps rescue doomed miners from a collapse – an act which ingratiates him to the local Romun Army general. Impressed with their skills, the pair is enlisted to explore the Great Forest of Celceta and map its vast expanses – a task which many have attempted in the past, but from which none have ever returned alive.

    Eager to unravel the mystery of his past and the cause of his predicament, Adol sets off with his new-old thief friend, Duren, to chart the untamed wilderness that claimed his memories. Along the way he meets numerous other individuals who seem to have encountered him before, and must carefully determine who among them can be trusted.

    Developer Nihon Falcom originally revisited the land and characters of Japanese cult favorite Ys IV in 2012 with Ys: Memories of Celceta on the PlayStation Vita, and the game found its way to North America the following year. Now, this re-envisioning moves from the small screen to PC monitors, with a bevy of updates and enhancements to fully take advantage of its new platform.

    Featuring a unique take on the party-based combat system that’s come to define modern Ys titles, as well as one of the largest and most varied overworlds in the series’ long and illustrious history, Ys: Memories of Celceta brings a greater sense of adventure to the Ys universe than ever before, with this PC iteration serving as the definitive version of one of the franchise’s most pivotal entries.

    Key Features:

    • Fully Enjoy the Land of Celceta with a Host of PC Enhancements – This remaster comes with a wide range of HD resolutions, fixed frame rates up to 120 fps with the option to unlock the frame rate altogether, fully customizable control bindings, fully integrated mouse support, and more!
    • Explore One of the Most Expansive Locales in the Series’ History – The overworld of Celceta metes out battle and exploration in equal measure, accompanied by a robust mapping system with customizable waypoints and clear, detailed icons that aid the journey of Adol and company through this mysterious new land where enigmas and obstacles wait around every bend.
    • Experience a Crucial Cornerstone of Ys Lore – The events that occur over the course of Ys: Memories of Celceta’s lengthy campaign serve as some of the most important and far-reaching in the franchise, yet remain entirely self-contained so even series newcomers can fully enjoy the story.
    • Throw Down the Gauntlet in Time Attack and Boss Rush Modes – Fan-favorite Time Attack mode returns, complete with its ultimate Boss Rush challenge, pitting Adol alone against implacable foes or allowing for full-on party combat to keep the battle going well after the main story has been completed. Steam leaderboards have been implemented as well, accessible and viewable even in-game to see how you stack up against other Celcetan boss-slayers around the world!

     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/277031/ys-memories-of-celceta-launches-on-pc-on-july-25/

  • scissors
    June 29th, 2018GamespotUncategorized

    Publisher XSEED Games announced Touhou: Scarlet Curiosity will launch for Windows PC via Steam, GOG and The Humble Store on July 11 for $14.99 / €14.99 / £12.99.

    View the latest trailer below:


    Here is an overview of the game:

    Infamous vampire Remilia Scarlet has grown weary of her posh, centuries-long life spent with dutiful maid Sakuya Izayoi at her side. So bored, in fact, that when the local newspaper runs a story about a massive monster spotted nearby, she decides she wants a piece of that action! Unfortunately, she returns home from her first foray to find her mansion heavily damaged, with no clues as to who the culprit might be. But this only serves to fan the flames of the vampiric maiden’s interest in what’s going on beyond the walls of her estate, leading her on a grand, chaotic quest for answers…and for revenge.

    The enchanting world of the Touhou Project comes alive in this beautiful fan-made action RPG!

    Key Features:

    • Select Either of Two Playable Characters for Twice the Adventure – Choose to play as the titular vampire, Remilia Scarlet, or her devoted maid, Sakuya Izayoi. Each offers a different gameplay style with unique mechanics: Remilia’s attacks hit hard, while Sakuya’s are more technical.
    • Use Five Buttons to Carve Out Countless Swaths of Destruction – The game’s controls are simple, fun, and endlessly customizable: you’ll learn a variety of skills as you level up, which you can assign to the game’s action buttons however you’d like.
    • Build Hit Combos for Greater Success in Battle – The more you’re able to hit enemies in rapid succession, the higher your attack power will be, and the more experience you’ll receive per kill. The effect will wear off over time, however, or when you’re struck by a foe – whichever comes first!
    • Collect New Equipment to Become a True Powerhouse – Each new piece of equipment you find has its own stats, to the point that even two items with the same name may sport notable variances. So collect all the equipment you can, and try to max out your arsenal! There may even be rare equipment out there that allows you to utilize entirely new skills…
    • Get In the Zone With Arranged BGM from Acclaimed Doujin Circle Hachimitsu-Lemon – Let a total of 35 background music tracks masterfully arranged from previous Touhou titles wash over you as you experience the breakneck action!

    Brand New Steam Features:

    • Revised Difficulty Levels From the Console Version – Tweaked and adjusted, the game should now better suit any and all difficulty preferences, from the most casual action gamer to the most hardcore shmupaholic!
    • Fully-Featured Configuration Menu for PC Gamers – Includes the ability to remap and rebind keys and gamepad buttons, adjust technical specs and graphic levels, and more, allowing for a custom experience perfectly suited to your individual machine as well as your personal tastes.
    • 4K Resolution Support – For a truly immersive action gaming experience!
    • Brand New “Bullet Hell” Mode – Start the game in this mode to drastically increase the quantity and intensity of enemy projectiles. You are not prepared!
    • New Achievements and the Full Steamworks Package – Try to 100 percent the game… if you dare!

     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/277029/touhou-scarlet-curiosity-launches-on-pc-on-july-11/

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