Disgaea 5: Alliance of Vengence review

More of the same - in the best way.

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The game that rekindled my fire for strategy RPGs is back, and this time on the PlayStation 4.  It may look the same on the surface, but the deeper you go the more in depth this game goes.  The story, as in the other games of the series almost an after sight, and certainly not the main portion of the game, the game focuses on the craziness that comes out of Japan.   

The combat in this installment is again, more of the same, you have the basic set of weapons (sword, axe, staff, gun, bow, staff, fist, and monster weapons) you have your story heroes, your generic characters that you can create, monsters, and your basic SRPG tile-based turn-basted battles.  Geo panels, field effecting (positive and negative) panels are back, plaguing some levels, also creating the ability to quickly level.   

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The weakest point of this game, as with previous installments, is the sound and music.  The overworld music when you’re just walking around your base is truly atrocious, and the voice actors in this are some of the worst in the series.  Thankfully, you can change the background music (BGM) of the overworld, and I did, but the voice actors are there to stay, unless you go to the Japanese voice actors, but those are not much better.  It is something you just come to live with, but it is the weakest point of this otherwise great game. 

If you are looking for a jumping on point to Japanese RPGs, Strategy RPGs, or isgaea in general, there are worse installments than this one. Also, given how this is the first on the current generation of consoles it is a sure fit.  Currently, the previous installments are not available for the PS4, but remakes have been made for the PS Vita. 

SCORE: 4/5

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Sony @ E3

Going into the Sony Conference this year, I didn't know what to expect.  Bethesda had already brought the house down last night with the release date of one of the biggest games this year just last night, and Microsoft had surprised everyone with the announcement of backwards compatibility with the Xbox One.  So, Sony had an uphill battle.  However, with what I saw, Sony might've easily won E3 this year.

Right out of the starting gate, they bring out the big guns.  For the first announcement of their ninety minutes, they chose The Last Guardian.  A game that's been in development limbo for close to a decade, and the projected release date is...sometime in 2016!  This was simply a massive bombshell.  Everyone was hoping for information on this game from the makers of Ico and Shadow of the Colossus, two critically acclaimed games from Team Ico, but I think many people expect it to be one of the final announcements, given how long it's been since the last bit of information was gleaned about it.  The trailer didn't show much, but it showcases the interaction between the main character and his companion.  All in all, it  looked stunning, and I simply cannot wait until this game is released.

Following on the heels of that is a huge endeavour, but Sony chose Guerrilla Games to appear next.  Best known for their work with the Killzone series, Guerrilla Games announces a brand-new IP called Horizon Zero Dawn.  Not much was said about this game, but what little information we have seems to suggest that it takes place centuries after present-day civilizations have died out.  Again, the trailer doesn't explain much, but it does show off some amazing combat against..mechanical dinosaurs.  Yes, there is little explanation, but from what they've shown, the game looks spectacular and it's certainly on my list of games to watch out for.  It looked very polished, so I expect to hear much more about this one at Gamescom.

With the huge games out of the way, Sony announces a new entry in the Hitman saga.  In yet another showcase, Sony shows nothing of the story - probably for good reason, since Hitman doesn't really need story - and instead opts for showing a myriad of locales and characters, some of which will probably be targets within the game.  I'm curious to see where they go after the ending of the previous game - which appears to be chronologically before this new entry, since a character says "Good to have you back" while focused on 47's face.  For PS4 users only, a preorder nets beta access, which suggests there will be a multiplayer component, which I'm unsure about.

Sony then went on to show some Street Fighter 5 footage. After a quick set of sequences showcasing Birdie and Cammy, they mentioned that the public beta for the game will be come to the PS4 exclusively on July 23rd..

After that brief calm, they called Sean Murray to the stage, who proceeded to blow our socks off - after we had just managed to put the back on after Last Guardian! - with some new No Man's Sky footage.  After starting in a real space battle, followed by a small glimpse at the sheer size of the game universe, he jumped to a random planet closer to the galaxy center and landed.  He then announced that every planet was fully destructible.  Still, with no release date in sight, this game continues to astound.  However, he did mention that the planet he jumped to will be able to be found by players once they get the game, suggesting that he was actually playing a final build of the game, which further suggests the release date could be sooner than we all think.

Media Molecule, best known for their work on Tearaway and Little Big Planet, then announced Dreams, a pretty ambitious evolution of their previous works, in which players will be able to construct seamless 'Dreams' that can be explored endlessly.  Unfortunately, I sorta glossed out at this, since it seems directed at highly creative individuals, which I am unfortunately not.  Afterward, they announced Firewatch would be making its console debut on PS4.  It feels very survival horror, without that overt horror feel that typically comes with that territory.  I'm very curious for this one, and will probably add it to my list to buy when it comes out.

Next up, Sony trotted out their seeming partnership with Bungie with footage of the new Destiny expansion coming Septmber 15, The Taken King.  As well as adding new subclasses for the existing classes - a Void Bow Hunter, Arc Lightning Warlock, and Solar Hammer Titan - it will also pit guardians against Oryx, father of Crota, who has come inward from the outer solar system to get revenge for his son's murder.  It looks spectacular, and seems to suggest many new areas - Saturn was among what I saw, as well as possibly more Mercury.  Further, Playstation users will get more exclusive content, including a day one strike and multiplayer maps.  Given the time I've spent with this game as it is, I'll definitely be playing this one, though it has some huge expectations to fill if it intends to hold players after Fallout 4 is released.

Switching gears somewhat, we get some new footage for Assassin's Creed Syndicate, the yearly release for the franchise with so many mixed feelings about it.  We are introduced to Evie Frye, sister to Jacob Frye and the second female protagonist available in an Assassin's Creed game - the first being Aveline de Grandpré from Liberation - and the first since Ubisoft's ill-choice of words last year about it being hard to have a female protagonist.  We are shown the Cane Sword, which seems quite intuitive in use, as well as throwing knives which appear to be somewhat useful.  PS4 is also going to be getting a set of exclusive missions titled the Dreadful Crimes.  I expected this to be connected to Jack the Ripper, but apparently they're focused on Victorian-era mystery novelists.  With what is already expected this year, I'll probably hold out on this one, since I was burned very badly with Unity's gamebreaking bugs last year.

World of Final Fantasy came next.  Exclusive on PS4 and Vita (the first time all show they've even mentioned their ailing handheld system) the World of Final Fantasy almost feels like a pokemon-esque game.  You can shrink your character to a chibi and ride monsters, or return your chibi to normal size and have those monsters ride you for some reason.  While not much was really shown about this, it looks intriguing enough that I'll definitely pick it up for my Vita, since my PS4 will be getting a major workout this holiday season.

And then, Sony brought the house down.  I thought it couldn't get any bigger after the announcement of The Last Guardian, but oh was I wrong.  Because they announced the Final Fantasy 7 remake that's been teased for years.  The character models appear to use modified Advent Children models, and I also think the in-game engine is modified from Final Fantasy 15's, which combine to make this look spectacular.  No release date was given, but I will predict it will have a 2017 release date to coincide with the 20th anniversary of Final Fantasy 7.

After that, I blanked out just slightly.  they showed off a quartet of new games from Devolver Digital: Ronin, Eitr, Mother Russia Bleeds and Crossing Souls.  They looked fascinating, but what little I noticed caused me to ignore most of this segment, since none of those games seemed to interest me - instead, spots sickened me, which is not what I want my games to do.

Sony then started talking about Kickstarter.  I was confused at first, and then the trailer came on.  Shenmue 3 appears to be happening.  A game originally based on the Dreamcast, Shenmue 3 launched a kickstarter literally during the Sony conference.  As of writing, the kickstarter sits at 1.2 million dollars, 60% of the asking price of two million.  A direct sequel to the previous games, this kickstarts still has a month remaining.  I fully expect this game to get far more than than the asking funding, and with Sony behind them, we can be sure that funding this game will get this game released.

Next, Batman: Arkham Knight was showcased.  With the release date of June 23rd, we are shown one of the exclusive Scarecrow Nightmare missions.  With you controlling a cop, you suddenly get dosed with Fear Toxin and you start shooting everything.  It looks very fast paced, but I don't know what the final reward for these missions will be, so we'll have to see if the exclusivity is worth it.

The next bits step away from games for a bit, first talking about Project Morpheus and dropping a few names of games coming for the system (which we'll probably hear more about in the coming days after people get some hands-on with it on the show floor), and then about Playstation Vue, a tv programming system currently availabe in LA, San Francisco, New York, Chicago and Philedelphia.  They will be allowing subscribers to choose channels they want to pay for, which is huge - coming at a time when Verzion is pushing this exact thing with their Custom TV packages.  Further, Playstation Plus members will get an undisclosed discounted rate on subscriptions, which would just add to the already massive value of the service.

Returning to the games, which is far more interesting than Vue or Morpheus (though both are big for Sony, I'm sure) we are treated to a reveal of Call of Duty Black Ops 3.  The segment starts with a four player co-op mission, fighting a wave of mechanized shock troops, as well as hackable artillery walkers.  After that, they surprised by showing multiplayer footage, which felt very like titanfall without mechs - there was a lot of wall running to be had and seemed very fast-paced.  It looked very polished, though since I'm not a fan of the CoD installments, much of the excitement was lost on me.  They also announced that from here on, PS4 users will be the first to play all map packs for Call of Duty, and a beta for Black Ops 3 will appear on PS4 first in August.

Shifting gears to the Star Wars side of things, we have an announcement for Disney Infinity 3.0.  Coming this fall, Disney Infinity will add Star Wars characters to their already robust lineup with two new playsets set in the world.  Even better, Playstation will get an exclusive starter pack which includes the base, five figurines (Including the exclusive Boba Fett figurine!!!) and the playsets Twilight of the Republic and Rise Against the Empire playsets, all a month before any other platform.  It's all exciting stuff, but I've stayed away from games like this solely because the figurine collection aspect seems like an unnecessary money sink for me.

More Star Wars news, we are treated to some Battlefront co-op missions.  We see the Survival mission type for the first time, pitting two rebel soldiers against waves of Imperial forces, starting with stormtroopers but including AT-STs and possibly Sith warriors.  It looked very exciting and I suddenly began wondering if I wanted to get this one.  Playable Offline, split-screen or online, the lack of a campaign still makes me leery.  Star Wars Battlefront is slated for a November 17th release.

Finally, Sony treated us to some Uncharted 4 gameplay.  After a small hiccup with their systems - and what appeared to be a demo restart - we see Nate and Sully working their way through an unnamed city toward the tower of someone named Sam.  While I'm unsure if Sam is friend or foe, the duo moved through the crowd for a bit before a combat wave appeared.  It looks very fluid, and makes me highly excited for this game - as if I weren't already.  Many of the environments looked and felt completely destructible, which is huge for a game like this.  I'm curious to see how much of the world can be destroyed.  Unfortunately, after this demo, the conference ended abruptly, without so much as a word from anyone regarding it.

All in all, Sony brought their A game this year.  I was a bit disappointed about the lack of Vita coverage, but that's par for the course these days - and maybe there will be some gems hidden on the show floor for the system.  As for the games, what they showed was highly surprising, and everything seemed designed to bury the competition in the dust.  Hopefully, the games without release dates will come out soon, because those are quite possibly the best looking of the bunch.

Bethesda @ E3

As some of you may know, Bethesda Softworks announced in February that they will be hosting their first ever conference at the Electronics Entertainment Expo in LA this year.  Given Bethesda's blockbuster lineup, this has led to a lot of hype surrounding the conference.

First, I'll write some thoughts before the conference about what I think they'll cover.  There was the announcement of Fallout 4 just last week, so we know they'll go more in-depth with that during their hour conference.  Secondly, someone was 'accidentally' live streaming a conversation at Bethesda just last night talking about Dishonored 2..  This was one that many had hoped for, but was never really expected, so they'll most likely officially announce the game.  We know id Software has been working on a new Doom for a while now, and that's also expected.

After that, it's pretty much up in the air.  Elder Scrolls Online has been out a while now, so I expect an announcement for an expansion.  It recently came to the console generation, so I would almost expect any expansion to be much cheaper for them - or staggered to allow the consoles the same amount of time with the base game as PC users had.  Unfortunately, I haven't delved too deeply into ESO so I don't know where I stand on the matter.  However, what I *do* expect is an announcement for the next numbered sequence in the long-heralded game.  They'll have to do a lot to top Skyrim, but I can't imagine they'll announce their own conference and exclude any of their franchises.  Personally, I want to either see the Summerset Isles or Hammerfell.  

Further, Bethesda could even surprise everyone and announce a sequel to Rage.  I consider this to be a long shot, simply because id has been confirmed to be working on Doom, but perhaps Doom is practically done and they've had time to prep some Rage footage.

Anyway, the above was written at 9:30pm, half an hour before the conference.  I will finish this with the real announcements after I nerd out on it.

Alright, after a very inspiring opening video, Bethesda has decided to change it up somewhat and decided not to show a trailer for Doom, but instead to show true gameplay.  It looks just as spectacular as I expected it to be, as they showcase a few of the amazing weapons and many different finishing moves on the myriad of enemies.  They also showed off a bit of multiplayer before returning to the singleplayer and showcasing a level in Hell.  They also announced a custom map too for the game, titled Doom Snapmap.  Every copy of the game will get this, and will allow modders to shine wherever they may play.  It looks very in-depth, and could aim to shake up the idea that PC gamers get all the mods, that's for sure.  The game is currently slated for a Spring 2016 release.

They also spoke a bit about Battlecry, a team-based shooter reminiscent of Team Fortress.  It looked very cel-shaded and not entirely up my alley, but it looked good.  They're now accepting beta applications at the Battlecry website, and if you apply before the 18th, you'll receive priority beta access and special in-game items.  I'll probably skip this one, myself, but it does look like it could be fun.  This one should be getting a 2015 release.

As mentioned in the second paragraph, Bethesda officially announced Dishonored 2.  After a very polished trailer, it introduces a new character, Emily Kaldwin, and shows her moving fluidly through a much brighter city than the previous game - though this city is also in the throes of a plague.  The Outsider makes a return appearance, and takes place in Karnaca, and you can choose to play as Emily or Corvo, who also makes a return (It's possible that he's the one who trained Emily?  They didn't explain any of the story, but probably for good reason. There isn't a release date as of yet, but they did announce a remastered definitive edition of the previous game, which is coming this fall.

Moving to their MMO, ESO appears to be getting an update which allows players to enter the fallen Imperial City - possibly as a raid instance, since it appears to be quite intricate. Further, they mention Orsinium, so maybe we'll get some backstory on the orcish homeland.  After those small tidbits, they show a screen that I wanted to see from the beginning: the Dark Brotherhood note.  That was enough to get me to possibly consider getting back into this game, since I've always loved the Dark Brotherhood.

More on the Elder Scrolls front, they announced Elder Scrolls Legends, a strategy card game that sounds a lot like Hearthstone.  They mention mobile devices, but the game appears to mimic Hearthstone and will release on PC and iPad.  Slated for a 2015 release, they didn't show any gameplay or anything about the game, so I'm very curious to see how it plays.

Finally, they get to the showstopper: Fallout 4.  As suggested by the trailer, we finally see the beginning of the war.  It starts out with some gameplay of real face sculpting.  You can not only select pieces of a face and make changes - no sliders! - but you can also choose a male or female character.  That in itself, is huge, especially after the deadly...fallout (bad joke, am I right?) from Ubisoft last year saying how hard it was to animate a female character.  Further, your in-game child is generated based on the couple that you create during that opening sequence.  I don't know what purpose that will have, but it's fascinating that you can modify the character you don't choose and still have those choices make a difference in your game.  Further, they appear to have made it fully voiced, even with the ability to choose a name; they have pre-recorded over a thousand of the most popular names in use, so that you can use your name and still be able to have full dialog.  Obviously for people like me and others, you won't have your name in-game, but it's a huge step forward for RPG immersion.

As for the story, they didn't reveal much aside from saying the bulk of the game takes place two hundred years after the war begins, and that you are the sole survivor of Vault 111.  You can choose between First or Third Person Perspective, as well as being able to do basically anything; you are never locked into dialog - you can turn and leave after starting a conversation, or you can shotgun people in the face.  It's a very dynamic approach to conversations, one that I've not seen used in that form before.  They also showcase the dog seen in the trailer, and apparently he counts as a true companion; you can issue orders to him, he can fight alongside you, and you can treat him like a real friend.  It's very interesting.  They've also mentioned a layered armor system.  While they didn't quite explain this very well, I believe it means that you'll be allowed to fully customize your loadout.

As for the Pip-boy, they've spent a lot of time crafting it, giving it real heft; your protagonist finds it outside the vault when he leaves, and it can be given upgrades - they mentioned games that can be played on your Pip-boy, which means I'll probably waste so much time on that it will be utterly ridiculous.  Finally, they announced Fallout 4 Pip-boy Edition, which has a real Pip-boy, which you can add your phone into and use the second-screen app for Fallout 4 - you won't need the Pip-boy to use the app, but it certainly adds a measure of flair to the whole thing.

They segued into a new game they announced as well called Fallout Shelter.  On iOS devices, you can make your own vault, where you're the overseer.  It takes clear inspiration from such games as FTL and XCOM, where you can build a vault and try not to kill everyone.  It's free to play and does not have a paywall; there is no pay to win.  Even better, it is out now.  I plan to play it for a while to see how lost I get into it.

Luckily, they weren't done with Fallout 4.  You have the option to salvage pieces from the world to rebuild your home.  The limitations are currently unknown, but it shows them tearing down a burned down house for resources, which are then used to build a home.  Through this, you can build your own town, and NPCs can show up and populate the town that you built.  Further, it will be attacked by raiders (Todd Howard all but confirmed that you will have to defend it) so it has a form of Tower Defence built into it.  It seems super ambitious, but everything about this game seems to be that.  Case in point, you can not only build multiple towns - and even set up trade routes between them - but every item has a purpose; it can all be salvaged and used to craft weapons and armor.  There are 50 base weapons and over 700 modifications for those weapons.  Even better, you can also have your own power armor.  It's all very exciting stuff, but they saved the best for last: Fallout 4 will grace the world with its presence on November 10, 2015.

So, as for my predictions, I was about half.  They announced stuff for ESO, but no numbered entry - though that was a tad hopeful, since they were already working on Fallout 4.  They didn't announce anything for Rage, but again, id's already super busy.  All I know for sure is that I'm going to preorder this almost as soon as I get the chance, since it looks so amazing.  All in all, this was a huge start to what I hope will be a spectacular E3.  I plan to do similar reviews for a couple other conferences that I plan to watch, so stay tuned for those

Final Fantasy XV Episode Duscae Impressions

Final Fantasy XV Episode Duscae is the long awaited demo for Final Fantasy XV. Coming bundled with Final Fantasy Type-0 HD in a 'Day One Edition', this is our first look at the upcoming game which currently has no release date.  However, Final Fantasy Type-0 HD was released March 17, 2015 for the PS4 and the Xbox One.  The copy I have was made for the PS4, but the quality should be similar across all platforms (and barring any unforeseen circumstances, there will be a review of Type-0 at some point soon).

Firstly, I would like to mention that the gameplay contained within Episode Duscae may not be totally indicative of the final product.  What has been released is merely a sampling of the final game, a sampling which is likely to be changed before the final product makes its way to consumers.  As such, this is not a real review, merely a look into the released product.  We shall see once the game is truly released how well these impressions hold up.  With that out of the way, I shall get on with the bits you came to see!

Episode Duscae begins with some backstory explaining that our band of brothers, Noctis, Ignis, Gladiolus and Prompto,  are traveling across the country when their car breaks down in the province of Duscae.  In order to get back on the road (and, presumably, continue eluding Imperial forces) a sum of 24,000 Gil must be gathered.  While it seems possible to gather the sum without ever following the story of the demo, that story is laid out immediately after gaining control of the group: hunting the great 'Deadeye', the Behemoth.  Giving a total of 25,000 Gil upon successful kill, the aim of the demo is ultimately to kill Deadeye.

After a short tutorial on combat - it is skippable, but since the combat was such a departure from previous entries, I deemed it appropriate to go through with it as a matter of principle - you are given free rein.  I started my demo by running off and killing some of the wildlife, which I was informed was called a Sabertusk.  A pack animal, they typically attack in groups of 3 to 5 from what I could tell.  After dealing with the lot of them, this game's version of the Battle Over screen appears as an overlay that tallies up the EXP gained and a couple other morsels of information which factor into an EXP bonus, which modifies the base EXP given by each enemy.  The better you handle the battle, the more EXP you get, which is a very nice addition.

After I killed a few of the Sabertusks, I turned my attention to the Garulas.  Looking like enormous cows, they are harmless to you...until you attack one of the herd. I found this out accidentally as I happened to hit one while trying to fend off a Sabertusk attack.  What made that battle even better was the further addition of rare spawning Imperial Guard Troops.  While playing the demo, a patrol of Magitek Troops will land near you and engage.  That battle was quite hectic, as I was fending off three different groups of enemies - though the AI seems to keep them separate, as each engaged the other in differing ways as well, making it quite fascinating.  Luckily it's hard to die in this game.  When your HP gauge is depleted, that nice white HP bar becomes red.  Which it's fully depleted, you drop to your knees and are susceptible to 'permanent damage', which means damage you take depletes the red bar.  After each battle, your health regenerates, but only up to the end of the red bar; so the more damage you take while downed, the lower your total health until you camp.  Having the red bar totally depleted results in death and Game Over.  However, if you manage to escape the scrum, one of your brothers will come stand over you and allow you to recover, returning your nice and white health bar.  The same thing can happen to them, and any of you can help them - I've 'rescued' a comrade a couple times, and the other AI partners did so in a later battle.

Another departure in this game over previous is that EXP isn't automatically given.  In order to level up, you have to camp - usually done once the sun goes down, but presumably whenever you like.  When camping, a meal is made based on ingredients you have in your inventory (killing the wildlife can give you drops normally found on that animal, and you can also buy foodstuffs from shops around the area), and this meal confers bonuses the next day.  After the meal screen, you're taken to a screen that tallies up all the EXP gained for the day, and then levels your characters up based on that.  Personally, I'm slightly against the need to camp to level up, but the meal buff makes it almost worth it.

At any rate, after destroying a few packs of Sabertusks and Magitek Soldiers, I turned my attention to the mission at hand: killing Deadeye.  The structure of the mission was exciting: I had to track his position and finally move in on his apparent den.  Once you enter the den and come face to face with the beast, you have to track him through the mist, using his blind eye and rocks for cover - this use of the cover system was quite ingenious, but it functioned like any insta-fail stealth mission from other games, so it got annoying after a couple failures - before finally moving in on its true den.  Ignis laid out a rather good plan - though rather simple - and following through on it seemed too easy.  My fears proved right when the beast jumped up and attacked.  We regrouped and fought it for a bit before it proved too much and we were forced to flee.  I feel like the game should've explained that better, since I hit a game over screen far too many times because my group ran off without me, leaving me alone with the beast and unable to flee.

After I managed to get away, we searched for clues and found out that there was a cave near a ranch that was apparently 'haunted'.  Obviously, four bros were  more than up to the task, so we went in search of that cave.  After battling through a goblin horde, Noctis acquires the summon for Ramuh.  From what I've heard (since I have stopped playing the demo for other reasons at the moment), the summons only activate upon 'death' so I have yet to see this in action.  However, it appeared to be what I needed to do, since my current quest objective is to return to the lair of Deadeye.

From what I can see, the game is very well crafted.  It looks gorgeous, the controls feel right (though the camera could probably use some work) and the banter seems okay - I do hope there are more lines in the finished product, since they repeat themselves quite often.  The Duscae region we are exposed to is but a small portion of the game proper, so I'm sincerely hoping to see as varied a continent as we've seen in not only other entries into the franchise, but also other open-world games like Skyrim that we can see have been borrowed from.  Just look at that monstrosity to the right; that was as close as I could get, so each of those spines is easily as large as Noctis.  I hope to be able to walk across that water in the finished product and lay waste to that hulk, just to see if I can do it - much like every encounter I had in Skyrim.

All in all, I"m very happy with the demo.  I'm sure I'll be playing it multiple times to see what I can find locked away in it, but until then, the demo simply stoked the fire I have for this game.  I hope E3 gives us more information about this game, most importantly an actual release date.  

Samurai Warriors 4 Review

Samurai Warriors 4 was released by Tecmo Koei for the PS3 and PS Vita on March 20, 2014, with a PS4 version following on September 4.  North America got a simultaneous release on all three systems on October 21, 2014.  This review was done utilising the PS4 version.

I'd like to make a small disclaimer for this review.  Since it follows so closely after my previous review of Warriors Orochi 3, also for the PS4, I plan to make direct comparisons to the two games, since they are different forms of the same game.

For veterans of the Warriors franchise, the menus look fundamentally identical to every other game in the series.  When booting up you are treated to a skippable introduction cutscene, and when you get to the main menu you see almost the same menu as any other Warriors game.  At the top is the Story Mode selection, then Chronicle Mode, which allows you to replay maps at will once the are unlocked.  Following that is the Free Mode, a mode I'll cover more in depth below.  The last two selections are the Dojo and the Options.  Dojo allows you to manage save data and create your own characters, which you use later in the Free Mode.

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When you choose either Story or Chronicle Mode, you're treated to the screen to the right.  There are thirteen different stages you can choose from, ranging from the one shown to others across the country of Japan, chronicling the history of the Warring States period.  Some liberties are taken with history, as is par for the course with Warriors game, but the overarching story follows history fairly closely.  Indeed, some stages require you to complete previously unlocked stages, so the history contained within the game seems to be fairly accurate.

When you choose a battlefield within a stage, you are treated to first the character select screen - where you choose a primary and secondary character - and then the battlefield info screen, where you can change weapons and items and get the overall lay of the land before you're thrown into battle.  One difference of note in this game is that the items you choose no longer appear to permanently alter your stats like other Warriors games; instead, they act as temporary buffs that you can activate within combat - some items restore health, while others increase your attack or defense for a short period of time.  This makes each item useful, as opposed to previous games where you could get by easily by stacking the highest level amulets available.

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After making your choices, you are thrown onto the map in a form that is very similar to previous games.  Samurai Warriors 4 offers far more mobility on the battlefield than previous games, as well as changing up the control scheme considerably. In previous iterations, your controls were limited to random interspersions of your strong attack within a long string of your weak, spammable attack, with sporadic uses of your Musou ability so you could empty the gauge for refilling.  Here in SW4, your typical strong attack button is instead replaced with a Hyper Attack.  This functions much the same way as your previous weak attack, with your other button acting as your new strong attack (Square, Square, Square, Triangle is one type of combo, while Triangle, Triangle, Triangle, Square does a different type of combo).  Further, Hyper Attack usually involves dashing forward a short distance while attacking, which is ideal for jumping between groups of cannon fodder a la the above picture.  Where Hyper Attack fails, however, is against enemy commanders.  In true weak attack form, commanders automatically repel Hyper Attacks, making you switch back to your normal button hammering.  However, like how Hyper Attack changed combos, there's a chance while beating on an enemy commander to proc the ability to deal considerably more damage.  If you hit a certain button at the right time - usually right after a certain combo chain - your character can go through a very fancy attack flourish that has the potential to take half or more of the target's health.

Previously I mentioned primary and secondary characters.  Well, while in battle, you can hit the Options button and switch between the two characters interchangeably.  It's a system that unfortunately was not very well explained, but if used properly, you can effectively be in two places at once on the battlefield, allowing you to control the flow far more efficiently than some previous games - though not quite as well as some Dynasty Warriors iterations where you can issue orders to every commander on the field. 

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In the course of your battles, you may be given bonus objectives.  They may require you to defeat enemy commanders with certain allied commanders, or to defeat them with a certain combo count.  The objectives vary, but they are a good source of income and items early on, which makes them worth seeking out and completing.  My only complaint about objectives and bonus objectives is that they appear to happen very frequently, and each one of them pulls you out of the combat and shows you a screen like the one shown here.  It gets somewhat tiresome, having so many breaks from combat, but it's a fairly minor complaint - and possibly one that is solved through going into Chronicle Mode over Story Mode.

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Lastly, we have Free Mode.  After choosing your created character, you are allowed to choose a region in Japan.  This region is where you begin your Free Campaign.  There's no real story, and you are free to play however you like.  At intervals, you have interactions with fellow commanders that you've encountered and swayed to your side, and your choices in these interactions can increase your relationship level with them - previous games have had a similar system, though it seems to be far more obvious this time around.  Each node on the map screen above counts as a different location, and each move counts as a day; after your move, the other models on the map have a move of their own, so you can encounter them on a node randomly after moving.  Meeting them on a map either takes you to the shop screen - in the case of traveling merchants - or to a battlefield screen with randomly generated objectives.  It's a mode in which each playthrough can return vastly different results, so it's always an exciting mode to play through.  I have yet to complete a game so I'm not entirely sure what happens when you complete it - or even if there *is* a completion to it - but it's quite an engaging way to pass the time.

My Verdict: despite being very similar to many other games in the Warriors franchise, Samurai Warriors 4 is a very solid interpretation, with enough changes to make it feel very fresh.  I would definitely recommend this game, even over Warriors Orochi 3.  Being a seasooned veteran of Dynasty Warriors, Samurai Warriors gives a refreshingly different area of history to explore, one that I am very interested in learning more about.

Warriors Orochi 3 Ultimate Review

Sorry for the length between reviews; Destiny stole my soul for the month of September - a review is forthcoming for that as well - but I managed to wrest control of my soul from the maw of Destiny and make a triumphant return.

Anyway, Warriors Orochi 3 Ultimate was originally released on the PS3 and Vita on September 26, 2013, with the PS4 version released on September 2, 2014.  This review comes based on the PS4 version of the game.

A bit of backstory on this series.  The Warriors Orochi series is a cross-over of the Dynasty Warriors and the Samurai Warriors franchises.  As such, it features popular characters of both, as well as very similar gameplay elements.  Not having played the WO series prior, I wasn't too familiar with the storyline of the series, but they give you a short introduction before the first mission to bring even veterans of the series up to speed.  However, despite my lack of background with WO, I knew about what I was getting into when entering this game due to my history with the Dynasty Warriors property.

If you've played any entry into any of the three properties involved here - DW, SW or WO - then you're familiar with the gameplay.  You play a main general whose sole job is to cut swathes of enemies apart.  The PS4 entry is especially sweet, due to the sheer processing power of the system, bringing untold hundreds of AI enemies onto your screen at any time.  Also, WO uses the weapon system from previous games in a unique way: Instead of switching weapons, you switch between generals, each with their own moveset and flair.  This allows you to keep combos moving nearly indefinitely, only failing to continue when you run out of fodder to destroy. 

The story for WO3 follows years after the events of WO2, in which the titular Orochi is finally killed.  The opening mission in WO3 is based on the Hydra, a megabeast destroying its way through the warriors in the world.  You are a leader in a coalition army that attacks the Hydra's base of operations, and your job is to kill it.  Unfortunately, it further massacres your army, and you are forced to flee.  When all seems lost, the remnants of the army are rescued by the goddess Kaguya, who uses her powers to allow the heroes to travel back in time and save their comrades from their deaths.

Your Camp

The above screenshot shows the camp, your base of operation during Story Mode.  Here, you can chat with the other officers you have access to, and you can also use the Blacksmith you can see in that picture to upgrade your weapons and buy more to further upgrade them.  Adding in Sockets and Attributes to fill those sockets, the relatively simple system becomes somewhat more complicated.  There may be special weapons and attributes, but I have yet to encounter any just yet.

After leaving the camp, you are able to choose your mission and are taken to a very familiar screen for veterans of the series.  Here, you can change weapons and accessories on your characters, take a look at each army's members, and accept side missions that are are to be completed during the mission.  It also shows a map of the battlefield and you are free to begin planning your route of attack, if you so choose.

Finally, hitting Begin Battle takes you to the actual battlefield.  Again, for veterans of the series, this comes as nothing new.  The map from the Preparation Screen appears again - and is very helpful in thwarting the opposing army's movements, since it shows every move made by any member of any army and will end up being one of your main weapons against the enemy.

The battlefields each have their own win conditions, but I've always been partial to the 'kill all of the things' condition which, while it may take a while, is not only satisfying but also ensures optimum experience gain for the team you took into the mission.  It's rare, but enemy commanders can drop an item that puts you in a state called "EXP Fever" in which every enemy killed drops an EXP satchel, which vastly increases speed of leveling and becoming stronger.

Verdict: If you are a fan of the Dynasty Warriors franchise, Warriors Orochi 3 is a very solid entry to the genre.  It's quite satisfying to rack up thousands of kills in the span of a battle, and the harder difficulties are challenging enough to make even the highest level characters sweat in the course of each battle.

Akiba's Trip Review

Akiba's Trip: Undead and Undressed was published by Acquire and released in Japan on November 7th 2013 for PS3 and PS Vita, and July 3rd, 2014 for PS4.  XSEED Games localized it for North America, which released August 12th, 2014 for PS3 and PS Vita, with a PS4 release coming November 4th, 2014.  The review was on the PS Vita.

I was very surprised when I heard this game was getting a NA localization, since the premise is quite...obscure for many American gamers.  The main character is Nanashi, a high school age boy living in the Akihabara district of Tokyo, Japan.  The story begins with Nanashi learning that he was transformed into a Synthister, a vampire-like creature that feeds off the life energy of humans living within Akihabara.  Not long after, another main character appears, a young girl by the name of Shizuku Tokikaze.  A short tutorial battle ensues, after which there is more exposition, before finally opening the exploration portion.

The story revolves around the Synthisters and why they're feeding within Akihabara, as well as a lot of backstory on Shizuku.  The main story is set in stone, however there are five 'routes' within it; these routes revolve around the affection level of five of the main female protagonists, and show different angles of the same general struggle.

The gameplay is fairly addictive.  Outside of the visual novel portions, you have two additional angles: Exploration and Combat.  Exploration sets you in a near perfect representation of the Akihabara district.  Those familiar with Akiba (A diminutive of Akihabara) will delight in seeing some of their favorite locales within the game.  For those not, it serves as a nice intro to the district, should one decide to travel there.  Additionally, you can receive flyers in-game for real stores and cafés within Akiba, with a trophy for those who collect all of those flyers.

Combat within the game is deceptively simple.  On the surface, it's quite basic: hitting Triangle targets the enemy's head, Circle hits their chest, and Cross their legs.  The goal of this is to strip your opponents - being vampiric, Synthisters melt in the sun (though covered later in the story, and not relevant to events, by melting they turn back into normal humans instead of completely dying).  Conversely, you also have to be mindful to not be stripped yourself, else you hit a game over screen - though the game allows you to redo any combat quest following, so long as you choose to continue.  It's quite simple, until you factor in blocking and strip chains, and unblockable attacks, etc.  For the unwary, it's entirely possible to be completely overwhelmed by your opponents on higher difficulties, but once you understand the nuances of combat, the game evens out in difficulty.

To add a level of depth, you can change your clothes and weapons to numerous different varieties.  You can collect them from the NPCs that spawn in each zone - though you have to level up your Strip Skill for that clothing style.  Without a maxed Skill, the clothing has a high chance to 'rip', rendering it useless to everyone and disappearing to the nether.  Once it maxes, you can gather all the clothing to your heart's content.

Finally, there are two parts that pad the length of gameplay: Side Quests and the Battle Arena.  The Arena is quite simple.  Each level - F, D, E, B, A, and S, in order from lowest to highest rank - pits you against three groups of opponents, the goal being the same as any combat within the game: to strip the opponent.  Early levels are populated with groups you can find wandering the streets naturally, while the final levels have unique gear that can only be found in the battle arena.  Sadly, there is no way to repeat a set without restarting the game (I'll cover that slightly later), so be careful if you go in with less than max Strip Skills and want the unique clothing.

Side Quests function like any other game that has side quests; you accept the quest, and then complete it to the satisfaction of the giver.  The side quests can be failed if you don't complete them in a timely fashion - usually within two or three story missions - so it's a good idea to complete them as soon as you accept them.  They range from combat (There's an annoying man who runs around making train noises all day) to search quests (A maid cafe is opening and you're looking for new maids to work there).  They all give money, so it's a good way to gain cash early on.

Last thing to cover are gripes.  The game is fun, but unfortunately comes with some downsides.  The combat sometimes causes the frame rate to suffer, and the hit detection sometimes misses the mark entirely.  Once you figure out the timing, it doesn't affect the combat too much, but it is slightly annoying that one even has to learn how to move around the stuttering frame rate.  Additionally, the game sometimes chooses to not load important quest targets - not a problem for Main Quests, which load when you enter the requisite area, but having to search an area for minutes at a time for a quest target that's standing in a corner that you checked right before is troublesome.  A simple increase of loading precedence of these targets would solve this issue, but until then it's definitely an issue.  Finally, the lack of a targeting system is my main gripe.  During combat, not being able to target an enemy right next to you - instead preferring a target on the other side of the battlefield - was the cause of multiple game over screens for me.  I would've liked a simple targeting system to make it much easier to complete quests.

Verdict: If you're in the market for an off-the-wall JRPG that may or may not be appropriate for others to watch you play, buy this.  The few gripes I have are minor to the fun I had playing this.  Also, being able to choose to play the game entirely in Japanese - in the English port - gives it a big boost for those who are learning the language.  Very few English releases of JRPGs like this allow you to change the written language into Japanese, so being able to do it sets it above the rest I've found so far.