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Showing posts with label Bandai Namco Entertainment. Show all posts
Showing posts with label Bandai Namco Entertainment. Show all posts

Little Nightmares III - PC Review


Little Nightmares III by developer Supermassive Games and publisher Bandai Namco EntertainmentPC(Steam) review written by Richard and Natasha with a copy provided by the publisher.
 
Estimated reading time: 6 minutes  

Hello everyone, it’s time to jump back into the land of dreams, where danger lurks around every bend, where grotesque creatures try to maim you… okay, not the land of dreams, but the land of nightmares. Or to be more exact, Little Nightmares III.

If you’ve played either of the previous two installments, good news is that it’s more of what you’ve hopefully come to love! For those newer to the franchise, no worries, no prior knowledge is needed. In Little Nightmares III, you go on an adventure with Low and Alone, looking for an escape from Nowhere. With both Low and Alone having their own unique item to help them traverse the Nowhere, you need to run, sneak, climb, and fight your way through the treacherous expanse of bad dreams. Can you help these two friends make it out?


Little Nightmares at its core is a 3D adventure puzzle title where you will be exploring a themed location, progressing through “rooms” to get to an exit. Sometimes you will need to solve a puzzle, like hitting a switch or pushing crates to make a ledge you can climb on, or figuring out what the heck you’re supposed to do with a jukebox (I got this purely by accident by the way). Other times you will need to sneak your way by the Residents of Nowhere. Sometimes they’re pretty lazy, but other times they will give chase, and you need to hurry and get away!

For the most part Low and Alone can do the same things, although they each have a unique item. You can run, jump, sneak, pick up, and throw. Yeah, that’s about it for basic moves, expecting more? Well Low has a bow and Alone has a wrench. The bow can be used to hit switches, sever frayed rope, or distract or stun enemies. The wrench can be used to break stuff, whether that’s a wall, an object, or a stunned enemy.

You can play either by yourself or with a partner online. No need for two copies either, a friend can download the guest pass and play along with you, although they won’t be earning any achievements for themselves. If you choose to play by yourself, the character you did not pick will be controlled by an AI, although there are a few changes. For instance, if you play as Alone, instead of making you shoot the bow to hit a switch as Low, they give you an item to throw. I played through the entire game with my fellow reviewer, and can honestly say that I enjoyed it a lot more as a team effort than when I went back to try it solo.

I do have to say I thoroughly enjoyed the cooperative aspect of Little Nightmares III. There was a good blend of things each of you can do on your own, things you need to do together, and being able to go explore in one direction while your friend goes somewhere else. Playing with a friend in coop feels a lot better than playing by yourself. It feels like it really clicks with the theme they’re going for with the partners controlled by you and your coop friend as Low and Alone.

Unfortunately it isn’t all sunshine and rainbows, literally or figuratively. In this dark and dreadful world, what’s equally dreadful are: CONNECTIVITY ISSUES. Seriously though, there were a few times where we were making our way through an area when BAM, suddenly disconnected. And it doesn’t try to reconnect or anything, you just get booted to the main menu. Good news is that there are frequent checkpoint autosaves. Bad news is we had it happen a lot. There is also a bit of an issue we had where we got disconnected, and the checkpoint autosave put us in a position where we crashed every time we tried to continue the game. Luckily we could rollback to an earlier save, but it was certainly frustrating. Add into this the occasional lag spike and things can be a little dicey. As the partner and not the host, I had the brunt of it, and while it normally only happened between going from one room to the next, it also happened during a chase sequence. You do not want to lag out during a chase sequence. Or mid jump. Or both.

Ultimately what I’m trying to get at here is that there are a few stability issues and glitches here and there that can get rather frustrating. For example, I got stuck behind some objects once and we had to reload a checkpoint, or I tried to throw an object through a hole (like intended), but it just hit the wall in front of me. Low’s bow is also super finicky, as sometimes it would shoot at a weird angle, or not aim where I wanted it to. For the most part, you can’t really be aiming while moving or else your accuracy shoots way too far down. There were also the occasional moments where the character models would go invisible during scenes, or the locations wouldn’t be synced up right, and it resulted in some really weird moments.

In a point in favour for Little Nightmares III, I felt they did well on the atmosphere. It was mostly dark and gritty like the last two titles, and I felt it was aesthetically similar enough to enjoy the setting. On the other hand, the story made me feel a little ripped off. During the course of playing, the two of us were trying to piece things together from a seemingly eclectic mix of stages. In the first two games there was a somewhat reasonable, if not explained directly, storyline that you could follow. Here it was a complete wild guess. Maybe if I had read the comics or listened to the podcasts I’d have a better idea what was going on, but it feels like the only real story you get is in the last five minutes and then it gets cut off. As a neat little added unfortunate bonus, I crashed during the credits so didn’t get either of the achievements for completing the game, and I don’t have any chapter unlock progress. My partner does though.

Ultimately I feel like Little Nightmares III was a bit of a letdown with a lacking story, some control and connectivity issues, and some glitches that could really frustrate. I did really enjoy the coop feature and it felt like it added something fun, especially when you’re actually talking to your partner while playing. Looking past the connection issues, there was a lot of enjoyment here to be had, it just needs a little touching up first.

 ----------------------------------------------------------------------------------------------------------------------------

Heya! Nyx, here!

Solaris and I ended up tag teaming together for Little Nightmares 3. It's always better with 2! This series has a way of really making you feeling small and feeble, even with a partner to help you escape the trauma. I got a lot of Split Fiction coop vibes when I played through and I definitely noticed an improvement with the multiplayer addition to the game. It truly requires you to trust in your partner and survive this grotesque world. However, this game also came with some issues. We had many connection errors and crashes throughout our play session and from time to time the environment would have pockets or corners where we would end up stuck. With a bit of polishing and some updates this game will become a more memorable experience for future players.

Always with gaming love, JaydaNyx!


Score: 7 / 10
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ARMORED CORE VI FIRES OF RUBICON Available Now for Pre-Order

In ARMORED CORE VI FIRES OF RUBICON, players will pilot their mech in fast-paced, omni-directional battles, taking advantage of their mech’s mobility both on land and in the air. Pilots can also explore a breadth of playstyles and combat styles through various customization options, dramatically alerting play strategy, maneuverability and battle style. Players will also take down powerful enemy bosses through a wide variety of offensive and defensive tactics at close and long range.

Check out the launch trailer here: https://www.youtube.com/watch?v=kQJb8He0pYA



A mysterious new substance called Coral was discovered on the remote planet, Rubicon 3. As an energy source, this substance was expected to dramatically advance humanity’s technological and communications capabilities. Instead, it caused a catastrophe that engulfed the planet and the surrounding stars in flames and storms, forming a Burning Star System.

Almost half a century later, Coral has resurfaced on Rubicon 3, a planet now contaminated and sealed off by the catastrophe. Extra-terrestrial corporations and resistance groups fight over control of the substance.

ARMORED CORE VI FIRES OF RUBICON puts players in this desolate world, where they infiltrate the planet as an independent mercenary and find themselves in a struggle over the substance with rival corporations and rogue factions.

Pre-order now on PlayStation, Xbox and PC: www.armoredcore6.com


Article by: Susan N.


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Armored Core VI Fires of Rubicon Releases August 25th!

IRVINE, Calif. — April 27, 2023 —

ARMORED CORE™ VI FIRES OF RUBICON™, the latest high-octane action game by FromSoftware, Inc. and Bandai Namco Europe S.A.S., will release globally on 25th August. Combining the 25 years of experience developing the ARMORED CORE franchise and action games in the ELDEN RING and DARK SOULS franchise, ARMORED CORE VI FIRES OF RUBICON is full of mech action, including fast-paced battles, in-depth customisation, and thrilling boss fights. The game is coming to PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, and PC via Steam and is now available to pre-order at major video game retailers and at armoredcore6.com.

A mysterious new substance called “Coral” was discovered on the remote planet, Rubicon 3. As an energy source, this substance was expected to dramatically advance humanity’s technological and communications capabilities. Instead, it caused a catastrophe that engulfed the planet and the surrounding stars in flames and storms, forming a Burning Star System. Almost half a century later, Coral has resurfaced on Rubicon 3, a planet now contaminated and sealed off by the catastrophe. Extra-terrestrial corporations and resistance groups fight over control of the substance. The player infiltrates Rubicon as an independent mercenary and finds themselves in a struggle over the substance with the corporations and other factions.

Featuring highly mobile and highly customisable mechas, ARMORED CORE VI FIRES OF RUBICON will put players in fast-paced battles where they can make full use of offensive and defensive maneuvers on both land and in the air to overcome foes. To be the most successful and profitable mercenary on Rubicon 3, players must master rapidly changing combat distances, using the environment for protective cover, and omni-directional battles to overcome challenging enemies and situations.
 
In the first-ever gameplay reveal for ARMORED CORE VI FIRES OF RUBICON, these crucial elements are highlighted in a new trailer available here: https://youtu.be/wz3yRaHTPHM
 
Pre-order now and get ready for the global launch of ARMORED CORE VI FIRES OF RUBICON on 25th August. The game will be part of PlayStation Free Upgrade and Xbox Smart Delivery.
 
For the latest information, please visit our website, and follow the game’s social channels on Facebook and Twitter .

About Bandai Namco Europe S.A.S.
Bandai Namco Europe S.A.S. is a leading global publisher and developer of entertainment content for platforms including, but not limited to, all major video game consoles and PC.
 
Bandai Namco Europe is producing intellectual property for a global audience and is building its reputation with franchises such as LITTLE NIGHTMARES™, PARK BEYOND™, and the upcoming UNKNOWN 9™ Awakening - developed by the recently acquired Reflector Entertainment based in Montreal, QC.
 
Bandai Namco Europe serves as the Headquarters of Bandai Namco Holdings Inc. for mainland Europe, which is known for creating and publishing many of the Toy & Entertainment industry’s top franchises, including PAC-MAN™, TAMAGOTCHI™, GUNDAM™, TEKKEN™, DARK SOULS™ and the recently released ELDEN RING™.
 
For more information please visit www.bandainamcoent.eu.
 
©Bandai Namco Entertainment Inc. / ©1997-2023 FromSoftware, Inc. All rights reserved. 
Press Release © 2023 Bandai Namco Europe S.A.S.
 
All other trademarks are properties of their respective owners.

 

Article by: Susan N.

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Ni No Kuni II: Revenant Kingdom – Prince’s Edition NOW AVAILABLE On XBOX Consoles & PC


Re-experience the Beloved Sequel to the Classic Anime-Inspired RPG in All-New Enhanced Versions for Xbox and Windows 

IRVINE, Calif. (March 21, 2023) - Leading video game publisher and developer Bandai Namco Entertainment America Inc. today launched NI NO KUNI™ II: REVENANT KINGDOM – PRINCE’S EDITION, bringing an enhanced version of the popular RPG first released in 2018 to Xbox Series X|S, Xbox One, and Windows PC. The title is also now available for all subscribers on Xbox Game Pass. For more information, please visit: www.bandainamcoent.com/games/ni-no-kuni-ii

NI NO KUNI II: REVENANT KINGDOM – PRINCE’S EDITION takes players on an epic journey as Evan, a boy prince who learns how to become a leader and build a new kingdom. The game features a charming story with many explorable locations, and numerous quests for players to uncover, where they will face off in exciting real-time battles against fearsome creatures. The experience is set in a beautifully crafted world, with music created by renowned composer Joe Hisaishi and character designs created by Yoshiyuki Momose.

Check out the NI NO KUNI II: REVENANT KINGDOM – PRINCE’S EDITION launch trailer:



For information on this title and other products from Bandai Namco Entertainment America Inc., please visit
www.bandainamcoent.com. Join the conversation on Twitter at https://www.twitter.com/BandaiNamcoUS, check us out live on Twitch at https://twitch.tv/bandainamcous, or follow us on Facebook at https://www.facebook.com/BandaiNamcoUS.

About Bandai Namco Entertainment America Inc.

Bandai Namco Entertainment America Inc., part of the Bandai Namco Group, is a leading global publisher and developer of interactive entertainment for major video game consoles, PC, online, and mobile platforms. The company is known for creating many of the industry’s beloved classic franchises such as PAC-MAN®, GALAGA®, TEKKEN®, SOULCALIBUR®, and ACE COMBAT®, and publishing the critically acclaimed DARK SOULS™ series and the blockbuster title ELDEN RING™. Bandai Namco Entertainment America Inc. is also the premier publisher in the Western hemisphere for anime-based video games including GUNDAM™, NARUTO SHIPPUDEN™, DRAGON BALL™, and ONE PIECE®. Bandai Namco Entertainment America Inc. is headquartered in Irvine, California. More information about the company and its products can be found at http://www.bandainamcoent.com.


Ni no Kuni™ II: REVENANT KINGDOM Prince’s Edition & © 2021 LEVEL-5 Inc. All rights reserved.


Article by: Susan N.


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Elden Ring Review


Elden Ring by developer FromSoftware, Inc. and publisher Bandai Namco Entertainment—Sony PlayStation 5 review written by Nick with a purchased copy.

Estimated reading time: 20 minutes

Elden Ring is one of those rare games that faced incredible expectations and manages to deliver on them. It’s an immersive, exciting, punishing and rewarding game that has the obvious DNA of a Souls game, but provides so much more. This was the most fun I’ve had with a Souls-like game since Demon’s Souls on the PlayStation 3.

There were a lot of buzzy words attributed to Elden Ring during its development cycle. It was the next ‘Souls’ style game by FromSoftware, which has a rabid following. There was going to be more flexibility in character creation and development than ever before in the series. George R. R. Martin of Game of Thrones fame was providing worldbuilding. It was going to be open world in design. There were a lot of lofty promises, and the closer Elden Ring came to being released, the more the cautious optimism mounted. Gamers were excited, they were hopeful, but they were also worried that Elden Ring would fall victim to its own hype.


Then an amazing thing for fans of both fantasy and the action RPG genre happened: Elden Ring turned out to be just as good as advertised. In a world where games like Cyberpunk had high hopes but disappointing results, Elden Ring delivered what it had promised.

Demon’s Souls was one of my earliest reviews on this site (it was actually the 7th review ever posted here at CGR), and it felt fresh and immersive. It was hard – it pissed me off like no game had in years, frankly. It was the sort of game I should have probably given up on, because I was getting so frustrated with it at times. But here’s the thing: I kept going back to it. I started to learn the lessons that the game was trying to teach me. I had to chuck out many of my preconceived notions, but for having done so I was rewarded with tense, terrifyingly fascinating new areas to explore (to this day, the dark and haunting Tower of Latria is one of my favorite experiences in video gaming) that provided very satisfying memories along the way.

I thoroughly enjoyed the Dark Souls games that came to follow, though perhaps not quite as much as the gothic themes of Bloodborne. All four games were a great deal of fun, but the three Dark Souls titles all felt very similar to Demon’s Souls and one another. I enjoyed playing them, but they never resonated quite the same way as Demon’s Souls did. They were excellent, one and all, but never really did anything to stand apart. Now Elden Ring has come along and managed to tickle some of those same feelings in me that Demon’s Souls did twelve years ago.

There are many familiar gameplay elements that Elden Ring shares with its predecessors. Combat feels very similar. Getting killed carries similar punishments. Hard fought victories provide a similar adrenaline rush and in-game rewards. Hell, Elden Ring even kicks things off in similar fashion, starting you off in a visually interesting medieval environment moments before tossing you to a large boss (called Grafted Scion) that is designed to kill you almost immediately.

Sure, like other previously mentioned FromSoftware games, you can technically beat this boss if you basically play him perfectly – something few newcomers are likely to do given their unfamiliarity with the game and your greatly underpowered character. Even if you beat him, the developers are trying to kill you. There’s an item on a cliff ledge that if you go to collect it – yeah, it collapses out from under you to kill you. If you win? Congratulations, you get to fight the boss you probably just barely survived the first time. You are going to die. A lot.

That same punishing vibe that has helped the Souls games garner their cult following is alive and well in Elden Ring. You will get murdered many times over. You will want to rush back to your spot to collect your experience points / souls, which rest where you were slain. Die before reclaiming them, and you will lose them for good. These games want to punish you for your mistakes, and Elden Ring is no different. You will learn attack patterns, you will adapt your fighting style and you will make mistakes and learn from them in order to advance. It’s punishing, often feeling unforgiving and in some instances it feels unfair. It is for this very reason that success feels so rewarding. This is a tried and true formula for FromSoftware, and if this was all Elden Ring was, it would be a good game, if perhaps overly familiar.

However, the change to an open world setting makes Elden Ring a completely different kind of animal. There is some level of agency in the other Souls-like games, as you generally operate out of some sort of hub and can attempt victory in a nonlinear fashion. When Demon’s Souls came out, I kind of remarked how the ability to choose which world you want to tackle had an almost Mega Man vibe to it. However, it often felt more like the illusion of choice. There is an intended order to your progression in those games that makes jumping ahead very challenging. Stages are often well-designed in these games, giving you a little room to explore and experiment, often having shortcuts for you to unlock as you progress to streamline future visits to the zone.

And yet, these games often felt very linear to me. You had some flexibility to explore and try new things in order to find secrets and progress, but there was always a very intentional path forward put forth by the developers, and while there was room for some deviation, it was still very restrictive. Elden Ring changes that formula up, creating a truly open world that I thoroughly enjoyed exploring. Sure, you are generally meant to tackle the things closest to your starting point, as enemies are scaled to be appropriately challenging, but you don’t have to do those things. You can take on the deadly Tree Sentinel if you want (even though it will almost certainly end in your demise). You can jump right into the nearest dungeon without properly equipping yourself (though again, you will almost certainly die if you do). You can travel to a completely different area and… that’s where Elden Ring really opened up.

I didn’t play Elden Ring the way the developers put forth as the primary path, and that’s okay. Instead of fighting the first major boss right away, I found a narrow opening in the mountains and explored the zone north of him. I did not have to beat him to progress. Sure, I was up against tougher enemies, but that made exploration exciting. It reminded me of my old World of Warcraft days when my rogue would sneak around in new areas, just to push the boundaries of what I could do. There were times I pushed too hard and got beaten down for it, but I found myself excited to try again, just to see something new.

The music and visuals are beautiful. Enemies come in so many varieties, and the different environments are distinctive as you explore. Creeping through an old swamp filled with undead spirits as you try to solve the riddle that will allow you into an ancient, collapsing tower is nearly as rewarding as beating a boss. Elden Ring is huge – the first zone that fills up your map turns out to be roughly a fifth of the actual game content in all. There are dozens of optional dungeons along the way, with some more distinctive than others, but each with its own feel and boss at the end – and differing rewards. The day / night cycles with differing enemies in some regions as a result of the time of day make Elden Ring feel more alive as well. Exploration is not perfect - some regions are much harder to access than others and there are times the in-game map feels borderline misleading. That being said, this open exploration allowed me to spend dozens of hours simply looking around and soaking the game’s world in.

There are a handful of concessions that make Elden Ring more accessible than many of the prior Souls games, despite its massive size and depth. Firstly, you gain a mount somewhat early in the game named Torrent. This spirit horse comes and goes as you whistle for him and dismount, providing you a speedy way to cover ground. This really opens up exploration as a) Torrent’s speed allows for faster travel b) Torrent’s double jump opens up verticality and the ability to cross chasms that you couldn’t on food and c) allows you to run away from / through enemies and regions that would likely gang up on and kill you were you to attempt the same travel on foot.

Additionally, Elden Ring allows for fast travel. It’s node-based, where you need to find Sites of Grace during your travels that operate similar to campfires in previous Souls games. These small campfire-like settings are generally (but not always) free of nearby enemies, serve as spawn points, restore your health and magic and give you a chance to put points into skills and such. Of course, the developers aren’t going to go too easy on you. You can’t use Torrent in certain areas / situations and even fast travel has its limitations on when and where you can use it. Still, these help to make Elden Ring’s massive world much more accessible than it might have been otherwise and feel like good design choices to me.

Elden Ring’s flexibility extends into your character’s development as well. Early on you pick which class you want to be, but that’s really just more of a head start than a commitment. You get a handful of stats and related gear that have a lean towards a style of play, from healing to melee combat to using magical attacks and so on. Those stats are relatively meager in the long-run however, as you will have the option to put points into whatever stats you like as you play. There’s even an option to re-spec your character later in the game if you do the right things.

There are numerous spells, weapons and armor that you can find to augment your preferred play style. Frankly I have way more gear than I could ever need for any particular class, but I still enjoyed finding them and there’s plenty of very cool combinations out there. Many of the weapons and pieces of armor look really nice, and some spell animations are appropriately fantastic to look at. Conjuring a crackling energy storm or pulling off a blast of energy that looks like a Dragon Ball Kamehameha all look appropriately spectacular when used.

All of this being said, Elden Ring still has its quirks and issues. While the Souls series often punishes mistakes, it tries to teach lessons along the way as you explore and fight. Elden Ring does that by and large, but there are just some encounters that feel cheap or unfair at times – especially as you get later into the game. It was bound to happen with so many areas and enemies to design, to think they were all going to be perfectly balanced is probably unrealistic, but it’s still annoying when it happens. Also, while world design is generally solid, having it open world as opposed to the more linear stages of prior Souls games does make area design sometimes feel just a tad bit more generic and less clever as a result. Again, with so much to be made, there were bound to be inconsistencies in design, but some are more glaring than others.

Elden Ring also introduces an actual jump button, that when combined with Torrent really changes the verticality of level design from prior games. That’s the good news. The bad news is, this brings an occasional platforming element to some of the stages that feels just a bit clumsy. For all of the things FromSoftware does really well, I daresay precision jumping is not one of them. Torrent in particular has a sort of forward inertia to his movements that make perfect sense – he’s a horse. It also leads to some stupid, frustrating deaths or silly mistakes that just don’t feel like they should happen. As previously noted, the map’s topography is a bit confusing and borderline misleading at times as well.

There is also a bit of general weirdness with interacting with some of the NPCs in the game. In a world where everything seems like it is trying to kill you, too often an important NPC can get accidentally killed and it usually feels buggy or clumsy. You might be fighting an enemy that is spraying fire and it follows you and accidentally kills an important NPC. Sometimes you just accidentally jump or bump into someone and they suddenly get angry with you. There was one NPC named Albus, hiding as a large jar. I struck the jar to reveal him, and then we started talking to advance his quest line, and then suddenly mid-sentence he just decided to attack me. I had a defense spell on around me at the time that killed him once he went aggressive - and it nixed my ability to access some late game content as a result. These things did not happen often - but they happened often enough to be thoroughly frustrating when I'm already sixty or seventy hours into the game to have a glitch like that cost me late game access.


Lastly, while Elden Ring has noted author George R. R. Martin attributed to much of the game’s world building, storytelling has never really been this studio’s strong suit. It’s better in Elden Ring than in prior games, due in large part to the NPCs you can find while out and about, and their questlines that feel more involved than anything FromSoftware has done in the past. That being said, there’s still a lot of vagueness to the lore in places, and maybe there’s something to be said for how that is more atmospheric than being spoon-fed pages of exposition, but I can’t help but feel as though there’s more room to play in between those polar opposites. In the end though, these are fairly minor quibbles when weighted against everything else that Elden Ring has to offer.

Summary


It has been a very long time since I’ve found myself immersed in a game the way I have been with Elden Ring. The sense of wonder as I explore its dark and twisted world is something I haven’t really felt in years.

Having spent time playing a few different classes, I can say the experiences are wildly different, and it’s easy to see how Elden Ring could provide vastly unique experiences from one player to the next. This applies to how players develop their characters to which questlines they discover and choose to complete, to simply how they go out into the world to explore and tackle the challenges FromSoftware puts before them.

It’s a challenging game to be sure, and certainly there were times Elden Ring frustrated me, but more often than not those frustrations were setting the stage for a future sense of accomplishment as I grew and adapted what I was doing to overcome those challenges.


Score: 9.5 / 10

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TEKKEN 8 The King of Iron Fist Tournament Returns in Full Force!


IRVINE, Calif.
(Sept. 13, 2022) Leading video game publisher and developer Bandai Namco Entertainment America Inc. today announced TEKKEN™ 8, the new entry in the legendary TEKKEN franchise. TEKKEN 8 brings the fight to the next generation, using Unreal Engine 5 and coming exclusively to PlayStation®5, Xbox Series X|S, and PC via Steam®.

Developed by Bandai Namco Studios Inc., TEKKEN 8 pushes the envelope for fighting games and takes full advantage of the power of the latest generation of consoles by creating one of the most visually stunning and immersive titles in the genre yet. TEKKEN 8 picks up after the gruesome battle that ended in Heihachi Mishima’s defeat, focusing on a new rivalry pitting father against son as Jin Kazama stands in defiance against Kazuya Mishima’s quest for world dominance.

“We are very excited to show the next generation of TEKKEN,” said Katsuhiro Harada, Chief Producer, Bandai Namco Studios Inc. “The team at Bandai Namco Studios has been hard at work to bring groundbreaking new features to TEKKEN 8, pushing the feeling of power in battles continuously further by harnessing the power of the latest generation of consoles. We can’t wait to show you more in the months to come.”

"Building on TEKKEN’s 25-year history as an innovator in the fighting game genre, TEKKEN 8 marks the next major chapter in this legendary franchise,” said Yoshi Niki, CEO, Bandai Namco Entertainment America Inc. “TEKKEN 8 is a leap forward for the series, built from the ground up for next-gen platforms to give new and returning fans the most engaging experience ever set in the TEKKEN universe.”

For press only, static assets are available at the Bandai Namco Entertainment America Inc. press room at www.bneapressroom.com; a library of video trailers ready for embedding are available on our YouTube channel at www.youtube.com/c/BandaiNamcoEntertainmentAmerica.

For information on this title and other products from Bandai Namco Entertainment America Inc., please visit www.bandainamcoent.com. Join the conversation on Twitter at https://www.twitter.com/BandaiNamcoUS, check us out live on Twitch at https://twitch.tv/bandainamcous, or follow us on Facebook at https://www.facebook.com/BandaiNamcoUS.

About Bandai Namco Entertainment America Inc.

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Article by: Susan N.



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SD Gundam Battle Alliance Review

SD Gundam Battle Alliance by developers Artdink Corporation, Alvion Inc. and publisher Bandai Namco EntertainmentSony PlayStation 5 review written by Pierre-Yves with a purchased copy.

Estimated reading time: 9 minutes



Having released a few weeks ago, SD Gundam Battle Alliance has been a blast in multiple senses. Fun gameplay alongside tons of in-game explosions as you battle your way through a digitally corrupted history of the series. The love put into this project was clear to see for both the fans, and the series itself.

Starting off with a few tutorials to get you used to piloting an SD Mobile Suit, you'll soon have plenty of choice for both you and your AI controlled partners if you're playing offline. Online? While I would love to comment on that, I could not find a match either through Quick Play or Room Search. Thankfully, with or without other players the concept is smooth enough as it still lets you launch a multiplayer room to get your two online specific trophies for your Platinum.

For a bit of a recap on the basics that were covered in my preview of the Demo Version, SD Gundam Battle Alliance's gameplay even 20-30 hours in is never overly complicated. Moving around with your left thumbstick and looking around with the right, you'll have melee attacks, ranged attacks and three sub attacks alongside the ability to guard or dodge. Melee attacks have a few different options from a standard combo into pressing and holding the melee attack button to perform a 360-slash. You’ll also have a stronger melee attack available that when held can launch enemies into the air for an aerial combo to do more damage.

Range attacks are simple enough with your mobile suit simply firing off its weapon on a limited ammo supply that will autofill itself back up over time. As for the sub weapons though, these will be mobile suit specific in which suits like the default MS-06F Zaku II can throw a grenade while others like the Gundam Barbatos (6th Form or Lupus) will charge forward with some devastating attacks being an up close and personal type. Mobile suits like the ZGMF-X10A Freedom by contrast will have extra ranged attacks with more powerful energy based weapons from the hips or shoulders. While its successor the ZGMF-X20A Strike Freedom will still have the hip cannons but replace the more powerful shoulder weapons with funnels that will chase down the enemy and then fire on them point blank.

Each of these mobile suits and so many more will fall into one of three categories. In fighter: Up close and personal, All rounder: Good balance of melee and ranged attacks, and the Sharpshooters: Ranged specialists that you don’t want to be on the receiving end of. With the ability to choose one of these types for yourself, you’ll easily be able to select from these three types of allies that support both your mobile suit type, and your own playstyle. So it’s a good thing with the different types of unit categories that the controls never get overly complicated, however you’ll want to make sure that your fingers are ready to move as the difficulty will start to ramp up soon enough and you’ll either need to adapt, or, grind some money in order to level up your unit(s) of choice!

Mobile suit strength is based on four attributes that require money to upgrade. Hit Points, Boost, Melee and Ranged. Hit points, the more you have the longer that you can potentially last on the battlefield. Boost, this is what’s required to use your thrusters as well as attack, think of it in terms of stamina. Melee is the damage that you’ll be doing with your melee attacks and Ranged is the damage that you’ll be doing with your ranged attacks. It’s rather self explanatory, however, there are limits on how much you can upgrade one of these stats. So it’s a good thing that once you’ve reached the cap of each of these limits, there are items that can be obtained to push the stats of your machines further as you’ll need them in the later chapters.


What worried me perhaps a little bit in the beginning with the few hours that I spent with the demo was, how much content are we going to have? We were presented with a few stages in a Break format meaning that history in these missions is corrupted and anything can happen. Being given one True mission, this expanded the current lineup from the three that were present into four leading us to believe that the rest would follow suit. They do, but more than that, both Break and True missions both contain objectives to be met in order to unlock schematic parts for new mobile suits before eventually getting access to Chaos Missions which really up the ante. This means not only do you on average have six to ten missions per chapter (Break, True, Chaos and Final), but if you want allllllllllllllll the mobile suits? You’re going to need to dive in quite a few times to do so.

The format of these Break and True missions from a gameplay perspective is one thing, more content to be sure, but from a narrative standpoint? While they present a VERY condensed narrative on the many series presented, it’s a great way for longtime fans and new ones to get an idea of some series that they may not know much of, or in certain cases, even existed. Taking myself as a perfect example, I started with Gundam Wing like so many others back in the mid 90s when it aired on cable television. From there, I watched Gundam SEED and then sought out everything else I could get my hands on from Gundam, to Zeta Gundam, Char’s Counterattack, and then some of the manga that dove further into other series that were not made into anime or OVA / OAV (Original Video Animation).

Note: Many series can now amazingly be found on YouTube through GundamInfo including the Mobile Suit Gundam: The Witch of Mercury - Prologue that aired just last week.

Will all of these series to pull from through, the major timelines that SD Gundam Battle Alliance explores are the

     Universal Century: Mobile Suit Gundam, 0080: War in the Pocket, The 08th MS Team, Zeta Gundam, Char’s Counterattack, Gundam Unicorn

     After Colony: Gundam Wing

     Cosmic Era: Gundam SEED and Gundam SEED Destiny

     Anno Domini: Gundam 00

     After Disaster: Iron Blooded Orphans

and plenty in between with cameos such as the FA-78 Full Armor Gundam from Gundam Thunderbolt and the MSZ-010 ZZ Gundam from Gundam ZZ. Sticking mostly to the major battles that can occur, I really enjoyed that the dialog was fully voiced in Japanese with English subtitles as some series didn’t get as great dubs as others. This helps keep you in the moment and really get a feel for the emotions that are being thrown around this digital world whether in cannon or in what’s basically a fun to play fan fiction.

For only sticking to some of the main battles, the pacing isn’t bad as a lot of the important “why the hell is thing going on” is covered by the main cast through the mission briefings, or, as supplementary information that is added to the library. Most of these missions also add in more context within the mission between banter of the main cast or of the supporting cast that exist in these various timelines. If I had an issue though is that sometimes you are so busy with the battles and trying not to be shot down that you can miss some of the dialog being presented. It’s an issue that I’ve also had with some of the Dynasty / Samurai Warriors series, but it is what it is.

With all of the great content, mobile suit variety that aren’t just Gundams, but other mobile suits that make an appearance, I found that there were certain little things that could have helped the gameplay experience out a bit. The first of these would be the lack of a pause button. Without being able to pause, if something happens in the middle of a mission, such as needing to get up and answer the door, take an important phone call for an appointment, or grabbing something from the oven to make sure that it doesn’t burn, there’s a chance you can be shot down.

The second would be the in stage banter and the end stage mandatory dialog that cannot be skipped to end a mission. Having it present the first time or three is obviously a good thing, but after you’ve already played through it several times in Break, True and Chaos in order to get all of the schematics? You’re now up to anywhere between 9-10 times and it would have been nice to simply “mute” the in-stage dialog and “skip” the end stage banter especially since you now need to dive back in because you are missing one last schematic to unlock a new mobile suit and potential AI partner.

On a final much higher note, I want to take a moment to praise the music. SD Gundam Battle Alliance has some decent background music alongside its sound effects and voice overs, but it's the use of well known opening themes that really adds that extra layer for fans. From the second opening of Gundam Wing, Rhythm Emotion, the third opening for Gundam Iron Blooded Orphans, Rage of Dust, or the musical scores in Gundam Unicorns by Hiroyuki Sawano, when these drop you know it's go time! Plus, you can listen to them to your heart's content in the library.

Summary

SD Gundam Battle Alliance is a solid entry into the video game world of Mobile Suit Gundam. With loads of content to play through and with loads of mobile suits to play through the content with? This is a mash up that exceeded my expectations and will hopefully tide me and others over as we keep wishing for a new Dynasty Warriors Gundam that has been known to do the same.

Score: 8.5 / 10


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SD Gundam Battle Alliance (Demo) Preview

SD Gundam Battle Alliance by developers Artdink Corporation, Alvion Inc. and publisher Bandai Namco EntertainmentSony PlayStation 5 (Demo) preview written by Pierre-Yves with a copy downloaded from the PSN.

Estimated reading time: 7 minutes


While there's never a bad time to be a fan of the Mobile Suit Gundam series, this is definitely a year to be a fan. With the 40th anniversary celebration only two years ago, this year should be seeing a new upcoming arena shooter titled Gundam Evolution, a new anime series titled The Witch of Mercury this fall and plenty of shiny new Gunpla models if that's your thing. While Gunpla models are definitely a me thing now, that aside, Bandai Namco recently dropped a demo version of the other gaming release this year and I'm already sold on the premise.


SD Gundam Battle Alliance is a single player, or co-op, adventure in the Gundam universe starring various protagonists and antagonists all while piloting SD Mobile Suits. What's SD you ask? SD stands for Super Deformed meaning that instead of these hulking masses of metal fighting on a battlefield, we have adorable Chibi models instead! Piloted by "humans" instead of having their own personalities, this SD adventure will follow along various broken storylines from across the Gundam Universe and it's your job to put them back together.

The premise is an interesting one and made me think back to the original Dynasty Warriors Gundam where all of the timelines meshed and anything goes. While this approach allows for a purely custom story, SD Gundam Battle Alliance takes it a bit further as instead of being in the “real” world, you’re instead in a digital one. Taken from the real world and digitized, alongside your navigator, your trusty spherical mascot robot Haro and an AI, it’s your job to put history back into order one breach at a time. Know your history? Good! Because there’s going to be plenty of plot twists ahead if the first chapter is any indication of what’s to come.

Starting off with nothing more than a RGM-79 GM which is a mass-produced Earth Federation model based off of the RX-78-2 Gundam, you’ll move through a few tutorials to get the hang of things. Split into three phases, the first phase will be your menus where you can select a stage, view your units or make upgrades to them. From there, you’ll drop into a more visual novel approach for story elements before being dropped into the action where the conversation could continue while you move around the combat field. It’s not a new formula but it works well enough to get you to where you want to go.

Once in the field though, all bets are off. Starting in the Universal Century (main Gundam timeline), it won’t take long for appearances from the Post Disaster (Iron Blooded Orphans) and the After Colony (Gundam Wing) to show up and potentially ruin your day. Seriously… having a grunt unit and being faced with the Gundam Barbatos in its 6th form or the Gundam Epyon? Why haven’t they let you run away yet!? Well, being a protagonist has its bad days and you have a mission, so what else are you supposed to do but fight? Win, you’re supposed to win and was it ever fun!

The gameplay for SD Gundam Battle Alliance isn’t anything overly complex but it still has multiple elements that you’ll need to keep in mind. Each mobile suit, whether balanced, closed range or long ranged, will have a melee attack, a ranged attack, three sub attacks specific to the unit, boosters to move faster and dodge, a block and a super attack. Combined with those are two NPC allies (or co-op players) that act independently from you in the field. These NPCs for the purpose of the demo can also launch a super attack on command as long as their gauge has been filled up first.

Moving around the map is pretty easy and while things feel natural enough, that can slightly change depending on the unit that you are using. The starting GM for example moves differently from the MS-06F Zaku II that you’ll soon get the parts to build and call your own. These both handle differently than the MS-09R Rick Dom which you’ll soon unlock which while not a grunt unit per say, is still not a Gundam level unit. Designed for melee, the Rick Dom’s base speed is slow but its thrusters are nothing to sniff at and the damn thing can move once those are on. Jet Stream Attack! Or… would be if I had two others with me… ahem… moving on.

Each stage that you enter will have an objective that can change on the fly which makes sense for two reasons. The first, combat scenarios never go according to plan. The second, history is out of whack. So while you're going in expecting to fight Ramba Ral in his MS-07B Gouf as it’s attacking the Earth Federation’s space ship White Base that’s currently within one of the Earth’s deserts, you're instead faced with ASW-G-08 Barbatos piloted by Mikazuki who exists in an entirely different universe's timeline. One is MASSIVELY scarier than the other but it allows for these new tales to be told as you move through the story.

The other cool thing about the broken history is that as mentioned above, it’s your job to fix it. So chasing down the broken links you’ll be moving forward and backwards through the chapter’s stages and can then select which version of the stage you wish to take on. Broken history or mended, while one leads to the other, you’ll want to be doing both as this leads into the last element that I’ll cover for the Demo version of SD Gundam Battle Alliance. Making new units.

The first few units are basically given to you. The GM, the Zaku, the Rick Dom and for the duration of the demo, the Barbatos to really let you feel the power! Out of these units, they can be upgraded for melee, ranged, thrusters and armor, and for the demo, only up to Level 5. Each of these upgrades costs money so you’ll both need to save up and not spend your cash on every single unit until much later in the adventure. Nothing is stopping you from doing this of course, but if you do, you won’t have the cash flow for the unit you really want to be using.

From these units however, the rest? You’ll have to basically from the looks of it grind out the blueprint pieces in order to be able to use it yourself. You technically do this for the Zaku -> Barbatos, but in a speedier fashion to give you a bit of a taste of what’s to come in the limited time that you are given with SD Gundam Battle Alliance. With each unit being designed differently enough, so far anyways, I’m looking forward to being able to take out many of the others such as the Unicorn Gundam (Universal Century UC96), the Crossbone Gundam X1 (Universal Century UC133), the Astray (Cosmic Era - Gundam Seed) and the Wing Gundam (After Colony - Gundam Wing).

With an interesting premise and tons of models to come, I’m super excited for SD Gundam Battle Alliance later this month. The overall pace feels well done and the structure seems to offer a replayability that will be able to keep you going in either solo or co-op modes for some time to come!

Score: N/A


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Scarlet Nexus Review


Scarlet Nexus
by developer and publisher Bandai Namco EntertainmentSony PlayStation 4 review written by Richard with a purchased copy.

Estimated reading time: 10 minutes


By this point I'm sure some of you have heard of Scarlet Nexus, whether it be the anime or the game. A story about using mind over matter, quite literally, in order to fend off monsters and protect humanity. Scarlet Nexus released back in the summer of 2021, so if you're seeing it go on sale and wondering if you should pick it up, or just getting back into the scene after things are settling down, here's a review of Scarlet Nexus for PS4.

Scarlet Nexus is a 3D action JRPG set in a world where the Earth is beset by creatures called Others, strange organic/machine hybrid monsters who's goal seems to be the death of animals and humans, with a particular interest in eating their brains. In this world, humanity has developed a weapon against the Others in the form of psychic powers, and created the Other Suppression Force, or OSF, in order to combat the menace. The OSF consists of those showing great promise with their psychic powers, and members are given age suppressing drugs in order to keep them in their prime. The members of the OSF are sent on missions to eliminate Others, and have developed a number of tools to help them do so.

The world setting is pretty interesting, as there are cities with advanced technology using images sent directly to the brain. In fact, there is a big emphasis on what the brain can do, as many of the aspects of city life can only be interacted with neurologically. Add to this the Others which eat human brains, and there is an interesting backdrop. The Others themselves are kind of like mutated animals, which drop out of the extinction belt, a sort of "not-quite-asteroid" belt that encircles the Earth. Others can range in size from roughly human height to towering monstrosities. Scarlet Nexus focuses on a platoon of the OSF and their struggles in this monster infested world.

Upon starting a new game, you get the option of choosing between Yuito, the melee focused character, or Kasane, the psionic focused character. Their stories happen parallel to each other, and you can start a new game plus as the other character after clearing the game, so no worries about missing anything. I'd personally suggest playing as Kasane, as I felt her playstyle, and storyline, were more engaging. Both Yuito and Kasane are new recruits to the OSF, having just had their SAS brain tentacles installed recently. Unfortunately for them, right after their acceptance but before they actually start in their new position, the city is attacked by Others. So begins Yuito and Kasane's journey to uncover conspiracies, destroy Others, and protect the people they care about.

Scarlet Nexus takes place in two teams, one for Yuito and one for Kasane. Before the game really takes off, you sort of have a bit of a trial mode to test out some other character abilities before the teams are split. The game takes place in chapters, where you will go out and perform your story based missions during, and then intermissions between chapters, where you can have bonding episodes with your party members or take on side quests. Interestingly enough, you can still interact through the other character's team through bonding episodes throughout the game. There are a few unique areas you can only access as one team or the other, but most are mutual, although maybe in a different order.

Your intermissions will be where you can bond with your teammates, give them gifts, as well as accept bonus sidequests. Sidequests are a bit of a weird affair, as you can accept them from townsfolk, but you can turn them in as soon as you complete them, from anywhere you want. Sidequests aren't your standard "go here, collect X, defeat Y" type of sidequests either. Maybe one or two are, but the vast majority of sidequests are surprisingly complicated, such as "defeat Y enemy using Z type of move", which is a lot harder than you generally see, and a nice way of getting you more familiar with combat.

Gameplay has a large focus on movement and combat, which will be in a 3D action style as you explore the terrain of the areas you are sent to. Each area will have Others pop up as you roam around, as well as items to pick up, which may come as consumables or "data" which can be used for the equivalent of crafting or to turn in for side quests. You can run, jump, and perform a little dash, two jumps if you purchase an upgrade. If you spot some Others, you will enter combat.

Battle is a very interesting experience, actually. Your team, which consists of two other members you can bring with you, will also help out. While you have your normal attacks and a dodge, each main character also has a special move, a sword spin for Yuito and a backstep with her blades. Both special moves restore a larger portion of the psy gauge. This gauge is a measure of your psionic powers, and decreases with use. Amongst the terrain, there will be both special items as well as miscellaneous items. You can use your psionics to throw the items at your enemies. This is Kasane's main focus, while Yuito has a more physical persuasion.

Enemies can also throw stuff at you, and if you dodge close enough to the projectiles, you can whip them back at the enemies. You also have more tools at your disposal to deal with enemies, such as a sort of overlimit that lasts for a while and improves your abilities, a combo attack where you can summon your allies to attack enemies with you, the ability to use your friends psychic powers, a sort of "synchro mode", and a special field mode. There's a lot to unpack there, so let's start with the basic points first. All your allies have different powers, which you can use for a period of time. You can upgrade this ability later to increase the number you can use at the same time. These abilities can range from Hypervelocity, which increases your speed, or Duplication, which increases the number of items you throw as you throw them. Every power is unique, and each ability granted is also different.

Brain drive is the overlimit mode that increases your stats, and once you get your bond level high enough you can use the summon ability for your teammates. Brain Field is the ability to sort of amp up your overlimit. The area around you gets turned into a weird trippy field, and your move-set is sort of adjusted and stuff. Enemies also have a sort of guard gauge, and if you deplete it you can either instant kill common enemies, or deal heavy damage to bosses. With all of these options, as well as a bunch of items you can use to top your health up and stuff, you have a really wide range of options to choose from. Add into this that you can usually replace your party members at will, and it give a nice variety to your combat experience.

Here is usually where I start to talk about the soundtrack and art direction, but I'd like to take a few moments to talk about some things first. First of all, the dodge mechanic is…a little awkward. It's closer to a dash than a dodge, and while it normally works ok, it can feel really clunky at times. Secondly, I'd like to complain a bit about the difference between Yuito and Kasane. Early game, I'd say Yuito is easy to handle early game, while late and end game I found Kasane a lot easier to use. I'll use the last boss as a reference, but I finished my first run as Kasane at level 63, and the last boss was challenging but not too bad. End of the second run with Yuito, new game plus carrying over levels, ended at level 80, and the last boss was a bit of a struggle even while using better equipment. Personal preference maybe, but I found Kasane's psionics to be a lot stronger and easier to use later in the game. Each character also gets a Brain Map, which is an upgrade grid. You earn points when you level, and different abilities cost different points to acquire.

I do have to say, my absolute favourite part of Scarlet Nexus is the characters. They are all unique with different personalities, except maybe Yuito who is fairly typical anime protagonist, but every group needs at least one of those. All the characters have their own unique powers to match their personalities, even if it may not seem as such at a glance, and throughout the course of the game you really do get to see them come to terms with their flaws, and come out as better people for the experience. I may not like real people, but I certainly liked the party members in Scarlet Nexus a whole lot.

A nice additional tidbit is that any gifts that are given actually get added to your base that you use between missions. Give a character some snacks, and those will appear on a table nearby. There is also an option for exchanging items at the local save points/shops which I found entertaining. It's mostly traditional item crafting, in a sense, but a lot of items are cosmetics that you can slap on your characters, which WILL appear in both cutscenes and battles.

Now we can talk a bit about the art direction and musical choices. First up, the art style. Cut scenes are really interesting, as they are either animated 3D cutscenes, or they are done in a sort of animated comic-book style, which is a more unique way of display. The characters are still displayed as their 3D models, but you get a red frame border, and the view shifts and such, it's just a really nice way of doing things. As I mentioned earlier, cosmetics are also shown in the cutscenes, which is a really nice feature. Enemy designs are really cool, and I thought they did a really good job of both the area designs as well as the enemy designs.

As for the soundtrack, there are some really interesting pieces in there. Any battle themes with the Others usually have this weird clash and distortion style, with a dubstep like back-beat, maybe with a base/drum beat, but there are usually some really discordant vibes. This matches well with the organic/mechanical hybrid nature of the others, and the tracks were pretty catchy. When not in battle, the music tended to either be upbeat and jazzy for more relaxing scenes, tense when preparing for departure on a mission, or exciting and action like if in a battle or something similar is happening.

I have to say, I feel as if Scarlet Nexus got a lot less attention than it should have. While there were some areas where the enemies made me want to rage at something, and occasionally the camera was a struggle to control, I largely had an extremely enjoyable time with Scarlet Nexus. Was it perfect? Definitely not, but it was really fun, and after completing both storylines and getting the platinum trophy, I can honestly say it was a great ride.

Summary

Overall, Scarlet Nexus has a lot of aspects to draw you in: an engaging storyline, unique and dynamic characters, a great soundtrack, and a surprisingly in-depth battle system. While sometimes feeling a little clunky during the movement or combat, Scarlet Nexus does a really good job of drawing you into the world.

Score: 8 / 10


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