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Showing posts with label YummyYummyTummy. Show all posts
Showing posts with label YummyYummyTummy. Show all posts

Fallen Legion: Rise to Glory / Fallen Legion Revenants Review

Fallen Legion: Rise to Glory / Fallen Legion Revenants by developer YummyYummyTummy and publisher NIS America Inc.Microsoft Xbox One review written by Nick with a copy provided by the publisher.

Estimated reading time: 7 minutes 



This re-release of the Fallen Legion games hits a lot of really sweet notes for me. I love strategy games as a rule, and I appreciate that the developer did some unique things with this one, making it more of an action-oriented affair. Some aspects of the gameplay worked better for me than others, but by and large this packaging of games is more fun than not.

Note: Please be aware that this review contains some spoilers either in the text or in the screenshots taken during gameplay.

For starters, this is actually a combination of Rise of Glory (which is itself a combination of the two earlier games: Sins of an Empire and Flames of Rebellion and some extra content to boot). So really, this release is kind of a three game package. Depending on where you buy it, you can nab them as a collective or as two separate purchases between Glory and revenants.

Moving on from the logistics of how the games are assembled, there’s the games themselves. Rise to Glory takes the same basic tale from two different perspectives. One route sees Legatus Laendur (this is the Flames of Rebellion title) rebel against what he sees as a dark influence upon the ruling family as he attempts to build an army to fight against the empire. Conversely, you can follow the story of Princess Cecille (this is the Sins of the Empire release), whose father just passed way and now has to struggle to rule the land in his place. These two ex-comrades now view the same war through different perspectives, each one telling a relatively brisk story that clocked in at just under ten hours for me.

Both routes feature the same core gameplay, that sees you building a legion of characters that allow you to build out a party of four. Then that party takes on maps of enemies while telling a story that never really hooked me, but didn’t get in the way of me enjoying Rise to Glory either. Of the two paths, I enjoyed the rebellious route of Legatus more, but having two halves to the same tale was an interesting approach to take. I just wish the story itself had been a bit more interesting.

Some of what probably hurts the story though, is how thinly it gets told. This is in part to enable the choice system that is baked into the game. In most zones, as your party runs from left to right and takes on various encounters, a trio of cards will pop up on the screen. They present different boons such as increased speed at the sacrifice of power, or a 10% gain in mana, things of that nature. However, these choices also tend to play out into the story, which I suspect is part of why it was kept so shallow, so those decisions could be relatively superficial. You might hear that your harsh decisions cause morale to lower or units to abandon you, but it seldom feels overly meaningful.

In terms of the gameplay, it’s unique – but probably not quite my preference. What I mean by that is I have long been a fan of turn-based strategy / RPG titles, but the focus in Rise to Glory is on action. Enemies swing at your characters, and you can try to block them or strike through the attacks. Each of your three soldiers and your commander have attacks / spells tied to a specific face button. Early on the game can be a bit button-mashy. Later battles that tend to be more challenging become a slower affair as you try to minimize damage taken to your team by trying to time perfect blocks, while countering with a handful of attacks that will help to build up your combo bar at the bottom and trigger some powerful attacks. There’s certainly strategy to be had here, from whom to put in your party to how you time and execute your attacks, but it lacks the tactics that I personally would have preferred.

This style of combat mixed with the choices (which have to be made against a timer as well) certainly add a sense of urgency to the gameplay. Another genre deviation is that your characters don’t gain experience and level up in more traditional JRPG fashion. Instead, you find various gems with boosts that provide bonuses such as increased health but slower speed. Sometimes when you beat a zone, your characters can pick up perks such as a boost to harming humans or an increase to a character’s blocking damage resistance. These different mechanics still provide a sense of progress – even if it lacks the depth of most strategy or RPG games. Sans skill trees or mechanics of that nature, your characters get stronger but in very linear fashion.

In terms of the presentation, all of these titles share some common DNA. The colorful 2D visuals are pleasing to the eye, even if it can get a bit jumbled during combat at times where enemies are layered against enemies, making it hard to see who is attacking when. The sound effects are solid and the music – especially boss battles – is quite memorable and appropriate to the setting.

Then there is the Revenants, which has a lot of the same presentation style, and similar action-focused strategy, but manages to create a few new wrinkles. Similar to Rise of Power, Revenants takes two different protagonists and winds them around a story that tries to deal in some politically moral gray area as a template similar to what they used in Rise to Glory. Similarly, the game is just not long enough and the world not given enough time to surface everything to make the narrative really compelling. It’s a shame, because in both titles you can see the blueprint for a world filled with lore and fun ideas that just never quite get as much time as they need to fully develop.

The good news is, the combat was a small step forward in my mind. It’s the same basic style of action points, defending with precise timing and trying to string together enough attacks to devastate your enemies. The strategy on whom to use and how to use them feels a bit more open-ended in Revenants, and the end result is more enjoyable combat. One of our two protagonists – Rowena – heads this part of the game up. The focus is on finding (or with a perfectly timed block, creating) openings for unleashing counter attacks. There is a lot of fighting to be had here, but it’s generally enjoyable even if the characters again don’t really progress in typical RPG fashion.

Outside of the combat, our other protagonist is Lucien, who has to handle the more political side of things. It’s still choices made against a timed deadline as you have to try and make the best out of a less-than-ideal situation. This is where a bit more of the world building happens, but it again feels a tad too rushed at times for my liking. I suspect that is the intent, like the choices from Rise to Glory being set against a timer as well, to increase the sense of urgency. It just sometimes led me to feeling like I didn’t fully understand the assignment before turning in my homework.

In all, the Fallen Legion: Rise to Glory / Fallen Legion Revenants packed is a well-made one that should provide north of a couple dozen hours of gameplay. The action / strategy mix is unique and can create for some rewarding experiences, even if the combat and character progression didn’t always have quite as much depth as I like from my more traditional RPGs. The presentation is a solid one and the world that these games are set in is interesting, if perhaps not as deeply explored as I would have liked in the end. Still, the overall experience is worth having for those looking for a different take on the strategy genre.

Score: 7 / 10


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Fallen Legion: Revenants - PS4 Review

Fallen Legion: Revenants by developer Yummy Yummy Tummy Inc. and publisher NIS America Inc.Sony Playstation 4 Review / Preview) written by Richard with a copy provided by the publisher.

Estimated reading time: 10 minutes


Fallen Legion was a series initially released back in 2017, which now feels like eons ago. It showed a lot of promise, and while some aspects were a little unpolished or janky, the potential was evidently there. Now, many moons later, we get Fallen Legion: Revenant. Will this title live up to my expectations, or will it simply become a footnote in video game history? Read on to find out.

In Fallen Legion Revenant we get to see the story of Rowena and Lucien, a former chancellor for an evil prison warden, who was wrongly executed, and a new statesman looking to make a name for himself and to overthrow Ivor, the warden himself. Rowena, who was executed by Ivor, had her son kidnapped, and remains tied to the mortal plane through her worry about her son. She seeks the aid of Lucien in order to raise a revolt and dispatch Ivor, which is easier said than done, as the world outside the walls of Welkin, Ivor's castle-turned-jail, is inundated in miasma, and people are growing sick and dying from it. Thankfully Rowena can summon the spirits tied to weapons, Exemplars, to fight with her against the mutant monstrosities that the miasma has brought about.

Those who recall the other two Fallen Legion titles (Flames of Rebellion and Sins of an Empire) will have a good grasp of how things are going to work this time around as well, albeit with some changes here and there. As weird as it my sound, let's go straight into how combat works. In battle you may bring up to three Exemplars with Rowena into a stage. Each stage consists of a number of fights interspersed with side missions as Lucien between certain fights. Rowena won't really be attacking directly, instead what happens is the Exemplars fight on a line composed of grid spaces, with three for you and four for the enemies.


Each Exemplar has its own health and AP, or action points. You use these action points to attack the enemies. As you attack, you build up magic orbs, which can be used to activate a Deathblow attack from an Exemplar or to use one of Rowena's spells. Now, while this may familiar to returning players, the grid isn't. It's a real time battle system, so what is the grid for? Well, while in the original titles you couldn't move, now you can. You can shift between your three tiles, or push and pull enemies on their tiles. Line them up and use a skill that hits multiple tiles, or drop a healing tile on your side of the field. But be wary though, as enemies aren't just going to sit there and let you beat them up.

As enemies attack you can parry them with a guard, either negating damage received or countering, depending on your timing for the guard. Perfect guarding restores AP for your Exemplars, and will usually result in taking a hunk out of an enemies guard gauge. When their guard is broken, they are staggered and more susceptible to your attacks. But enemies also have magic and unblockable attacks. Here is where positioning is key, as you need to position both yourself and your enemies in order to avoid getting blasted by a strong attack. The Catoblepas is a good example of this, as it has a long range breath attack, so you need to push it backward, while having your own units move back, in order to avoid the breath. The battles are all about skill as well, since you don't really level up or anything, you just unlock new units and the occasional skill you can attach to a unit that generally provides some sort of buff after perfect guarding an attack.

As you play through the game, you have the chance to acquire new items, equipment, and weapons. The weapons can either unlock a new unit or teach an existing unit a new deathblow attack, whereas the equipment and items will generally provide boosts or unlock passive abilities or spells for Rowena. Exemplars also have masteries, which are skills that can be learned by performing certain actions in battle, such as pushing or pulling enemies, or staggering them. These skills will help give you that extra edge needed to fend off your foes, and can be swapped out before setting off for battle. In addition, unlocking more masteries unlocks more equipment slots for the associated Examplar, meaning you can have more abilities on them.


Somewhat similar to the original titles, between fights you have a sort of intermission. This time, instead of choosing a card like in the first titles, you have to completer a task as Lucien. Sometimes this means swaying a vote in your favor, sometimes it means infiltrating an area, or perhaps just getting along with the local residents, a few of whom I may have accidentally gotten killed without knowing. Sometimes these sections are timed, and sometimes they aren't, but they are certainly a lot different than the choice options they used to be. This is also sort of where some of the background plot comes from, as well as the short scenes at the end of battle sequences, but tend to be so far between battles in comparison, that there were a few times I couldn't recall specifically what I was supposed to be looking for outside the castle. Add that to references to characters before they are introduced, and the story telling gets disrupted quite a bit.

For those looking at Revenants from the Flames of Rebellion and Sins of an Empire, what are some changes you might expect? Well, the masteries and equipment for Exemplars is new and interesting, that's for sure. Having a more dynamic battlefield as well, being able to move and shoe enemies around. The guarding mechanic has been improved really well, and I like the rework they did for the magic and deathblow system. The Lucien segments are a bit of a mixed bag, as they can be a bit overwhelming before you figure out what to do, and the timer doesn't exactly help. Overall, I have to say the combat changes are appreciated, but I'm on the fence about the choices/Lucien segments.

On the plus side, that hand drawn art style you probably loved is back, maybe a bit literally as I think there may be a few reused assets, but the new characters follow in the same beautiful art style as their predecessors. The voice acting is also quite good when you actually hear it, and the music is well done as well. It was definitely nice to listen to the BGM as you see dilapidated houses or mountain ranges going by in the background. And you will be seeing a lot of that, as battles can be a little drawn out sometimes, and it's not like you have the ability to power level and just demolish your competition.


Now, there are a few points I'd like to make against some of the development decisions. First of all, the issue where it becomes hard to tell what's going on in a battle is still prevalent if you have all your units attacking at once. The effects from the attacks cover up the enemy sprites, making it quite difficult to tell if the enemy is starting to attack you. The introduction of the dynamic battlefields make a very interesting concept, but with how much you need to keep track of, it can be extremely overwhelming.

I'm glad to say I didn't see any of the weird camera issues from the first titles, and enemy movement and the entire blocking mechanic feels a lot smoother and more well fleshed out. Unfortunately, Revenants has this bad habit of letting you know a mechanic exists well before explaining to you what it is, how to use it, or even anything related to it. For instance, some masteries require you to perform elemental edge or magic combos. I can tell you right now, don't expect a tutorial on these in the first chapter somewhere. Yeah, sure, elements are explained, but you're still wondering what the edge is well after.

A few last things of note are how the game presents itself and how it tackles the issue the first two titles had in regards to choices. I'll be perfectly honest, while moving around as Lucien, everything looks fairly nice, but as soon as you move within talking distance, you get an interaction wheel that gave me Newgrounds flashplayer flashbacks. While this isn't necessarily a bad thing, or something I'd deduct points for, it certainly gives a stark contrast to the rest of the nice hand drawn visuals.


The whole Lucien segments themselves often felt rather janky, and while I do appreciate the fact that the developers tried something new, it definitely fell somewhat short of what it was probably meant to encompass. But hey, it's a learning opportunity and I certainly won't fault a developer for trying something new or different, just maybe on the quality of implementation. Speaking of, the save guru person is all sorts of weird. Firstly, what's up with calling the “options” anything other than literally “options”? I'll admit I fell for that about three times before it clicked with me.

Also finally, when you unlock the ability to go back to previous chapters and it says “you will lose story progress”, it means it quite literally. I wanted to check to see if it worked like new game plus in Sins of an Empire/Flames of Rebellion. Well, it does, but you know what the game also does? Autosaves. You know how many save files you get? One. Guess who had to restart from chapter 1 because they thought they could just quit and reload and retain story progress. Yeah, be aware of that. At least it gave me an opportunity to work on my masteries...

Summary

Overall, Fallen Legion Revenants provides a bit of a mixed bag. Sure it has some improvements over the past titles, but it also feels like it took some steps backwards. The battle system has some nice dynamic movement added and the guard/parry mechanic isn't infuriating, but the system can get extremely overwhelming, especially for new players to the series. The story is told partially in loading screen info which is a little annoying, and the storyline felt a little awkwardly told, as you aren't really getting the whole picture in the beginning, but was still rather engaging. The adjustments that have been made to the Exemplars and how they work are really nice to see, and I was happy to note the old art style was kept.

In the end, Fallen Legion Revenants feels like a bit of a missed chance. The story is too interspersed between occasionally drawn-out battles that the pacing gets messed up a bit, and the action wheel graphics felt like a weird and awkward contrast to the rest of the art style. As a whole, Fallen Legion Revenants didn't really do anything wrong, but given how long it's been since the previous titles, I can't say I'm not a little bit disappointed. Is ti worth the price? If you enjoy engaging battles filled with strategy and tactics, yes, I'd say so, but there is definitely room for improvements.

Score: 7 / 10





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Fallen Legion+ - PC Review


With Richard now having reviewed the original two entries of Fallen Legion: Sins of an Empire on the PS4 and Fallen Legion: Flames of Rebellion on both the Vita and the PS4, it was my turn on the PC version that combined the two into a single title. With the options to either ignite the flames of rebellion or tackle the sins set ahead of you, I found myself often undecided as to how I felt about the adventures and the package as a whole.

In case you have not read Richard's reviews, Fallen Legion feels a lot like a more real time Grand Kingdom with the elements that make Valkyrie Profile and Exist Archive: The Other Side of the Sky tick. With your chosen protagonist as the magic user, they will ruthlessly use up to three summoned spirits as meat shields in order to do their bidding. Each of these spirits will have different skills, specialties and speeds in which their actions replenish themselves as you charge across the stage clearing out all those that stand before you.

What perhaps bothered me the most about these spirits, regardless of which storyline you played, was that as they “become more powerful” they really don't. As the adventure moves on, spirits regain more of who they once were changing in both appearance and stats and generally for less attack damage. This means as things get tougher, you now have LESS overall attack power for possibly more defense. I personally would have liked to keep the glass cannon approach because battling against some foes like mages / wizards felt like I was fighting losing battles against the hulk. Magic users should never have been that tough lasting longer than the armored forces that protect them.


While I enjoyed the concepts behind Fallen Legion I'll be honest that I enjoyed the gameplay at the beginning and at the end where things felt balanced. In the middle there was always something that just didn't click and more often than not you're spending more time hitting the defense button cutting off your own attacks than actually attacking and dispatching your foes. This starts to become long after some time and as there's no actual experience in order to level up and possibly leverage things in your favour, you often wonder what's the point with multiple battle stages in a row.

When it comes to the story I appreciate what YummyYummuTummy tried to do but it just didn't work for me. Little bits of dialog are spread between the beginning and ending of a stage as well as segments in town. Outside of these tidbits the biggest part of the story actually happens while running through the battle stages in which you have to make big decisions on a ticking clock. Each of these decisions will change certain outcomes such as who your forces align with, if you executed traitors or if you used infected as a form of weapon instead of quanentining them.

While each of these choices have meaning they also have bonuses for your forces such as more damage, higher blocking rates or items to use. What doesn't work with these however is that while you're making choices that can raise or lower your empires moral, you never really get to see the overall impact as it's quickly done and then that's it, move onto the next field in the overall story's path and kill everyone else that still stands in your way. I would have liked more overall narrative instead of split second decisions that don't really look like they did anything short of the immediate bonuses to your characters on the field.


Overall both titles of Sins of an Empire and Flames of Rebellion aren't bad titles. They run very well, they are great to look at and the soundtracks are a pleasure to listen to. I just wished that there had been more class customization or that the story would unfold in a more meaningful manner. With plenty of battling to do, an un-evolving system gets stale especially when you spend more time defending than actually fighting the foes that stand in your way.

Game Information

Platform:
PC
Developer(s):
YummyYummyTummy
Publisher(s):
YummyYummyTummy
Genre(s):
RPG
Mode(s):
Single Player
Other Platform(s):
Both: Sony PlayStation 4
Flames of Rebellion: Sony PlayStation Vita

Source:
Provided by Publisher


Article by Pierre-Yves
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Fallen Legion: Flames of Rebellion - PS4 Review


Not too long ago, Fallen Legion: Flames of Rebellion was out on the Vita, along with its counterpart Sins of an Empire for the PS4. While I did enjoy the experience of Flames of Rebellion on the Vita, it did have some minor issues compared to its PS4 relative. Thankfully, with this PS4 port, not only can you own the two titles for the same system, but some of the issues from the first port have been resolved.

If you have played Sins of an Empire, you already know what you're getting into, as the only difference between the two is pretty much the main character. For those that aren't in the know, Fallen Legion is what I like to call a "Valkyrie Profile with a VanillaWare art style", with a little bit of kingdom managing thrown in for good measure.

In Flames of Rebellion, you take on the role of Legatus Leandur, who has decided that Octavia Cecille's fancy talking grimoire is evil and must be burned, which is a mindset that may have been an issue in the early nineteen hundreds. Leandur has taken it upon himself to protect the general populace from the Octavia by promptly removing the book from her, and her from the throne, hence the "Flames of Rebellion". Unfortunately for our great Legatus Leandur, things don't go particularly to plan, and so begins a long drawn out battle to take the throne.


Gameplay in Fallen Legion takes place in between "nodes" on a world map that you will travel between. Some of these nodes are combat situations while others are there for only plot progression purposes. During combat, you order up to three units, who are the manifestation of heroic people or weapons, as well as being able to use Leandur's magic. As I mentioned previously, Fallen Legion gave me a very "Valkyrie Profile" type vibe, and how you order your units is why. Units are associated with the either ‘X', ‘O', or ‘[ ]', while Leandur uses the triangle button.

Your units that you control have action points that are consumed when you command them to attack, but will refill over time, while attacking enemies will fill up Leandur's magic usage. You also have a ‘Combo Bar', and as you order attacks, the combo bar fills up with icons of the characters you've commanded to attack. Certain spaces on the combo bar will have bonuses or special attacks associated with the spaces. There is also a block function that can be used to either reduce incoming damage or, if you get the timing right, you can reflect projectiles and recover action points, giving you the ability to counter your opponents. This is especially useful against bosses, as they have a guard gauge that will leave them prone if you deplete it, and the extra action points from the perfect guards really help.

Between battles you are presented with choices on how you want to deal with events happening during your rebellion, which range from rather mundane to serious choices. The choices you make will affect both later events and the morale of your army, but the choices also present immediate bonuses that you may need to help get you through a particularly tough stage, so you need to balance having the people like you against having the skills and ability bonuses you want. While some of the choices you're given can be a little vague, most notably because you're on a time limit to respond to them, most of them are at least moderately evident about the outcome, or at least general results, of your actions. It should be noted that, apart from a few enhancement gems, there is no real experience, levels, or stat enhancements, per se, so you should probably get used to guarding effectively.


As far as I can tell, any issues I had with the Vita version have been solved upon the move to the console port. The camera is now acceptable, if not occasionally disorienting, there are no load time issues that I noticed, and the game was smooth as a whole. With a stellar soundtrack, pleasing graphics, there's definitely a lot to make Fallen Legion a solid game. If you are going to pick up both games, I highly suggest starting with Leandur's story (this one) as after playing Cecille's, I found myself not overly fond of the antagonist I had just had for a game, and I preferred Cecille's side. That being said, there is nothing inherently wrong with Flames of Rebellion, despite my dislike for Leandur, giving an all around solid experience.

Game Information

Platform:
Sony PlayStation 4
Developer(s):
YummyYummyTummy
Publisher(s):
YummyYummyTummy
Genre(s):
RPG
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation Vita

Source:
Provided by Publisher




Article by Richard
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Fallen Legion: Flames of Rebellion - Vita Review


A short while ago I had the opportunity to review Fallen Legion for the PS4, and I mentioned that I hadn’t had the opportunity to play the Vita version. Well, now I have, and my quote of “There are a lot of issues that people can be divided on: music, politics, flavors of jellybeans, and of course also ruling a country” is proving its worth even more so. While I greatly enjoyed the experience I had with the PS4 version, I found the Vita version to be a bit less enjoyable.

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Week in Review - July 24th to August 11th



Welcome back to our not quite Week in Review! Being out of town last weekend I figured I would just pack two weeks into one.

Week of July 24th to the 28th

Last week started off on a good note with Yonder: The Cloud Catcher Chronicles. I don't think that I've ever played an adventure title with no combat and it made for quite a refreshing experience.

"Yonder is an important title because it proves that you don't need conflict, violence or combat in order to bring about a good adventuring experience."
- Pierre-Yves

The week then continued onto an experience that a few of us had been waiting for. Read up on Nick's experiences diving back into the classic of Final Fantasy XII: The Zodiac Age.

"There are a ton of improvements to a really good game that helps to make this one of the better remakes I have had the pleasure of playing. If you missed Final Fantasy XII the first time around, it is at least worth taking a peek at since the quality of life improvements make it more accessible than it original was."
- Nick

Next up is one of my favorite tactical versus experiences in quite a while with Antihero.

"Antihero is great and well thought out. With multiple modes and a ton of replayability both online and off with a hotseat feature to try your mettle against a friend, there's no way that it'll be going quietly into the night any time soon."
- Pierre-Yves

Beating everyone on the team to the punch is Richard with the PS4 version of Fallen Legion: Sins of an Empire. His time with the Vita version is coming up!

"While Fallen Legion may not appeal to everyone, especially those who can't get timing down to save their lives (which it will in this game), there's a great nostalgia kick for older gamers, while introducing some novel systems, or at least novel takes on systems, that are sure to drawn in the younger crowd."
- Richard

Finishing off the week is Nick's time diving back into the Story Mode of Minecraft with Season 2.

"It is clear that Minecraft: Story Mode Season Two - Episode 1: Hero in Residence has potential, especially if you are a fan of the original season."
- Nick

Week of July 31st to August 4th

This week started off with something that I've personally been waiting a long time for and honestly? Children of Zodiarcs is the next Final Fantasy Tactics entry that I've been waiting for.

"Children of Zodiarcs is a turned based strategy that I've been waiting for. While some elements will be familiar to fans of the style it was the elements that weren't that made this experience a masterpiece. Rolling the dice and splitting the deck became more than simple battle mechanics but were instead much more as they alone were half the battle."
- Pierre-Yves

Tuesday Nick shared his time with Gigantic which is a free to play MOBA.

"Gigantic is a really slick overall combination of shooter and MOBA, and it is far easier to learn and get into than other similar titles."
- Nick

And the middle of the week once again showed me that I need a VR Headset in my life. Preta: Vendetta Rising looks quite interesting so far.

"With more content and more options and a little additional polish around the controls, Preta: Vendetta Rising could be one of the most compelling VR titles yet."
- Nick


Thursday we took a look at the latest gaming entry of SAO with Accel World vs Sword Art Online: Millennium Twilight. It's a good one, great story, great gameplay, but the Vita is starting to show its age when titles release simultaneously with the PS4.

"Accel World vs Sword Art Online: Millennium Twilight is a great title though the smaller platform suffers from the lack of power that the larger one benefits from. Is it worth diving into? Definitely."
- Pierre-Yves


Topping the week off are Nick's impressions of Witchblood for the PC through the use of VR. I'm personally glad to see that VR isn't all about first person but that other styles can be used and still create a sense of wonder.

"VR is about immersion, and there are plenty of games out there that can immerse you regardless of visual perspective or genre. Witchblood is an action platforming game that feels right at home on the Oculus."
- Nick

Article by Pierre-Yves
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Fallen Legion: Sins of an Empire - PS4 Review


There are a lot of issues that people can be divided on: music, politics, flavors of jellybeans, and of course also ruling a country. Fallen Legion takes this principle a little further by dividing what could be considered a “split storyline” game between a Vita and PS4 version, each with a different main character and storyline, but identical play styles. While there are many things to be divided on, one thing is for certain: Fallen Legion brings a fresh yet nostalgic breath into the gaming scene.

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Fallen Legion looks like it could be right up our alley

This announcement certainly piqued some interesting around here. Fallen Legion could be a surprise hit for action/RPG fans.

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