Category: Video Game Review

No written review to accompany this one, but I think you’ll find I deliver the information well. Sorry, but there’s a watermark. It will be fixed by the next video review, hopefully along with some other things. In the mean time, thank you for watching and come back soon for more from the GAME ROOM!!!

The mystery genre is one that seem to be left out when it comes to triple A games. The only mystery games out there seem to be hidden object games which I adore, but it seems like I only share that with moms and the elderly. Sure, the Sherlock Holmes games exist and are great, but I only started playing them recently because Crimes and Punishment was free with Xbox Gold.

Though, there is still hope for the genre and it lies within the murder mystery, adventure, and visual novel game DanganRonpa: Trigger Happy Havoc. The Japanese game was first released on PSN but recently was released on Steam with its sequel. The game has taken off in recent months and it’s for a good reason. The game is amazing journey that every fan of the mystery genre needs to play.

DanganronpaThe game follows a group of teenagers who are locked in a high school with no memories. They are tormented by a black and white bear, named Monokuma, who tells them that in order to get out they must murder each other. The catch, however, is that there is a trial held after each murder. If the murderer is rightly accused then they will die. If the group guesses the wrong person as the murderer, they all die and the murderer is set free. You play as Makoto and must solve the murders of the people around you. The objective is to find out who is behind all this while trying to not be murdered.

The game sounds weird, trust me it is, but it is such a good kind of weird. The characters are so unique and fun. You’re going to be devastated when characters get killed off because there’s going to be a void. All the characters bring something to the story and whenever one gets killed off it’s just not the same without them. Though, the story is great throughout the whole game. Killing off characters do not hurt the story in any way. What’s also interesting, and another part of this game that is just weird and fun, is that each character has their own title. One character is known as the Ultimate Supermodel while another one is known as the Ultimate Shaman. These are little things that just add so much life and story to the characters of the game.

Another great thing about this game is that you don’t know what’s going to happen. Nothing is predictable. You’re going to walk into a crime scene and not know who did it until you collect all of the clues. There are some mystery games that are really bad at trying to hide who did the crime, but DanganRonpa is not one of them. There were several cases where I had no idea how it was done and who did it until I started the trial. Sometimes it’s hard to put all the pieces together until you have your other teammates help you put them together.

The trials are great, and words cannot describe how much I love them. Basically you have evidence bullets that you have collected throughout the investigation, and once people start saying information that you can disprove, you shoot the statement with you evidence bullets. Along the way there are mini games, that mostly take the form of rhythm games, that come about when someone disagrees with you or when someone is being stubborn. The trial ends when you put together a comic strip of how the murder went. Then you get to watch someone get executed. It really is a fun time.

The game isn’t bloody. It can be disturbing because you are seeing someone who you’ve grown very close to murdered, but the blood is now a bright pink substance. Still, there are some gross parts too it. One character in the beginning is impaled by a multitude of spikes while another pleted with several hundred baseballs at once. The game is really creative with it comes killing off people.

What’s most fun about this game is uncovering the mystery of what is really going on within the school. You still do have to find out who murdered who, and that is still fun, but there is something sinister going on with the school and the bear that is locking them up there. With each chapter you think you’re getting closer to the solution, but then you realize that there’s another puzzle piece missing. There are so many clues to find and piece together. When you finally piece everything together, you’re going to feel sorry for these kids. The end to this mystery is a heart wrenching one. It’s such a fun ride that sometimes you forget that Makoto’s friends are actually dead and never coming back.

FYI, at one point in the game the developers will advertise for one of their other games. That is completely normal, just roll with it.

If you like mysteries, then you should definitely try this game! It’s a fun game that will give you a ton of emotions and will stick with you. DanganRonpa is an experience you will never forget. For more on DanganRonpa and other cool mystery games, make sure you come back to the GAME ROOM!!!

I have a special treat for you Game Room readers today! Some of you may remember my PAX East Roundup where I highlighted Moon Hunters as being the most interesting game I saw. For those who didn’t see that post, Moon Hunters is a unique multiplayer RPG with a versatile class system and smooth comfortable combat, with a lot of emphasis on decision making, and how those decisions might reflect a player’s personality. The game is available on Steam and is slated to launch on PS4 this spring. I got to talk to Tanya Short, a designer at Kitfox Games, and ask her questions about some of Moon Hunter’s highlights.

I asked the Game Room standard question, requesting a highlight of three key features that you can only find in Moon Hunters. When asked about this, Short highlighted three truly interesting features, that reflect the game’s tone and intent very clearly.

I think the three unique points of Moon Hunters are the randomly generated RPG world, the 4-player co-op, and the setting (not a lot of ancient Assyrian inspired worlds out there).”

A randomly generated RPG world certainly opens doors for replay value. The section of the game that I played at PAX had very strong pacing, separating combat heavy sections and instances for self review in a way that really allowed you to customize your Cutsceneexperience and play in a way that is thoroughly true to your own style.

When asked about her favorite part of the development process, Short found that one of the best experiences was communicating with supporters. “My favorite part of the development process has been talking with our Kickstarter backers! It’s made the whole process so much more enjoyable, to know that there are people out there who support what we’re doing and are cheering us on. It really takes a lot of the stress out of development.”

It’s noticeable that games are really starting to weave in this element of player psychology. This was very noticeable over the past year, where games like Until Dawn and Life is Strange have been taking center stage, allowing player choices to be the primary mechanic in the game. In a world where his sort of psychological emphasis is becoming more important to developers, it was important to me to find out what role Moon Hunters plays in that evolution? When asked about this, Short stated that the non-binary aspect of the game truly creates a fully fleshed out personality test experience.

The stunning stylized art direction really shines through during dialogue.

The stunning stylized art direction really shines through during dialogue.

“Moon Hunters is much more freeform than most other games’ personality systems — no traits are binary or mutually exclusive, because in real life, it’s entirely possible for someone to be known as a ‘nice guy’ to some people and a real jerk to others. The heroic equivalent is when some people call you a brave hero and others call you a vengeful destroyer. We worked really hard to stay away from “either/or” systems and let people express who they are and explore the consequences of their actions.”

There you have it. Moon Hunters is a unique experience that avoids the trends often associated with “Game Morality” and allows you to make more thorough more human choices. Combine that with an awesome setting, well fleshed out mechanics and controls, and a beautiful score, and I’d say you have yourself quite a game. So give it a go!

Thank you all for reading this Game Room Exclusive! While I wanted to do a video today, I felt as though this took a slight amount of precedence. That being said, I do plan to have a video in the next two days. For more on sick indie titles like Moon Hunters, come back soon for more from the GAME ROOM!!!

“And so we resolved to forge new life, here on planet Mira.” -Lin Lee Koo (Xenoblade Chronicles X)

 

And forge new life this game has. Xenoblade Chronicles X for Wii U manages to live up to the quality of its predecessor while still breathing new life into the series. This game puts emphasis on discovering a new world, and working hard to make it your own.


Xenoblade X

 

While Xenoblade Chronicles for Wii was a heavily narrative focused game, Xenoblade Chronicles X for Wii U is focused more on exploring the expansive world around you. The storyline takes a backseat this time around to some incredible combat centric experiences on the vast rock of Mira.

From the time you start up the game, Xenoblade Chronicles X reels you in with the intense struggle between warring alien forces that leads to the destruction of Earth. Telling you this story to get you invested is merely the first step in connecting you to this world. As the first bit of exposition is done being given to you, the game allows you to create your character. Character creation is certainly deep, and allows you to truly cater to your own personality. There are a lot of expressive design choices for the character you create, and many options for the voice of your character, even going as far as to cite the voice actors in the options menu. For those who want to relive the glory days, the voice actors for Shulk and Fiora from the first Xenoblade Chronicles are an option as well.

Xenoblade Chronicles X offers a wealth of knowledge and resources for all who are willing to explore. From the start of the game, the vast region of Primordia is open to you. By the time you complete the tutorial missions, you are able to explore the entirety of the first three continents in the game. From the rocky grasslands of Primordia, to the colorful jungle of Noctilum, to the beautiful desert storm of Oblivia, the scenic options are available for all. This is only complimented by the game’s stunning visuals. Everything runs at 720p native and is locked at 30fps, for the more technically concerned.

The combat in Xenoblade Chronicles X has been expanded upon in many ways. The new “combat command system” allows you to command other members of your party, and have some control over their behaviors. You can urge them to use a certain type of attack, or focus on a specific type of damage. This adds immeasurable depth to the game, as now, your party members are not simply operating on artificial intelligence. It offers a new sense of player control, and allows battles to flow much more smoothly.

But these are just surface elements. What makes Xenoblade Chronicles X so good is that you truly have access to an expansive world. The storyline of the game is good. The characters are charming, and you get to learn about all of them in different ways, but from a narrative perspective it doesn’t even come close to its predecessor. The vast expansive world is what makes this game. There are countless side quests, which give insight into the world’s geography as well as the interesting cast of characters. There are also tons of Tyrant enemies to hunt down, which are vastly superior to other enemies of the same species. You’ll struggle with them, but exploring various strategies to hunt them down really pushes you in ways you may not have expected.

Another unique thing about Xenoblade X that separates it from most JRPG’s is that it offers over a dozen optional party members. These are people that you can recruit and train to fight alongside you in side quests and story missions. A lot of them are very vibrant unique characters that you want to learn about. This game m
asters world building, but makes you work for it. You can’t get all of your answers unless you’re willing to fight and explore.

Few things in games feel as good as the first time you get to operate a Skell. This huge world that seemed to have control over you is now bowing at your feet as you pilot a massive mech at high speeds. Skells are instrumental to the later parts of the game, and yet, very difficult to keep track of. The “Skell Insurance” thing that the game uses is pretty bogus. It’s a system in place that allows enemies damages and destroy Skells, which feels quite unforgiving, given that you can encounter enemies up to fifty levels higher than you. Skell combat also feels slightly less interesting than ground combat. They added some features to mix it up, like the cockpit reset function, which makes cooldown on your moves disappear completely.

For fans of the original, you may be disappointed by a few things. I for one, was unhappy about the lack of “Talent Arts” from the original game. You’ll also be sad to know that the nopon Tatsu, lacks any of the charm that Riki had in the original game. He is quite frankly, a nuisance.

Lin

Lin Lee Koo piloting her own Skell.

Minor inconveniences include the scarcity of resources necessary for “Skell Development” for later parts of the game. The Gamepad manages all map functions, so if you’re like me and prefer the pro controller, sorry. The game is playable without the Gamepad but takes a major dip in quality.

That being said, this game is full. It is enjoyable and atmospheric. It has story, tight combat and wonderful overworld mechanics. This is certainly not a direct sequel. Xenoblade Chronicles X is its own entity, and it truly manages to succeed as that. Xenoblade Chronicles X is a vast RPG, and truly another masterpiece in a long line of Monolith Soft’s spectacular creations. If any Wii U owner is looking for a new adventure, or simply for a cool action packed title, Xenoblade Chronicles X is the game for you.

That being said, this was my post for the day! This is definitely a game that I think all Wii U owners should try. It bridges a lot of elements together that you wouldn’t expect to work. I hope some of you noticed that there’s a new page on the site for the podcast! Check it out if you haven’t already!

For more on games like Xenoblade Chronicles X and other deep RPG experiences, come back soon for more from the GAME ROOM!!!

Hey everyone!

I’m Amber and welcome to my first  ever review on Mustapha’s Game Room! I’m also a gaming journalist looking to give you insight on some of the new great games out there. You’ll be seeing me around here more frequently, so I hope you enjoy all the content I bring you!

When I got my PS3 it came with a game called Uncharted 3: Drake’s Deception. I had gotten the console to play Bioshock Infinite, but I ended up having to wait to get the game. I was not a huge fan of any shooter games before I got the PS3, so I definitely wasn’t sure if I wanted to play Uncharted 3. When I started to play I had no idea what I was doing, and I actually put the game down and didn’t want to play it again. It wasn’t till a friend in my math class told me to keep playing it that I decided to continue. It was one of his favorite games and told me that I would love it.U4

I’m glad I listened to him because I ended up loving the game.

Sure, I started liking the game because Nathan Drake was cute (not to mention that really nice butt of his), but as the game went on I noticed that I pretty much loved everything about it. The characters, the story, the gameplay, the visuals, etc. The whole game was amazing. As the game ended, I thought that no game could beat it. Of course, I was wrong. There is one game in particular that beat Uncharted 3 in all aspects: Uncharted 4: A Thief’s End.

 

The game has been delayed a couple of times, but once I got my hands on it and got to play it….it was well wort
h the wait. As much as I hated all the delays I’m glad that they took the extra time to make such a well polished game.

This felt a bit different than the other Uncharted games. Though, you still get to climb a lot, make things fall while you climb, get to shoot bad guys, and track down treasure while learning a bit of cool history. The game did all of that so well.

No more clunky climbing controls like in the previous games. Many different mechanics were added to the climbing aspects like having Drake pick up a piton, a pick like object used to climb rocks, and having him own a grappling hook. Swinging to different things is just so much fun and keeps the player on their toes. Nine times out of ten when Drake is sliding down a hill, and there is no where to jump to at the end of it, the player will have to guide Drake to use his grappling hook and swing to safety. The only thing that would make the grappling hook better is the player could melee attack with it Though, that is a feature in multiplayer.

I was also impressed with the story they decided to tell. It got me wanting to look up more and try to piece together the puzzle as the characters did. Even though Amy Hennig left Naughty Dog before Uncharted 4 was finished, the story is still has a strong plot, strong characters, and a strong focus on history. I didn’t even know anything about Henry Avery or Libertalia before playing this game. I feel like I’m learning things that my history class would never touch. Sure, not all of it is going to be 100% true, but there’s enough facts in there to get me interested enough to learn more.

The characters were another great part of the story. These were not new characters, they were characters thatU42 have grown up from the previous games. Naughty Dog didn’t try to reinvent the characters because of the new generation of gamers. They might seem different, but it is just because they grew up. Nathan Drake still loves Elena Fisher, but now they’re married, have a house, and have jobs they both enjoy doing. Sully is still Sully but he’s a bit more gray and more of the grandpa that cheers from the sidelines. Sam Drake might have just been introduced this game, but you can really tell that he isn’t the little kid that Nathan used to look up too. The character are just so right. These are the character that have been with us for almost a decade.

What’s different, however, is there is more of a The Last of Us feel within the whole game. There were a lot of interactions with other characters than before and a lot of jumping around in time when it came to telling the story. There was also a lot of moving things around so a character could advanced. Instead of moving things so Ellie could safely get across water, there were so many crates and boxes you have to move in order for Nathan Drake to climb up walls that were too high for him. This is the only problem I had with the game. It was okay the first couple of times I had to move a crate, but after a while it felt like Naughty Dog ran out of other ideas. It was annoying in The Last of Us and even more annoying in Uncharted 4.

I guess what all this rambling boils down to is that Uncharted 4: A Thief’s End is a great game. The story is great, the characters are great, the gameplay is great…..everything about this game is just amazing and worth the money. The game looks so great and the visuals are stunning.  I’ve never traveled to the places Nathan and Sam go, but because of the research and art that went into this game, I feel like I’ve been there. Everything is so smooth and looks so perfect. This game definitely gives Playstation a boost over Xbox when talking about exclusives.

And if you’re like me and have played all the Uncharted games, the epilogue made me tear up. What a great way to end the series and truly shows that there is greatness from small beginnings. Just like Sir Francis Drake said.
Thanks for reading this review for one of the best games out there this year, and for more on games like Uncharted and other great action adventure games, make sure you come back soon for more from the GAME ROOM!!!

This is the written review for DMC Devil May Cry: Definitive Edition. For the video review, click here.

Capcom and Ninja Theory collaborate to reboot the classic action franchise Devil May Cry. DMC Devil May Cry Definitive Edition brings this exciting action reboot to current gen consoles to create a comfortable, mechanically sound experience for fans of the hack’n’slash genre. While this game’s story and characters leave much to be desired, its controls and style make it one of the best Capcom games of the generation.

DMC Devil May Cry

From the time you start playing DmC it wastes no time establishing tone. Dante is surrounded by strippers, and is engaging in debauchery to showcase his edgy untamed nature. Then his carelessness is displayed as he bares all in front of a visitor at his front door. Things take a turn as, without any explanation Dante is dragged into Limbo, a parallel dimension where demons exist, and they don’t hesitate to launch an attack on him. Turns out, it’s the work of Demon King Mundus, who wants Dante’s Nephilim head on a platter.

You spend the entirety of the first mission getting comfortable with the controls as you fight hordes of rather basic demons. The controls are very easy to learn, and you’re adequately limited. The best way I can describe this game’s combat is by saying that it’s like a juggling routine. You start off with three balls to juggle with and you’re doing a good job. With each new move you learn, and each new style of demon introduced, you’re getting another ball, and while it’s more complex, your routine looks and feels amazing once you master it. By the time you’re able to swap between all of your available weapons and abilities to string together epic combos, you’re left with some of the best game feel in the industry to date.

The definitive edition compliments this quality with its incredible specs, running fluidly at 1080p and 60fps, allowing Dante’s delicious attack animations to flow like water. Combine that with different amounts of tension and screen shake, as well as different weights and sound effects associated with each weapon, and you have the most realistic feeling action experience available in this genre.

That being said, the story does fall short quite a bit, with characters feeling very edgy for the sake of being edgy. Thankfully, the definitive edition removed some of the cringe inducing lines by Mundus’ mistress, as well as Vergil’s fedora. But that doesn’t change Dante’s slurred, angry, almost unprovoked attitude that plagues the game’s dialogue. You will find some reward in completing the game as characters do go through interesting development curves.

Dante and Kat.

Dante and Kat.

The actual game flow of DmC is interesting. The game is divided into missions, which allows for short bursts of gameplay. Yet with so many different enemies, and styles of combat you can pursue, you never quite get a monotonous atmosphere from the game. This is a good balance, as you get to post-mortem your approach to any given mission based on your grades and percentages awarded at the end of each mission.

The game demands you to learn, as boss battles do build off of the basic enemies patterns in some ways. There are few boss battles, unfortunately, but they are impactful and effective.

Outside of the main game, there are side modes. These include special missions where you are forced to fight under specific conditions. For example, enemies will only die in the air. Or Dante will die in one hit. On top of this, there’s the post game DLC Vergil’s Downfall. Quite fun, and similar in tone to the original series. I’d recommend ignoring it until you’re done with the main story, but thankfully it comes bundled with the definitive edition.

DmC Devil May Cry is a special experience on current gen consoles. I’m normally not crazy about “complete” editions of games, but this one truly does offer enough content for the value it’s sold at. Anyone looking for a rad action experience should give this game a go!

 

Thank you all for reading and/or watching! This is the first of a new wave of Game Room Reviews. I’m setting quite a bit in motion, and you can expect the blog to keep growing as I keep working hard. For more on games like Devil May Cry, and other dynamic action experiences, come back soon for more from the GAME ROOM!!!

Though few have heard of it, “Game and Watch Gallery 4” was one of the greatest experiences available for the Gameboy Advance back in the early 2000s. Now, the game is being brought back for the Wii U Virtual Console, and every kind of player has a reason to try this old gem. The arcade-like expGallery 4erience remastered classic “Game and Watch” titles games like never before, bringing the games to life while incorporating the heroes of the Mushroom Kingdom.

The Super Mario crew arrives in classic titles such as “Fire” or “Chef” in recreations of the handheld games created by Gunpei Yokoi. Being the fourth installment of this gallery series, players can expect that the formula has been explored in numerous ways, and perfected. In a simpler time before smartphones were popular, this game could have easily substituted most app games.

While the “Game and Watch” might be technically weak by the standards of modern games, the understanding of basic design principles shines through, showing that good graphics and orchestral soundtracks simply aren’t enough to make a good game. Risk and reward are at play in these easy to learn, difficult to master gaming gems. Iconic characters from the Super Mario franchise make the game feel familiar from the time it’s powered on.

Placing these characters in different scenarios, such as saving Toads from a burning building, or cooking food for a baby Yoshi, brings the world to life, and makes the games feel slightly connected. The soundtrack is beautiful, amplifying the already peaceful atmosphere that the vibrant colors in
the art style create.

With over twenty Modern and Classic style games to play, “Game and Watch Gallery 4” is a great game for killing time and having simple fun in a classic way. This game is available on the Wii U eshop.

I apologize for the short review, I have something kind of big in the works for tomorrow. I still think Gallery 4 was a blast, and I remember it from my childhood. Tomorrow, I’ll be posting something brand new in the Game Room, starting a new segment on our journey! In the meantime, thank you all for reading and come back soon for more from the Game Room!!!

Fire Emblem Fates offers three different paths. This review will be covering the Conquest path, which allows players to align with the Nohrian army.

Conquest

Nintendo 3DS: 39.99 USD

Fire Emblem Fates was one of the most anticipated titles of the year, following Awakening’s major critical acclaim. But can this game carry the Fire Emblem torch? Or does it fall short of achieving its goal?

Fire Emblem is a game series where players must traverse through several missions with varying objectives, from seizing castles to slaying powerful bosses, in a strategy experience that truly makes every move count. While for years a permanent death mechanic has made the games very high stakes, Awakening started the trend of offering a casual mode, that would allow dead units to respawn in the following chapter. Casual and Classic Fire Emblem are two entirely different experiences. That being said, both have a lot to offer. If you’re more about experiencing the story and having a relaxing yet still somewhat challenging experience, I’d recommend playing casual mode. If you’re a longtime series veteran who wants to run the risk of forever losing a unit due to an enemy critical hit, by all means do that as well.

As a series veteran, I do a playthrough of both casual and classic, as they again make for very different experiences.

Fates: Conquest is a special game, mechanically speaking. Arguably the most unique of the three paths, it incorporates the best of Fire Emblem games past. Unlike Birthright and Revelations, Conquest offers survival missions, where players must maintain a stronghold for aseries of turns while fending off Hoshido forces. Conquest also has very specific circumstances under which combat may take place. In other words, no grinding in this game. Awakening allowed for quite a bit of grinding, which made the game much different, and much more in line with a traditional RPG, so in this sense, Conquest is staying true to its roots, offering the mechanical uniqueness that has made the series so well loved.

Leo, a Nohr sibling, wielding his tome, Brynhildr.

Leo, a Nohr sibling, wielding his tome, Brynhildr.

In saying this however, there are some key flaws that I feel prevented not just Conquest, but all three paths of Fates, from reaching their full potential. For one, I’m a man of narrative for certain, and the story in Fates fell very short for me. Since the game was announced, Birthright, Conquest, and Revelations were advertised as separate paths and game experiences. While mechanically, they do serve as that, the story feels very broken. It feels as though Conquest in particular answers a lot of Birthright’s questions, but still leaves you with an incomplete story. There’s not much else that can be said without spoilers, but at some point I want to do a critical analysis of Fates’ stories, after I review all three paths.

Level design in this game is nothing short of fantastic. From docks and boats, to fancy concert halls, there is no shortage of beautiful level design in Conquest. This is complimented by the immersive and fantastic soundtrack, and the incredible transitions between map navigation and combat. While the story didn’t quite do it justice, Conquest mechanically stepped things up to the next level. The skills, classes, weapons, and units are deeper than they’ve ever been, making for the best Fire Emblem gameplay to date. Conquest lacks skirmishes, so unfortunately if you choose this path, you won’t be afforded the opportunity to explore the beautifully well crafted world outside of the main story.

Azura, the dancer as she appears in Conquest.

Azura, the dancer as she appears in Conquest.

My Castle is an incredible feature, allowing limitless customization over the barracks that your units will relax in during their downtime. It also allows you to select from the expansive game soundtrack so that even while roaming aimlessly, getting minor bonuses and rare items, you can enjoy the game’s unique atmosphere.

Amiibo functionality is very interesting in this game. It is compatible with the Marth, Lucina, Ike, and Robin amiibo. I only own the Marth amiibo, but the characters are fantastically redone in a truly consistent likeness, and they’re all but a bit overpowered. Especially with them all coming with their sacred weapons. They’re still a fun addition to the team, and would make any true Fire Emblem fan feel nostalgic.

A big element of these games that appeal to a large crowd is the support system. Support is when characters gain enough affinity to have a special conversation. There are four ranks of support, C, B, A, S. These conversations do plenty, from giving more insight into character backgrounds (which is pretty awesome) to giving stat bonuses to characters with high supports when they’re near each other. This is good because it adds a special element of world building and a deeper layer of strategy. However, it’s bad because they shoehorned in the “breeding” aspect of Awakening that allowed kid characters to exist. It was absolutely pointless, and in a game that takes its storytelling so seriously, it was a shame to see something added into the narrative just to appease fans of Awakening.

As a whole, Fire Emblem Fates: Conquest is a fun game with a lot to offer. While it may not measure up to Awakening in a lot of ways, in a lot of others it stands tall and proud on its own. I wouldn’t recommend only playing one path, as the game is incomplete without playing all three, but if you were to pick one, Conquest would be the place to start.

Thank you all for reading! Fire Emblem is a series near and dear to me, as I’ve been a fan for many years. I liked Fates, but I still wish some things had been handled better. The posting day has come to an end, unfortunately. Only just kidding it hasn’t. Because guess what? I will be making a very special announcement later on this evening! But in the meantime! For more on Fire Emblem and other titles, your one-stop for gaming news, reviews, and exclusive content, come back soon for more from the GAME ROOM!!!

The Penny Arcade Expo (PAX) came and went, but my, what a wonderful time it was. This will serve as an exclusive look into how I spent my PAX weekend.

Going in, I had two primary goals. Network as a content creator, and have fun as a consumer. It’s often hard to find a balance between the two, but without the pressure of being an exhibitor I was able to achieve that.

 

The show floor in its glory!

The show floor in its glory! A true celebration of Game Culture!

The good thing about these sort of conventions/expos is that you always get a feel for the sort of climate and direction that this industry faces. For instance, this year at PAX East two very prominent themes were virtual reality and multiplayer.

For VR, it’s obvious that with consumer versions of the Oculus and HTC Vive now being available, developers are getting all over the new medium. Even my school, Southern New Hampshire University (SNHU) had an HTC Vive demo available to play. The Playstation booth had appointment only sessions with Playstation VR. Unfortunately, with limited time and quite a bit of ground to cover, I had to miss out on that experience.

From left to right, Jeremy, Myself, D.Va, James, Tracer.

From left to right, Jeremy, Myself, D.Va, James, Tracer.

If there were ever one company that you could say honestly knows how to take PAX by its horns and ride it for miles, it’s Blizzard. Every year they do something spectacular and attention drawing, and this year was no different. On many fronts, Blizzard exhibited some super interesting projects in the works, as well as keeping the emphasis strong on their pre-existing titles such as Hearthstone and World of Warcraft. One panel I went to was actually focused in its entirety on the upcoming Warcraft film. We got a special inside look at the upcoming film, and got to have a Q&A with the director where we were able to figure out his direction, as well as his sense of very deep obligation to keeping the franchise’s sanctity while still following his instinct as a film creator. At the end we got a never before seen trailer which really showcased these beautiful sets and incredible action sequences. I had never seen anything quite like it, and after attending that panel, I am fully convinced that Warcraft may be the first truly amazing video game movie. It’s a large cross to bare for certain, but if that goal could be achieved, it would pave the way for generations of fantastic film storytelling for games.

Elder Scrolls Legends made its debut at this stunning booth.

Elder Scrolls Legends made its debut at this stunning booth.

Perhaps the biggest thing Blizzard had going for them this year was the Overwatch booth. For those who weren’t crazy about long lines, with a lot of ground to cover, there was immediate satisfaction in seeing the incredible Blizzard sanctioned cosplay of many of Overwatch’s unique characters. But that’s not all. They managed to cram two huge decked out cars into the show floor as well. Their booth was simply incredible. Some friends and I actually got to chat with the cosplayer for Tracer for a little bit towards the show’s closing time. After that discussion it was clear to me, that Blizzard above all else, knows their audience, and has a marketing team most companies could only dream of.

Blizzard aside, Bethesda actually had quite a bit going on too. Showing off Doom, which has been a title of excitement for many dating back to last E3, though hype died down quite a bit after the multiplayer beta. Perhaps the more exciting game was Elder Scrolls: Legends, which had just been unveiled a mere day or two prior. This Elder Scrolls spinoff title seems to be heavily inspired by Hearthstone. Despite this, the game seems to be foregoing the deceptively simple marketing approach and wishes to create a complex digital card game experience using the Elder Scrolls IP.

Of course, I wouldn’t be me if I didn’t stop by the Nintendo booth. There were many interesting titles there, from Metroid Prime: Federation Force, to Kirby: Planet Robobot, and the new Star Fox. Star Fox Zero was the main title of the show, given that it launched that very weekend. Perhaps my most interesting Nintendo game from the show was actually Tokyo Mirage Sessions #FE. Shin Megami Tensei X Fire Emblem has reached its final form in this musically themed RPG. It was without a doubt one of the most unique games at PAX this year.

Rocking my Luigi hat between Kit and Krysta from Nintendo Minute!

Rocking my Luigi hat between Kit and Krysta from Nintendo Minute!

My experience at the Nintendo Booth was much more exciting than I expected however! While waiting in line to play Tokyo Mirage Sessions, I was asked to be on Nintendo Minute. Which for me, was a really big deal! I got to answer trivia questions about Nintendo IP’s such as Kirby, Star Fox, and Metroid. Some of the questions were genuinely tricky even for an aficionado like myself. I also won a cool Mario lanyard. I don’t know how they guessed I was a Nintendo fan. To see me on Nintendo Minute, click here.

Now onto the indies! I saw three titles in particular that I’m interested in highlighting.

Moon Hunters, which I plan to write a full article on, is an RPG personality test. That’s right. I just said that. The game brings you through trying combat scenarios and guages your personality based on the way you resolve conflicts. Hands down the most interesting game I played.

Bacon Man, which I already highlighted in a previous article. If you’d like to read more on Bacon Man click here.

Another game I got to see was Due Process. I actually got to talk with the lead animator about this game, and it was incredible. While I’m not much for tactical shooters myself (I lack the coordination) I found the games concept to be very unique. So much goes into planning each phase of combat, making it arguably one of the more intellectually demanding shooters I’ve seen.

That about concludes the exciting stuff I got to see and do at PAX! For more exclusive coverage of events like PAX, keep reading, and stay tuned for more from the GAME ROOM!!!

 

Skymap Games has been developing the independent title “Bacon Man” for some time now, and with the game nearing its completion, Neal Laurenza agreed to be interviewed by me, Mustapha Price, to afford him the opportunity to highlight some of the game’s defining traits, as well as share some insight on the development process and the team’s overall experience.

The Quirky visual style is one of Bacon Man's many highlights.

The Quirky visual style is one of Bacon Man’s many highlights.

When asked to highlight features that Bacon Man offered that gamers could not find elsewhere, Laurenza confidently delivered those three things without hesitation. “Bacon Man offers a sense of humor that dates back to Ren and Stimpy…a lot of games can be funny, but not in a way that is subtle and maniacal.”

“Bacon Man” is an action-platformer where players control the wide-smiled Bacon Man as he travels the land hoping to reclaim his stolen throne. The complex platforming style of this game calls back to such familiar classics as “Mega Man X” and “Super Mario Bros” while also managing to forge a unique style of its own. Laurenza says, “Bacon Man will offer complex controls, but will not hold your hand. Bacon Man encourages the unique combination of exploring the world, and exploring mechanics.”

Neal Laurenza of Skymap Games with the Bacon Man booth at PAX East.

Neal Laurenza of Skymap Games with the Bacon Man booth at PAX East.

Another unique aspect of “Bacon Man”, is that the developers at Skymap chose to forego the option to add online multiplayer. Local multiplayer will be included as an all but primary feature in the game. When asked about the decision to remove online play, Laurenza said, “There is a disconnect when you cannot turn to your friend and see their teary eyes. We’re big believers in keeping that competitive element.”

Being at the heart of the Penny Arcade Expo (PAX) season, the stressful yet rewarding process of preparing a booth is all too familiar to the developers at Skymap. In preparation, Laurenza gathered a group of Southern New Hampshire University Game Design students to test the demo, and track down in game glitches and bugs so they can be removed in time for the expo.

“A successful PAX is a lot of things to a lot of different people,” Laurenza says. His team will be trying to find a healthy medium between media attention, and the approval of the consumer. They are also exploring the middleground element that makes up consumer media, such as YouTube and other social media platforms.

“Bacon Man” is going to launch in 2016 on Steam, Xbox One, and one other platform that has yet to be announced. Stay tuned for more details. Special thanks to Neal Laurenza for taking time to interview with me! For more EXCLUSIVE indie interviews and more coverage stay tuned for more from the GAME ROOM!!!