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Found 10 results

  1. A few hours ago, Atlus held a live stream that was even broadcast live in Japan on various big screens across the country. Why would they do that? Well, Altus really did have quite a bit to reveal about the Persona sub-series... let's get to it: Persona 4: The Ultimax Suplex Hold is coming to the PS3: Perhaps the least surprising of the announcements is that the sequel to Persona 4 Arena will be coming to consoles. Persona 4: The Ultimax Suplex Hold will be coming to the PS3 in Summer 2014 in Japan. There will be a Persona 4 rhythm game: http://youtu.be/M5BIRWiifo8 Yes, you read that right, there is in fact going to be a Persona 4 rhythm game. Developed by the same team that made the PSP Hasume Mika: Project Diva games, Persona 4: Dancing All Night will apparently have a plot that ties into Persona 4 itself. The 3DS Persona game has been revealed: The Persona developers did say they were going to make a Persona game for the 3DS, and they have finally revealed it. Called Persona Q: Shadow of the Labyrinth, it will feature characters from both Persona 3 and Persona 4, and will be a dungeon crawler. The director of the Etrian Odyssey series is working on this title. It's hard to tell if this is just a crossover game, or if Persona Q's plot will have any bearings on Persona 3 and Persona 4's plot. Finally, Persona 5: Last, but certainly not least, Atlus has finally revealed Persona 5. The teaser trailer doesn't really offer any information, other than a Winter 2014 Japan release, but it's finally been announced, which is more than enough for Persona fans. Which Persona announcement are you most excited about?
  2. Fans of the Persona series were initially excited by the news of Persona 2: Eternal Punishment coming to PSN. It arrived on the PS Store on February 26th to much excitement. Soon after, players realized the game couldn't be downloaded to Vita or PSP as was previously promised. Aside from a promise to make the game compatible with these handhelds, little was said since. Yesterday it became possible to transfer the game if it was first downloaded on PS3, but that is certainly not the ideal solution (especially for players without a PS3 handy). Today Morgan Haro posted this statement: "Just received confirmation that this title will be downloadable on PSP and PS Vita when the PlayStation Store updates on March 12th. So PSP and PS Vita owners who don't have access to a PS3 to load the game on to their portable devices will then be able to download it directly." So, on March 12th users will be able to download and play the game on Vita or PSP as Atlus initially intended back in February. SCEA appreciates everyone's patience on the issue, but in the future should be sure of cross compatibility before suggesting as much to publishers.
  3. It was at the start of this week that Sony announced Persona 2: Eternal Punishment would be making its way to PSN. Of course many had already guessed this when they saw the game rated on ESRB's site. Although the official posting didn't specify what Sony devices it would run on, it was expected to work on all their major platforms. PS3, PSP, and Vita seemed a safe bet. In fact, that was what was intended. Unfortunately for those who immediately snapped the game up for $10, it can currently only be used on PS3. SCEA's Community Manager Morgan Haro responded to the situation: "Some of you have noticed that Persona 2 Eternal Punishment, a PS One Classic that is playable on PS3, but does not play on PSP and PS Vita. The title should have been set up to be compatable on PSP and PS Vita, however, at this time, it will not be able to be downloaded on to these devices. We're on it!" Now what can fans do? They can either get their game going on PS3 or wait around for a fix to come. It may be only a few days away. Or, as Haro suggests, the worst case scenario means it may take weeks. If you want any updates to the situation then keep track of the official thread.
  4. Marcus Estrada

    Persona 2: Eternal Punishment Coming to PSN

    Recently, Persona 2: Eternal Punishment saw itself updated on the ESRB database. Many suggested this meant that the game would be coming to PSOne Classics. After all, the rating was for both PSP and PS3 which both have the PS Store (and many PSOne Classics) in common. It wasn't far a leap to assume as much and today it has been confirmed. The official PlayStation Blog took care of the announcement. Unfortunately, no price for the game was named although the general price points for PSOne Classics are $6 and $10. Persona 2: Eternal Punishment initially had been the only version of P2 that Americans saw on PS1. Later, we were able to experience Persona 2: Innocent Sin with the PSP remake. Persona 2: Eternal Punishment will be available for download tomorrow, the 26th. In almost equally exciting news, the PS2 Classic hitting the store this week is Dora's Big Birthday Adventure.
  5. When we first saw Wonderbook crash and burn during Sony's E3 press conference earlier this year, I'm sure much of the gaming world wrote it off as just another bad idea that Sony would be sweeping under the table in the next few months. I still have my doubts about the thing, but have to admit I became slightly more interested in the idea when I saw the trailer for Diggs Nightcrawler. It certainly could have just been all the puns being thrown at me, or it could have been the slightly more mature aspects of a crime noir book starring a freaking inch worm. I'm not quite sure at this point, but at least the trailer got me to thinking, "What if the Wonderbook isn't just for kids? Where can Sony go to really get an audience?" Atlus Is King When It Comes To Storytelling I was trying to figure out just who could make the Wonderbook a must-buy peripheral when the obvious brick hit me in the form of Persona 4 Arena. Don't mistake this purely for a fighting game, because it clearly isn't. The fighting is just there to move the story along. If the Persona series can translate so well into a fighting game, who's to say they couldn't do the same with a point-and-click adventure? They already have the perfect Wonderbook setup with the Persona Compendium (I'll talk about this more in a bit) The main problem however is the gameplay aspect of it all. I couldn't find a good image of the Persona Compendium, so here is Margaret holding it. My answer to this lies in Persona 3 Portable. Unlike the Playstation 2 version of the game, P3P required the player to interact with different static points in the game world instead of walking around as the player. If they could apply this same setup to monster fights, then I see no reason why it shouldn't exist. While Atlus doesn't pull the biggest sales numbers, its hard to argue against the niche following that they do pull in. The people that buy the Persona games would kill for a more expanded Universe. Just look at the sales for P4G. Imagine what that fan base could do for the Wonderbook. A Freaking Tactics Game (Come On!) Come on people, this should have been done years ago! What goes into the usual tactics game? A lot of talking, menus, and grid based combat with intense unit management. Games like Final Fantasy Tactics and Disgaea would work perfectly with the Wonderbook's setup and show off the peripheral's neat little gimmicks. Maybe even games like X-COM could make an appearance. Why couldn't a Valkyria Chronicles battle take place on this? The game's grid based combat would fold out of the book and spread across the floor, you would point towards where you wanted them to go, yadda yadda yadda. We all know how it works. Stuff like this was even teased during the original Move demonstrations all those years ago. Nothing ever came of it, but the Wonderbook would be perfect for it. Turning the book around to get a better look at your enemies or to follow characters that have gone behind barriers, I don't care how it gets done but the Wonderbook needs a game like this. Instead of just showing off a bunch of books with waggle function they really need to start showing off games that make use of the book gimmick instead. Just Think Of The Collector's Editions I mentioned the Persona Compendium earlier, and for good reason. I'm sure you've all seen the Wonderbook peripheral itself. Its just a large black book with an AR image inside it. Not really something that would make people want to buy it. But with the recent announcements of the Journey art book and the Persona 4 Solid Gold Edition it all hit me. You see, the Persona 4 Solid Gold Edition sold out in as quickly as two days after it was announced. There are still a few places you can get them, but they aren't going to hold out for much longer. People are pretty crazy when it comes to collector's editions, so why shouldn't Wonderbook have them too? Great. Now I want one of these. Sure it wouldn't be anything special, but wouldn't a Persona Wonderbook game be even better if it came with a book cover that resembled the Persona Compendium held by Elizabeth and Margaret in Persona 3 and 4? Now let's move on to the Journey artbook. In the book you'll find AR images spruced about, just like what you'll find in the Wonderbook. You point a special camera at the image and bam, an animated scene will appear. The Wonderbook could take this one step further and add in interactive artbooks to their different collector's editions. I'm not entirely sure how this would work but I'd imagine it would be things like model viewers and special scenes from the game. ------------------------------ Of course, everything I just talked about is wishful thinking on my part. The Wonderbook still has a long road ahead if it ever hopes to be taken as a serious peripheral in the eyes of Playstation gamers. But if Diggs Nightcrawler has proven anything, it shows that the Wonderbook at least has a chance. As always, thanks for reading.
  6. Marcus Estrada

    Persona 4 Golden Trailer Showcases New Features

    Although Persona 4 fans are probably already well aware of the changes to the Vita version, Atlus has today released a trailer showcasing them off. It's nice to see all the variety of changes in one go to get a feel for what makes the game worth purchasing again (or for the first time for new fans). Additions to the game include a new Social Link character, named Marie, new battle music, new attacks and personas, ability to explore Okina, new scenes and the like. While some additions aren't necessarily game-changing, they may make the package more appealing over the PS2 release which arrived back in 2008. Persona 4 Golden will be out on November 20th for $40. Here's the video showing off new features: Are you interested in picking up Persona 4 Golden?
  7. Unless there's some huge conspiracy going on at every major studio in the world that I don't know about, then I think its pretty safe to assume that all video games are designed by humans. Maybe one lizard man, I don't know. The point is that humans make mistakes or just tend to ignore the obvious flaws in certain aspects of their work. These decisions usually just end up as aggravating aspects in otherwise great games, but that doesn't mean I hate them any less for existing in the first place. We're living in a world where games are now capable of almost anything you can imagine, so why are we still seeing these same old things appear in so many games? Barriers That Aren't Actually Barriers At All I understand that our game worlds can't be endless. Technology has made some huge leaps and bounds, but we're nowhere near capable of infinite (or nearly infinite) game worlds to explore. But that doesn't excuse some of the barriers you'll find in random games. It could just be a lack of attention was paid during these hours of game design, but things can get ridiculous quick. No. It isn't. In Silent Hill: Homecoming, you play as Alex Sheperd, a special forces soldier who returns home to find most of his family is missing. This leads him on a journey through Silent Hill that will unravel his psyche and reveal the horrible truth behind his family's disappearance once and for all. Also Alex can't hop over waist high fences or blockades. Many times throughout the game Alex will be presented with impassable obstacles such as a pile of rocks, an over turned car, and many other three foot tall obstructions. Remember he's a freaking member of the special forces. He's trained for combat and extremely physical tasks. Despite this, he has to backtrack all over town just to find a path that doesn't have something lying in front of him. Even if the main character was an average person with no military experience, you would expect them to be able to hop a waist high fence while they're being chased by a bag of skin that spits acid. I understand Silent Hill needs to have barriers; just don't make them look like minor inconveniences instead of actual blocked paths. Looks like we're trapped. And as an added bonus of "Come on, what were you thinking!?" - here's a door in Fallout 3 with a super hard-to-break lock. Watch out! You'll never get through there. Getting A Game Over Because The Main Character Died I haven't played a whole lot of the newer RPGs on the market right now so I'm not entirely sure just how many games are still affected by this design decision, but just one is enough to make me stare angrily into space for a few seconds. When a team member dies in an RPG, you get a chance to bring them back and continue on fighting. When you die in an RPG game, it's over. You have to reload your save or start over from the beginning of the fight. This can be exceptionally annoying in an RPG because you're only likely to be beaten by the big boss fights. You know, the ones where the boss has six forms, a billion hit points and the ability to kill you instantly. They were all secretly waiting for Yu to die so they could go home I guess One game that I've been playing recently that does this is Persona 4. Any of my teammates can die and be brought back, but if the main character goes down - its over. Despite having a healer in my team, there is just nothing that can be done and it annoys me to no end. I don't die often since I tend to over-level but that doesn't mean the design should just stick around. In other news, Final Fantasy finally got the memo with Final Fantasy XIII-2. I was rather far into the game without a single death so it was rather surprising when a boss knocked out Serah only for Noel to become the party leader. I used a spell to bring Serah back and I was right back into the fight as easy as that. I'm sure the old death mechanic will still be in Persona 4: Golden, but there's always Persona 5, right? Blocking Exploration For No Reason I can praise Final Fantasy and bash it in the same breath. While not exactly prevalent in Final Fantasy XIII-2 thanks to the time travel aspect (a huge mistake story wise; you never involve time travel unless you can get it to make sense, and Final Fantasy XIII-2 did not make sense of most anything.), the game that came before it was rife with missed chances. People bash Final Fantasy XIII for having a very rigid game world. You were practically walking down a straight path the whole game. Randomly your path would break into two or three different directions. This meant that one of these paths had an item to find that could make your journey easier. JUST LET ME GO BACK AND SEARCH THAT AREA, PLEASE! The problem was that the odds of finding the item was essentially a coin flip. If you chose the wrong path - BAM, you've moved on to the next area and you can't go back to see where the other path led. Usually you would end up finding the item because the special path was obvious, but later on in the game it boiled down to going left or right with no indications of where the item would be. Of course you should be rewarded for going out of your way to find secrets, but this wasn't how it was at all. You knew there was an extra path from the moment you looked at the map, you just weren't sure of which path would push the story forward or which path would give you an item. That's not exploration at all. Rockstar Games' Controls Are Crazy Red Dead Redemption was a pretty great game with some awesome DLC packs. I bought it and loved it. But my god, the controls at times were just too much. I don't mean just making your way around the map. I'm talking about all the big shootout sequences peppered throughout the game's massive story. Jokes on him. Red Dead Redemption isn't on the PC. More often than not, a shootout would become a chase. You would hop on your horse, catch up to them, take out their gang members and then ultimately kill them. Sure it was fun, but let me break down why I hated it so much at first. You pull out your gun with L2, your fire with R2, you steer with the left stick, you aim with the right stick, and you move by pressing X. That's at least one more button than it should be. You can do all these things together obviously, nobody would have beaten the game if we couldn't. But every single time someone jumped on a horse, I knew it would be a chore going after them. I'm sure it'll be better in GTA V seeing as you can use our car as a weapon, but in Red Dead Redemption you never had the option to ram a horse off the rode with your horse. Buildings Only Exist To Take Up Space Again, this goes back to that whole part about me saying games can't have endless open worlds just yet. You play games like Grand Theft Auto and Sleeping Dogs where you're in a huge living breathing city only to find that most of the buildings you see are permanently closed off to all of humanity. Really wish I could have gotten in that barn I can deal with this because of the whole "no way you can build an entire city with today's technology." But then there's the ARMA 2 mod, DayZ. You start off with nothing but a flash light and some bandages and the knowledge that you're probably going to die within the next few minutes. I like that sort of stuff. There's a real challenge to push through just to survive. What i don't like, however, is when I find a small town with a few houses and only one of the houses is actually real. The reason is all of the houses look similar. There is no indication that the door you're sneaking up to won't open when you reach it. So for five houses, you're putting yourself out into the open and in danger four times in a row for nothing. In a game where one mistake can kill you, it is incredibly annoying to get yourself killed because someone thought it would be wise to paint a door on the wall. Game developers are making progress. Fewer and fewer games are making use of these archaic design choices and making games better because of it. While there is still a long road ahead, things are looking better than ever for me, the nitpicker. Are there things in certain games that just annoy you to death? Why not talk about them in the comments below? Thanks for reading!
  8. Number 905

    Review: Persona 4 Arena

    Developer: Arc System Works Publisher: Atlus Platform: 360, PS3 Release Date: Out Now ESRB: T for Teen This review is based on the Xbox 360 version of the game The fighting genre has undoubtedly had its share of bizarre titles. From superhero smackdowns to anime altercations to mascot melees, there“s a style for everyone. Arc System Works is exploring new territory with an RPG rumbler that“s part fighter, part visual novel. Persona 4 Arena takes the story and style of Atlus“s series into the ring, facing the daunting challenge of appealing to Persona fans and fighting fans. Contending with the oversaturated fighting market and a jarring genre shift, will this title end up down for the count? Arena is a 2D sprite-based battler with an anime style. The sprites and artwork are beautiful and capture the style of the last two Persona games. The soundtrack is a crowd pleaser for fans, with original tracks and remixes from Persona 3 and 4, as well as some original tracks. Voice acting is also well-done, with English and Japanese options for the whole cast. Though newcomers will find nothing wrong with the voices, Persona veterans may have issues, as some voice actors from Persona 4 did not reprise their role and Yu“s voice is too similar to another character“s. That said, the cast did a great job, but there“s just no cure for fanboy/girlism. Fans of the series are mostly going to want Arena for the story. The plot takes place two months after Persona 4, reuniting the main cast in a case to find their missing friends and discover the truth behind the P-1 Grand Prix fighting tournament. At the same time, characters from Persona 3 are on their own mission to retrieve a stolen anti-Shadow weapon. The same themes present in those games are also in Arena and they can be cliched and hokey, especially to outsiders. Like in the games, the main draw is the interactions between characters. Considerately, none of the key plot points of either game are spoiled, only the general premises are explained. What you need to know about the world is explained, but room is left for surprises should you want to play the main series. While the arcade mode tells a sparse version, the story mode offers a much meatier offering, clocking in at over 20 hours. Split into 12 characters, it is presented in a visual novel style broken up by several fights, with characters voicing their lines. Unlike most visual novels, there are few choices and only a couple multiple endings. Many of the stories are different variations of the same event, but the general plot is strong and serves as a solid foundation for another game. It“s worth noting that Labrys“s story is surprisingly well done for a character exclusive to a fighting game and is easily my favorite. Despite the strong story, shifting to the fighting genre may be a turnoff for some. Luckily, Arena is accessible to everyone. For starters, multiple difficulty settings and lack of overpowered bosses make the story mode manageable for anyone. Secondly, the game only uses four buttons and is extremely controller friendly. Nearly every move in the game is a variation of quarter-circle (down-to-forwards or down-to-back) movements. Finally, the auto combo system gives each character a basic combo string by repeatedly pressing a single button. With basic movement and blocking, it“s a powerful tool that can easily get someone through story mode. Although friendly to newcomers, Persona 4 Arena doesn“t lacks depth. While the control breakdown seems simple, with A being a weak attack and the auto combo system, B being a strong attack, and C and D being weak and strong Persona attacks, the amount of moves available is large thanks to the differences in weak and strong attacks. Some differences are just in power, but other moves can have their whole utility changed between the weak and strong versions. For example, using the weak version of Yu“s Zio produces a projectile and the strong version is a close-quarters punch. The SP gauge allows you to power up regular attacks, perform special attacks and instant kills, use a one more cancel to stop a move“s animation, and execute a guard cancel to launch a counterattack. There“s also the burst gauge, which allows you to unleash a max burst to fill your SP, a reversal burst to knockback an enemy, or a one more burst to send your opponent into the air for another combo. In addition to these meters, some characters also have their own mechanics, such as Naoto“s fate counter and Aigis“s Orgia Mode. Characters have universal inputs to perform sweep attacks and furious actions, counter or Shoryuken moves that have invincibility to get out of tough situations. All-out attacks are available to launch the opponent into the air or away from you. There are also status ailments, as well as the possibility of getting your Persona broken if it“s hit too much. Overall, it“s a fun system with a lot of depth that can appeal to everyone. If that breakdown isn“t enough to convince you that this isn“t “baby“s first fighter,†a look at the challenge mode is in order. Offering a total of 390 challenges, 30 for each character, they start simple by teaching moves and the character“s auto combo string, but quickly evolve into complex combos. The mode is robust, allowing you to see the AI perform the combo so you can get an idea of what timing and positioning you need and also highlights what part of the combo you aren“t hitting so that you know what link to focus on. Persona fans may be drawn in by the story, but fighting fans will be pleased by the competitive offerings. There is local versus with the ability to play against friends or the AI, but the online mode is the main event. Both ranked and player match options are available. Player matches offer multiple settings, with the ability to create lobbies for up to 8 people, two combatants and up to 6 spectators, and options to set who advances after a match and how many matches a person can stay in. Those looking to show off their skills will want ranked matches. While your main ranking is determined through a letter grade, you also have stats and a player skill rating for each character, allowing for an interesting progression system. The most notable aspect to ranked matches is that you pick your character before being matched up, meaning that there“s no possibility of counter picks and you“re forced to get used to matchups you might not normally encounter. Even if the mechanics are solid, any online mode is only as strong as its netcode. Fortunately, Persona 4 Arena“s netcode is a true champion. Finding a match is quick, usually taking no more than 30 seconds. Although the character and level introduction can stutter, issues are resolved by the time the match begins and I never felt that lag was negatively impacting my performance. It“s rare for the netcode in any game to be this good and seeing such performance in a fighter is truly amazing. Arc System Works gave themselves monumental task by trying to bring the Persona series into the fighting genre. Surprisingly, they've not only delivered, but managed to create one of the best fighting games available. Offering a packed story mode, a combat system that truly is easy to learn but difficult to master, an online mode with options to please both those looking to play with friends and take on the world, and a netcode that destroys the competition, Persona 4 Arena is a must for anyone interested in Persona, fighters, or looking to get into either. Pros: + Over 20 hours of strong story content for Persona fans without spoiling the series + A deep combat system to please fighting fans while still being accessible to casual players + Excellent netcode for online play Cons: - With 12 story modes, there is some heavy repetition of events - Art and music style isn“t for everyone Overall Score: 9.5 (out of 10) Fantastic Though fans of Persona may be put off by the genre shift and fans of fighters may be put off by the subject matter, the truth is that neither have anything to worry about with Persona 4 Arena.
  9. Adam McCarthy

    Top 9 Video Games Mosaic

    From the album: Adam McCarthy's Album

    A top 9 mosaic of my favorite games of all time.
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