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Found 18 results

  1. Jonathan Higgins

    E3 2016 Hands-on: Recore

    One part former Metroid Prime developers, one part Comcept -- Recore is a game that's attracted a lot of divisive attention. Most of E3 2016 has been a series of unreasonable lines, but I braved Recore after Zelda, so the wait didn't feel too overwhelming in comparison. While I was in line, we received instructions as to how to control things, and influence the flow of battle during the demo. It was a lot to take in. If you handled things in the proper way, almost line a rhythmic pattern, you were going to have a much easier time. There were lock-on techniques, charge shots, pet-companions to briefly summon, multiple explosions, and multiple colors of enemies to consider (you could easily switch between the colors of your shots with the d-pad). The third-person shooter isn't necessarily my genre of choice, but I adapted pretty quickly. Some enemies were tougher to handle than others, but it seems like -- despite the complexity of how things were relayed to us -- it should feel natural to seasoned shooter-folk, and easy enough to understand (with practice) for everyone else. The systems in place seem to be one part shooter, one part RPG. Enemies took numbered damage (that increases if you shoot ”em with the right color, or if you stack combo hits properly -- Mighty No. 9, anyone?), and I earned experience with every kill. Enemies themselves looked intimidating, but weren't particularly varied. They're the kinds of things you expect in games like these -- creatures that resembled bats and went down fairly easily, to creatures that ignited a burst of flames from themselves (that killed me a few times). Here's , so you can see these mechanics in action -- I'm not experienced enough in the genre to offer my usual nuances. Ultimately, it seems like Recore“s story and sense of character are going to be what set it apart from its contemporaries. The game's debut trailer showed the potential for a memorable tale, but I really couldn“t tell you if that promise will lead to praise later on. The demo places you in some story-driven context, but we weren“t really given any idea of what the basic plot was while playing. From the surface level I experienced on the show floor, it seems like a very tightly designed game. But it won't reinvent the wheel like Metroid Prime did at the time, nor does it seem to take any giant leaps forward for the genre. If you're super hyped for Recore -- I figure you should stay that way. It's competent in theory and in practice. But I'll need to see more than just gameplay and a glimpse of story before I can decide if it shines among a reasonably populated genre. Recore will be available on anything and everything Microsoft supports, as part of the Xbox Anywhere program. It“ll release this September, too. We“ll offer more information as it comes.
  2. Comcept's and Armature Studio's ReCore was definitely one of the more interesting Xbox One exclusives announced last year during Microsoft's E3 press conference, and now the game is primed and ready for release on September 13. Microsoft released a new trailer for the game at their E3 2016 press conference, showcasing the game's blend of third-person shooter gameplay with platforming elements. ReCore's story follows a young woman named Joule Adam journeying through the desert of Far Eden with her animal-like, robotic companions. Also interesting to hear -- ReCore will be $40 instead of the usual $60 MSRP, but there will also be a $180 Collector's Edition which will include a large, hand-painted statue, exclusive steelbook, a lithograph, and a decoder dial. Check out the E3 trailer for the game below. Source: Game Informer Are you looking forward to ReCore?
  3. Thought this would make for an interesting topic - are there any developers out there that you don't trust? I should mention this is somewhat different from developers you don't like since I'm sure there are plenty of those. Not liking a developer is one thing, but not trusting them is a whole nother story, basically meaning that you don't believe in their ability to deliver on a game and such, let alone the quality of it. Recently, Comcept has been thrown into the spotlight on this subject because of the fact that Mighty No. 9 might slip to a 2016 release (or at least the physical version might) when it was due out in September. That, combined with the Red Ash Kickstarter going up even before Mighty No. 9 was released made it seem like they were jumping the gun quite a bit with funding and such. And now they revealed that they have a publisher backing the game and that the Kickstarter would just fund extra stuff. It's easy to see why a lot of people wouldn't trust Comcept going forward, but this actually also reminds me of the Gearbox debacle from a few years back when it was revealed that they didn't do due diligence on Aliens: Colonial Marines, where they instead outsourced almost all of it. They were also accused of using SEGA's Aliens money to fund Borderlands 2 at the time, which they deny. I could go on about other developers as well, but I'm curious - are there are any developers out there that you don't trust now, and why is that the case?
  4. Comcept is quickly running out of time to fund their Kickstarter for RED ASH: The Indelible Legend (their Mega Man Legends-inspired game), so in an attempt to turn things around, they released a playable mockup of the game. However, it appears to be pretty bare-bones. Comcept mentioned that the mockup exists to help people get a feel for the experience of RED ASH, but the playable character is in fact a temporary stand-in in the form of Mighty No. 9's Beck. Additionally, the third-person shooter element that's supposed to play a large part in the gameplay is not included in this mockup. Instead, Comcept says that the mockup shows the more "whimsical and playful side" of the exploration that takes place in the game, such as interacting with townsfolk who also happen to be Mighty No. 9 stand-ins. The mockup's bizarre and sudden appearance seems to corroborate that this is a very last minute put-together experience in a bid to garner more interest in the game's ailing Kickstarter campaign. Will it succeed? RED ASH's campaign only has 5 days left and just a bit over $300,000 more to go, so we'll have to wait and see what happens. If you're interested in checking out the mockup, you can find more info on how to download and play it here. Source: Kickstarter What are your thoughts on the RED ASH mockup? Will it save the Kickstarter campaign?
  5. It had been teased a day or two prior to the beginning of last weekend's Anime Expo, but the Keiji Inafune-led studio comcept has officially revealed a new game titled RED ASH: The Indelible Legend on Kickstarter. Like Mighty No. 9, this title is inspired by another Mega Man property: Mega Man Legends. The connections are fairly obvious too, with the character designs recalling some of Legends' characters, the main character being named 'Beck' (like his Mighty No. 9 counterpart; a call-back to Mega Man and Legends' Mega Man 'Dash'), and the fact that 'legend' is a part of the game's subtitle. There's even a character who recalls the design of the adorable Servbots. In any case, the setting for this game is set in a post-apocalyptic era where a war with robots has left humanity near-ruin, though the survivors that are left have managed to rebuild to a degree. Their livelihoods depend on a group of individuals called 'Delvers' who hunt underground ruins for lost technology. At the outset of this story, a mobile citadel known as the 'KalKanon' is set on a collision course with the city of Great Slope, and with no other alternative, a prominent company of the latter is poised to destroy the fortress city with a massive, electro-magnetic cannon. However, the young owner of the Bones Company, Call C. Bones has heard that inside the KalKanon rests something called the Legendary Legacy, and requests two Delvers — Beck and Tyger — to go after it before it can be destroyed. The game will be a 3D action adventure game with third-person shooter elements and will include RPG elements as well, such as earning money to upgrade Beck's abilities and such. There will also be a certain degree of open-world freedom as well as dungeon exploring. As of the initial Kickstarter draft, Tyger is not a playable character, but is being included as a stretch goal; we'll see if Comcept can reach that goal in the end. For now, we'll have to wait and see what further develops with the game. The Kickstarter is off to a slower start than with Mighty No. 9's (which managed to meet its goal in one day) but is expected to hit its goal within the 30 days allotted (as it's nearly 1/3 of the way there at the time of publication of this article). RED ASH: The Indelible Legend is being targeted for a July 2017 release on PC. A sister, animation project called Red Ash -Magicicada- has also been launched as a Kickstarter; you can find more information on it here. Source: Kickstarter What are your thoughts on RED ASH: The Indelible Legend? Are you excited for it?
  6. Jonathan Higgins

    E3 2015 Hands-On: Mighty No. 9

    There have been so many Kickstarters created in the same spirit as Mighty No. 9 since comcept first revealed it to the world. There“s “Not Castlevania”, “Not Banjo-Kazooie”, “ ” and possibly more where those came from. But... what do you all look for most, when it comes to judging a game based on the thing it“s trying to closely emulate? Do you judge Beck and friends based on personalities and characterization, as well as plot? Do you judge presentation-related elements like visuals and sound? Or is gameplay all that matters in the end? When it comes to these various “Not” projects, I tend to examine physics and gameplay elements before anything else. I even made a point to play some of Mega Man Legacy Collection immediately before getting my hands on Mighty No. 9 at the Square-Enix booth. I“ll talk presentation first, though. These visuals are somewhat difficult for me to describe. It“s indeed an attempt at modern design, but I“m honestly not sure if I“m happy with how the character and enemy models themselves turned out. I am, however, satisfied with the various environments they populate. And at least the two mesh well together. I may not be able to pinpoint what I don“t like about the visuals, but the soundtrack is completely satisfying. I only really got the chance to immerse myself in an ice level, but I made a point to play every level in the demo so I could hear its music. The level I did play featured some fairly well-written dialogue that was filled with puns and the kind of humor you“d expect to find in a Mega Man game. Ultimately, the presentation side of things is consistent, even if I“m not necessarily a fan of certain aspects. Is Mighty No. 9 a successful attempt at recreating Mega Man“s gameplay? The answer is yes. If you“re looking for a specific comparison, I“d say to expect the gameplay of Mega Man: Powered Up, except you can burst forward infinitely versus a limited amount. Enemies go down easy, but not too easy. The bosses I faced required me to shoot them a lot first in order to weaken them, then charge into them to finish the job. Charging itself--that burst forward--has a combo system attached. Beck moves and jumps like he should. Ultimately, in terms of physics and how Beck himself “feels” — comcept did not miss the mark. At first, I thought the gameplay was too easy. But by the middle of the level, I was falling down a long-winded path of spikes on either side of me that was very difficult to navigate. I“m not sure if they“ve quite nailed down the concept of “Mega Man hard” with the level I attempted, but it“s certainly no slouch. All in all, I“d say Mighty No. 9 has been worth the wait. And it“s worth looking into if you never did wind up backing the project during its beginning phases. I may not consider it a phenomenal, groundbreaking, hype-generating experience, but... if you temper your expectations and peg Mighty No. 9 as simply a return to (Mega Man) form versus something that“s going to be masterful material, you won“t be disappointed. If you want to learn more, check out the official website.
  7. Today, Deep Silver announced a collector's edition version of Mighty No. 9 dubbed The Signature Edition that will come with the game and a 6.5-inch, individually numbered statue of the game's protagonist, Beck. However, instead of being a traditional statue, this figure actually has 14 different points of articulation and three interchangeable faceplates. And finally, the box itself will come with a foil signature of Keiji Inafune. Also on the way is free DLC that all launch versions of the game will receive. The first bit of DLC will allow players to play as a Retro Hero version of Beck, sort of like a Minecraft version, while the second bit of DLC will be a one-hit death mode for those looking for a challenge. If the Mighty No. 9: Signature Edition sounds like something you're into, get ready to fork over $59.99 on launch (the regular version of the game is slated to sell for $29.99). Both versions of the game will be coming to PlayStation 4, Xbox One, and Wii U on September 15. Source: Siliconera What are your thoughts on the Mighty No. 9: Signature Edition?
  8. It's been a long time since October 2013 when Mighty No. 9 was successfully funded via Kickstarter. Fans have been patiently awaiting a release date, and now (not too far from the end of their promised April 2015 window), news has finally come--with a twist! The game will release on September 15th, 2015 in North America. And it's coming to Europe and the rest of the world on September 18th. Indeed, this is quite far away from the original release month, but there's a reason for that. Comcept has teamed up with Deep Silver (Saints Row, Dead Island and more) to bring Mighty No. 9 to other places, other platformers, and to offer additional content. More specifically: the game will now feature Japanese, French and other voice-overs, and will come to portable platforms sometime later. Also: there's going to be a physical release (different from the Kickstarter-exclusive one that many backed) on all next-gen consoles, and a downloadable character and level--free for backers. Here's a handy little info graphic to go into more detail. Skeptical? Comcept has prepared an FAQ that will hopefully answer your questions. All in all, it seems like this news and partnership (while it comes with a delay) should help make Mighty No. 9 better than it was before, and help it to reach more hands. ​Source: Mighty No. 9 Official Site How do you feel about this news? Are you a backer of the project? If not, are you planning on picking up Mighty No. 9 when it releases this fall? Be sure to let us know!
  9. barrel

    Review: Soul Sacrifice

    Developer: Marvelous AQL, SCE Japan Studio, Comcept Publisher: Sony Computer Entertainment Platform: Vita Release Date: April 30, 2013 ESRB: M for Mature I really like playing games on my Vita, I sincerely do. I know it's crazy talk, but I've enjoyed several games on the system beyond the multiplatform titles and ports that are easily associated with its library. The reality is though, the 3DS has been rallying a surprising amount of software support as of late, and for fair reason. Heck, Nintendo having the Monster Hunter franchise close to its chest has more or less shifted the entire handheld marketplace in Japan and has left the Vita neglected by many developers. Despite that being the case, game developer icon Keiji Inafune and his newest development team at Comcept attempt to play on Japan's very popular Monster Hunter mold via a distinct approach with Soul Sacrifice on Vita. Soul Sacrifice brings a very dark perspective to its gameplay style and setting with a faithful emphasis to its eerie name. Does it make for a worthy system savior or a fruitless sacrifice? The world of Soul Sacrifice starts off in its final toll and in a bleak, apocalyptic situation. The sky is painted forever black, the earth robbed of most of its life, and the remnants of mankind are imprisoned, awaiting their final days as sacrificial fodder for the sorcerer, Magusar, who brought the world to its current state. As a human captive, the player happens upon a mysterious talking book, who goes by Librom, in their skeletal cell and is offered a chance to change their sorry circumstance. Despite telling the player of how many have failed before them, Librom offers the ability to reclaim the power of a former sorcerer's life, and the possible strength to fight Maguasar, if they relieve the chronicles of the sorcerer's life through his pages. If anything, Soul Sacrifice should be lauded more so for its imaginatively realized setting than its actual storytelling. The main story itself is a bit heavy-handed with its themes and is rather predictable at times, however, the lore behind Soul Sacrifice and how the story is presented is actually rather interesting. Flipping through Librom's pages help paint an interesting faded novel aesthetic that is spliced with stylized animated comic strips for certain scenes. Even beyond that, players can study up on plenty of optional but pretty in-depth and well-written lore and mythology entries, with the backstories of the archfiends, or bosses, in particular being the most interesting. There is also little things like how Librom will interject during certain parts of the narrative, and throw out possible theories about what is about to happen next, humoring the player's possible lack of knowledge, that creates an interesting dynamic about how the story is presented. Even if the main story isn't very noteworthy by itself, Soul Sacrifice does certainly does go out of its way to flesh it out its setting by how it is presented for those willing to take notice. While the emphasis on sacrificing is a bit overbearing in the main story, the way it ties into gameplay is implemented in an engaging way. Everything from skills, abilities, and handling felled monsters is divided between the 'saving' and 'sacrificing' mechanics in Soul Sacrifice. In terms of narrative context, sacrificing forever embeds a creature into the sorcerer's right arm while also granting them power and saving revitalizes the creature and/or caster and gives them at a second chance at living; even if it sounds like a binary good and evil, there is a darker edge to both actions. Both sacrificing and saving in gameplay each have their perks and minuses based on player builds and battle situations, and this ties into multiplayer as well. The easiest comparison for Soul Sacrifice's core gameplay structure is certainly Monster Hunter, but it is also reminiscent of the hidden gem Phantom Dust on the original Xbox due to how skills are allocated and its overall faster and more mobile approach to gameplay. Mission structure of Soul Sacrifice is pretty straightforward where it is designed around either killing a certain amount of enemies, gathering X amount of items, or defeating large scale boss monsters. The player is also ranked at the end of each mission, which yields different offering/spell ability drops. Because of how the quests are structured in Soul Sacrifice, like many games in the 'hunting' subgenre, it leads to some very deliberate repetition. While Soul Sacrifice is faster paced/less grindy than most of its ilk when it comes to its questing, the repetition can certainly wane the enjoyment of less patient action-rpg fans who just want to enjoy the single player. Where Soul Sacrifice most impresses in gameplay is when its more unique facets come into play. Soul Sacrifice has tons of individual skills and abilities to play with, with even more to create using the fusing and combining system for new or better ones. The game also really rewards understanding the weakness of enemies or smartly timed attacks, which reflects most of the time in the midst gameplay and even post-battle grading. A smart parry with an effective shield, a well-timed 'Black Rite', or specific elemental offensive equipment that can paralyze a foe can easily control a tough battle. The difficulty and duration of many battles can easily be set based on how the player utilizes skills/offerings and the game will reward them for understanding it. Beyond standard abilities are Black Rites, which utilize powerful skills at a cost. Black Rites can easily turn the tides of a archfiend (boss) fight depending on when and how it is used. For example, do you use a Black Rite that can easily clear a map of enemies for crowd control or a separate one that allows the player bind an enemy, hopefully a boss, for an extended period of time in multiplayer so your allies can safely beat down on it. Of course, these versatile and powerful skills could also really penalize the player if they are careless and use them too early: negative effects ranging from halving their maximum defense, constantly draining health, or making you unable to see clearly for rest of the fight; so it is safe to say you should use them wisely. Speaking of multiplayer, that is easily the most desirable/satisfying means of playing Soul Sacrifice. Admittedly, you will at first want participate in multiplayer because the single player ally AI is next to useless, or in my opinion, arguably worse than soloing, but also because it creates a different layer of gameplay strategy. Some abilities like a couple of 'Black Rites' as well as standard offerings/skills are only effective in multiplayer. Also having another party member can easily remove the tension of a tough fight since they can save/revive you when you are down ... or sacrifice you because they think you are useless and want large damage on a boss and better item drops. But don't fret, even allies that seem down and out for that battle, most likely because an ally sacrificed them mid-battle (jerk, who would do that? *cough*), doesn't mean they can't help; even fallen/sacrificed allies can boost the attack of fellow allies and also decrease the defense of bosses. In general, I think the multiplayer of Soul Sacrifice is pretty fun and reflects the game at its best... or worst because of these clever extra mechanics. In terms of actual visual fidelity, Soul Sacrifice doesn't seem to be pushing the Vita hardware a whole lot. Environments in Soul Sacrifice generally rather small in scale with few exceptions and will become familiar in no time. When it comes to enemies and character models the attacks animation that accompany them are generally imaginative, even they themselves also don't push the hardware much. However, I've seen the framerate buckle down in gameplay for a couple bosses in particular and just random moments during multiplayer, but that might've been connection related for the latter. Even if I don't inherently like Soul Sacrifice's grotesque art direction, or "metal" style as some might define it, I did find myself respecting it the more I played. As mentioned previously, I think Librom's book presentation from menus to storytelling is creatively done. In addition, I like how the mind's eye, or the game's way of scanning the environment, enemies, and allies, conveys important information without deliberately telling you what is what despite using simple visual color filters. Also, in regards to battles I find myself appreciating the design for the bosses and regular enemies, which showcase several visual quirks and are rather faithful to the narrative lore written about them. If dissected technically I don't think Soul Sacrifice will impress most graphical enthusiasts, even on the vita's lovely screen, but I think it gets by with the interesting aspects of its presentation and art design. The soundtrack of Soul Sacrifice is excellent and has established videogame composer Yasunori Mitsuda at the helm, which some may recognize for his work in titles like: Chrono Trigger/Cross, Xenoblade Chronicles, and Shadow Hearts 1/2. Fitting for Soul Sacrifice, the musical compositions are dense with powerful foreboding orchestral compositions for battles to more somber and melancholic arrangements in the story sequences. The voice acting is less impressive however, with what feels like a stilted delivery for both English and Japanese, even considering the game's oppressive and dreary atmosphere. The voice work is by no means bad at the end of the day, but it is very underwhelming in terms of what the great audio the soundtrack establishes. After investing a surprising amount of time into Soul Sacrifice, I can safely say it is an interesting game to say the least. While it is tempting to label Soul Sacrifice as a dark Monster Hunter clone without any real insight, it offers a lot more than that and more than differentiates itself from the crowd. Soul Sacrifice weaves a surprisingly elaborate setting that carries over from gameplay to its storytelling devices, which most of the hunting subgenre can't honestly claim to have. Soul Sacrifice is also punctuated by fast-paced and rewarding gameplay mechanics, a very distinct art direction, and an excellent musical score. Unfortunately, it does also fall into a few of the genre's traps in regards to uninspired/repetitive quest design and enjoyment that is best served with a group in multiplayer; Also for the main story it does have it is not as realized as the intriguing written lore that sets it up. Regardless, even if Soul Sacrifice isn't likely the vita's system savior for most people, for those who really sit down and play the game they might easily find themselves something far more enjoyable than a certain other monster slaying juggernaut-- I know I did. Pros: + Creative setting that is realized in interesting ways from gameplay to storytelling + Tons of useable abilities and skills + Intriguing background narrative lore + Excellent soundtrack + Fun online multiplayer with clever additions Cons: - Repetitive quest design with little variety, more glaring in single player - Main story is a bit predictable and heavy-handed with its themes - Occasional visual stutters and framerate drops - Poor single-player ally A.I. Overall Score: 7.5 (out of 10) Good For an action-rpg subgenre that is so very stagnant, Soul Sacrifice manages to breath a surprisingly amount of life into it with the creative use of its setting and gameplay.
  10. gaiages

    Review: Bugs Vs. Tanks!

    Developer: Comcept Inc. Publisher: Level 5 Platform: 3DS ( eShop) Release Date: June 20, 2013 ESRB: T for Teen A download code was supplied by the publisher for this review When you pick up one of Level-5's Guild-01 or Guild-02 games, you know you are at least going to get a quirky and unique experience. From Liberation Maiden to The Starship Damsey, each title is bound to offer you something interesting and exciting, even if in some cases the execution isn't as as great as the idea. So, where does this newly localized title Bugs Vs Tanks! land? Is it a great idea with a poor execution, or does the quirky idea of taking on insect forces with military firepower stand on its own six legs? Bugs Vs. Tanks! has an interesting, if minimal, story: It's World War II, and a platoon of tanks mysteriously vanishes. The German troops are thought to be KIA... but they are still very much alive, shrunk down to miniscule sizes and fighting for their lives against ants, mosquitoes, and other typical tiny nuisances. There's little else to the story than that, but it serves to understand why you're fighting giant (at least from the characters' view) insects and general survival in the suddenly harsh environment is good enough motivation. As such, this title must rely on gameplay to shine, and in that aspect it doesn't fail, but it doesn't stand out either. You move around both the tank and its line of fire, and the cannon either shoots automatically or with your manual input, which you can toggle in the options menu. There's also a once per mission SOS button, which you use to summon some back-up fire... and well, that's it. The simplistic controls lend itself well to the game, making it easy to pick up, shoot some termites, and be done. The game is set up into missions. There are sub-missions, which usually aren't terribly storyline important but need to be completed regardless, and key missions that typically have a boss battle and a change of scenery. Missions tend to be over very quickly, with few lasting more than four or five minutes, making it even easier to play in short bursts. Speaking of, playing in short bursts is certainly the best way to enjoy Bugs Vs. Tanks!, because unfortunately the missions can get old very quickly. You have timed missions, destroy X amount of bugs missions, search and rescue missions... but there are very few unique missions to look forward to. Thankfully the maps and their environmental hazards change often enough to keep it from becoming a complete grind, but sitting down and playing the entire game straight through will make the title feel like a slog. However, for those that are entertained by the main game, there is plenty to do even past the main game. After the main levels of missions, there are not only EX missions but also extra Co-Op Missions that you can tackle with like-minded bug busters (or even alone). Also, with varied difficulty settings and the various ways to customize your tank, you'll find plenty of depth in this title. To be honest, the various tanks you can unlock are the best part of the game. They are historically accurate for the World War II setting, which is really a neat touch. You can use any of the tanks that you find scattered about the missions, and even customize their cannons and fire rate, amongst other things. While a typical playthrough on Normal probably won't need you to go that deep into customizing, having the option there is welcome for those that enjoy tweaking their tanks. Also, if you have any Guild-01 save data, you can unlock a gold plated version of the starter tank... and even if that doesn't make sense, it's still pretty neat looking. While there is nothing inherently wrong with Bugs Vs. Tanks!, it's still hard to recommend. It's quirky enough and decent fun to play, but there is little that makes it stand out of the crowd as a 'must-play' game. Shooting up various insects with tanks may sound great, but all in all it's... almost a little dull. Pros + Quirky, light story doesn't try to make sense + Historically accurate, customizable tanks add depth and charm Cons - Missions are cookie-cutter and can quickly get old - Gameplay is very simplistic, but can border on boring or tedious Overall Score: 5.5/10 Average Bugs Vs. Tanks! might have a stand-out concept, but the gameplay and mission structure is anything but.
  11. barrel

    2013 05 14 215033

    From the album: Soul Sacrifice

  12. barrel

    2013 05 10 150058

    From the album: Soul Sacrifice

  13. barrel

    soul sacrifice 27

    From the album: Soul Sacrifice

    © http://cdn2.dualshockers.com

  14. barrel

    2013 05 10 215235

    From the album: Soul Sacrifice

    © Screenshot 'stolen' from GP member Wildcard

  15. barrel

    2013 05 06 205227

    From the album: Soul Sacrifice

    © Screenshot 'stolen' from GP member Wildcard

  16. barrel

    2013 04 25 194100

    From the album: Soul Sacrifice

    © Screenshot 'stolen' from GP member Wildcard

  17. barrel

    2013 04 23 202440

    From the album: Soul Sacrifice

    © Screenshot 'stolen' from GP member Wildcard

  18. From the album: Soul Sacrifice

    © http://17f0418678386b4e6860-e4f9fcd924b589d19bf6ccc2802ea9aa.r66.cf1.rackcdn.com