Saturday, December 14, 2013

Free-to-Play Soulcalibur Lost Swords Confirmed For Europe, Single-Player Only

Free to Play Soulcalibur Lost Swords Confirmed For Europe, Single Player Only

Following its reveal in Japan’s Famitsu magazine earlier today, Soulcalibur Lost Swords is confirmed for release in Europe—and it will be a 'single-player experience' according to Namco Bandai.

Namco Bandai will release the free-to-play fighting game in Europe via the PlayStation Network. As previously reported, Siegfried and Mitsurugi will be among the game’s playable characters.

More news on Soulcalibur Lost Swords is expected at this year's Toyko Game Show.


Read more stories about PlayStation 3 & Soulcalibur: Lost Swords on Siliconera.

Thursday, December 12, 2013

PS Vita TV Will Reach Asia In January 2014 (2)

PS Vita TV Will Reach Asia In January 2014Sony confirmed they will bring PlayStation Vita TV to other Asian regions in January 2014. This device plugs into a TV and plays PsOne Classics, PSP games, and selected Vita titles like God Eater 2 and Soul Sacrifice Delta.

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PS Vita TV supports ad-hoc play with other Vita handhelds and two DualShock 3 controllers for PsOne games.


Read more stories about PlayStation Vita on Siliconera.

Wednesday, December 11, 2013

Watch Adam West Batman Get His Hands Dirty In Batman Arkham Origins

As previously reported, Batman: Arkham Origins will get two exclusive costumes at launch on PlayStation 3—the Adam West Batman outfit from the 1960s TV show and the costume featured in the Knightfall saga in the comics from the ‘90s. A new trailer shows both costumes in action, and you can watch it below:



Just when these costumes will be made available for other platforms hasn’t been announced yet. Batman: Arkham Origins will be released for PC, Xbox 360, PlayStation 3 and Wii U on October 25th.
Watch Adam West Batman Get His Hands Dirty In Batman: Arkham Origins


Read more stories about Batman: Arkham Origins & PC & PlayStation 3 & Videos & Wii U & Xbox 360 on Siliconera.

Monday, December 9, 2013

Arc System Works' Supernatural RPG Has An Unconventional Battle System

In our previous post, we talked about the adventure half of upcoming horror dungeon crawler Tokyo Twilight Ghost Hunters. After conversations are done, it’s time for action. Battles have to be planned carefully in advance in Tokyo Twilight as the ghosts are quite smartly invisible to the naked eye.

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Pre-battle, players can lay out traps and sensors on a map that will help them both figure out enemy movement and deal some damage should the foes stumble into their traps. These cost money though, and the predictions of where the ghosts will be exactly may be wrong. In a twist, the game swaps between players planning their move for the turn on a battle map and a “camera feed” from each character’s head as they move around.

Tokyo Twilight has some snazzy effects to make the transition from map to in-game battle movement, and ghosts only show up if you land a successful hit on them. There also appears to be a turn limit(!) before the ghosts escape, perhaps.

While the video shows only two characters moving and fighting in the map, the right hand side of the display also shows three more characters – a possibility that reinforcements could be summoned if things go hairy perhaps?

Tokyo Twilight Ghost Hunters is slated for a 2014 release on Sony’s PlayStation 3 and Vita.
Arc System Works Supernatural RPG Has An Unconventional Battle System


Read more stories about PlayStation 3 & PlayStation Vita & Tokyo Twilight Ghost Hunters & Videos on Siliconera.

Sunday, December 8, 2013

Bakumatsu Rock Is The Wildest Music Game You'll Hear About This Year

Bakumatsu Rock Is The Wildest Music Game Youll Hear About This Year Feudal Japan is a hot setting and video game companies have different takes on it from the romance series Hakuoki to Sega's more RPG-like Yakuza Restoration. Senran Kagura maker Marvelous AQL has a wild spin on ther era called Bakumatsu Rock.

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Set in the final days of the Tokugawa Shogunate, the Shogunate is using the Heaven's Song to brainwash people and rule the country. Freedom fighters are "rockers" led by Sakamoto Ryoma. Famitsu says Bakumatsu Rock is a rhythm game and it's coming to PSP on February 27.

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Here are some of the characters and voice actors confirmed for the game:

Sakamoto Ryoma (Kisho Taniyama)

Takasugi Shinsaku (Tatsuhisa Suzuki)

Kido Takayoshi (Showtaro Morikubo)

Okita Soji (Kensho Ono)

Hijikata Toshizo (Toshiyuki Morikawa)


Read more stories about Bakumatsu Rock & PSP on Siliconera.

Thursday, December 5, 2013

Lightning Returns Final Fantasy XIII Brings Back Vanille

Lightning Returns: Final Fantasy XIII Brings Back Vanille

Square Enix and Sony Computer Entertainment Japan’s Play Community held a special Lightning Returns: Final Fantasy XIII event, where various key members of the staff got together to talk about the latest features including equipment customization options.

While shops will be selling your everyday swords, shields, and gear; they’ll also sell various ‘decoration’ parts, such as glasses, piercings, pendants and more. These will serve cosmetic purposes, and won’t affect your stats. According to Square Enix, Lightning Returns: Final Fantasy XIII is a world-driven game, so they wanted to make shopping a little more fun by having various shops around the world that sell regional specialties.

Performance customization will be a huge part in Lightning Returns: Final Fantasy XIII, too, however. Square Enix felt that RPGs have always followed a pattern of going to town to buy new equipment, beat the next boss, repeat; so, they’ve decided to add a little twist by allowing players to freely customize their own style according to preference.

The three main styles are: Balanced, Magic, and Physical-type. For example, players who aren’t that great at action will be able to customize Lightning’s performance to focus more on defense and HP, so they can take more hits, or go with an approach featuring no defense and very high damage output.



The above video is a look at the new color customization option. The “Custom Color Drive” allows you to change the colors of your equipment by choosing from of a palette of preset colors, or you can customize your own colors and set them yourself. Your equipment will be divided into three main sections, allowing you to color it according to your preference.

Lightning Returns: Final Fantasy XIII Brings Back Vanille Lightning Returns: Final Fantasy XIII Brings Back Vanille

This feature also works for collaboration items and other special equipment, so you can dress Lightning in an all-pink SOLDIER outfit, if that’s what you’d prefer.

Additionally, Dengeki’s coverage of the event has confirmed that Vanille will also be reappearing in Lightning Returns: Final Fantasy XIII. Director Motomu Toriyama revealed, “This time, Vanille is being sheltered by a religious organization, known as the “The Order,” who control the city of Luxerion.”

Square Enix will be revealing more regarding Vanille in the next update.

Lightning Returns: Final Fantasy XIII is slated for release in February 2014 in the U.S. and Europe for PlayStation 3 and Xbox 360.


Read more stories about Lightning Returns: Final Fantasy XIII & PlayStation 3 & Xbox 360 on Siliconera.

Wednesday, December 4, 2013

Sengoku Basara 4 And Its Wacky Enemy Formations Are Set For January 2014

Sengoku Basara 4, Capcom's samurai themed hack and slash game, is coming back to consoles on January 23 when its released for PS3. Just like other games in the series, one button is for basic attacks which you can change with long button presses and adding a direction input. Each character has different special skills (mapped to triangle & R1 with different directional input) they can learn when they level up, and secret techniques tied to R2.

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L1 is your defense button. Pressing this makes your character guard, but you can also do a knockback move if you press L1 right before an enemy strikes or an evasive maneuver by pressing L1 and the analog stick. When your Basara gauge is full you can unleash a Basara attack. New for Sengoku Basara 4 is the Giga Basara technique (giga being the kanji "caricature") which you can trigger if you and a partner character use a Basara attack at the same time. This changes the game with a Sumi-e art look for the duration of the attack.

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Here's a look at the different characters in Sengoku Basara 4.

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Enemies learned a few tricks between Sengoku Basara: Samurai Heroes and Sengoku Basara 4 too. They can organize into different formations when a tactician on the battlefield orders common soldiers to change their strategy. Soldiers with guns can make a human pyramid that fires bullets in sync. Foot soldiers with spears and shields can create a gigantic moving wall. The Great Wheel formation creates a deadly spinning human wheel and another formation has spear soldiers spinning so fast they create a tornado.

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Sengoku Basara 4 And Its Wacky Enemy Formations Are Set For January 2014 Sengoku Basara 4 And Its Wacky Enemy Formations Are Set For January 2014 Sengoku Basara 4 And Its Wacky Enemy Formations Are Set For January 2014 Sengoku Basara 4 And Its Wacky Enemy Formations Are Set For January 2014Sengoku Basara 4 And Its Wacky Enemy Formations Are Set For January 2014


Read more stories about PlayStation 3 & Sengoku Basara 4 & Videos on Siliconera.

Tuesday, December 3, 2013

Yoshi's Island For 3DS Gets A New Name And A New Trailer

Nintendo haven’t said much about the new Yoshi’s Island game for 3DS since its reveal, but they did release a new trailer for it at E3, and you can watch it below:



As you may notice, the game is now titled Yoshi’s New Island. It will feature worlds using different art styles, such as oil, watercolour and crayon. Nintendo plan to release it sometime in 2014.
Yoshis Island For 3DS Gets A New Name And A New Trailer


Read more stories about Nintendo 3DS & Videos & Yoshi's Island 3 on Siliconera.

Monday, December 2, 2013

Injustice Gods Among Us Patch To Strengthen quot;Lower Tier quot; Characters

Injustice: Gods Among Us Patch To Strengthen "Lower Tier" Characters

As previously reported, Injustice: Gods Among Us is set to receive a balance patch in the future. Yesterday, NetherRealm Studios co-founder Ed Boon shared a little bit about one of the things the patch will do.

“New Injustice balance patch coming soon that strengthens a number of characters some might have considered ‘lower tier’,” Boon said over Twitter. “For example: LOBO!”

In reply to a fan requesting that Bane be “buffed,” Boon replied, “I think you're going to be pleased'.”

Additionally, Noob also confirmed that new Injustice character skins are on the way as well, although he didn’t comment on just when this content could be expected.


Read more stories about Injustice: Gods Among Us & PlayStation 3 & Wii U & Xbox 360 on Siliconera.

Sunday, December 1, 2013

Dragon Fantasy Lost On Memory Lane

Dragon Fantasy: Lost On Memory Lane

The first chapter of Dragon Fantasy centers around Ogden, an aging knight who attempts to chase after a dark knight after he attacks the castle and steals the prince Ogden intends to protect. He shortly thereafter learns that he needs to track down hidden pieces of armor to defeat the Dark Knight by himself.

While it's somewhat interesting to play an RPG with one party member, there's very little that felt particularly special outside of that. In the first chapter, each fight is one on one, with Ogden choosing to attack, use magic, use items, or run away each turn, and then attacking either before or after his opponent depending on their speed. You get more magic as you level up, too.

It's workmanlike, but it's fast enough to make grinding more tolerable. It's also handy that if you die, you return to the last church you've visited (combination save points and respawn points) with all of your experience and items, but only half your gold. It's better than losing all your experience when you miss one too many times in a row (which is more common than you might expect, missing attacks will typically happen multiple times to both Ogden and his opponents in an extended encounter).

Dragon Fantasy: Lost On Memory Lane

Later chapters incorporate other party members, the ability to capture enemy monsters,  and allow you to fight multiple enemies at a time. I like how fast it feels that you choose your entire party's attacks before your party and your enemies attack each other based on speed, but combat isn't too dramatically different here either.

So it's a very simple RPG. One would expect however, that if combat wasn't anything special, and the story was pretty archetypical, that the writing or characters would make up for it. Dragon Fantasy has a perpetually snarky, silly tone, which would be fine if that wasn't all there was. Enemies like Mr. Rock Monster and Mrs. Rock Monster attack you, and their attacks reference each other. Mr. Rock Monster might hurt Ogden by trying to explain the lipstick on his collar whereas Mrs. Rock Monster might yell at Ogden about the dishes. These are cute the first time, but at one point, in the middle of all my grinding, I just started mashing through the text. It is kind of cute that even palette swapped monsters have their own attacks and their own death description, but when even monsters are silly, it just kind of feels like nothing matters.

This extends to characters, too. Because of the tone, all of the characters tend to sound the same. A number of characters will tell you to do something or even just tell you something, then basically end whatever they said with what's effectively a 'just kidding!' in the same line you talk to them or after you've fetched whatever object they asked you to fetch. Because everything felt like a joke, I never really got invested in any of the characters. With a series like Disgaea, the characters feel different from each other there are also moments where the game will stop being zany for a moment to let their characters grow. Dragon Fantasy just has characters constantly being silly and it made it hard to care. Some stuff amused me, but because of the constant silliness I never really cared about what was going on. I didn't care about Ogden or the mysterious spellcasting woodsman or' anyone.

Dragon Fantasy: Lost On Memory Lane

Dragon Fantasy rides on the supposition that the player will have some nostalgia for the sorts of Super Nintendo RPGs that it imitates. I don't have that nostalgia. I wonder if I would have gotten more enjoyment out of it if I grew up with the likes of Dragon Quest IV and V and other 16-bit RPGs. It just felt like I could get everything I could get out of Dragon Fantasy from one of the games it references, and I would actually care because one of those games wouldn't constantly be trying to get me to laugh. The story might actually have some weight.

Food for Thought:

1. There is a patch on its way to the Vita version which will fix the frequently-missing attacks and inexcusable lack of a run button. Those changes will hopefully make me like the game more.

2.  I'm not sure if this was a deliberate nod to older RPGs, but there are a lot of grammatical issues in Dragon Fantasy, including one in the first line of the game.

3. There's a strange flickering on some tiles as you walk. It's not sprite flickering, but it's like the brightness on certain tiles changes as you walk. Unfortunately, I couldn't screencap it.

4. I personally preferred the game in its 8-bit style because of the way the music was arranged. However, when the patch arrives that allows you to toggle visuals and music independently of each other, I'll probably use the enhanced spritework with the 8-bit soundtrack.


Read more stories about Dragon Fantasy & PlayStation 3 & PlayStation Vita & Playtests on Siliconera.

Friday, November 29, 2013

Final Fantasy Director Wants To Develop New I.P. For quot;Seniors quot;

Final Fantasy Director Wants To Develop New I.P. For "Seniors"

Hajime Tabata, director of Final Fantasy Type-0 and co-director on Final Fantasy XV, says his future goal is to develop new IP aimed at “seniors”. Tabata’s comment made an appearance in Square Enix’s latest annual report.

“My aim for the projects centering on Final Fantasy XV is to achieve the highest-acclaimed, highest-profitable installment in the Final Fantasy series,” Tabata says to Square Enix shareholders. “With this goal in mind, I would appreciate your continuous support.”

He continues, “Going forward, as a creator I would like to develop new IPs for seniors. I will create games that would thoroughly satisfy myself as I get older.”

“Also, as a leader, I want to establish a strong production studio with an open, flexible atmosphere that constantly delivers excitement to shareholders, employees, the game industry and users—a studio with the capacity to consolidate the Group’s capabilities and play the best match at the forefront of the industry.”

“On this journey, the support of shareholders would be very much appreciated.”

Image courtesy Square Enix.


Read more stories about Final Fantasy Type-0 & Final Fantasy XV & Square Enix on Siliconera.

Killer Instinct Will be a Free-To-Play Game for the Xbox One

When Xbox One was showing its game lineup, many didn't expect them to pull out a heavy hand and unload Killer Instinct onto us. Not only did they announce the long awaited return of Killer Instinct, but it will also be a digital only game available on day one of Xbox One. Not only that, but it will be free to Xbox Live Gold Members with fighter Jango. Additional characters will need to be purchased.

'Fighting games are big and expensive and they can be complicated. It's very hard to get good at a number of characters,' the producer said. 'You generally gravitate towards one or two or three or four at the most. We want players to be able to experience the game that way. Just buy the characters you want or buy them all and we'll give you a discount on that.'

Pricing was not revealed but the Xbox One and Killer Instinct are expected to be released this November.


E3, killer instinct, Microsoft, News, Xbox One

Wednesday, November 27, 2013

Tales of Xillia 2 Will Have Bonus Items For Loyal Tales Fans

Tales of Xillia 2 Will Have Bonus Items For Loyal Tales Fans

As reported this past weekend, Namco Bandai are bringing Tales of Xillia 2 to Europe (and Australia, too, they say) in 2014.

Prior to the game’s release, this August will see the release of the first Tales of Xillia game in the West, and Namco say that if you have a save file for both Tales of Xillia as well as Tales of Graces f on your PlayStation 3, you’ll be able to avail bonus items in Tales of Xillia 2.

Namco haven’t specified just what these items will be, if you look over our Japanese coverage of the game, you’ll see that Tales of Xillia 2 has a whole lot of DLC in Japan to pick from.

Tales of Xillia 2 follows the adventures of Ludger Kresnik and Elle Marta. The game features a “choice” mechanic, where the player is asked to make on-the-spot choices using the L and R buttons. Tales of Xillia 2 also has a weapon swap feature in battle, which allows Ludger to switch between dual pistols, dual blades and a sledgehammer.


Read more stories about PlayStation 3 & Tales of Xillia 2 on Siliconera.

Tuesday, November 26, 2013

Phantom Breaker Another Code Makes Final Boss Playable

Delta Factory's fighting game Phantom Breaker was re-released in arcades as Phantom Breaker: Another Code. A new version is scheduled to come out in a few days that adds Infinity, the game's final boss, as a playable character.

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Phantom Breaker: Another Code Makes Final Boss Playable Phantom Breaker: Another Code Makes Final Boss Playable

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Phantom Breaker: Another Code Version 1.1 also fine tunes the game balance so you gain more meter when you take damage. This should make gameplay more aggressive since players will be able to use special attacks more often. A new opening movie will give players a better idea about the Phantom Breaker universe too.

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Phantom Breaker was supposed to come out in North America, but the game's releases has been on hold since last year.


Read more stories about Arcade & Phantom Breaker on Siliconera.

drakengard 3 s lead character is rather promiscuous

Drakengard 3s Lead Character Is Rather Promiscuous

We recently reported that Drakengard 3’s protagonist, Zero, will have other allies aside from dragons to help fight on the battlefield. They’re male characters called 'Apostles,' who we’ve briefly described. This week’s issue of Dengeki gives us a closer look.

According to Dengeki, the Apostles serve the role of' satiating Zero’s sexual desires. She can also take along two of them to help out on the battlefield.

Here are details surrounding some of Drakengard 3’s Apostles:

Dito

A beautiful young man with a contradictory brutal personality. He has sharp insights, but also a sadistic nature, as he feels joy when deeply injuring opponents and hearing them scream in pain when tormented.

Decad

A middle-aged brawny man with glasses who fights with his fists. He secretly considers his pains and adversities to be some sort of rewarding trial that he enjoys in a masochistic manner, but he still has common sense and consideration towards women.

Drakengard 3s Lead Character Is Rather Promiscuous

Octa

An older man who uses special ring-like weapons. He walks around wearing a pair of amazingly tall wooden clogs. The old man is considered the best of the Apostles when it comes to sexual activities, an abnormality for his age that he is proud for.

Cent

Cento (pictured right) is a young man with a cross-shaped scar across his stomach. Cento’s weapon of choice are dual blades. He’s a handsome man who has nothing but absolute confidence in himself, but he often makes the mistake of announcing his knowledge, which might seem cocky to others.

Drakengard 3 is slated for release on PlayStation 3 later this year.


Read more stories about Drakengard 3 & PlayStation 3 on Siliconera.

Monday, November 25, 2013

how level-5 s little battlers strategy rpg works

How Level 5s Little Battlers Strategy RPG Works The Little Battlers Wars is a strategy RPG take on Level-5’s The Little Battlers RPG series.

The Nintendo 3DS game takes the original premise of fighting with miniature mechs and places it in a battlefield where LBX players compete in teams.

The story takes place in Kamui Daimon United Academy, a prestigious school built for LBX players. Underneath the school is a battlefield ten kilometers in diameter called Second World, where battles between LBXes unfold. You play as a new transfer student in this school and can interact with the heroes of the anime, Arata and Hikaru.

How Level 5s Little Battlers Strategy RPG Works How Level 5s Little Battlers Strategy RPG Works How Level 5s Little Battlers Strategy RPG Works How Level 5s Little Battlers Strategy RPG Works

In the second world, you maneuver a team of LBXes by drawing lines on the touch screen. When you make contact with an enemy on the map, the game will switch to a battle screen that should be familiar to fans of The Little Battlers.

How Level 5s Little Battlers Strategy RPG Works How Level 5s Little Battlers Strategy RPG Works How Level 5s Little Battlers Strategy RPG Works

Just like in the mainline games, your LBXes can fight with eight different weapons: the sword/rapier, lance/naginata, hammer, one-handed gun, two-handed gun, dagger/knuckle, bazooka/missile, and arm weapon.

How Level 5s Little Battlers Strategy RPG Works How Level 5s Little Battlers Strategy RPG Works

The Little Battlers Wars is scheduled to be released on September 26 for the Nintendo 3DS.


Read more stories about Nintendo 3DS & Screenshots & The Little Battlers Wars on Siliconera.

killer is dead trailer introduces mondo girls

Kadokawa Games have shared a new trailer for Killer is Dead via Famitsu.com, introducing more of the game’s female characters and their interactions with Mondo. Watch the trailer below:



Killer is Dead will be available in North America this Summer. The game will also be released in Europe and Oceania, where it will be published by Deep Silver.
Killer is Dead Trailer Introduces Mondo Girls


Read more stories about Killer is Dead & PlayStation 3 & Videos & Xbox 360 on Siliconera.

Tomb Raider - Hands on

Croft VS Drake!

Cinque mesi dopo la nostra prima prova di Tomb Raider, siamo tornati negli uffici milanesi di Halifax per provare un extended code dell’ultima avventura dell’icona femminile per eccellenza dei videogame, la tanto amata Lara Croft! Questa volta, abbiamo avuto modo di testare a fondo il codice messoci a disposizione da Square Enix e Crystal Dynamics (rappresentati anche in questa occasione dalla Community Manager Meagan Marie), per ben due ore.

Partiamo subito con una doverosa precisazione: le impressioni positive derivanti dalla scorsa anteprima sono tutte confermate e questo nuovo test ha aggiunto tantissima carne… al fuoco! Non a caso abbiamo citato il fuoco, che rappresenta l’immortalità e la trasformazione: visto che stiamo parlando di un reboot, nessun altro elemento poteva essere più azzeccato. Questo elemento primordiale, assume un ruolo assolutamente centrale per la sopravvivenza di Lara, partendo dall’interazione ambientale (per abbattere tutti gli ostacoli che tenteranno di bloccare il nostro cammino), fino all’apertura ad alcuni momenti d’introspezione per Lara, visto che ci permetteranno di entrare in contatto con le emozioni della giovane Croft, dopo aver passato una notte, ad esempio, accampati in un crinale riparato.

Il nostro hands-on è ripartito dalla scena dell’ammaraggio (l’introduzione del gioco, per chi se la fosse persa), per poi ritrovarci catapultati su una spiaggia e successivamente rapiti da alcuni misteriosi nemici. Inspiegabilmente legati e sospesi al soffitto di una grotta, dovremo riuscire a liberarci oscillando in ogni direzione, spezzando la corda con il fuoco. Perché Lara è stata rapita dopo l’ammaraggio su una spiaggia della costa a Sud del Giappone? Le misteriose ricerche derivanti dagli studi di Lara, ci porteranno a ritrovarci nei guai su un’isola sperduta, (ma ben popolata da alcuni brutti ceffi), decisamente poco amichevoli (gli “altri” di Lost?) e l’intera trama girerà intorno agli intrecci tra i vari personaggi, alternando il presente ad alcuni flashback in uno stile che si rifà (volutamente?) a quello di J.J. Abrams.

Fuoco, fuoco ovunque!

Il lato umano, inesperto e sensibile della nostra protagonista, si manifesterà durante alcuni soliloqui, ribattezzati da Square con il nome di “Diari di Lara“: inizialmente avremo a che fare con una giovane donna impaurita per arrivare poi ad una donna consapevole delle sue abilità, senza però arrivare ai livelli della fredda (e anche un po’ saccente) Lara che abbiamo imparato a conoscere negli anni. “You can do it, Lara!” – avremo a che fare con questo mantra ogni volta che dovremo affrontare una nuova sfida di un certo spessore, come la fuga dalla prigionia (ricordate la chiacchierata scena del tentato stupro?) oppure quando dovremo arrampicarci sui rottami di un aereo, passando per un salto nel vuoto. Niente forme giunoniche e occhiali scuri, dunque. La nuova Lara è una ragazza alle prime armi che crescerà di giorno in giorno e il giocatore sarà coinvolto direttamente nella caratterizzazione del personaggio, che come ho già scritto sarà definita da una progressiva crescita emotiva e correlata in un certo senso alla crescita del personaggio in stile RPG.

Parlando di questo nuovo elemento all’interno del gameplay, ho potuto notare un miglior sistema di crescita, che si traduce in una migliore assegnazione dei punti esperienza più veloce rispetto alla scorsa build. Qualsiasi azione (ad esclusione delle parti platform) ci consentirà di guadagnare punti, partendo dalle battute di caccia, fino ad arrivare alla risoluzione dei puzzle ambientali. Fortunatamente, avremo a che fare con un sistema più snello ed immediato rispetto al passato, per quanto riguarda la risoluzione dei “misteri” dell’isola. Senza anticiparvi troppi elementi, i nostri redattori che si occupano delle guide, avranno vita facile grazie “all’istinto di sopravvivenza“, attivabile con il tasto LB, che ci mostrerà tutti gli elementi ambientali che saranno coinvolti all’interno dei puzzle per la loro risoluzione.

L’arco avrà la sua utilità anche per soffocare i nemici, dopo aver strisciato alle loro spalle…

Un altro elemento che mi ha colpito positivamente è ritrovabile nel netto miglioramento dell’IA, anche se la strada è ancora lunga per Crystal Dynamics, prima di poterci proporre uno standard qualitativo, che possa essere all’altezza degli altri elementi proposti dal gioco. L’approccio stealth ai combattimenti è fortemente consigliato: l’arco giocherà un ruolo fondamentale per distogliere l’attenzione degli avversari (che viaggiano quasi sempre in coppia), scagliando su il muro più vicino una freccia a vuoto, per poi dedicarci alle loro teste, oppure utilizzandolo impropriamente come arma in mischia per soffocare gli avversari. La furtività e la rapidità d’esecuzione saranno premiate acquisendo più punti EXP, rispetto all’approccio diretto. Questa volta, ho anche avuto modo di testare con calma le armi da fuoco. Uncharted lo conosciamo tutti e anche i ragazzi di Crystal Dynamics hanno probabilmente giocato la saga di Nathan Drake, visto che questo nuovo Tomb Raider è direttamente influenzato dal titolo sviluppato da Naughty Dog. Avremo a che fare con molti combattimenti in quick time event, ma il vero punto di forza del titolo è appunto la parte legata alle armi da fuoco:  iniziando una sparatoria potremo rifugiarci contro un muro di fortuna (in maniera completamente automatica), oppure contro ad una cassa di legno e sparare i nostri colpi con maggior calma.

Non possiamo ancora anticiparvi nulla sulle tombe, ma sappiate che ci sarà da divertirsi!

Almeno nelle prime fasi di gioco, la mano di Lara sarà incerta e solo attivando l’abilità mano ferma, potremo iniziare a correggere un’iniziale indecisione nei gesti di Lara, una volta impugnata un’arma da fuoco. Altro elemento degno di nota è sicuramente l’introduzione delle mosse finali: dopo aver stordito un nemico, sarà possibile terminare un combattimento con una mossa brutale, scagliando ad esempio un sasso direttamente sulla mascella dell’avversario, da pochi centimetri di distanza. Alla faccia della ragazza insicura e spaurita, anche se arriveremo a questa “finish” soltanto dopo alcune ore di gioco e magari, dopo aver combattuto contro decine di avversari ed evitato il fuoco nemico. Un gesto sì brutale, ma stiamo parlando di una giovane donna che lascerà le sue remore iniziali per far posto allo spirito di sopravvivenza. Prendete dunque Uncharted, metteteci degli elementi RPG, enfatizzando il più possibile il lato cinematografico delle cutscene e otterrete il nuovo Tomb Raider. Fortunatamente, a differenza dell’iconico titolo di Naughty Dog, avremo una maggiore varietà di esplorazione all’interno dell’ambiente in cui viene narrata l’origine del mito di Lara. Ogni sezione di gioco è infatti ben divisa e articolata e pur non essendo contraddistinto dalla vastità dei sandbox, ogni livello di gioco contiene diversi elementi collezionabili e sbloccabili, oppure ci permetterà di accedere ad alcune aree segrete. Forse l’attivazione del già citato istinto potrebbe levare il gusto della scoperta ai giocatori più esigenti, ma potrebbe rendersi utile per i giocatori meno esperti. Sicuramente la scelta migliore sarà quella di utilizzare quest’abilità con moderazione per non appiattire l’esperienza offerta dal gioco, senza snaturare l’unico elemento in comune con i precedenti capitoli della serie.

Il comparto tecnico del gioco, appare ancora (per ovvi motivi), acerbo ma il livello delle cutscene, risulta già molto alto: qualche sporadico calo di framerate, unito ad un’illuminazione dell’ambiente non proprio esaltante, lascia un’ampia percentuale di miglioramento agli sviluppatori per quanto riguarda le parti di gameplay e le animazioni, mentre durante le fasi di esplorazione di grotte e tombe, si riesce a percepire una palpabile senso di claustrofobia, ben reso dal motore grafico del gioco e sostenuto dal contatto continuo con le emozioni provate da Lara.

IN CONCLUSIONE…

Il 5 Marzo 2013 è ancora lontano, ma le premesse sono decisamente ottime. La moda dei reboot degli ultimi anni, ha coinvolto anche Tomb Raider ma in questo caso, stiamo parlando dell’unica scelta possibile per salvare Lara dal pensionamento. Fortunatamente, non stiamo parlando di un’esperimento di dubbio gusto (e da quanto emerso dopo questa seconda prova), stiamo per trovarci tra le mani un titolo profondamente rinnovato e pronto a stupire chi dava questo brand per morto, dopo 16 anni di attività. Se Crystal Dynamics riuscirà ad alternare in maniera intelligente gli elementi (evitando una boriosa alternanza tra flashback e il presente), potremo ritrovarci tra le mani uno dei migliori titoli di una serie, altrimenti predestinata a morire sotto il peso del suo glorioso passato. Se Nathan Drake ha rubato lo scettro a Lara, quando si parla di avventura e archeologia, state pur certi che l’icona femminile per eccellenza dei videogiochi sta tornando più agguerrita che mai sulla scena, per riprendersi ciò che le spetta, forte dei nuovi elementi RPG e TPS che caratterizzano questo (doveroso) reboot.

Tomb Raider: Galleria Immagini 







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