Articles tagged with capcom


 
 
EGX 2017 Impressions:
Sony, Sega and (Ubi)Soft
Sep 22
Posted by Mark at 19:54

The Sony booth this year is the home of the Annual Update Games- specifically, FIFA and Call of Duty, with the more interesting games hidden behind them.


Notable also is the amount of space dedicated to Sony's desperate attempts to make Playstation VR a thing, including a massive VR helmet which makes the booth look like a Daft Punk tribute to Planet Of The Apes.


Like Nintendo's booth, it's full of titles that are already out, like expandalone Uncharted: The Lost Legacy, Star Wars licence Battlefront II, inexplicable sequel Knack 2 and microtransaction shitfest Everybody's Golf. Some smaller new titles which were also there included Hob, which is a top-down-ish adventure game where you play as a guy with a massive hand, which he uses to solve puzzles in order to gradually unlock a tower by rotating bits of it.

I've not explained that very well. It does, however, look like what Knack was probably meant to, so there's that.

We saw Monster Hunter Stories on 3DS yesterday and today we say Monster Hunter World on PS4. A more 'curated' demo than its handheld counterpart, this does a much better job of explaining its mechanics and objectives- although this could also be related to the presence of Scoutflies, which effectively point out everything of vague interest to progressing through the mission.

The initial mission offered sees you trying to hunt a monster by first having some footprints drawn to your attention, then a scrape on the ground that the game nicely describes as "skidmarks", then another footprint and another until eventually the Scoutflies form a trail to follow to the monster. This is one of the new features added to make the game more accessible to people less familiar with the series, but it feels that it could turn the game into a box-checking exercise.

There was also Ni No Kuni II, which looks as pretty as you'd expect. The battle system can be a bit chaotic during boss fights, but it seems to work quite nicely in battles against smaller enemies in the world.

Also present was David Cage's new title Detroit: Become Human, which I didn't get the chance to watch today- although I did overhear one of the reps on the booth send one of the professional cosplayers they had manning the booth on their break by calling them over with 'Android, come here" and telling them to go into maintenance mode for thirty minutes.

Sony's recent push into phone-controlled games in the form of Playlink was represented by Frantics, by Affordable Space Adventures dev Knapnok. This is a series of motion-controlled party games, hosted by a slightly posh-talking fox, and controlled using the accelerometers in the phones- four top-of-the-line Sony devices, in the booth's case.

There were three games in my session, one where you have to avoid slipping off an ice platform by tilting the way you want to go, another where you fire yourself out of cannons so some (but not all) of you are on a platform, and another race game where before each race you secretly choose a player to have some modification to their vehicle which may or may not be helpful to them.

There was an interesting twist where, before the third game, the host 'called' one player's phone to give them a secret misison.

It's hard to fault the party games themselves, but the phone apps crashing exposed that each Playlink title needs its own individual app- Frantics ostensibly cannot be played using the app associated with That's You!, which has been out in the wild for some time- and that connecting your phone to your PS4 needs you to enter an IP address, which loses the immediacy of the browser-and-four-digit-code setup of the Jackbox games, and is a far cry from the apps-within-an-app world promised by xBox Smartglass.

Speaking of Far Cry, the Ubisoft booth next door housed the fifth game in the series. The short part of the game available focused around the obligatory Ubisoft Game tower, and charged the player with killing all the cultists around the base of it. A number of ways of achieving this was offered, from flinging in grenades to fighting them in the streets to sniping them from the top of the tower.

This, alongside stablemate Assassin's Creed: Origins which seems to have ditched parkour in favour of putting things really far away from one another and making you travel to them, were the first games to really show any seriously large queues- although Ubi made use of the extra space available to them, running lots of demo units and moving people through quickly.

Most of the booth, though, was some Mario + Rabbids demos sparsely dotted about in an almost empty space dominated by a massive fibreglass Rabbid Kong. (There was also South Park: The Fractured But Whole tucked away in a corner)


Sega, meanwhile, chose to showcase Sonic Forces, which looks like it's as good an extension on the Modern Sonic/Generations format as we're going to see. Three levels were on offer, including one of the mental genre-flip-flopping arrangements Colours perfected, a boss level, and a new 'Avatar' level where you put together disparate elements to create your own Original Character Do Not Steal and play as that. It also doesn't quite work, which I'm assuming is satire.

Last but not least, there was a few PCs running Total War: Warhammer II. Which was Total War: Warhammer II.

GALLERY:
Full gallery (2)
0 comments / permalink

Apr
07
2016
Posted by Mark at 18:10
As announced at TGS last year, the Ace Attorney anime has begun airing in Japan, and is currently being simulcast by Crunchyroll.

The first episode, which aired last week and becomes available to non-paying Crunchyroll users at around lunchtime on Saturday, mainly re-tells the first case from the first game, introducing the characters and sets up the overarching plot.

Interestingly, Crunchyroll are trialling an alternate subtitle feed with this series, where the default English subtitles reflect the original Japanese names of the characters, while the alternative one uses the names created for the Western localizations of the games, which may make the series easier to follow for people more familiar with those.
0 comments / permalink

Sep
21
2015
Posted by Mark at 17:12
At this year's TGS and the flurry of sideshows which come with it, two games series were announced to be getting animated adaptations.

The first is Ace Attorney, which is getting a TV series to air in April. There were no other meaningful details announced apart from that Phoenix Wright, Miles Edgeworth and Maya Fey would be the main characters.

This isn't the first adaptation for the series, as it had a number of manga adaptations, some of which have made it to The West.

The other is Persona 5- the latest in a series known for its spinoffs- whose adaptation was announced at the Persona Special Stage event.

Siliconera points out that this has been described as a "Special Program" anime, suggesting that this might be a promotional or one-off production, rather than the two TV series Persona 4 got, or the movies Persona 3 was made into.
0 comments / permalink

Sep
02
2015
Posted by James at 09:02
So the series continues. As formally revealed by Famitsu and confirmed by Capcom USA, Ace Attorney 6 is currently in development, and it’s also being localised. Details are currently scarce, but expect more information to emerge during the Tokyo Game Show next month.

If there’s one thing this announcement confirms, though, is that Capcom is not interested in bringing over Dai Gyakuten Saiban (The Great Ace Attorney), a series reboot from Ace Attorney creator Shu Takumi, who was not involved with Ace Attorney 5, or this new game. When Dai Gyakuten Saiban was announced a year ago, Capcom stayed shtum on the subject of a localisation, and continues to do so this day.

Shu Takumi was against continuing the story of Phoenix Wright after the original Ace Attorney trilogy concluded 11 years ago, as he feared dragging out the series' main narrative would result in it becoming a shadow of its former self.

While Capcom have managed to keep him working on the series, every Ace Attorney game he has been involved with since – Apollo Justice, Professor Layton Vs. Ace Attorney, The Great Ace Attorney – has either had a big thematic twist or has not involved Phoenix Wright in order to distance these games from the original trilogy.

As such, the main series is now being overseen by Takeshi Yamazaki. In addition to directing Ace Attorney 6, Takeshi Yamazaki was in charge of Ace Attorney 5 as well as Ace Attorney Investigations, a spin-off title that was developed while Shu Takumi worked on the rather excellent Ghost Trick.

Due to these circumstances, it's perhaps easier to see why Capcom passed on localising Takumi’s latest game. Due to its nature as a series reboot set far in the past to avoid any similarities with the main series, Dai Gyakuten Saiban is primarily set in the Meiji period of Japan. This would make localisation difficult and incompatible – previous games had their setting changed from Japan to America during as a result of the localisation process.

It’s saddening that the game from the series’ creator is the one that ends up being crossed out by the localisation team – another stark reminder that brand appeal can matter more than developer legacy.
0 comments / permalink

Apr
13
2015
Posted by Mark at 15:59
This has come as a bit of a surprise, but Sega/Namco/Capcom crossover Project X Zone is getting a sequel.

Considering the original was, in Western territories at least, basically sent out to die a few short months after the similar and far more straight-laced Fire Emblem Awakening, this does feel unusual.

The character roster so far features characters from Yakuza, which will appeal to Ben, and some from Tales of Vesperia, which will please James.

It's due out in- *ahem*- Fall, with seemingly no European release date set as yet.
0 comments / permalink


 
 
E.X. Troopers

27-03-15
Posted by James at 10:46

Remember how other shooters felt so slow after playing Platinum's Vanquish? Stripped of your exoskeleton suit, unable to propel yourself (knees-first!) past enemies in a panic-stricken escape? It felt like losing an arm.

Capcom's E.X. Troopers captures that very feeling when its combat is at its frantic and charged best, when all of its third person shooter idiosyncrasies click into place.

It's a modern third person shooter without a cover system, and nearly all shooting is done by locking on to targets and strafing. That probably sounds boring and rudimentary, but combine it with the mighty jetpack, and E.X. Troopers transforms from a run-and-gun shooter and into something far smarter, where you're encouraged to make the most out of a simplified setup.

This jetpack, you see, doesn't lift you into the air. Instead, it enables ground-level manoeuvrability, satisfying the need to react to the moment and ensuring battles flow at as fast a pace as possible. A quick tap of the B button sends you dashing, but tap it again and whoosh - you've just been propelled forwards, thick black motion lines appearing in affirmation.

Clever use of the jetpack and its regenerating energy is crucial to survival. Flanked on both sides by the terrifying rattle of chain gun fire? Boost to a safe location and approach the fight anew - a large radar on the lower screen seems purposefully built for this very reason. It also aids offensive approaches, giving you a chance to avoid attacks while firing. Giant Armidilo-like Akrid creatures set out to steamroll you and your team, but a well-timed and positioned jetpack boost has the potential to turn the tables. Suddenly the game's reliance on a lock-on-and strafe system makes good sense.

So does the lack of a pop-in, pop-out cover system. The game's combat has speed at heart - identify enemy threat, zip and zoom about the map to dispatch said threat, rinse and repeat - and its missions rarely last more than five minutes, too short a period for the more measured rhythm of the cover system. Because of this, most of the fun is in making the right trade-offs between actions on the fly: Do you zip out of the way from a deadly homing grenade, or continue firing at an enemy on its last legs?

This is all not to say that longer-term planning isn't possible. Thermal Energy - also seen in Lost Planet - opens up some breathing room. Enemies bleed the stuff when damaged, with spilt droplets clumping together convincingly to form large glowing blobs which are just begging to be collected. Doing so restores health, but it also builds up energy for an EX-T Blast.

These special attacks deal mega damage over a wide area, so you'll need to figure out when is best to unleash them: Enemy positioning, the objective and your timing all need to be considered. It's also one of the few times you can willingly put yourself in danger - the adrenaline rush that comes with boosting into a clear enemy threat, only to unleash a destructive EX-T Blast, is a reward well worth the risk.

E.X. Troopers can sometimes be too fast for its own good, though. Some of its optional VR missions leave little room for error, and are probably best played in local co-op (the game's central hub has more than a whiff of Monster Hunter about it), benefitting from the tight communication of three friends in the same room. You need an enormous amount of concentration to pull off the primary objective, and the A.I. isn't set up so well to deal with some mission types than others.

While mission objects aren't exactly varied across the board, the game's signature combat and solid map and enemy designs ensure even the most conforming of stages are a joy to play. Some mission types excel more than others: Those which aim to put the player under pressure - like protecting data capture points from an onslaught of differing enemy types - do an astounding job at making those combat systems sing, and there are fun variants on familiar setups to keep things fresh.

The differing objectives from mission to mission feed into the game's selection of weapons, each firearm carrying different properties. While the core of the game's combat remains the same regardless of loadout, some are undeniably better for certain jobs than others. Weapons range from the simple (a pistol) to the whacky (a gun that shoots a circular formation of ice bullets), so there's plenty of room for flexibility. In addition, a robust upgrade system keeps progression fresh without knocking the difficulty out of balance.

It's all painted in a cel-shaded style that's unique to the genre, even if it's packed with shonen (boys) manga cliches. That's the point, though, as they fit the game's theme of boundless optimism and energy to a tee. Yasumasa Kitagawa's soundtrack serves as the perfect complement, his bouncy and futuristic-sounding compositions coming across as equally energetic. Punchy sound effects and good use of surround sound lend a tangible feel to everything that's happening on and off-screen - even the loading screens exhilarate.

Capcom's other big budget 3DS shooter, Resident Evil Revelations, often felt like a series miniaturisation, leading to both good (its episodic structure) and bad (the Ooze enemies) results. E.X. Troopers, meanwhile, is more successful. The beautiful simplicity behind its combat, and its razor-sharp speed and progression, are the culmination of carefully designing a game from the ground up for the portable format.
0 comments / permalink


 
 
Monster Hunter 4 Ultimate's
misplaced depth of field effect
24-02-15
Posted by James at 19:03

Monster Hunter 4 Ultimate (MH4U) has been out in the west for the past week or two, and it's really quite the step up over the previous generation of games in ways that respect the series' core underpinnings. It's also one of the prettiest games on 3DS, sporting all manner of unexpected visual candy, like realtime ice reflections, shiny/gooey/slimey surfaces and self-shadowing on Monsters.

Amidst all of this there's one tiny aspect of its presentation which is more annoying that it has any right to be: the depth of field in cutscenes. Depth of field makes perfect sense in 2D, since your eye can only focus on one layer or plane. However, viewing in-game cutscenes in 3D changes everything. Here your eyes can change its focal point at will, blurring out any background elements.

The problem is, all those background elements in MH4U's cutscenes are blurred out by depth of field, which denies your eyes the freedom to feast on those tasty background elements. Switch your focal point from character/monster to background and you'll focus sharply on blur, which is probably more frustrating than it should be. It was at its worst when it showed a scene where two hunters looked out into the beautiful distance. I wanted to take in that distant view, only my eyes ended up focusing on a blurry mess -- maddening.

While depth of field is used to get us to focus on what's in the foreground, the beauty of stereoscopic 3D is in allowing the eyes to scan and take note of all the little details -- details you might not have picked up when the world was once condensed into a single flat image. Especially so when the 3D itself makes the distinction between foreground and background elements a far easier one.

A minor niggle, then, but still food for thought, especially so to anyone who has cranked up the 3D Slider on New Super Mario Bros 2...
0 comments / permalink

Feb
24
2015
Posted by Ben at 13:43
We don't usually post about games as big as this, but Capcom sent us Street Fighter 4 for review and I'd quite like Street Fighter 5

Capcom have released a trailer for Street Fighter 5 showing everyone's favourite lost-Guile clone Charlie Nash. They've mixed up his moveset a bit, he looks like he could be devastating in the right hands

Show/hide video

0 comments / permalink

Feb
03
2015
Posted by James at 10:22
Sega, who also collaborated with Nintendo in making Rhythm Tengoku and F Zero AX for the arcade, has taken Luigi's Mansion in new directions for its arcade adaptation.

A particularly exciting new direction, too. Developed by Capcom, Luigi's Mansion Arcade adapts the 3DS's Luigi's Mansion 2 and turns it into a lightgun game of sorts, viewed through the eyes of green 'tache.

One thing Luigi's Mansion has always done well is its combat, which never feels less than great. It admirably captures the tension - both figuratively and literally speaking - that comes with fishing those pesky ghosts into your vacuum cleaner.

A first person adaptation of the game, with an emphasis on the game's combat, should do an even better job at replicating this feeling. You even play the game with a sizeable vacuum cleaner controller, complete with strobe torch button to blind your ghost foes.

Whether there'll be a Wii U port of this - much like the question everyone's asking about Namco's Pokken Tournament - is yet to be known. Though the Wii U GamePad certainly would make for a good vacuum cleaner controller...
0 comments / permalink

Feb
07
2014
Posted by Duane at 11:56
Theres not a whole lot of Monster Hunter 4 information outside of Japan, we know its coming some time next year but thats about it. Those who have been following the game since its release in Japan may remember Capcom and Nintendo collaborating on some Nintendo-themed DLC last year.



Beyond that we didn't really get anything else, however someone has now kindly uploaded a Mario themed quest featuring somebody playing the game dressed as Link from The Legend of Zelda.

The video weighs in at a heft 18 minutes, but its great to sometimes see some of the kind of content that the Japanese get for their games that we're likely to never see.

Show/hide video

0 comments / permalink


Older posts