May 30, 2017

Puyo Puyo Tetris | REVIEW


Posted on May 30, 2017 by Meghan Kass

One staple in video games that seems to carry over generation after generation is Tetris. Most people know about this game and most have played it at some point in their life. You would be hard pressed to find someone who has never come across this game at some point in their life. Another series of puzzle tile games that many have come across in some form is Puyo Puyo. If you have played Doctor Mario, you have played something like Puyo Puyo even if you haven’t realized it. What Sega has brought to us is two great flavors together at last.  I was particularly excited for this game since I got word of it and playing it was pretty much what I was hoping for.

 

The first interesting thing about Puyo Puyo Tetris is the story mode and the style of the art used for this game. The game is very bright, colorful and cheerful. The story is definitely not a Greek tragedy to say the least. It’s the lighthearted adventures of some Earthlings getting very mixed up with some space people, oh, and of course I can’t forget the romance between one of the characters and “The Dark Prince” which leads to the threat of the world. Eventually the Tetris space people and Puyo Puyo Earthlings must band together to save everyone, but of course they occasionally fight each other as well. The story is definitely superfluous, but immensely enjoyable and cute. What the story mode really does is offer some fantastic challenges. As you progress in the story mode, the challenges get more and more intense and honestly, even a Tetris veteran like myself had some difficulty with the challenges, especially the fast paced time challenges that offered little room for error, such as when you have to gain a certain amount of points in 30 seconds. Although frustrating at times, once you conquer a level, the feeling of satisfaction you get is hard to beat. I felt great excitement finding a new strategy or thinking out how to obtain more Puyo chain combos or multiple Tetris lines and beating whatever challenge came my way. It also helped, to see my opponent baffled in defeat and allowing me to progress the story which unlocked new fun characters and more fun challenges. This is a game that does not allow for boredom if you are a puzzle fan. If you want to skip the story, you can also play Arcade or other solo modes, but then you can’t do as much customization or collect new characters.

 

Story mode is not all there is to this game, there is also an interesting multiplayer mode. The multiplayer mode has traditional battle mode which allows you to sit with your friend on the couch seeing who is the best in Tetris or Puyo. Are you better at Puyo and your friend is better at Tetris? Well, you can play one game while your friend plays the other and you can see who is better when you both play the games you are best at. I did this, and I can say, it was much more fun being evenly matched than her being constantly defeated by me at Puyo or me being constantly defeated by her at Tetris. It allowed for us both to play on even footing. There is also a fun switch mode that allows you to switch off between Puyo and Tetris every 30 seconds until one opponent loses at one of the games. There is fusion mode that combines both Puyo and Tetris in one new chaotic game where Puyo and Tetris meet and you need to arrange tiles using Puyo chains and Tetris lines to clear your board and use Tetriminos to crush Puyos that may be putting you at risk. Big Bang mode has you throwing attacks at your opponent and vice verse to see who will be the last man standing, party mode to see who can have the most points at the end of two minutes while obtaining buffs and throwing debuffs and roadblocks to your opponent and of course there is endless mode, the ultimate endurance test, but if you can’t get your friends over, there is also online play as well for endless Puyo Puyo Tetris fun.

 

The only downside to this game for me were some slight control issues. Sometimes the controls would be too sensitive and cause a rotation to be off or placed incorrectly. I found myself using the D pad on the PS4 version of the game only because the joystick was not accurate to what I was intending to do with a piece. I eventually adapted to the controls after playing a while and played to my best abilities, but it is something to keep in mind.

 

With a fun, humorous, silly story, plenty of challenges and lots of replay value for any puzzle fan, this is a must have game and recommended for the casual and hardcore player alike. Try it on any available console today!


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Sonic Mania Confirmed For Release on August 15th For PS4, Xbox One, PC and Switch


Posted on May 30, 2017 by Rae Michelle Richards

Sonic Mania finally has a release date after being delayed earlier this spring. Fans of rolling around at the speed of sound can pre-order Sonic Mania for PC, Xbox One, Nintendo Switch or PS4 through their system’s digital store for a suggested retail price of $25.99 Canadian (prices vary depending on region).

Originally revealed during the Sonic The Hedgehog 25th Anniversary Stream last winter, Sonic Mania is the first original 2D Sonic title since 2009’s Sonic Colors for the DS. Co-developed by Sonic Classics port master Christian Whitehead, HeadCannon, and PagodaWest Games, Sonic Mania reimagines classic zones while introducing powerful bosses and pixel perfect physics.

To celebrate the reveal of Mania’s release date SEGA has released a special animatic short featuring the three playable characters – Sonic, Tales and Knuckles. This short has quite a few hidden easter eggs: my favorite being the numbers/letters on the elevator. Is this SEGA acknowledging that Sonic 4 Episodes I & II are no longer considered canon?

Sonic Mania is available for digital pre-order right now but the game will release in a limited physical Collector’s Edition as well.


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Development of Final Fantasy 7 Remake Moved In-House At Square Enix


Posted on May 30, 2017 by Rae Michelle Richards

Responsibilities related to the development of the Final Fantasy 7 Remake has reportedly been moved to an internal team within Square Enix, shifting them away from the external team at CyberConnect2 who were previously working on the highly anticipated title.

Announced during a live-stream to promote the free to play Final Fantasy Mobius, newly minted Final Fantasy 7 lead developer Naoki Hamaguchi had this to say about the company’s decision to take on the development duties for the FF7 remake directly rather than contract them out:

“In view of factors such as improving quality when the product goes into mass production in the future, the company has decided to shift the developmental system back to within the company, so as to maintain a stable schedule and have control over factors such as quality. We will be forming a robust system within the company to properly carry out the development.”

Above: One of the few glimpses the public got of CyberConnect2’s Vision for FF7R.

Hamaguchi’s previous credits within Square Enix include Lead Events Programmer on the Crystal Engine used in Final Fantasy XIII, Main Programmer for Final Fantasy XIII: Lightning Returns and Director of the mobile title Final Fantasy Mobius. Currently, it is not known whether or not Hamaguchi’s involvement in the Final Fantasy 7 remake supersedes the involvement of Nomura as director – similar to the way Tabata replaced Nomura on Final Fantasy XV back in 2013 or if Hamaguchi will work under Tetsuya Nomura.

CyberConnect2 are well known for their work on the Naruto series of games based on the anime & manga of the same name.  In addition to 17 Naruto titles CyberConnect 2 has also worked on several Dot Hack titles, games based upon the JoJo’s Bizarre Adventure license and they also have an unannounced VR title in the works as well.

It is unknown how Square Enix’s Final Fantasy 7 remake will differ from CyberConnect2’s vision for the game. From what small glimpses of the game that the public has seen – FF7R would have been a multi-part episode game that retold the major plot points from the 1997 original with real-time combat not so different from the system used in Final Fantasy 7. CyberConnect2’s version of FF7R would have been powered by Unreal Engine 4.

As soon as we have more information of Final Fantasy 7 we will be sure to bring it to you.

[Quote via Polygon]


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