Review: Bloodborne

Bloodborne Review Cover The moment we saw the first trailer, we already knew Bloodborne was going to be something special.  Bloodborne is the latest action role-playing creation from Hidetaka Miyazaki. Miyazaki made a name for himself beginning with Demon Souls on the Playstation 3 – a dark, foreboding fantasy RPG which grew in infamy for being unforgivingly difficult, a game where death was a regular occurrence, to be made part of the overall gameplay experience. Add to this a return to old school gaming mechanic, an amazing atmosphere, merciless boss battles, and a unique multiplayer system, and you had the making of a classic.

It’s no secret – we are BIG fans of Miyazaki’s work here at TMG, and Bloodborne carries on his vision to the Playstation 4 in style; It’s a brutal, terrifying, and absolutely seductive offering, with enough differences to set itself apart as a truly next generation version of its predecessors while maintaining just enough familiarity to pull back in those already well versed in his works.

That said, the game isn’t perfect, and while we have to objectively point out its flaws, none of them really detracted from the overall experience. So let’s jump into it shall we?

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Bloodborne takes place, for the most part, in a Victorian-era dystopia known as Yarnham. This is a city steeped in religious imagery and gothic architecture, whose residents fearfully lock themselves inside their homes at night as werewolves, rabid dogs, mad cultists and other dreadful creatures of the night come out to stalk the streets.

It is into this that you are thrust as a newly inducted Hunter – one of the chosen few who hunts the evils of the night. It’s a setting that combines the best of Bram Stoker, Mary Shelley and HP Lovecraft all rolled into one, and it is lovingly realized. Imagine every creepy church, cemetery, house, and building you’ve ever seen all within a single city. This is a city of constant dread and horror, yet also one of incredible beauty.

Graphically, Bloodborne is absolutely gorgeous. Environments are well detailed and interesting, every brick and tombstone lovingly rendered; indeed, moving the camera up close lets you fully appreciate the work that has gone into making Yarnham feel like the nightmare that it is, with small details seamlessly popping into view as you close in to examine the environment. Even details on character clothes and weapons are all fully realized, all of it wonderfully lit by a giant moon in the sky that gradually turns red and foreboding as you progress through the game.

Monsters and creatures are equally lovingly crafted and animated, oozing personality even with little to no dialogue attached. Almost every denizen of Yarnham you encounter is hostile, and all are equally deadly. Even the lowliest cultist can quickly cut you down if you aren’t careful. Combat in the game doesn’t stray too much from the set formula of previous Soul’s games and adds a few interesting elements to the mix, so those familiar with the previous titles should feel right at home, with one exception – there are no shields in the game anymore (actually there is one shield, but it’s so pathetically weak that it was certainly only put into the game as some sort of cruel joke.) The lack of a shield means you now need to be quick on your toes to react appropriately to your opponent’s moves, dodging and weaving in and out of range while taking shots of your own when the opportunity allows. The result is combat that is much more reaction heavy; you’ll need to be paying attention here if you want to survive.

The game rewards you for taking risks however – retaliating against your opponent within a short time frame after being hit can regenerate the health you lost, leading to an interesting dynamic where you need to temper your patience with bravery. It’s an excellent dynamic that, coupled with the lack of a shield, leads to some exciting combat encounters.

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We cannot discuss combat further without tackling the issue of death. And let’s be honest here: No matter how good you think a player you are, you will die, several times, as you play through Bloodborne. Dying is obviously something you want to avoid, but thankfully because of Bloodborne’s excellent combat and design, it almost never feels unfair – more often than not, you die because of something you did or failed to do, and the game forces you to learn from your mistakes. It can get frustrating at times, but there was never a point where I felt like I just wanted to give up – rather I was spurred on forward more to keep trying until I got it right.

The most common area of death always tends to be with the boss encounters, and Bloodborne has some of the most memorable boss encounters to date in any video game. Some bosses are huge monstrosities several stories high, slow and lumbering but with incredible power behind each swing. Some are humanoid sized, quick, agile and deadly – you’ll need to be patient, watching for patterns and openings in order to succeed. Defeating a boss in Bloodborne always feels like an achievement, and it’s once again a testament to just how tight the combat design really is. The leveling system is also quite robust, despite being very simple, and allows for a lot of experimentation – a clear sign that this game was meant to be experienced multiple time over.

With so much good in this game, it’s so easy to overlook Bloodborne’ shortcomings, but the truth is it isn't a perfect game. Interpreting your character statistics can be quite a chore without an external reference, and the story of the game is not always communicated very well throughout. Yes these are relatively minor in the overall scheme of things. While it may not have the flash or pizazz of your traditional AAA title, the quality and care put into crafting it is clear – and many companies could only ever hope to come close.  The bottom line is, if you own a Playstation 4, you need to play Bloodborne. It is easily the best Playstation 4 exclusive to date, and so far one of the best contenders for Game of the Year.

Willem went through the game completely offline in order to have a blind playthrough experience.

Online Features

Carlos' Note: The online aspect of Bloodborne is greatly similar to previous Souls games. Messages are left on the ground for players to warn them of incoming dangers or an item they could possibly miss. There are also pools of blood which shows another players last moments before death. Player vs Player is present in Bloodborne but is taken a few notches down compared to previous Souls games. Using the item the Beckoning Bell (co-op play) or the Sinister Bell (Invading players) will trigger online play. Player vs Player seems to take a backseat this time around since you can only invade in certain areas that have the bell bearer and if a player used the Beckoning Bell.

Chalice Dungeons are considered the end-game in Bloodborne and gives players the ability to craft dungeons through items found in the game. The difficulty of each dungeons don't scale with the player's level but the difficulty and length of the level can be increased

depending on the items used to create the dungeon. It's a great addition to the Souls formula and added extra hours of gameplay since there are bosses and items exclusive to chalice dungeons.

Reviewed by: Willem Den Toom Developer: From Software Release Date: March 24, 2015 Platform: PlayStation 4 Final Game Time: 53 Hours

9 ScorePro Con Bloodborne

Dragon War ELE-G4 Phantom Gaming Mouse Review

Dragonwar Phantom review As I said in my Dragon War Phantom unboxing post, my Thor started giving out which prompted me to buy a replacement for it. Not going to say much about the mouse in this post. Instead, I have a video review about it. As well as a video showing off how to change the color of the LED on the mouse.

DRAGON WAR ELE-G4 PHANTOM GAMING MOUSE Product Code: ELE-G4

Purchased at Datablitz for 1795php

Features: Ergonomic design for professional gamer Gaming Mouse with Performing Capability Powered by 5600 DPI Precision Laser Engine Suitable for almost every surface Adjusted Sensor Resolution of 800/1600/3200/5600 DPI Turning Weight-in Design Offers the Perfect Feel Gold-plated USB Connector for a Reliable Transmission Integrity Mouser Cable Length 1.8 meters (with Braided Fibre Cable) Gaming mouse with 10 control buttons Adjustable Length to Suit Your Hand Size and Grip Style Precision Aim Mode that Will Hit Your Target the First Time Designated Configuration Panel:

Assign Your Choice of Key Gaming Actions to Programmable Buttons to Create Your Own Custom Profiles Resolution: 800/ 1600/ 3200/ 5600 dpi Interface: USB Dimension: W110 x D100 x H36 mm

Package Contents: Dragon War Phantom Mouse User Manual Dragon War Sticker Spare Foots – 4 Pairs

Dragon War Phantom software and driver

Sony gives Filipino fans a taste of two upcoming exclusive titles: The Order: 1886, and Bloodborne

10982490_758838954202406_8525130480838935938_n On February 4, 2015, PlayStation invited 40 lucky fans and media  to attend a closed event that would make them the first gamers in the Philippines to try out two exclusive games coming to the PlayStation 4 - The Order: 1886, and Bloodborne. The TMG Crew attended the event and was surprised to see Sony make an effort in reaching out to gaming community here. For those that were unable to attend, here’s what you missed.

It was discreet to say the least; a single Facebook post from PlayStation Asia seemed to be the only promotion done to such an event. But it seemed to be enough because when we arrived, a solid number of participants were all lined up patiently waiting for the doors to open. It was held at Imperium e-Sports Bar and Video Game Lounge at Metrowalk, which they closed shop for the whole day to cater to the event.  Registration to enter Imperium started at 6:30PM. By 7PM, we were asked to gather at the main stage to begin.

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Before we were given a chance to try out Bloodborne and The Order: 1886, Sony Computer Entertainment's Asia Region marketing manager Arata Naito went up on stage to do a quick presentation –a  brief description of Bloodborne and The Order: 1886 was given, as well as highlighting SCE Worldwide Studios' such as Media Molecule (Little Big Planet), Sucker Punch (Infamous), Guerrilla Games (Killzone), and Naughty Dog (Uncharted, The Last of Us). Talk about The Order: 1886 was first. Then, something I was not expecting happened – a video message from Ru Weerasuriya, CEO of Ready at Dawn and director of The Order: 1886. What’s special about this message was it was recorded just for this event, welcoming Filipino fans and the media present. They even started his video message with “Kamusta”, which means “How are you” in Tagalog. At this point, it made me think Sony is testing the waters here in the Philippines, looking at the reception given by the gaming community here.

The Order: 1886 is set in a unique vision of Victorian-Era London, where Man uses advanced technology to battle a powerful and ancient foe. In an alternate history where myths and technology co-exist, players take on the role of Sir Galahad, a hardened member of an elite order of Knights engaging in a centuries-old war that will determine the course of history forever.

Arata asked us to head over to the only TV on that displayed a demo version of The Order: 1886, which is to be played by cosplayer Myrtle Sarrosa. Two sections of the game were demonstrated; shooting gameplay and a portion that features the game’s visuals and other mechanics (puzzle, stealth, etc). The demo started with Sir Galahad and the rest of the Order rappelling down the side of a blimp in order to board it. A conversation between the characters kicks in and Arata explains that all of this is being done in-engine, it’s not CG. We’ve seen trailers and actual gameplay footage of The Order, but seeing up close, this game is definitely a visual marvel. After a small chat with the Order members, Galahad enters the blimp and we see Myrtle sneak behind an unfortunate soul and stabs him to death with a simple press of the triangle button. Then, we were shown a small hacking mini-game in order to unlock doors and disable certain devices. Galahad whips out a weird looking contraption with two mercury rods on both sides. With the mercury rods moving up and down on both sides, the player is tasked to press L3 for the left side and R3 for the right side at the right time. You’ll need to do one side at a time and once you get it, you’ll have to hold that button until you get the other side. Once done, you can now progress. At this point Arata cuts that section short and went straight to another portion of the game to showcase the game’s gun play.

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In terms of gameplay, it looked like the traditional third person cover shooters you’d come to expect. But the only difference I was able to get while watching Galahad mow down 10 guys in under a minute is that it becomes even more stunning visually. Bullets seen flying; Galahad’s garments gracefully swaying as he takes cover; papers up in the air; debris coming from walls, soaking up bullets; there’s a lot going on and it was smooth all throughout. During the fight, the player was welcomed with a fearless thug equipped with a powerful shotgun that easily overpowered Galahad. We didn’t get a game over screen though, but more of a “downed” state. Arata explains that there’s an item called Blackwater that can bring Galahad back to the fight. Once used, Galahad stands up and does his thing. Arata then says that thanks to the PS4, developers at Ready at Dawn were able to create a game they’ve always wanted to make. After the dust clears, the player heads to the kitchen and more thugs appears and we are back to another gun fight.

Next up was Bloodborne, a new IP from From Software that strongly resembles the Demon Souls/Dark Souls franchise. Arata asks the crowd if people are familiar with Dark Souls, and the crowd replied with an ecstatic “yes”, suggesting that majority of those present were fans of the Action RPG franchise. Then, we get another video message, this time from Bloodborne producer Masaaki Yamagiwa, also wishing they were there to attend the event. The game takes place in the gothic, ruined city of Yharnam. Over the years, many travelers make pilgrimages to the city seeking the remedy to cure their afflictions; the player takes the role as one of these travelers known as Hunters. Yharnam is plagued with an endemic illness that has malformed most of its denizens into bestial creatures.

We head over to the only station on once again to watch a demo of Bloodborne, ready to be played by Myrtle Sarrosa yet again. The section demonstrated was said to be at the beginning of the game and the player was equipped with a scythe-like weapon, able to switch between two forms to cater to the situation at hand. These are called “Trick weapons”, and it’s one of the unique elements introduced to this new IP. Also unique to Bloodborne is the use of guns in the game as an offhand weapon (goodbye shields). Arata states that guns in the game isn’t used as a main damaging tool, but more of a tool to either stun your opponent or get yourself out of tight situations. The player was equipped with a blunderbuss-like gun that provides a pushback to whoever gets hit by the blast, my kind of weapon. The enemies wandering the stage were easily disposed by the typical spam of the attack button. After some quick dodges, we finally get hit hard, and we were introduced by a new system for the game – The “Rally System”. Arata starts explaining that after getting hit by a lethal blow, you are given a small window to attack your enemy in order to regain some health back. This also shows that they are taking a more offensive approach in combat with this new system, oppose to the more defensive route taken from the Souls series with the use of shields.  From Software has stated in the past that it will be one of the most difficult games you’ll ever play on your PS4 system, but we’ll see once it hits shelves this March. The demonstration went on going through the same stage with Arata explaining the different kinds of weapons in the game, said to give a lot of variety to the player. At this point, Arata was in control and stated that there are different paths to take in Bloodborne. We then see a larger foe wielding a hammer, banging at a gate. Arata then says that we can choose to not engage and opt to find another path, but then the crowd shouts in unison “FIGHT…FIGHT”. With a simple smile from Arata, he accepts the crowds request and we were greeted with the infamous ‘YOU DIED” screen found in Demon Souls/Dark. It was roughly a 30 second fight.

The presentation was over and the first wave of players was about to try out the games themselves. All participants were given a stub before entering and were given the choice to pick one of the two games to demo. Fans were able to bring one friend during the event, so we saw a couple of folks discussing what game they’d like to try. Miggy and I had a similar discussion, and since he was never a fan of shooters, I happily gave him the chance to try out Bloodborne while I deal with The Order. Each batch of players playing the game was given roughly 10 minutes to try the demo. Once time is over, the next batch of players take over the stations prepped for the playable demos. Dinner was served and those waiting for their turn was able to dig in and mingle, talking about what they’ve seen so far. Mr. Arata and the rest of the Sony crew was very welcoming to all those that approached them. Taking photos with the fans; talking more about the two games, I think I also overheard someone asking about Uncharted 4. This was after all a PlayStation Fans event, so I’m sure they were expecting questions like those. We had a good talk with him and he appreciated the enthusiasm of the Filipino fans.

During the demo, we were told that whoever can beat the boss at the end of the Bloodborne demo will be given an exclusive Bloodborne t-shirt. There were roughly 9 waves of players that tried out Bloodborne and only two players were able to beat the big baddie waiting at the end. And no, Miggy was not one of the two players that snagged a shirt. He’s still dreading about the last move he did that lead to his death.

When it comes to events in the Philippines, this is the first of it's kind. It’s an event greatly overdue for the Filipino gaming community. PlayStation is finding huge success with the PlayStation 4 and it looks like they are staying aggressive in order to keep the momentum going by reaching out to other regions. I'm going to take this event as a sign. A sign that big companies like Sony will make a bigger presence for console gaming in the Philippines.

Our full hands-on impression of Bloodborne and The Order: 1886 will debut on episode 69 of the TMG Podcast going live on February 10, 2015.

The Order: 1886 is scheduled for release on February 20, while Bloodborne  will be out next month on March 24, exclusive to the PlayStation 4.

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Written by: Carlos Hernandez

The Global Game Jam 2015: Our Top 5 Games from the Ateneo Site

10635905_757360837683551_6060581810980738402_n The TMG crew had the big opportunity to attend this year's Manila Game Jam in Ateneo De Manila University. With around 120+ participants, they were all tasked to create a game under 48 hours and revolve their concept on a specific theme: 'What Do We Do Now?'. After all the pitching, coding, and sleepless nights, 32 games were created in the Ateneo site. Here's the crew's personal top 5 games list.

Carlos' Top 5

5. WaaDooWeeDouKen - Play Now!

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Putting the Street Fighter inspiration aside, this fighting game was quite a surprise in the event. If there was one genre I wasn't expecting in a Game Jam, it's a ragdoll fighter. To stay true to the theme, it felt like the developers kept everything about this game random. From gameplay mechanics, down to the elements in the stage. It was a great game that kept me at the edge of my seat because I had no idea what was going on, but I guess that was the idea.

4. Spontaneity - Play Now!

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I'm not putting this on my list because I've beaten every high score in this game(I'm bragging, yes), it's up there because of it's addicting nature and it's need of constant focus. The more mistakes I do, the more I sweat. I love a challenge, and would love to see what the developers can do with this rhythm-inspired game if given more development time.

3. Angry Wife - Play Now!

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This makes my list because of sheer concept alone. When the theme was announced on day 1, pitching started and the concept of the Angry Wife game stuck, resulting in us hellbent in looking for this game once the exhibit floor was available. You play as a husband with an Angry Wife. You don't know what you did or what happened, so what do you do now? How do you fix it? It lacks in gameplay and polish, but it's the best use of the given theme.

2.  Hugo - Play Now!

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There's a lot that made me appreciate Hugo. Was it the atmosphere established by the music? Or the need to find more about this lost soul unable to move on? "WHY DON"T YOU JUST MOVE ON".  I keep saying that on the screen, but it just doesn't happen for this guy. Gameplay is quite simple and you are left in this endless loop of despair, forever lost in this world. Oh, the feels. It sounds depressing I know, but it's great art style and presentation really stood out for me. Add more characters and story and I just might reach for a tissue.

1. RRR-GGG-BBB - Play Now!

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This could be one of the weakest application of the Game Jam theme but it's execution and gameplay was quite impressive considering that they created the game in less than 48 hours. It's complex platform gameplay wasn't punishing but inviting. Materializing what color objects you need in order to progress, I found myself having loads of fun, reminding me of a stage taken from Mario Galaxy 2. Only three stages were available, and the presentation(Textures,art,color) was not even close to done. What's important is it got me invested, and if there was more to it, I'd probably use the remaining time I had left in the Game Jam to complete it.

Miggy's Top 5

5. Passage - Play Now!

passage_still_0 Not a lot of games have you controlling two characters on one controller. The stained glass aesthetic and the mellow paced puzzle gameplay can make this a good game on a slow afternoon.

4. Impossible Love - Play Now!

2poster This level memorization based infinite runner was one of the most solid games at the event in terms of art style and gameplay. A simple concept with a mix of old school difficulty

3. Spellstrike - Play Now!

screenclip I love me a good battling card game.

2. WaaDooWeeDouKen - Play Now!

screen_shot_2015-01-25_at_6.10.02_pm It's ragdoll Street Fighter mixed with some random stage effects and hazards. Looking forward to a full version of this in some form in the future. Hopefully with slightly better and more responsive controls.

1. RRR GGG BBB - Play Now!

ggj03_0 A puzzle platformer where you summon colored blocks to stand on in order to progress. No doubt my favorite from the event. This is the kind of game I look for in indie puzzle games.

 

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This list of course is our personal favorites. Almost all the games found in the event floor showed a lot of potential with the given theme. The variety of genres in this site was also a big surprise since we saw a First Person explore game with Unreal Engine 4, platformers, a fighting game, a text adventure, a card game, and all the way down to even a board game!

Congratulations to all that participated! This event was one of many sites that participated in the annual Global Game Jam, with a good number of countries participating that weekend to celebrate games development. When the event concluded, 5,437 games were created world-wide. In that 5,437, 85 of those games were developed here in the Philippines, with 4 game jam sites organized this year.

If you'd like to pick your own personal favorites on any site in the Philippines or even in other countries, head over to www.globalgamejam.org and start playing.

Our full video coverage of the event is now up on our YouTube channel!We have a playlist all set and ready for you all to check out.

Console version of Diablo 3: Reaper of Souls - what's different?

Bvj1r4aCIAEZI6B Diablo 3: Reaper of Souls Ultimate Edition is now out on PlayStation 3, PlayStation 4, Xbox 360, and Xbox One. You might think that it's a direct port to what's available on the PC version, but to our surprise the console brings a lot to veteran players and players that are not familiar with the series. A few changes to best translate the game with a controller, added mechanics only found in the console version, more multiplayer options, and we just might have the best version of the game yet.

Just to let you know - I own Diablo 3: Reaper of Souls on PC, it was a day 1 purchase. So why the move to console? Living in South East Asia, the online-only model to Diablo 3 always finds a way to frustrate me. I was unlucky enough to live in an area with unreliable internet service, so my enjoyment for the game always comes in bursts. With that said, the ability to play this game offline in the console version is mainly the reason why I coughed up money for a game I've already played countless times. Believe it or not, I still want more out if it, but I want to continue enjoying the game without the elements that make me walk away.

So yeah, there's offline in the console version.

But that's not all that was included. Blizzard has taken the extra mile to really make the game work well with a controller. The menu screen and inventory system has been changed to best suit the console version. The unique grid inventory system known by many action RPG fans was scrapped for the console version, and was replaced with a more simpler system. Items are now placed in a list, with your currently equipped weapon on the right side. Equipment on your character is also seen in a radial design making it easier to go from one piece of equipment with just the left joystick. Every aspect of the menu share the same radial designs, from lore down to skills. It may look like a step backward when looking from afar, but once you play the game with the new interface, it just feels right - easy to use, fast to navigate.

With combat, the controls  was done perfectly. It was quick to grasp, and the fast-paced combat remains intact even with the different control scheme. Each button is attached to a specific skill, with L1 or LT being your way of chugging your potions. The only major change done is the addition of the dodge mechanic - Moving the right joystick in your controller makes your hero roll to avoid danger. It's just like the dodge system found in games like God of War. The addition is to give the player more mobility for the player. Not really a game changer, but it does help the arcade-y feel I get when playing this version of the game. I also noticed melee characters such the Barbarian or Monk has a dash when executing a melee skill. This dash moves you slightly forward when you attacks.

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New game mechanics

The console version also has interesting social features that reward or punish players in your friend's list. The first one is the Nemesis System - When a monster kills a player in their game, that monster hops to a friend's game via portal and attempts to kill him as well. That player that was invaded by your killer, has a chance to take revenge for you. From experience, this is a tough enemy that appears in the worst possible time in your game, catching you off guard almost 90% of the time. If you are lucky enough to kill this "nemesis" monster, you are rewarded with loot as well as a gift for your fallen friend which you can send, and that gift mostly comes out as a legendary item. If you fail to take revenge, that monster hops to another friend in that player's friends list until it's killed.

The second feature is the Mailing System. It's actually cool, trust me.

To my knowledge, you can't send gold to friends in the PC version. Here, you can share the wealth and equipment with friends. The best part of the mailing system is the gift items mentioned above. There's a chance that every legendary item drop (One of the highest tier of equipment in the game) can also drop a gift exclusive to a friend in your friend's list that plays the game. I've given a few gifts to friends and all have been legendary items. No one has sent me a gift so far...just saying. The Nemesis system and the mailing system might seem unnecessary, but it adds a small interaction with friends, giving the effect that you are helping each other out, even when you're not playing together.

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Cooperative play done right

Another big feature, which I believe is the big selling point for this version of the game, is the addition of local cooperative play. Call up to four friends, order some pizza, and hunt for loot together in one couch. This feature works like a charm. The camera is set on all four players in the screen. It can get chaotic since that is four characters spamming skills like crazy people surrounded by monsters. Each player will have to share the menu screen when working through their items and skills, but a shortcut feature is placed on the directional buttons for a quick swap in items and skills. It's drop in, drop out. One players start by himself and anybody can simply join the game by turning on the controller and login into their profile. If they don't want to play, head to the menu and go drop out. Simple. With the PlayStation 4 version of the game, each player can login to their own PSN account, making any character will be saved for that specific profile. With PS+, I dropped by a friend's house and was able to grab my updated character and download it to a friends PS4 and play with my character. After my session with a couple of buddies,I went home, I upload my character online, downloaded the updated file unto my PS4 , and continued playing. I find no problems with it so far.

Online? Online is the same. Which is a good thing for those looking to band with strangers.

Apprentice mode

If there's one thing that happens over and over when starting an rpg game with friends, it's that after the first sessions, the next time you gather you'll find out there's a gap between each of your characters because someone played a little while you were away. It's understandable, people have different schedules. So Blizzard introduces the apprentice system only found in local play. If a character that's a lower level joins your game, that character's stats and damage is instantly boosted to fit the highest player in the group. So don't feel discouraged if your friend is 10 levels ahead. You can still play together, catch up in levels, and also get loot fit for your current level. This is a great feature, a feature I wish will take wind to other developers creating cooperative games with a leveling system.

Patch support

With patch 2.1 (New features like greater rifts, seasons, new items) already live in the PC version of the game, the big question is if console players will get patch support. Blizzard has confirmed that there will be patch support for the PlayStation 4 and Xbox One versions, also confirming that patch 2.1 will be heading to those consoles soon. Sadly, PlayStation 3 and Xbox 360 might not get patch support since developers find it harder to updated the game in the last gen consoles. We say "might" because anything can happen if pushed hard enough.

Those are the changes. Worth the plunge? It will set you back P2,395 for the PS4/Xbox One version, and P1,695 for PS3/Xbox 360.  Aside from what's mentioned above, the content are all the same - same acts, same maps, etc.