Monday Impressions: Final Fantasy XIII-2

Final Fantasy XIII 2 MI I never thought I'd do it, but I did. I actually bought Final Fantasy XIII-2. Before release, this was one game that had nothing going right in my standards, with the combat mechanics being the only aspect of the game I like. The whole time travelling story, Pokemon-ish third character, and Serah (Lightning's younger sister) now taking the spotlight, it didn't strike me as a game I'd like to play. It reminded me of that other Final Fantasy sequel that to this day I have not bothered finishing. what pulled me into buying? I was itching for a JRPG, and with it now on a price cut, I gave it a shot. 

Final Fantasy XIII-2 Hours In: 16 hrs  Platform: Xbox 360

Final fantasy XIII-2 felt more like a big apology from Square Enix. The first game was criticized for it's very linear gameplay. An  RPG that feels like you are on rails. No matter what, you are moving forward, and only after chapter 12 (towards the end of the game,which is 40 hours in) does the game open up for you to stretch your legs and actually explore. In the sequel, you have all the room you need. Thanks to the  confusing time travelling plot, revisiting past locations are now possible, and there are missions and fragments to find to get distracted from the main story. This is how the first game should have been, minus the whole time traveling thing. I still prefer a world map with a sky ship waiting for me towards the end, but this will have to do.

The story is flat-out horrible 16 hours in. Again, time traveling being the main reason. Altering the future to change the past. That phrase alone will pretty much give you the gist of it, and as much as I want to give the narrative a chance, I just start scratching my head and ask why Square decided to make things so complicated. They have Gran Pulse - the open world in the game that has so much potential. Instead, they decided to have players time travel from the current timeline serah came from, all the way up to 300 years into the future, even more at times. The world of Final Fantasy XIII is fascinating, but Square again fails to capitalize on what they have created. It's like creating a masterpiece painting, and you decided to add just a few more touches to spice things up, but in the end, it ruined it.

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BEST FINAL FANTASY COMBAT EVER

As expected, the combat is so far the saving grace to why I'm now past the 10 hour mark. The whole paradigm shift mechanic is back and faster than ever. This is easily my favorite game mechanic from all the Final fantasy series combined. Yes, it even beat's Final Fantasy 7's materia system for me. Shifting from paradigms (classes) after paradigms keeps the game intense. The crystarium(level up system) has been simplified, which is a negative, but is not bad that it ruins character progression and the overall fun. The pokemon aspect of the game, having monsters captured by Serah to fight alongside you, filling your third character slot, is actually a great addition. Since you can bring three monsters into battle, there's more character customization in this game. It's like you're worrying about the progress of 5 characters in a sense. Since you can capture any monster in the game, plus them having unique skills and roles, it keeps the combat fresh, since you get the urge to experiment with other monsters, hoping to find the best combination.

The soundtrack for the game so far is a bit subtle for my taste. It doesn't fit well with what's going on in a specific cutscene, even the battle music(which is really important in Final Fantasy games) fails to pump me during a battle. But those are tolerable, what I can't stand is the writing and the voice acting. That damn moogle that Serah uses as her weapon is the new vanille. Meaning, I hate him/her. The high pitch whenever he talks is annoying, and each sentence ends with a "kupo". You get the ability to throw moogle to unreachable treasure orbs, but I sometimes just throw him out of annoyance.

So far, despite the confusing time travelling story, and that damn moogle that I wish dies in the end, I'm enjoying myself. The combat keeps me entertained , and the ability to backtrack to explore new areas is a welcome change. Graphics of course what you'd expect from a Final Fantasy game, but there is inconsistencies. Compared to the 3D models of all the important characters in the game, the NPC's and the less important characters have less detail and less animations, suggesting a bit of rush in this project.

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Another new addition that I consider as the worst thing to add in an RPG, especially a JRPG, is QTE(Quick Time Events). These occur during "intense" cutscenes, requiring the player to press whatever button appears on the screen on time to be successful in the fight. It's added to have the player more engaged during a scene, But in the end, it comes out unnecessary .  It's easy button combinations, and gets old after the first few times you need to do it. But thankfully it's a rare addition. QTE's show up for your monster's feral rage, a unique ability. Again, the game is better off without it.

I'll continue playing this game. I'm planning to play it after I'm done with this actually. I'm glad that I decided to give this game a chance, but it makes me worry on the future of Square Enix's Final Fantasy series as a whole. It's a good JRPG fix so far, it even may come out better than the original, but it's definitely nowhere near the standards of past Final Fantasy games like FF 7, FF 9, or FF X. They love experimenting in each Final Fantasy game they release, I get that, but I think it's about time they slow down and look back at what worked in the past. Just my two cents.

 

Backlog Review: The Legend of Zelda: Skyward Sword

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In 2011, Nintendo pulled out all the stops for Zelda's 25th Anniversary. They had re-releases in the form of Ocarina of Time 3D and Link's Awakening DX, while Four Swords Adventures was freely offered to anyone with a DSi/3DS and the original Zelda gifted to early adopters of the 3DS, not to mention the Zelda Symphony that toured the globe. But the real prize, we knew, was to be the long-awaited Skyward Sword, the first game in the series developed exclusively for the Wii and set to fulfill Nintendo's long-awaited promise of true 1:1 sword controls with the Wii MotionPlus.

But while we all waited impatiently to see whether the game would deliver excellent combat, Nintendo was busy crafting an epic love letter to Zelda fans the world over with a story set at the far beginning of the established timeline, and an art style that strikes a good balance between the cel-shaded pastels of Wind Waker and the bloom-lit gothic environments of Twilight Princess. The end result is an experience that surprisingly delivers on every front, answering long-running questions about the Zelda mythos even as its gameplay, overworld and level designs challenge earlier ideas in the series. Towards the end of this review, I’ll also go into the reasons why the game has been considered a disappointment, and why I think it deserves a second look.

Not Your Daddy’s Zelda: A Further Evolution of Zelda’s Gameplay Mechanics

The basic setup, without giving too much away: Link is a student at the Knights’ Academy in Skyloft, where riders of the enormous Loftwings patrol the skies and save anyone falling off the edges of the realm’s floating islands. Zelda, the Mayor’s daughter, appears to take a liking to Link, which rival suitor Groose can’t stand. After Link spends a wonderful day with Zelda during a big ceremony, she is inexplicably captured by a whirling storm. Chasing after her, Link, too, is sucked into the unnatural vortex, and awakens on the elusive surface world, having somehow survived. Once there, he learns that an ancient evil is in danger of being revived, and that Zelda is off on a secret mission to keep this timeless evil from unleashing some horrible doom upon the world. Link ends up pursuing Zelda through self-contained sections of the surface world, where he runs into the powerful, effeminate magician and swordsman Ghirahim, who’s also pursuing the princess and may have something to do with monsters swarming the surface world.

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That’s right, I mentioned self-contained sections. One of the odder things about Skyward Sword is that it has no real overworld. The surface segments are divided into large areas that host multiple dungeons each, but do not connect with one another. As for the world in the clouds, it isn’t large or eventful enough, with only a few satellite islands, most of which exist only to host mini-games or recover secret treasures sent by Goddess Cubes from the surface, the only real incentive towards exploration. While playing the game I got the feeling that if the game had a little more time in development, the floating islands in the sky may have featured more to explore and enjoy, especially since the Loftwing physics are fun, being very realistic (you lose speed when climbing and gain it by descending, although the unlockable spin move you get later on defies physics entirely). The sky world is beautiful, but I found that I did the least exploring out of any Zelda game thanks to a serious lack of anything to explore or investigate. It’s not necessarily a bad thing, since the game world is huge and the ground segments have a ton of content, but for those who enjoy Zelda games for the hidden rooms and promises of stumbling upon secrets through exploration, it’s a bit of a letdown. There’s hours of character-driven mini-quests strewn about, as well as more signature mini-games than in any other 3D Zelda, but there is definitely a feeling of something missing.

As for the combat on the other hand, which was what I was most excited about pending the game’s release, I can happily say that it delivers a fantastic, immersive experience while maintaining the difficulty at a degree just enough to be challenging and allow the player to learn. Personally, I found my first play-through pretty smooth, but depending on your aptitude with the Wii Remote, your mileage may vary. As with other 3D Zeldas, combat is pretty forgiving. But this time, Link isn’t always operating with a full tank of gas, so to speak. He has a stamina meter now that limits running and dictates your combos, so you have to be creative in pacing your battles. There’s no more endless rolling to gain speed, either, as the A button now makes the hero sprint. I found this a very welcome change. To prevent shield spamming, Link’s shields now have a durability meter. If your shield takes enough hits, it’ll be useless, and the next attack will leave you open and robbed of stamina. Repairing and upgrading your shields in Skyloft’s town is essential, and easily accomplished.

You can also carry multiple shields and multiple instances of certain assist items, as well as mix a complex brew of potions with varying effects; there aren’t as many gadgets time around, but the item management and upgrades in Skyward Sword provide a more complex experience than the traditional item sets in Zelda, where historically, once you’ve found something, you don’t need to work to upgrade or maintain it. For the collectors like myself who love to chase the rare bugs (no fishing this time around, sadly), the net upgrades are very worth it.

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The Frontier For Motion Controls: The MotionPlus Knows When You Waggle

I have no idea how the MotionPlus works, but unlike in the Wii version of Twilight Princess, you can’t just waggle the Wii Remote anymore. Link’s onscreen avatar actually holds the sword in the manner you do, and while full-arm swings are thankfully not necessary for the most part (the same effect can be achieved through swinging from the elbow), the tech gets the job done in terms of immersion and accuracy. Link can swing horizontally, vertically and diagonally with ease, and the enemies this time around are programmed so that there’s always a smart way to dispatch them. The Stalfos and Lizalfos are especially fun to fight. Protip: if you have a Wii Remote with a MotionPlus built in and you daisy-chain a Motion-Plus attachment onto it, it makes the controller’s response even more fluid. Link can also perform two-handed vertical and horizontal spin attacks by holding the Wii Remote and nunchuk together and swinging. You bash with his shield, as well as parry, using the nunchuk. The signature move this time around is the Skyward Strike – raise the Wii Remote to the air and Link will charge up a powerful blow that can travel across a room. The move functions just like the charged shots from the 2D games. It’s all quite intuitive. Menu controls are a breeze. Skyward Sword also has the easiest access to the inventory screen out of any 3D Zelda ¬– simply hold the B button down and motion your wrist towards items on a large wheel, then release B when you’re ready. You can even move whilst selecting items.

The gadgets this time around make the most of the Wii MotionPlus without relying on it. The best example of this is the remote-controlled beetle that controls better than it has any right to, lending itself to complex flight paths. If the calibration veers off, as it inevitably does, just tap the d-pad with your thumb and the beetle will right itself. It’s a brilliant fix for a common problem with the Wii Remote’s gyro controls. As mentioned previously, there are now upgradable items, often used to accomplish side-quests, and getting these upgrades can be mini-quests of their own, as Link is sent to various locales to find the necessary materials. Not to worry, these fetch quests aren’t a large part of the game. A few of the upgrades are downright useless (who needs an upgraded slingshot when you have a bow?) but I found myself investing in all of them.

Riddle Me This: Puzzles, Level Design and Epic Bosses

People who thought that Twilight Princess was lacking in difficult puzzles will find that the same rule unfortunately applies to Skyward Sword. There are a few moments where I’ll admit I had to stop and think for a few minutes, but for the most part the game is a very straightforward experience.

From a lifetime of playing Zelda, the series’ game design rules are clear to me. That said, if the same winning formula is at work, some kid out there will have the same feelings of wonder and satisfaction that I did playing Ocarina of Time at ten years old. Perhaps it’s inevitable that things would be easier for someone who’s grown up playing Zelda, but never once did I encounter an obstacle that stumped me for more than a quarter of an hour. Some would say that’s a sign of good game design, but to me this is a radical change from what I expect from a Zelda game; taking away that feeling of frustration at not knowing what to do next takes away somewhat from the satisfying completion of those tasks.

After all, isn’t challenge an essential ingredient in the elements of an epic game? My deaths in Skyward Sword were few and far between. Most of them can be chalked up to The Imprisoned, a powerful recurring boss. Maybe that’s why we have Hero mode (unlocked by beating the game), where you take double damage and there are no random/dropped hearts… but I haven’t finished my Hero mode play-through, so let’s not get into that.

One of the cooler things about Skyward Sword’s level design is how it blurs the lines between field areas and dungeons. It often feels like the entire game is a dungeon, in that there’s always some gameplay-driven puzzle to solve before you can move forward, even in areas you’ve already explored. You’ll often find yourself utilizing Fi’s dowsing ability, which has you searching with the Wii Remote to find hidden areas or objects. So while there isn’t much backtracking within dungeons, the large environments on the surface are used and re-used for multiple events and even transform throughout the game depending on the needs of the story. Essentially, there’s less of an overworld as much as there are common ‘satellite worlds’ that you revisit from time to time – a desert area, a mountain area and a forest area. The large size and variety of these areas makes for a game that’s packed with content and will take even a seasoned gamer between thirty and forty hours to finish for the first time – just the right amount of time you want to spend in Hyrule.

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A new element that I really enjoyed was the introduction of the Silent Realm. In these visually stunning segments, Link must sneak past towering Guardians, avoid the glowing ‘Waking Water’ and collect Goddess Tears scattered throughout a shadowy version of the familiar satellite locations in order to ‘grow his spirit’ and obtain some essential upgrade or item. Think of it as Zelda Gear Solid, only you can’t fight back against your pursuers, and you’re on a time limit. Since one hit from the Guardians will force you to repeat the entire trial, there’s no way you can beat these trials on your first go. Memorization and smart playing are necessary.

Every one of the dungeons this time around is a delight, with visual wonders around every corner. Although there are basically seven dungeons in fewer locations, each is distinctive, with some focusing on enemies and others on puzzles. One of the things that struck me this time around is the sheer beauty of these fully rendered dungeons, and the variety of gameplay styles that they take you through (one dungeon has Link rolling around on spheres floating on a looping river of lava, while another one takes place entirely on an ancient, but technologically advanced, pirate ship).

The standout dungeon this time around is actually (surprise!) the traditionally hated Water Temple, “Ancient Cistern”, which is split into two opposite but beautiful halves around a giant state of a Hyrulian stand-in for Buddha. My brother tells me that the dungeon is based on an ancient Buddhist story. It’s all quite Zen until things take a darker turn, with some of the creepiest, most atmospheric moments in Zelda history. The dungeon’s boss is also one of the best in the entire series, with an epic fight that recalls the more difficult bosses in the old-school games, even though figuring out how to damage the boss is half the challenge. On the other hand, the aforementioned boss “The Imprisoned”, and of course Ghirahim, are difficult every time. These fights provide a lot of the game’s tougher moments and are well staged to make it difficult but rewarding to the attentive player.

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Speaking of bosses, Skyward Sword’s most intense and rewarding side attraction is the Boss Rush, unlocked towards the end of the game. True to its name, you attempt gauntlets of every boss, with no life regeneration. You can wuss out at any time and go away with a consolation prize, or keep chugging on and try your luck. It’s a fantastic mode that I hope Nintendo includes in subsequent games. For us old fogeys who grew up playing games in the 16-bit era, the only thing the 3D Zelda games (aside from Majora’s Mask) have been lacking in is a serious challenge. Boss Rush mode is very welcome in this regard, especially since most of the bosses are actually quite challenging and the order in which you fight them is randomized. The real fun begins when you attempt to take on every boss on the unforgiving Hero Mode. I won’t spoil my favorite prize, but it’s more than worth the toil, not just for its practical use, but also for bragging rights.

Presentation: A Zelda That Shines Story-wise, Visually and Aurally

Without spoiling anything, I would like to say that I think Skyward Sword, as the official first game in the Zelda timeline, features the best story and writing out of any other game in the franchise. You can see where a lot of Hyrule’s mythology comes from here. Nintendo has officially woven together the seemingly disconnected threads of the story that is The Legend of Zelda and the result is damn near magical. The most important questions have been answered, leaving only a few gaps left in the storyline. If Skyward Sword were the last Zelda game ever made, it would at the very least be a major triumph in story from a company that usually puts narrative considerations to the side in lieu of emphasizing gameplay mechanics.

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There’s also a pretty strong focus on character development, featuring writing that turns Zelda from an aloof princess to a moè-infused girl next door as well as a major character throughout the game, and providing Link with a strong comedic foil in Groose. A huge cast of funny side characters rounds out the ensemble. While there are a few animé tropes and, once again, Nintendo decided not to go with voice acting, the result is probably the first Zelda game where I was as thoroughly invested in the story as I was in the gameplay.

Fan reaction has been hotly divided on the graphics and art style of Skyward Sword. Early word-of-mouth was positive, but some felt that it was trying too hard to strike a balance between the look of Wind Waker and Twilight Princess. Personally, I think the game looks fine. Taking into consideration the fact that this is meant to be the very first Zelda before Ocarina of Time’s timeline split (which results in the alternate universes of Twilight Princess, A Link to the Past and Wind Waker), the art style fits perfectly. I just wish that the game were in HD, and that the textures were more detailed. Certain things like leaves on trees don’t hold up under close inspection. But overall, the pastel-colored palette fits the game very well. I wouldn’t mind if Nintendo continued to use a similar style for the next game in the series.

Perhaps the lack of an unbroken overworld and muted details in the textures can be explained by the fact that Skyward Sword boasts a fully orchestral soundtrack with over three hours of original music, something that would tax the storage capacity on a single Wii disc. The soundtrack is soaring, with the main theme, The Ballad of the Goddess, made from the reversed notes of Zelda’s Lullaby, being one of the best in the series.

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While I thought Twilight Princess had a great soundtrack, many of the tracks were synthesized. With a full orchestra following Link’s every move (even the familiar chimes are orchestrated), this game just takes composer Koji Kondo’s work to the next level. For hardcore Zelda fans, I highly recommend checking out the original soundtrack, as well as the Legend of Zelda 25th Anniversary disc, which contains rousing arrangements from the touring Zelda concert. What excites me the most is thinking of what the next Zelda will be like on the Wii U, since storage space won’t be a factor on the console’s discs, which utilize Blu-Ray tech.

Closing Thoughts: A Trip To Hyrule Worth Taking

If you have a Wii and consider yourself a Zelda fan, even if it was once upon a time, I highly recommend Skyward Sword. I even classify it as one of the best games of this generation. The biggest complaint I have about it is that due to its motion controls, it follows the same pattern as Twilight Princess in that there is a lengthy introductory phase where the game has to teach you how to play it. But once that hump is over and done with, the experience really shines, delivering a game that’s polished from beginning to end, down to every little side mission. It hardly ever repeats itself throughout thirty to forty hours of gameplay. The story is worthwhile, the music is excellent, the items are fun to use and the bosses are epic. There isn’t a sour note struck throughout this entire game.

The love and work that went into this title is clearly evident. The only problem is that Nintendo took their sweet time in releasing it. Let’s hope we don’t have to wait nearly as long for the next Zelda game.

Score: 9/10

Pros:

- Fun and immersive new control scheme - Fantastic dungeons and level design - A story that ties together the entire Zelda franchise - Completely orchestral soundtrack takes you into another world - Hero mode difficulty turns the game into a hardcore experience

Cons:

- No real overworld map - Still no voice acting or cinematic cut-scenes - Certain textures could have been more detailed

Pick 5: Reasons why I've lost faith in Resident Evil

Lost faith RE Resident Evil is considered the franchise that started it all. The survival horror genre was born when that iconic cutscene of the very first zombie was seen and Capcom knew they had something special. From 1998 to present, we have seen this survival horror franchise spawn numerous titles, sequels, and prequels. It even has a movie franchise that now has a total of five movies released. It's definitely a success, but as the series progressed, it slowly lost it's identity and eventually evolved itself into something we see all too much in either movies or games. I love Resident Evil, but at this point, I have lost all faith. 

Resident Evil 2 was my introduction to the survival horror genre. When I was in grade school, I experienced Resident Evil 2 for the first time and from there on, I became a fan. I can still remember the first time I encountered the Licker in the Police Station - As it shows it slowly turns it's head to reveal its long tongue, it then detaches itself from the ceiling to engage you. I was scared, but definitely hooked and determined to see it through.  The whole concept of treading lightly and saving valuable consumables and ammo for future use kept the game intense and most of the time frightning. Not anymore though, as the story moved forward, the series changed and turn out to be less appealing after each release. Here's are some reasons why.

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Hollywood Movies

The first Resident Evil movie was released in 2002. From there, it spawn 4 sequels. The movies weren't all that bad. The action was good, and the Story was expected to be horrible since..well. the whole story of Resident Evil is a big mess to begin with. My big problem with the hollywood infused Resident Evil series approached this as an action movie, and to top that all off, they add a leading protagonist completely made up just for the movies. Not only do most generation gamers and non-gamers now consider Resident Evil a monster slaying flick, we have all those memorable characters like Claire, Chris, and Leon taking completely useless roles in the movie, only placed for fan service. It completely changed the image of Resident Evil, and the games for some reason eventually followed suit with all the action.

Removing unique game mechanics

The evolution to what the franchise is right now began with Resident Evil 4. For the first time, Capcom has scrapped the still camera seen in previous games, and placed the camera over the shoulder. They removed the perspective mostly used in survival horrors.(Silent Hill, Fatal Frame) I did have a great time with the 4th game I won't lie, but it didn't feel the same anymore. At the time, the change was welcome, but the changes kept going as the number beside the title went up. Once they revealed RE 6, it was actually unrecognizable.  They removed yet another gameplay mechanic - being unable to shoot while moving. Staying still in order to shoot added tension, when they took that out, it was hard to call it an RE game anymore, especially with all the rolling and dodging.

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Action Adventure > Survival Horror

This is the franchise that started the whole survival horror, but also the one that abandoned it in the end. Back to RE4, it slowly turned out as more action-oriented, but still more about running away and picking your fights. Only during the 5th and 6th, even Operation Raccoon City(completely shit game by the way), did it really feel like a third person shooter, making me do mindless shooting to no end. RE5 was still tolerable, but RE6 went all out.

Cooperative Play 

Co-op. First introduced in RE5, coop destroyed any form of tension or fear. It made it a bit more linear, and eventually felt like a great coop game with a friend. I had a blast playing it with a buddy, but it felt wrong getting that kind of impression from a franchise I once got goosebumps when playing it.

Resident Evil 6/ Resident Evil: Operation Raccoon City

When Resident Evil 6 was released, the evolution was complete. Everything that made the franchise great is now gone. What replaced it was hollywood explosions and mindless gunfights. The only thing that made it Resident Evil was the characters and the herbs still used as a healing item. It became a third person shooter, plain and simple. It lost it's edge, and it was hard to swallow, since other games that bring the same thing can do better. We then have Operation Raccoon City. A game that I thought would be an amazing game, turning out to be the worst game of that year(for me). There was so much wrong in that 4-player coop that to this day, I still regret buying it on day 1. Both of them came out the same year, and I was really hoping for a good RE game.

In a business standpoint, yes, making it more action than scary would reach a bigger market. But when you slowly do a complete makeover, that's a whole different story. It made a divide in the fan base; People that love when it was a survival horror, and people that enjoy how it is now. It's hard to see how Resident Evil would be in the coming years. Not even sure If I want to know. Will it Capcom continue to move forward as is, or take a few steps back and bring back elements that made the games great? My guess is that they will just keep moving forward with what they have. If that does happen, I'll just accept it and keep praying for some kind of reboot.

What do you think about the Resident Evil as a whole?

 

Arenanet stays consistent with the monthly content updates, this month gets a trailer

Guild-Wars-2-chickens-yes Since Guild Wars 2 was released, Arenanet  has kept its promise of releasing new content for players every month.  For the month of Feb, they keep that promise rolling by releasing a trailer to show the new content for this month - Guild Missions.

The content this February is coming on February 26. The big feature is the addition of Guild Missions, giving guilds something to do together. Doing these missions give the guild merits, which can be used to unlock new perks and banners for the guild to use. There will be five mission types on release:

  • Guild Bounty – Your guild is tasked with tracking down and capturing various targets for the Orders. These people are wanted for a variety of reasons and have all sorts of tricks up their sleeves to resist arrest!
  • Guild Trek – Think you know Tyria? Well the Tyrian Explorer’s Society has a challenge for you! Find the list of locations before time runs out.
  • Guild Challenge – These challenges leverage our existing event system but are specifically geared to require multi-group, coordinated play to succeed. So gather your guild and see if you’re up to the challenge!
  • Guild Rush – Test your skills with a mad dash over harrowing terrain, traps, and other hidden dangers. Just remember, there’s safety in numbers!
  • Guild Puzzle – It’s a puzzle and a jumping challenge all in one! This mission type requires multi-group coordination as well as individual jumping skills to get to the treasure at the end.

Guild Wars 2 on sale until February 25

To top it all off, the digital copy and digital deluxe copy of the game is 30% off until the 25th. if you ever though of getting the game, now is the best time.

I was an avid player for the first three weeks of Guild Wars 2, but with the many games releasing that year, I had to stop playing to give time for other games. But thanks to the constant updating from ArenaNet, there's always something new to check out, making it very easy for me to log in after a long break. I loved the game already as is, and adding the free content every month makes it even worth the investment.

[Source: Guild Wars 2 site]

[UPDATE] Sony meeting 2013 - Playstation 4 announced

PS4-header The Sony PlayStation meeting is now over and the PlayStation 4 is now officially announced. All the details and game reveals below. 

Opening the PlayStation Meeting, they instantly announce the PlayStation 4. I was hoping for a  new name, but I'll take it. What's great about this presentation is that they explained the features and specs of the new console quick and simple, then went straight to the games.

The PlayStation 4 specs and features

The PS4 features a supercharged PC architecture, with a x86 architecture CPU, an enhanced PC GPU, and 8GB of GDDR5 system memory (PS3 currently has only 512 MB of system RAM, a big leap). This all means that the PS4 can make nearly two teraflops of computations a second. These specs make developers fell less constricted when developing their games for the PS4, Sony says.

The PlayStation 4's specs provide the ability to play any game while you're downloading. So updating your game via patch, or downloading new DLC can now happen in the background while playing. Sleep state is now also available - You can turn off the PS4 and resume where you left off. The power of the PS4 was shown with a real-time demonstration of Epic Game's Unreal Engine 4.

Another feature for the PlayStation 4 is remote play - Allowing players to transfer the game currently played on your HD TV, into your PS Vita. This was demonstrated when introducing their first official title for the PlayStation 4 - Knack. They haven't confirmed if this feature can be used on all games.

DualShock 4 controller revealed

PS4 controller

After they announced the PlayStation 4, they reveal the controller. Similar design to the traditional PlayStation controller with added features:

Touchpad: The Dual Shock controller has a touchpad in between the d-pad and the face buttons. They haven't added much detail on it, but it's strongly familiar to the back touchpad seen in the PS Vita.

The Share button: A lot of rumors mentioned about Sony adding a share button, and they were spot on. The added button gives the player the ability to share any moment during a game session to your friends with a press of a button. A video clip, a screenshot, even the ability to ask a friend within PSN to take control of your controller via his own PS4, and to help you in a difficult part in a game. This feature is thanks to Gaikai joining the PS4.

LED and motion tracker: The LED found above the controller has a built-in motion tracker which has somewhat similar functions if you compare it with the PS Move. The LED can illuminate various colors to either differentiate characters and players during a game, or add extra info like if you have taken damage.

Analog Sticks: A bit of a change in looks. The analog sticks now have rims around its edges which I'm guessing is done to get a better grip of the stick with your thumb. The gap between both sticks seems to be wider as well.

Triggers: For the Dual Shock 4, the annoying and, at times, slippery R2 triggers, has been changed. Instead of the R2 triggers being convex, it's more straight making it easier to press or hold. L1 and R1 triggers are more rounded as well.

The Dual Shock 4 controller is said to be faster and stronger. The options button is now also location on the upper right of the touchpad, with the share button on the opposite side.  The controller has a built-in mono speaker and sixaxis motion sensor system. Less latency and enhanced rumble. Of course, we'll only know if this new controller is more responsive if we actually get to hold it in our hand.

After all of the talk about the PlayStation 4, they went on with the games. have a look at everything that was shown, plus other reveals:

Knack

Killzone: Shadowfall

 DriveClub

 inFAMOUS: Second Son 

The Witness 

 Deep Down (working title)

Deep Down is Capcom's new IP for the Playstation 4. Together with the new IP announcement, they also revealed their new engine called the Panta Rhei. Deep Down will be the first game to use this engine on the PS4, and it really shows. I think this is the most graphically appealing reveal during this press conference.

Watch Dogs

Ubisoft's new IP Watch Dogs is confirmed as a next-gen title. During the announcement, a new demo was shown giving a bigger idea on the game's sandbox gameplay.

New Game engine from Quantic Dream

Quantic Dream (Heavy Rain, Beyond: Two Souls) went on stage but sadly did not reveal a new game. What they did show is a new game engine running on the PlayStation 4 showing the emotions that are now possible thanks to the console. A real-time demo shows an old man reacting to the light, showing a lot of the new facial animation.

Media Molecule reveals new PS4 design tool using the PS Move

Media Molecule didn't show the next littleBigPlanet, but they did showcase what's possible with the new PS4 design tool together with the PS Move. they showed examples of digital shapes being sculpted using the PS Move, and also giving users the ability to animate a scene using the Move.

Square Enix working on new Final Fantasy for PS4, wait for E3 they say

Square took center stage and showed the Agni's Philosophy tech demo being played in real-time using the PS4. Square's new game engine - Luminous, is definitely next-gen software and will be used for future games. Square also announced that a new Final fantasy is in development and we should stay tuned on this year's E3.

Bungie's Destiny coming to the PS4, even on PS3 

Bungie revealed that their recently announced title Destiny will be hitting the PS4. They also revealed that the online shooter will be available for the PS3 as well. A trailer was played showing new gameplay footage.

Blizzard partners with Sony. brings Diablo 3 to the PS4

One of the most surprising reveal during the event was Blizzard partnering with Sony. Diablo 3 will be the first to get affected by this partnership since the action RPG is now heading to the PlayStation 3 and 4. No date given, but expect console news from Blizzard from now on.

PlayStation 4 coming this holiday 2013

At the end of the presentation, Sony reveals that the PS4 will be available this holiday. No price was given. Even the console wasn't shown yet. It looks like Sony is not throwing all their cards on the table just yet. But I'm positive we'll have a look at the console and a price announcement during this year's E3, which is coming this June.