Category Archive: Featured

May 23

KitsuneKyon

Defending Our Blargs With Sanctum 2 and Giveaways

You play as one of these 4 characters and each one has their own weapon set and ability

Hello fellow Blargnauts, starting this Wednesday at the new usual BlargHour of 12PM EDT, Aria and the staff of Ariablarg.tv in conjuncture with Reverb Games will be showing off the recently released Steam game of Sanctum 2. Throughout the broadcast, we will be giving away seven codes of the game in which you can learn more about below as well as details on how to win these codes.

 

 

In order to win a copy of Sanctum 2, tweet your favorite thing about #Sanctum2 and send it to @AriaBlargTV!!! We will be having 7 winners!

Don’t know what your favorite thing is? Watch the stream on Wednesday to find out!
 

Some Blargnauts may remember Aria casting this game from the Twitch.TV booth at PAX East 2013, for those that weren’t able to watch and don’t know.. Here’s a little info for you!

Developed by Coffee Stain Studios, Sanctum 2 is the sequel to last year’s first ever hybrid game of Tower Defense/FPS. Being built from the ground up with extensive community feedback and their own creative ideas, Sanctum 2 took what made the first unique and pushed the bar higher, showing what an independent studio can do.

 

That being said, you’re able to choose from four unique character classes who embark on a mission to protect the oxygen-producing Cores from hordes of deadly aliens who are threatened by their existence. Outfit your character to your heart’s content with the new and extensive customization system. With that, you can choose your own load-out of towers, weapons and perks, but choose wisely because you are humanity’s last defense against the unrelenting hordes of aliens that seek to destroy.

 

In Sanctum 2, you will use elements from the mashing of both genres. Construct towers and walls during the building phase before those relentless aliens attack. Once you have everything set up, you jump into the fray and blast everything to pieces in the FPS mode. You can progress through the single-player campaign yourself, or play with up to four friends in co-op to discover the secrets of the planet LOEK III and learn the back story on why the aliens are so intent on destroying the Cores you are sworn to protect.

 

 

You can find the game on Steam as well over at Reverb Games

May 22

KitsuneKyon

A Second Anomaly in Our Blarg Defense

Hello fellow BlargNauts, I’m here today to talk to you about Anomaly 2, the sequel to the 2011 sleeper hit, Anomaly: Warzone Earth by 11 Bit Studios. This newly minted franchise so to speak is based in the tower defense/RTS genre, which, as you can guess, is pretty cut and dry. However, the minds of 11 Bit Studios found a way to innovate and stand out in the sea of tower defense games. The innovation you may ask? Tower Offense. An idea so simple, yet brilliant when one thinks of it.

Before we delve into the game and its features, it’s important to note the story that drives the concept of tower offense. The sequel takes place in the following years after the invasion of Earth in 2018 in which the planet is overrun by alien machines. As a result, mankind is now on the verge of extinction having little left to its name. Thus, the remaining survivors band together in huge convoys in search of food and supplies across the frozen tundra that is Earth. Your convoy is called Yukon and you must fight for the very last of your kind if you hope to survive.

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With our understanding of the story thus far, let’s start with the basics. Being a PC game, players have become accustomed to being able to customize their experience with the game. It’s safe to say that Anomaly 2 delivers on this front with a crisp UI, and a very easy to navigate menu. That being the case, everything you need to customize your experience can be found underneath the Help and Option tab. Opening it up, it reveals your sub menus:

Help: Your main guide in understanding how the game is played; it even offers a visual on the side to help better explain, which I found to be a nice touch. It also offers a small synopsis of the first game and the story trailer of Anomaly 2.

Controls: Self-explanatory in where you can customize if you play the game with a mouse+keyboard or a controller

Settings: This is where the real meat of the Help and Options menu is. The game neatly presents it in three categories of Audio, Video and Misc.

  • Audio includes music, SFX, and dialogue volume sliders
  • Video includes your resolution, graphics quality, and the ever important option of being able to play full screen or windowed
  • Misc while not quite as important as the first two, still offers quality of life so to speak. You can have the game be in a variety of languages (default being English) along with subtitles and the options to turn hints on and off.

With the multitude of options that the player can choose from, customizing your own tailored experience has never been easier. There is also the standard Achievements list for those that like to hunt for ‘em, as well as the addition of the leaderboard to go with the new multiplayer mode. The game offers two modes, one being story mode while the other is the brand new Multiplayer mode. I’ll start by talking about the story mode first and the multiplayer after.

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Heading into each mission, one of the key features that I found to be quite nice was being able to choose your range of difficulty: Casual, Normal, Hardcore, or Nightmare. It doesn’t limit you into playing the campaign with a set difficulty all the way through, but rather gives freedom to all skill levels and those who like a challenge. While one strategy may work for normal, it might not work for hardcore, which keeps the essence of strategy alive and well.

Rock Bottom, the first mission, introduces the player to the world of Anomaly 2, a beautiful, yet haunting frozen wasteland of what happened after the first game. It’s always nice to see the developers take their time in bringing the game world to life. From this, Anomaly 2 absolutely shows that the developers really care about how their game is presented as well as the feeling they want to communicate to the player. It’s not often that you get this level of commitment into a genre that typically lacks this sort of passion.  anomaly-2-hands-on-preview-3

 

The first mission is essentially the prologue, which sets the tone of the game and introduces you to the most basic mechanics. Right from the get-go, the game feels very clean in its presentation as well as precise and responsive to your every move. Above is a little box that notes your score, timer, and the resources known as Carusaurum that you either find on the ground, or collect from defeated enemy towers. Once you beat the level, it brings you to your performance screen in gauging how well you did, with three medals for Ruthlessness (towers killed), Time (how long it took), and Efficiency (how well you executed).

With the prologue completed, you are introduced to the protagonist, Lieutenant Simon Lynx who commands Yukon’s forces. From here on, the next few missions teach you more about the game and its features. A rather neat innovation to note is the Tactical View which allows you to map your way through the level, providing time on how long you’ll take with said route for those who like to speedrun. This does not confine the player to that specific route that they laid out at the start of the mission, and you can always change the route you take at any point in time.  Another neat little addition is the ability to speed through the level for those who don’t like to sit around and watch their units destroy everything those towers throw at it.

One of the cool things about this game is the ability to morph your units on the spot to suit your needs, acting like Transformers. It adds an extra layer of strategy in thinking how to get through certain situations, if Form A’s abilities is better suited than Form B’s abilities. In true tower defense fashion, you can upgrade and buy/sell before the mission starts, and in real time adding to your strategy given the information you are provided with.

Not only that, you are given options in how you go about supporting your mechs such as healing and setting up a decoy. However, the game only provides you a limited amount of uses given the nature of the game. The good thing though is that with each resource picked up, it adds to your arsenal, providing continued support to your mechs. As always though, not every defeated enemy tower will drop it.

With that being said for the story mode, the true nature of the game lies in its multiplayer mode. This is where the game takes its unique concept and fleshes it out in the form of Tower Defense vs Offense. It’s a rather neat way of pitting players against one another and the game does so with aplomb.

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To start, one side controls the Convoy (humans and mechs) and the other the aliens (towers). You start the match by picking a technology (ability enhancement) such as more health, increased damage, ect. Once you do so, you can upgrade it further as well as obtain more with the resources you get throughout. From here, the match progresses similarly to how you play the game in story mode, being able to build and upgrade mechs/towers, collect (passively gain as towers) resources  and use your abilities to support. The goal is to accumulate 1000 points or gain a 500 point advantage over your opponent in the time allotted.

Overall, Anomaly 2 is a fine addition to the tower defense genre. It brings an innovative idea from the first and refines it further with the sequel which should please many fans. Not only that, it’s a game that anyone can pick up and play with ease given how well the game makes itself accessible to new players while giving new challenges to veteran players.

The game can be found on either Steam or on the game’s website

Status update

KitsuneKyon

Do you ever wish you can own previous paintings that Aria has done for past commissioners? If so,we are proud to announce that we have our own shop where you can by prints, posters and greeting cards which feature her paintings. Currently, we only have the Good Job Luigi painting available as some of her earlier paintings are not available for prints. If you get one of the products at the shop, don’t hesitate to tweet Aria a pic or email us so we can show it off on the site.

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Paintings and more Paintings!



A painting found its way to a nice wall and thanks to Mullersmutt for sending us the picture of the painting :P

Status update

KitsuneKyon

Hello fellow BlargNauts, tomorrow at the new usual BlargHour of 12PM EDT, Aria will be painting a large sized Radiata Stories. If you would like to see past works of her paintings you can find it here, or if you would like to commission her for one, you can find the info on how to under our Art tab.

Apr 19

Interview: NIS America on Time and Eternity

Logo

I bet you all forgot who I am. Hah! But no, Blargnauts, I’m certainly still around… and today I’m bringing you a very special exclusive interview on NIS America’s upcoming animated RPG, Time and Eternity. Created by Namco Bandai Games and released as the “first HD animation RPG” for the Playstation 3, Time and Eternity mixes the interactivity of role-playing games with the graphics of anime to create a unique experience for players. So without further time-wasting, let’s get right into it!

For those who haven’t heard of it (or just don’t know much about it), could you briefly introduce Time and Eternity and give us a short summary of the game?

NISA: Time and Eternity begins with the hero, a knight named Zack (or whatever you decide to name him), preparing to marry Toki, a princess. But just as they’re about to say their vows, their wedding is attacked by a group of assassins, and Zack is mortally wounded. As he’s fading out, he sees Toki transform into another person, who attacks the assassins. He soon discovers that Toki is actually two souls in one body. He also discovers that she can travel through time. Together, they travel back into the past to try and find out who attacked them, which sets a whole series of events into motion.

NISA has released a number of JRPGs in the past, like the Hyperdimension Neptunia series (which has an anime coming out this summer) and many games from GUST’s Atelier series. On the other hand, Time and Eternity has sometimes been described as a “Playable Anime” both in terms of art style and the way it’s presented. What is it that makes Time and Eternity different from the games you’ve released in the past?

NISA: For starters, one big difference is exactly what you described – the art style. The game world is all in 3D, while the character bust-ups and battle animations are all hand-drawn. This is different from computer-based cel-shading, giving it a unique, lovingly crafted feel. The battle system is also very different from other titles – it’s a fast-paced real-time system where your timing and reflexes are key. You control one character in battle and must time your dodges, blocks, and attacks very precisely with that character.

So, would it be fair to say that Time and Eternity is more about the storytelling and experience than, say, the exploration and challenge that many other JRPGs focus on?

NISA: Along with the visual presentation, storytelling and characterization are definitely at the center of the experience. Reading the brief summary I gave up above, you might think the story is very serious and grim, but there are plenty of lighthearted, even goofy moments in the game, which all come from character presentation and interaction. The scope of the story is purposefully limited (you’re not saving the world here, only your life) so that you can focus on individual character personalities and interactions. That being said, while the game does feature an Easy Mode, you won’t be able to just sit back and let the game play itself – you’ll still have to go in there and kick some butt.

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Let’s talk characters for a bit. Some materials have referred to the “Prince” in the game as the Main Character, but at the same time, you seem to be controlling Toki and Towa on the map and in battle. Who’s really the avatar of the player in this game?

NISA: Honestly, it’s really sort of a split, which was a conscious choice to allow the player to develop a closer connection to everyone involved in this central relationship. During cutscenes and story bits, you’ll see things from the knight Zack’s perspective and make dialogue choices for him, which allows you to see and shape his feelings for Toki and Towa. But once you get into battle, you’ll be controlling the girls, allowing you to experience first-hand their strength and independence in the world.

As long as we’re talking about protagonists, what’s the Prince actually like? Does he have a personality of his own that we’ll be watching or does he act as more of a stand-in for the player with little existence of his own?

NISA: Zack absolutely does have a personality of his own, covering all ends of the emotional and dramatic spectrum. He can be courageous, cool, goofy, comically angry, even sometimes a bit dirty. And while much of this personality is predetermined, there are plenty of points in the game where the player will be making key choices for him, in terms of how he presents himself to Toki, Towa and others, as well as important decisions about his future with the two girls.

How about the supporting cast of the game? Are there any interesting or unusual characters among them? For that matter, is there any favorite supporting character at NISA’s offices?

NISA: Absolutely. While the main thrust of the game’s story is fairly serious, the supporting cast is given plenty of room to breathe and grow and get all kinds of silly. It’s actually not so different from other NISA titles in that regard. Self-absorbed swimsuit designers, robotic record producers, cake-obsessed dragons, there’s plenty to look forward to. He’s kind of a bit player, but my personal favorite is the overblown vampire who’s also an aspiring comedian.

Let’s move on to the system and mechanics of the game. Could you briefly explain the combat system to us and tell us a little about what players will need to do to succeed when they play?

NISA: You’ll start off controlling either Toki or Towa on a field map, running around completeing objectives, looking for treasure, all that good stuff. The game has random battles, and once you go battle you’ll be in direct control of your character. Battles play out in real-time, so you’ll have to dodge and block, adjust your positioning (melee or ranged), and execute attacks all at the same time. You have a basic attack, and can assign three more attacks to your face buttons. As you level up, you’ll gain a wide variety attacks, as well as the option to set up multiple skill “palettes” that you can swap to mid-battle, so you can move between different skill/attack setups. So to succeed, you’ll have to pay attention to many different things, learning the timing of enemy attacks, figuring out when they’re vulnerable and what they’re vulnerable to, attack combinations, and so on.

The battle system of Time and Eternity.

Time and Eternity relies on an unusual animation style for much of what’s going on. Has this presented any challenges for the way NISA localizes the script?

NISA: While it’s a very unique style for the end-user to enjoy, it didn’t pose any particular problems for us during localization. Line lengths were auto-adjusted, as were lip flaps, so we never had to worry about anything like that. Battle lines had to be timed to be roughly as long as the Japanese, but that’s common for us so we didn’t have any issue there.

One element of JRPGs that many fans care about is the voice-acting. Does NISA plan to stay with its usual format of including both the Japanese dub and a new English voice-over for this game, or do you plan to do something else?

NISA: We totally understand how important the Japanese dub is to many of our fans, and we’re happy to let everyone know that the game will feature the full original Japanese voice track, as well as an English track for everyone else. (For the record, we did not voice the side story lines in English, but the main story is fully voiced.)

In the same vein, sometimes direct translations just don’t work very well for the way you’re presenting the game. How much of the game is distinctly localized, compared to a straight translation, and how does this compare to other games you’ve released in the past?

NISA: It’s really hard to say “this line is directly translated” or “this line is completely localized.” That kind of thing is on a sliding scale, and the distinction can be very subtle. That being said, our philosophy has always been to try to understand exactly what effect a line is intended to have on a Japanese player, and then translate/localize that line in a way that will create the same effect for a Western player. Sometimes this is very easy with a literal translation, sometimes the line needs to be massaged a bit. In the case of Time and Eternity, there wasn’t too much in the way of cultural references or anything, which is usually the biggest challenge on our games, so we really didn’t have to stray very far from the original Japanese.

Out of every game you could have chosen, what was it that made NISA pick this one?

NISA: There are so many factors that go into deciding which games we bring over, so it’s hard to nail down the reasoning to one specific thing. But what I can say is that this game does offer a very unique experience in terms of its visuals and its story. We were founded on the idea of bringing over niche titles that certain types of players can really get into and invest themselves in, and we believe this is that kind of title.

Finally, is there anything else you’d like to tell us about the game?

NISA: Everyone at NISA is really excited about the game, and we hope everyone reading this gets just as excited. We’ve always relied on word of mouth and fan enthusiasm to help spread the word, so if you dig this game, feel free to shout about it from the rooftops! (While taking every necessary safety precaution, of course.)

Thank you for taking the time to answer our questions!

 

Time and Eternity is scheduled for release this summer in North America and the EU.

 

Your wives. Yes, the plural is plot-relevant.

Your wives. Yes, the plural is plot-relevant.

 

About NIS America

In 2003, NIS America was established in Southern California to bring exciting, one-of-a-kind Japanese culture to North America. NIS America’s team members devote themselves to the fans. Their respect for their fans is at the heart of everything they do. As an established entertainment publisher in the U.S., NIS America is committed to continuous growth and improvement.

NIS America is a subsidiary of Nippon Ichi Software, Inc., a Japanese company famous for its unique line of strategy RPGs with titles such as Disgaea, Phantom Brave, and Makai Kingdom. NIS America has also become a publisher of Japanese anime titles, such as Toradora!, anohana: The Flower We Saw That Day and bunny drop.

Contact: NIS America, Inc. 1221 E. Dyer Road, Suite 100, Santa Ana, CA 92705 / 714-540-1122 / NISAmerica.com

 

Screenshots used in this article may not be representative of the final game.

Feb 14

KitsuneKyon

2013: Year of the Luigi

Hello fellow BlargNauts, KitsuneKyon here. As many of you know, today is Valentine’s (or Single’s Awareness) day and Nintendo’s President, Satoru Iwata celebrated the romantic holiday by delivering the company’s usual Nintendo Direct. Entitled Year of Luigi, a Luigi cap wearing Iwata started us off with a brief history lesson of the younger Mario brother, and his many supporting (and starring) roles in various games over the years. Being the loving holiday that it is, Nintendo showered our beloved number two player with lots of love by announcing what they had in store for him.

The first title discussed was the 3DS exclusive, Luigi’s Manson: Dark Moon. Appearing to discuss the game for the first time ever on Nintendo Direct was Shigeru Miyamoto, creator of many beloved Nintendo franchises such as Mario, Zelda and Pikmin. In this segment, he gave us a developer’s view on what they wanted to do with the title and how they approached it. Notable inclusions he talked about were the upgrades to the Poltergust 3000, the newly added multiplayer mode and of course, the fact that there will be multiple mansions to explore.  Luigi’s Manson: Dark Moon will hit store shelves March 24th.

Luigi’s Mansion: Dark Moon

The next title discussed was the grand unveiling of the next installment of the handheld Mario & Luigi RPG series. Entitled Mario & Luigi: Dream Team, the game will be centered around a sleeping Luigi, and presumably the majority of the game will take place within his dreams. The only feature shown for the upcoming title was the ability to play around with Luigi’s face on the bottom screen in order to solve puzzles within his dream, a nod to Mario 64′s title screen. As always, more details about the game will come in due time, but until then, Mario & Luigi: Dream Team will have a release date of sometime this summer.

Mario & Luigi Dream Team

Being the ever talented Mario Bros, the next game discussed was another unveiling of the Mario Sports series: Mario Golf World Tour for the 3DS. Although this doesn’t specifically star Luigi, he is nevertheless a main character in it. Not much else was revealed besides the title, and a tentative release date of sometime this summer.

Mario Golf World Tour 3DS

To the surprise of many, Iwata also announced that New Super Mario Bros U will be getting its first major DLC. Entitled New Super Luigi U, the DLC will transform the 80+ levels into an entirely new game for our lanky green plumber to explore. Given that this is the first DLC of its kind to make such drastic changes, Iwata noted that it is being treated as a new game, and is currently slated for release on the Wii U eShop sometime this year.

New Super Luigi U

As is accustomed in their Nintendo Direct, Iwata took some time out to unveil a new feature that will be implemented in the Wii U starting today. Noting that there were no communities for unreleased games, Iwata announced a Legend of Zelda open community, a community which is not tied to a specific game, but instead, a brand in general .

Despite Luigi being the main star of Nintendo Direct, other notable mentions were made for the remainder of the broadcast.

-Animal Crossing for the 3DS stars the player as a mayor of their own town. A few new features noted during the conference were the home showcase, and the ability to customize even further than previous installments of the series. The game comes to retail June 9th.

-Lego City Undercover for the Wii U will come to retail March 18th. Similarly, Lego City Undercover: The Chase Begins (which features the same world, but different story) for the 3DS will come to retail April 21st.

-Mario and Donkey Kong: Minis on the Move, the action-puzzle game series, comes to the eShop in the near future

-Donkey Kong Country Returns will be heading to the 3DS sometime this summer

Sounds off below or within the forums on what you thought about Nintendo Direct’s latest installment!

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