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Elliot Gay

What's new in God Eater 2: Rage Burst?

Sep 20 // Elliot Gay
The first quest available in the demo introduces the core new feature of the game, the Blood Rage mode. In the vanilla version of God Eater 2, every character had what was called Blood Arts. These special moves could be leveled up through constant use in combat, and were essentially flashy special attacks that did heavy damage at the cost of stamina. Much of GE2 was based around this new mechanic, and Rage Burst looks to flesh it out even further. On the left side of the game screen is a lock of sorts. As you fight on through a mission, the lock starts to flash. Swiping the lock on the Vita's touch screen will open up a few options. On the top right of the UI there will be a list of Aragami monsters currently on the field. By swiping the monster of your choosing, it takes you to the next selection screen. This bit is where you make what the game is calling a contract. Each contract will grant you a temporary buff of your choosing, but at the cost of fulfilling certain requirements on the battlefield. In the first quest, the requirement was that I deal some 5,000 hit points of damage to the boss monster in 30 seconds or less. Failure to do so reset the lock, forcing me to do the whole process over again. The better the buff, the more difficult the contract. Because the initial quest was designed to teach players about Blood Rage, I was able to repeat the process over and over again whether I failed or succeeded. The actual system is limited however, and doesn't allow for spamming. When you succeed at activating Blood Rage mode, your character grows what look like tiny wings of light, your movement gets snappier, and the whole thing just looks really cool. I'm not sure how it's going to work balance-wise in the long run, but for now it seems like an interesting addition. I am however concerned with how tedious the process is. On more than one occasion I was unable to select the monster or contract I wanted because no matter how hard I swiped, it wasn't registering on the Vita. Considering all of this happens while in battle, I'm hoping the tweak how it works before the final version of the game. That being said, it's a Vita-unique problem and I doubt it'll be an issue in the PS4 release. Though I suppose it could very well be that I just suck at swiping; the kind woman explaining the mechanics to me couldn't help but giggle at me.  Also fresh to God Eater: Rage Burst is the Valiant Scythe, a new weapon type wielded by one of the brand new story characters. I played around with it during both missions and was impressed by its wide swinging range, though noticed that its starting animation was quite slow. Unfortunately it didn't seem like the ideal weapon of choice against the new Aragami boss in the second quest. I'll be damned if it didn't look awesome though.  With the combat getting some substantial tweaks, here's to hoping they add more fields and monsters to Rage Burst. With online coop a now-standard feature for the series, the only way to go is up. As for its chances of releasing out west? Your guess is as good as mine, though I suspect Bandai Namco might have been waiting for an upgraded version of God Eater 2 to be released before considering it for NA/EU like Capcom has been doing with its hunting franchise. Or at least that's what I tell myself before I go to bed.
GE2: Rage Burst preview photo
New monsters, characters, and weapons oh my!
I put a sizable chunk of time into the original God Eater 2 on the Vita late last year. It was a solid entry in the long line of recent hunting action games, but certainly not without its fair share of issues. It suffered fro...

Tales of Zestiria's combat is fast and furious

Sep 19 // Elliot Gay
There were two separate demo options for Tales of Zestiria at this year's TGS. Visitors could choose from the "Scenario Mode," which went through a chunk of the story before culminating with a boss fight, or the "Battle Mode," which dropped players in a wide open field and allowed for limited exploration and combat until time ran out. I figured "Battle Mode" would give me the most bang for my metaphorical buck, and was immediately given control of the protagonist, Sorey. As I ran around the field looking for treasure and perhaps some secret locations, I noticed that one of my party members, the lance-wielding Alisha, trailed behind me while occasionally commenting on our surroundings. I was instantly reminded of older SNES and PSX RPGs in which your entire party would follow behind you like a party line of sorts. The first thing I noticed upon spinning the camera around was how wide open the main area was. Unlike Tales of Xillia and its sequel, there were no large walls closing me in on either side. Even more surprising, the whole plain was filled with hills going every which way. It seems like a small inclusion, but when you're spending a not insignificant amount of time running between towns and dungeons, any kind of variation helps. Additionally, I found multiple ruin-like areas littered across the field, giving me reason to explore and deviate off the beaten path. I don't know if this sort of thing will be commonplace in the final game, but I certainly hope that's the case.  Combat still takes place in a closed off arena, but one of the bigger differences in Tales of Zestiria is the way battle transitions are handled. As soon as the player character makes contact with an enemy, the game loads in the rest of the mob and immediately goes into action mode on the field. No more cutting to a different screen; a small, but important step toward making the world feel seamless. It's not as smooth as it could be, but it works. In combat, rather than utilizing an MP system for the various artes, Tales of Zestiria takes a page from Tales of Graces' book, using a recharging bar that fills up as you fight. It rewards smart players who link combos together and utilize the side step mechanic to dodge enemies and stagger them. Much like in Graces, you'll be zipping around enemies and taking more chances so that you can fill up your meter faster. With a system as robust as this, I'm sure I barely touched on the intricacies of combo'ing, but there's only so much I can see in a ten minute chunk of time. As always, folks who want to just press buttons and look cool can do it as much as they please. For those who seek a more technical experience, Zestiria looks like it should satisfy. The biggest change, which I unfortunately wasn't able to explore too deeply, is the brand new Armitization system. When activated, Sorey can fuse with one of the Seraph's in his party to become a single powerful being with a brand new array of artes and physical attacks. In the demo, I tried fusing with Edna and Lailah. The former uses powerful Earth-based moves, so when fused, Sorey had giant glove-like weapons equipped that did heavy damage to most of the enemies I bumped into. Fusing with Lailah resulted in a magic heavy character that mostly stood away from the front lines to deal damage. Activating Armitization was as simple as tapping the L1 button in combat. Reversing the process takes another press of the same button. It's not at all complicated to use, though I suspect some of the more hardcore Tales fans will be putting together crazy combos. I'm looking forward to getting more hands on time with the game come Japanese release this January.
Tales of Zestiria preview photo
Rolling hills and clashing swords
Ask most Tales fans what game has their absolute favorite version of the Linear Motion Battle System (LMBS), and you're likely to get a wide variety of answers. Some prefer the 2D combat from the Tales of Destiny PS2 remake a...

Tales of Zestiria footage photo
Tales of Zestiria footage

Offscreen Tales of Zestiria footage shows rolling hills and fierce battles

It also looks like a Tales game
Sep 19
// Elliot Gay
I had the chance to go hands on with the latest in Bandai Namco's flagship RPG series, Tales of Zestiria. I came away from the demo feeling pretty excited for the fast paced combat, but I also managed to get a couple of offs...

Godzilla: Walking in the shoes of the king of monsters

Sep 18 // Elliot Gay
Despite my not-so-great history with Godzilla games, I rushed toward the Bandai Namco booth at TGS to get my hands on the latest title. The demo was about ten minutes long, and I played as Godzilla in what appeared to be some kind of power plant or oil refinery. I was tasked with destroying as much of the area as possible, all while fending off military attacks and annihilating defense structures. After a brief appearance by Super X (of Godzilla 1985 fame), King Ghidorah appears on the island as the final boss of the demo. The whole experience was relatively short, but it gave a good indication of what the various missions might feel like. More than anything else, what stuck out to me the most in my time with Godzilla was the authenticity of every sound effect, piece of music, and monster animation. Much to my surprise, rather than composing original generic themes for the game, Akira Ifukube's legendary music tracks have been utilized. There's something empowering about watching Godzilla stomp around to his own memorable theme. Even the sound effects appear to have been taken straight out of Toho's vault. King Ghidorah's cackle, the sound of his energy beams, and even the maser sound effects are 100% accurate to what fans of the series know and love. The two giant beasts in the demo have been modeled and animated lovingly, with little touches like finger and mouth movement standing out the most. This feels like Godzilla, and that simple fact helped to elevate the whole experience. It's safe to say that they were going for nostalgia, and it works.  Controlling Godzilla wasn't difficult, but it took some getting used to. The left analogue stick on the Dual Shock controls G's primary movement, while the L1 and R1 buttons rotate him left and right. Square button is the basic arm attack, and moving the analogue stick while attacking resulted in a wide-reaching tail swipe. The triangle button fires off Godzilla's signature breath attack, while the circle button is used for grabs and throws. The X button functions as a charge/dash attack. I was impressed by how weighty the monster felt, especially compared to some of the older 3D Godzilla games. You can feel each step, each hit, and each fall; this is no high speed character action game.  It wasn't all sunshine and rainbows though. While the city destruction felt and looked great most of the time, Godzilla has some major slow down problems when too much is happening onscreen. At one point, I used the breath attack to lay waste to a set of buildings, and the game struggled to keep things moving at a decent framerate. Additionally, the textures on some of the environments and buildings weren't too hot. This wasn't immediately noticeable while playing, but during some of the in-game cutscenes it was certainly a bit jarring. The two PS3s running Godzilla froze multiple times while I was waiting in line, so I'm crossing my fingers that that won't be an issue in the final game. I came in with low expectations, but I walked out of my time with Godzilla both hopeful and excited for the final release. The world needs more games about playing as giant monsters, and this looks like it might fit the bill. Hopefully the recent film's success can convince the folks up top to give Godzilla a chance in the west.
Godzilla preview photo
Weighty and janky, just how I like it
Fun fact. When I was a child, my mother sat me down in front of Godzilla films and subsequently burned them into my brain. As a result, I ended up learning Japanese and moving to Japan as an adult. It's not a stretch to say t...

Final Fantasy Explorers feels like Crystal Chronicles meets Monster Hunter

Sep 18 // Elliot Gay
I went into the Tokyo Game Show Final Fantasy Explorers demo prepared to play it the way I play any hunting game: a finger on the dodge roll button and ready to react at any time. That was all well and good until I realized there was no dodge input. There's a dash for running faster, a basic physical attack that uses up zero MP, and buttons for item use. By holding down either shoulder button, you gain access to job specific skills and attacks which suck up MP and need time to recharge after every use.  Jobs can be switched out in the main hub town at any time, meaning that it's very easy to pick a new one to work on beefing up. One button pulls up the menu, and you can select a job from there. It's fast and painless, which is absolutely essential in a game where you want to keep time waste to a minimum. I rolled with the Hunter job on my first play through, and so I was shooting arrows from afar while my AI companions rushed in. Things went a little sour as I hit the boss of the demo, the one and only Ifrit. With both long and close range attacks, it became a game of buffing my stats when given the chance, and letting off special skills that simultaneously did damage while restoring my own HP and MP. I imagine that had I been playing in a group, the experience would have been significantly different, but even playing alone felt satisfying. Much like various other action RPGs and hunting action games, various resources can be picked up throughout the environment, though I never needed a special item to do so. Enemies dropped materials, and defeating Ifrit also led to acquiring some rare drops. There was no way to get a look at the crafting system in the demo, sadly. The various common baddies were taken from Final Fantasy lore, making for a nice trip down memory lane as my hunter killed everything in her path. The strong gameplay base excites me to see the final game, but the Final Fantasy casing it's wrapped in made the experience all the more rad. There was something exhilarating about going up against Ifrit and dodging his fireballs in real time while the whole area is shooting up pillars of lava. I wouldn't say that Explorers is an amazing looking game, but it has a strong, colorful art style, runs great, and feels good. Character and enemy models have plenty of detail on them, and the one dungeon I explored, while short, had plenty of places to explore and veer off the beaten path.  If the rest of the game ends up being as fun as the brief ten minute demo I played was, Square Enix might just have another winner on their hands. There's been no direct word as to whether this is headed west or not, but I can only hope that SE takes their chances on this one.
Final Fantasy Explorers photo
The product of its lineage
It's become exceedingly easy in recent years to point the finger at any four player cooperative game in Japan and call it a Monster Hunter clone. I'm not particularly fond of this way of thinking. Despite my love of ...

Final Fantasy Type-0 HD plays as well as ever

Sep 18 // Elliot Gay
The demo pops you into an area outside of a fortress with three characters at the player's disposal: Ace the card wielder, Rem the dagger user, and Seven with her chain whip sword. Like in the original PSP game, you can swap between these characters with a tap of a button, and you'll want to be considering how each character controls completely differently. After I made my way into the fortress, I encountered a giant summon creature, an Eidolon, and was tasked with defeating him within a time limit. Unfortunately I failed, which meant I wasn't able to go deeper into the enemy area through the front door. Instead, I had to flee and take a more roundabout path. The ten minute demo ended before I could clear everything, but I came away from it with a pretty good idea of what to expect from this remaster version of Type-0. First thing is first: the game is pretty. It's not quite PS4-level beautiful, but there's no doubt that they put work into this port. A quick google of the PSP version and a look at the latest trailer should speak volumes. Character models are much nicer, particle effects from all the spells look great, and the frame rate was solid. I was also impressed by the new lighting system in place which does wonders for the more moody locations. My biggest complaint is that some of the texture work and geometry in the levels are very clearly not at the same level as the rest of the assets. As someone who played the living hell out of the original game, this may very well stand out to me much more than a person who hasn't touched Type-0. Be that as it may, this HD remaster is definitely an upgrade. Control-wise, the setup of the PS4 pad really improves the experience, particularly in the form of the right stick. The camera in the PSP version of Type-0 could be a major pain in the ass to deal with due to the lack of buttons on the machine, and while it still has some issues even on the new platforms, it's much less unstable. Type-0 is still a challenging game, though I've been told that director Tabata and his crew have created an easy-mode for folks who don't want to be dancing on the edge of death. I thought Final Fantasy Type-0 was an impressive game when I played it back in 2011, but this HD remaster has really reignited my love for it. I'm super jazzed to see what other changes have been made come its release in March.
Like the PSP game, only more pretty
I adored Final Fantasy Type-0 when it first released on the PSP in Japan a few years back. It took me a whopping 75 hours to clear the game my first time, and while it undoubtedly had its fair share of problems (weird RTS sec...


New Ys for PS4/Vita gets a brand spankin' [not so] new trailer

Jumping has returned
Sep 17
// Elliot Gay
[Update: So apparently this is mostly the same trailer as before, only they just released it again for TGS. Whoops!] With Japanese JRPG developer Falcom on the cusp of releasing their latest game here in Japan (Sen no Kiseki...

Bravely Second is shaping up quite nicely

Time to go save the world again
Sep 17
// Elliot Gay
Square Enix's latest traditional 3DS JRPG, Bravely Second, was playable on the Tokyo Game Show floor this year, and I had a chance to go hands on with it. This is the first time the game has been released to the public, so I ...

Monster Hunter 4 is a fast and ferocious beast

Sep 25 // Elliot Gay
[embed]235568:45187[/embed] The Tokyo Game Show demo had a preset character for every weapon in the game, so I decided to roll with the brand new bug stick. Granting the player the ability to launch a bug at enemy monsters, it's also surprisingly versatile as a staff weapon. Unfortunately, you can't block with it, but a dodge roll is still available. The hit radius on the bug stick is also extremely wide and reminded me and several others of Kilik from the SoulCalibur series. Even better, you can actually use the staff to launch yourself up into the air, opening you up to attack monsters in midair. It's not as simple a weapon to pick up as the traditional set of swords, but I can see veteran players really taking to it.  After fiddling with my new weapon in the opening area, me and the others entered the actual field proper and were met with bright, yellow fields. I played the demo with the 3D slider set to maximum and it was a thing of beauty. The textures didn't seem to be a drastic step up over Monster Hunter Tri G, but the shadows and overall lighting are a huge improvement. Likewise, the actual areas are much larger and much more varied. As seen in the initial Monster Hunter 4 trailer, the terrain is now vertical in a way that changes the game significantly. Unlike previous entries in the series, when facing off against a giant monster, you now have to be super aware of your surroundings. When my comrades and I stumbled across our target, it fled into a huge area with a lower section covered in some kind of web-like substance. Jumping down revealed an entirely new environment, much smaller and harder to maneuver around than the first. Suddenly, I was thinking about things that never once crossed my mind in previous Monster Hunter games. For a series where combat strategy is everything, having to consider your environment adds a whole new dimension to the gameplay. Also new to Monster Hunter 4 is the ability to climb on the backs of your prey and attack them while clinging to their bodies. In some ways, it reminded me a lot of Dragon's Dogma and I wouldn't be surprised if the idea was shared between the two development teams. The prevailing thought after finishing the demo was that this is a much faster game than its brethren. Character movement, monster animations, and combat as a whole seem to have been given a subtle but not insignificant boost of speed, making for a much more visceral experience than fans might be used to. The graphics haven't seen a huge bump, but the fantastic art style and lighting make up for it. I didn't get a chance to see any of the environmental damage that Capcom has been talking about in Japanese magazines, but I'd imagine that's part of the reason for the lower-resolution textures. If the demo is any indication, there's more than enough new here to warrant being a numbered title. With true four-person online multiplayer confirmed, there's no doubt in my mind that Monster Hunter 4 is going to sell gangbusters in Japan. It remains to be seen whether it'll get a western release, though with Monster Hunter 3 Ultimate heading over the pond, I'd say the chances are pretty good. 

It's hard to describe just how popular Capcom's Monster Hunter series really is over here in Japan. It's no small feat considering how hardcore the games actually are. I find it fascinating that they've managed to find such m...

TGS: Phantasy Star Online 2 on the Vita is a great fit

Sep 22 // Elliot Gay
[embed]235518:45181[/embed] The last time Phantasy Star Online 2 was shown in any capacity was during the Vita Game Heaven online event back in March. At the time, it was in an early state and the frame rate was an absolute mess. Half a year later and any concerns I had about the stability of PSO2 have been thrown out the window. Sega has done a miraculous job of replicating the PC version of the game.  The demo had us select our race and class right off the bat from a list of preconfigured characters. I decided to roll with a Cast ranger, proficient at long-range projectile combat. The demo mission had us exploring the first area of the game, a dense forest filled with wolf monsters, flying creatures and giant apes. I was immediately struck by how clean the visuals were despite the game running at what seemed to be a fairly stable 30 frames per second. There was some minor slowdown when giant monsters were on the screen, but it was never intrusive or distracting. While the actual level of detail on the environments and characters was a bit lower than what I'm used to on the PC, it still looked great on the OLED screen. As a Vita title, there's no denying that Phantasy Star Online 2 looks great.  Combat is as simple and fun as ever, with the square and triangle buttons assigned to your basic and secondary fire, respectively. Phantasy Star Online 2's combat relies heavily on timing and rhythm, with a colored circle that closes in your character after every strike. Hitting the attack button at the right time will result in the chance to continue your combo and build up more energy for your skills. As in the PC version, skills and items are lined up in the row at the bottom of the screen. Instead of using a mouse to select from the various options, you can simply tap the icons directly with your finger. For the most part, the system works well, but every now and then I'd have to tap an icon multiple times because of how small it was. The d-pad is regulated to various hot key options that I was told you'd be able to customize as you like. As me and my companions proceeded through the demo mission, I was taken aback by how smoothly the multiplayer ran, with nothing noticeable in the way of lag. This was especially impressive during the boss encounter, a battle with a giant rockbear and several ape monsters. While putting down the beast was a cinch since the four of us had clearly defeated the creature dozens of times on the PC, playing it on the Vita felt like a new experience. After beating the Rockbear, the demo ended and we were herded out of the booth. Before leaving, I confirmed with a Sega representative that you'd be able to use the same character across all three versions of the game. I was a bit concerned that Phantasy Star Online 2 for the Vita would be a throwaway project, but as it stands I'm convinced they know what they're doing with this port. The fact that it will be a free download when it releases next year is even better, and one can only hope that Sega confirms a western release for this version.

I've put somewhere around 70 hours into the PC version of Phantasy Star Online 2. Despite being free to play, it's a fun and complex multiplayer title that's been getting a steady stream of updates since release. Having playe...

Preview: Persona 4: Arena reaches out to the truth

Mar 13 // Elliot Gay
Persona 4: Arena (Arcade)Developer: Arc System WorksPublisher:  AtlusReleased: March 1, 2012 Known here in Japan as Persona 4: The Ultimate in Mayonaka Arena, Persona 4: Arena is an Arc System Works designed 2D fighting game that brings together Persona 3 and 4 characters for an all out flashy brawl that could make even Ultimate Marvel Vs Capcom 3 blush. For those of you unaware, Arc System Works is the developer behind both Guilty Gear and BlazBlue, two anime-styled games with a pretty big fan base. I for one am a big fan of both, so you can imagine my excitement when P4: A was announced.  Called to the TV world once again, Yu Narukami finds himself forced to battle his old friends from Inaba, one after the other. For some strange reason however, they don't seem quite themselves. Teddie appears to be behind the strange event, but as things unfold it becomes clear that he's an impostor. Defeating his friends one by one so that he can free them from their trance, Yu must once again make use of his Persona abilities.  In the arcade version at least, the story is almost non-existent. As you fight each of your opponents, certain encounters will yield a brief dialogue scene that eludes to a more complex story-line, but the game intentionally dodges answering any of the serious questions it poses. Arc System Works has already made multiple statements about the amount of single-player content they plan on adding to the console release, so I'd expect an extensive story mode at the very least. In fact, according to the latest interview in Japanese gaming rag Gemaga, the development team admits that the story content in Persona 4: Arena trumps even BlazBlue's. P4: A plays closer to Guilty Gear and BlazBlue than it does Street Fighter. You're able to air dash, block in mid-air as well as execute throws. There is also a Burst meter which allows you to escape a combo by pressing any three buttons in tandem. Once your Burst is used however, you have to wait until the meter recharges before you can use it again. In that sense, the mechanic is a lot closer to what Guilty Gear players are used to.  The button layout might seem foreign to some. The buttons are A, B, C and D, which should come as a surprise to no one. Where things get tricky is that A is positioned directly above B, and C is above D. The A and B button are your basic physical attacks, light and heavy. The C and D button are used for summoning and manipulating your Persona. If you've played BlazBlue and ever tried Carl Clover or Relius Clover, the way you control their dolls is very similar to your Personas in P4: A. The biggest difference is that they only appear onscreen to attack, disappearing shortly after their animation is completed.  You can summon your Persona mid-combo to extend your attack chain, and they're also useful when playing keep away. I made the mistake early on of simply not taking advantage of the mechanic, leading to several crushing defeats. After I started getting used to having a second controllable character onscreen though, I found myself improving. Your Persona is physical vulnerable once onscreen and can be hit by your opponent's attacks.  At the top of the screen, just below the health bar, is a series of four cards. Every time your Persona is hit, one of these cards gets crossed out. When this happens four times, you lose the ability to summon it as well as being able to use your Burst for a brief period of time. This leaves you in an incredibly vulnerable situation as the C and D buttons essentially become useless until the cards recharge. Some players will be tempted to spam Persona attacks as their range and damage output are significantly better than normal physicals, but a good player will most certainly take advantage of their vulnerability.  One gameplay element that I'm still not too sure about is the use of the A button to automatically execute a combo. By pressing the A button multiple times, your character will use a basic combo on your opponent, finishing with a super attack if you have the meter to pull it off. This would appear to have been implemented to help novice players, but it's also incredibly easy to read. I didn't find myself using it much at all because the other arcade players would simply anticipate and counter appropriately every single time. Instant kills are also present here, only executable in the final round when you have a full meter. The arcade version of the game currently has ten playable characters, all of which have previously been revealed. The newcomer Labrys is not usable in the current version. You do however face her in combat as a boss character, giving a pretty good idea of what players can expect once she receives the appropriate nerfs. I don't think the game ever states what the name of her final Persona is, but it's likely this will be revealed in the full story mode. As is typical in any fighter, you can select from a variety of different colors for your team. In a neat twist the game gives the option to customize your Persona separate from your player character.  I spent most of my time playing with Yu Narukami and Chie Satonaka. Yu looks to be a solid character all around, with his own dragon punch, decent range and damage output. I can see a lot of early players picking him up to get used to the way P4: A plays. Chie on the other hand is a lot more nimble but does less damage. Her combo mix-ups are also a lot trickier to defend against, containing some difficult to read overheads and lows. To be honest, the ten hours I've spent with the game aren't enough to be able to comment in detail about the different ways in which each character plays so take this info with a grain of salt. I'm sure you can tell just by looking at the images in the gallery, but P4: A is quite the looker. The animation is about as solid as BlazBlue's and the CG backgrounds are beautiful. There are some amazing remixes of P4 themes in the game as well. Yu's character theme, a remix of Reach out to the Truth, had me grooving to the beats while getting my ass kicked. I can't tell you if Persona 4: Arena is tournament worthy, or whether or not it's going to really take off. It's far too early to make those kinds of judgments as far as I'm concerned. What I can say with great confidence is that P4: A is a blast to play and a love letter to Persona 3 and 4 fans. It's flashy, easy on the eyes and ears, fun to play, and controls like butter. When I was at the arcade shooting footage and taking pictures, the machines were filled with players despite it being the middle of the day. Everyone was having a great time and the atmosphere was charged and filled with enthusiasm. If that's not a sign of success, I don't know what is. Persona 4: Arena hits American retailers this August. 

Released in arcades on March 1 here in Japan, Persona 4: Arena is a game I'm not sure anyone could have ever anticipated. Marrying the popular JRPG franchise with Arc System Works' fighting game prowess, you'd be forgiven for...

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