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Tokyo game show

Mobile gaming!  photo
Mobile gaming!

The cell phone in this year's Tokyo Game Show promo art seems very intentional


Mobile gaming!
May 21
// Steven Hansen
The Tokyo Game Show has revealed this year's promo art meant to go with the theme of "playing games with more freedom," hence the high flying hover board and, presumably, Puzzle & Dragons stuffed mobile phone. And whateve...
Godzilla photo
Godzilla

This is the Godzilla trailer I've been waiting for


Releasing in Japan on December 18 for PS3
Sep 26
// Jordan Devore
It may not be technically impressive, but like Brittany, like Elliot, I say that's okay -- it's Godzilla! Frankly, I'm just happy to see this project exist even if, for now, Bandai Namco is bringing it to Japan only. This tr...
Vane photo
Vane

Vane looks like it belongs next to ICO and Shadow of the Colossus


I'm glad this exists
Sep 25
// Jordan Devore
Hearing that Friend & Foe was made up of some former The Last Guardian developers got me to take a look at Vane, but I stayed for the .gifs and never wanted to leave -- they're mesmerizing! Here's some Tokyo Game Show f...
MGS V photo
MGS V

The ghost from P.T. is in Metal Gear Solid V: The Phantom Pain


She's a decoy!
Sep 23
// Jordan Devore
In Metal Gear Solid V: The Phantom Pain, players will be able to use Lisa, the apparition from P.T., as a decoy. It's times like these that remind me why I adore videogames. The little touches, y'know? The weirder, the bette...
Bloodborne photo
Bloodborne

Only 20 people beat the Bloodborne demo at PAX


40 at Tokyo Game Show
Sep 23
// Jordan Devore
Leading into Tokyo Game Show, Bloodborne producer Masaaki Yamagiwa issued a challenge of sorts to players hoping to best the demo. He and Sony marketing manager Yasuhiro Kitao have since shared the results, as reported by Dua...

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...

MGSV photo
MGSV

Adopt a wolf cub in Metal Gear Solid V and he'll grow up to be badass


This wolf has an eyepatch. Seriously
Sep 19
// Alessandro Fillari
I was blown away by the extended Metal Gear Solid V gameplay demo from TGS. I knew the game would be huge and comprehensive, but it just keeps surprising me with how much content there seems to be. And we've only seen the tip...
IGA photo
IGA

Castlevania's Koji Igarashi has put his 'dream game' on hold


Disappointing, to say the least
Sep 19
// Jordan Devore
As a huge fan of Castlevania: Symphony of the Night, it was exciting to hear that long-time series producer Koji Igarashi had left Konami to make the kind of games he wanted to make -- "the same kind I think fans of my past g...

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...

Project Morpheus seems to be lagging behind Oculus Rift a bit

Sep 19 // Brett Makedonski
The second game took the VR experience from the ocean to the sky. War Thunder, in this capacity, is a flight simulator that’s been optimized to work with two impressive controls – a pilot’s stick and a large throttle. Tasked only with flying past checkpoints that were marked by blue smoke, I slowly but surely weaved around mountains and hit them all in order. There were other planes firing bullets, but they never hit me, and I never really saw them. Maybe that’ll be fleshed out more if the project is eventually developed as a full game, but it served no real purpose for this demo. Judging by these two demos, it seems as if Project Morpheus just isn’t at the point that Oculus Rift is yet. There’s still a considerable amount of screen blurring when moving your head – something that sticks out like a sore thumb when you see it first-hand. Additionally, the resolution didn’t look as sharp as the titles I’ve played on Oculus. However, it almost feels like a shame to have to make comparisons. Virtual reality experiences continue to be incredible each and every time, no matter what game is on display. These two were no exception. Project Morpheus may not be as far along as its competition yet, but it’ll get there eventually. And, when it does, everyone will win.
Project Morpheus at TGS photo
Still enjoyable, though
As the virtual reality races wages on, different prototypes keep coming out for Project Morpheus and Oculus Rift. I had yet another chance to play two new titles on Project Morpheus at Tokyo Game Show. While they were certain...

Monster Hunter 4 Ultimate brings a lot of verticality to the table

Sep 19 // Brett Makedonski
[embed]277922:54837:0[/embed] Over the course of 15 minutes or so, we implemented whatever attacks we could to eventually weaken and defeat this monstrosity. Some ranged, some melee, one buckin' bronco, we chased him from area to area and successfully slayed and plundered him. Three cheers for teamwork! The other change to Ultimate is that this iteration is coming to 3DS only. Because of this, it's not necessary to use a Wii U to play with others. Instead, any old wireless hub will work. Three cheers for accessibility! By the time the demo was over, I was ready for another round. We fired up a quick go at a early-game dinosaur monster named The Great Jaggi. We took him down without much difficulty, but more importantly, it satiated that quick need to play just a bit more. It's easy to see why this game is so popular in Japan. Three cheers for Monster Hunter!
Monster Hunter 4 Ultimate photo
Water is gone
When the west finally gets Monster Hunter 4 Ultimate -- what Capcom calls "the most complete version of 4 that it'll get" -- players are going to need to turn their attention to the layering of the game. Rather...

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...
TGS '14 photo
TGS '14

Steven and I rode a carousel of loneliness at TGS


Hard-hitting games news
Sep 19
// Brett Makedonski
Steven and I took a few minutes out of our packed schedule of eating curry and playing videogames to ride a carousel at Tokyo Game Show. Don't tell Dale.

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...

Gallery: The sexiest booth babes of Tokyo Game Show

Sep 18 // Papa Niero
GPS 2014 is so much fun!   I got to fly inside Tokyo City, which is a third country world that videogames were ejected from. The best thing about going to another country's videogame show is to see the latest innovations in thongs and drink badly spelled things from their vending machines. Wacky! Pictured: Koei Booth Actress. What a crazy leather outfit, can she breathe in that? Unlike in Our Great Civilization of West, this show is predominantly staffed by women (take notes, we could learn something!) who are forced to memorize like five pages of game information.  They spend months learning our language, too! Since I've worked in videogames so long and still own my Atari 2600 (it's in my living room!) I always quiz them on the spot to make sure they're not just models. Modeling is really ruining videogames and every time I teach people that on Twitter they follow me around. Pictured: This girl knew her stuff! She's not holding videogames back 100 years I hate to make Stereotypefaces, but in my experience Japanese women do look impressed when I walk right up and say "Moshi Moshi"! Trying to learn a little Japanese is just good manners. Another easy one is "chotto" which means "cut me open." Just don't ask for their phone numbers unless you know your Itchy Nissans. Like the old and best E3s of yesteryear, Tokyo Gamescom gets in trouble every year for inspiring pubic negligence, but who am I to judge? I don't go to that Europino to tell people about the advances in Western dental care. Like my dad always says, "When in Rome, eat the pizza or you're wrong." Pictured: Smoking Squenix Sisters! What sort of emotional scarring do those eyes tell? I could not believe my eyes how not Western this show was! People you live next to would be like, "Well well, nobody at my bank wears that," and that's called Lost in Transgender, which is a great movie that white people like to see before trying to make friends with Koreans. Put your pumpkin spice latte down and get a load of this beauty: Pictured: Some mobile company. Do you think she cries when she sees hamburgers? My friend Dale said she couldn't find a single Nigerian man dressed as Persona 4, but we did meet hundreds of beautiful Orients and took photos of them in their natural habitats. Professional blogger tip: I always asked if I could take their photo, because they sort of threw my black friend into jail for not getting a video waiver. Watch out for that karate chop! That's all for day one of Tonka Games Show 2014. For pointy elbows see this gallery! Note: Some photos may have been slightly Photosharpened for Western Twitter decency standards.
TGS booth babes photo
Super sexy! Click every picture thrice and Myspace it
The moment all you college dudes have been waiting for is here! So make sure your boss isn't looking and get ready to steamboat the weasel, because I need the pageviews and my gallery is the tits!

PRETTY photo
PRETTY

Ori and the Blind Forest looks crazy good


Screenshots out of Tokyo Game Show
Sep 18
// Jordan Devore
I keep forgetting that Moon Studios' platform adventure game Ori and the Blind Forest is coming to PC as well as Xbox One, despite being published by Microsoft Studios. Big thing to forget! My takeaway from Brett's preview o...
Today's WTF photo
Today's WTF

Sonic x Monster Hunter 4 Ultimate is, uh, yeah...


The Taiko Drum Master tie-in, on the other hand, is rad
Sep 18
// Jordan Devore
Admittedly, this collaboration is slightly less horrifying once you realize it's a Felyne (or Palico, if you want to be precise) wearing Sonic the Hedgehog armor. Slightly. Still, I think this tops the sexy/stretchy fan art f...
FFXIII on Steam photo
FFXIII on Steam

The Final Fantasy XIII trilogy is headed to Steam


Starting with XIII on October 9
Sep 18
// Jordan Devore
The official site gave it away, to some extent, but here we go: Final Fantasy XIII is coming to Steam on October 9, priced at $15.99, with XIII-2 and Lightning Returns arriving for PC by spring 2015. XIII already has a listin...

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 ...

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Off-screen Silent Hills trailer from TGS is still scary


Yikes
Sep 18
// Dale North
Earlier today, Frank and I were poking around Konami's Tokyo Game Show booth, taking pictures of statues, candies, and other nonsense. We were stopped by a loud rumbling, which caused us to turn around. We just happened...
Raiden V photo
Raiden V

Raiden V coming to Xbox One next year


Trailer coming soon, we'd bet
Sep 18
// Dale North
If things work out as we expect them to, you'll soon see a trailer for Raiden V popping up on YouTube and our front page. The next in the line of shmups will come to the Xbox One next year in Japan, and most likely beyond.  There's a trailer running at Microsoft's Tokyo Game Show booth today. Stay tuned -- I'm sure we'll have it soon. 
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Check out the slime Dragon Quest Heroes PS4 system


From TGS show floor
Sep 18
// Dale North
We got an up-close look at the recently announced Dragon Quest Heroes PS4 at Tokyo Game Show today. The Square Enix / Koei Tecmo tag team is exciting enough that Sony is bringing out this silver, slimed PS4 in Japan. The meta...
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Watch this new Yakuza Zero footage and daydream about playing it


Never say never
Sep 18
// Dale North
New footage of the recently announced Yakuza 0 (or is it Yakuza Zero?) was revealed today at Tokyo Game Show 2014. I can always count on seeing new Yakuza games at TGS, but I can also count on being disappointed after m...
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We try Metal Gear Solid cardboard box candy at TGS


And it's not good
Sep 18
// Dale North
Yes, they really have Metal Gear Solid The Phantom Pain cardboard box candy at Tokyo Game Show 2014. We were stupid enough to spend 640 yen (about $6) on eight pieces of what looks to be tiny squares of chocolate crisped rice...
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Tokyo Game Show 2014 kicks off today (also, floor gallery)


Back to basics?
Sep 18
// Dale North
Tokyo Game Show 2014 has officially kicked off today, running through September 21. As always, these first two days are for business (yeah, right) and the remaining two add in the public (and the cosplayers; sweat).  Thi...

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.
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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...

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The new Pink/White PS Vita is super cute


Nice!
Sep 17
// Dale North
I'll stick with my teal blue Japanese PS Vita that I brought home from TGS last year. But I'm still digging the new Pink/White model, on display at TGS 2014. It's just like mine with the all-white face, with the back taking all the color.  This new Vita launches in November in Japan, priced at 18,980 yen. How's your boring North American Vita?
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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 ...
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Final Fantasy XV screenshots from TGS are...uh


Tailgating
Sep 17
// Dale North
You've seen the trailer so now see the screenshots Square Enix handed me this morning at Tokyo Game Show 2014 for Final Fantasy XV. They're having a tailgating party. Car-b-que. It's a nice car, I guess. But the screenshots look nice! That battle one does something for me. The upcoming Xbox One and PS4 title has this new media, but that's the only thing you'll get out of TGS 2014. Hang in there.






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