Earlier today the highly anticipated Monster Hunter: World update released and with it came the fearsome Deviljho. However, like a lot of games, updating to the latest version isn’t all you need to do to find Deviljho. Thankfully, it isn’t hard to unlock, assuming you’ve progressed though most or all of the story first.
Unlocking Deviljho
To unlock Deviljho, simply start an expedition and look for a location with a ??? monster. If one doesn’t appear, simply start one, end it and check again until it appears. Upon finding one, look around until you find Deviljho’s tracks. One is all you should need, though you can ultimately track and kill it if you really want to.
After you’ve completed this, simply return to town and it will unlock him.
How to Get the Special Assignment
For the special assignment mission you’ll need to actually track and bother with Deviljho. If you track it enough you should unlock the quest by talking to the same person that unlocks Deviljho.
As for the assignment, it’s somewhere between a lot of fun and really annoying. Outside of the first bit, which asks you to knock Deviljho as quickly as possible, it’s a straight fight, one that is pretty easy if you have good armor.
After finishing the assignment, speak to the quest giver, read some dialogue and you’ll get the Dragonproof Mantle. This one boosts dragon damage, decreases dragon damage taken and nullifies dragonblight.
Ubisoft is pleased to announce today that Ghost Recon Wildlands will introduce a free Ghost Recon Future Soldier – themed special mission featuring iconic characters Scott Mitchell and John Kozak as part of Special Operations 3.
In the third major update for the game’s year 2 content, players will be able to team up with Mitchell and Kozaka for this free two-part special crossover starting today, December 11, across all platorms.
Here’s an overview of the new content:
Exclusive Tom Clancy’s Ghost Recon® Future Soldier–themed content will be introduced to the Tom Clancy’s Ghost Recon® Wildlands main campaign and PvP mode, including two new Future Soldier–inspired Ghost War PvP classes and a PvE mission, Operation Silent Spade. In Operation Silent Spade, Ghost Leader Scott Mitchell calls on Nomad and his team to help rookie John Kozak investigate a plot that links the Santa Blanca Cartel to a nuclear threat. The special challenge is playable solo or with up to four players in co-op.
Upon completing Operation Silent Spade, players will be rewarded with the Optical Camo Backpack, perfect for a stealth approach. In addition to the rewards for completing the challenge, players can further customize and arm their Ghosts with the Silent Spade Pack, which include a weapon and new customization items.
Special Operation 3 will also bring two new Ghost War PvP classes, Vanguard and Sharpshooter, inspired by Tom Clancy’s Ghost Recon® Future Soldier characters. Vanguard uses sensor grenades to uncover and highlight hidden enemies in the area of effect to his team, while Sharpshooter charges his shots by using his Long Range Specialist ability, which at a full charge enables him to negate the effects of sway and bullet drop. In addition to two new classes, this update will also contain two new PvP maps, Lithium Mine and Outskirts.
Tom Clancy’s Ghost Recon® Wildlands Year 2 Pass offers seven-day early access to the two new Ghost War classes starting December 11, along with one exclusive customization pack. Non-owners of the Year 2 Pass will be able to access the new Ghost War classes starting December 18.
PC players wanting to share the experience with friends can gain Battle Crate rewards including Spec Ops and Ghost War Crates, via the PC Referral Program from December 11 – February 11, 2019. Invited friends who purchase the game will also receive Battle Crate rewards, including one Ghost War Crate and One Spec Ops Crate. The more friends players invite, the more rewards they will receive.
Tom Clancy’s Ghost Recon Wildlands Year 2 will continue to expand the Ghost Recon universe with free major Special Operation updates, each featuring a unique theme, updates to the PvE campaign with free special content and special challenges with exclusive rewards, community-requested features and updates for the Ghost War 4v4 PvP experience. The development team is committed to supporting the game with free new content and improvements to the core experience.
Check out the trailer below:
Ghost Recon: Wildlands is available now for PlayStation 4, Xbox One, and PC.
One thing that stands out about Nippon Ichi Software titles is they’re always more than meets the eye. Disgaea routinely took seemingly silly plots and made them, if nothing else, interesting. Similar things happen with The Witch and the Hundred Knight series. They start as fairly silly experiences that lead to a much deeper experience. Labyrinth of Refrain: Coven of Dusk has all the makings of a great Nippon Ichi Software title. Cute art, quirky characters, familiar mechanics and so much more. However, will they continue to find success or do they need a new approach?
Labyrinth of Refrain: Coven of Dusk tells a seemingly simple story. Refrains acting governor wants to explore the mysterious labyrinth and calls in the infamous witch Baba Yaga to do it. Armed with the Tactatus de Monstrum, a legendary book written by the only person to ever make it out of the labyrinth alive, and a variety of puppets, Baba Yaga hopes to uncover what secrets the labyrinth holds and come out ahead. Even if there isn’t much on the surface, it quickly becomes a more complicated adventure, complete with dark twists and unexpected turns.
Beyond the overarching story, character beats and relationships should be familiar to fans of Nippon Ichi Software’s other titles. Baba Yaga, otherwise known as Dronya, manages to be the ever lovable quirky main. She is full of herself, flirtatious, dislikes children, despite her foil and sidekick being a child, and at times, quite charming. Her assistant Luca is a young child filled with optimism, cute mannerism and ever so easy to tease. They make for a cute pair and help drive the story during the slow bits, as does exploration.
The labyrinth acts as a fairly familiar dungeon system. Players start by creating puppets to do their bidding. Knights are good at damage, Fortress units are tanks, Maze does magic and the other classes fulfill other specific roles. Players can then alter their gender, appearance (at least skin tone/color), affinity (how well they work with a given item), bonus skill (innate bonus ability) and more. It offers just enough to make it feel good, without it being too complicated for the casual observer. From there these characters are placed in a group, followed by formation and these will be your fighters.
Upon entering the labyrinth players will find it plays like your average dungeon crawler. Everything is in first person, maps need to be explored, some paths exist for shortcuts and plenty of treasure to find. What stands out in Labyrinth of Refrain: Coven of Dusk is a hostile indicator. By playing it just right players can avoid battles, though it will hurt you in the long run, or ignore it and face as many foes as you happen to run across.
Battles are pretty straightforward. Whatever foe you’ve come across will appear on the screen and you need to overcome it. This can be done through magic, attacking in a specific order, figuring out its weakness and more. If you have enough power and/or items and don’t mind monitoring health, a lot of battles can be done on auto pilot. This will make it harder to capitalize on chain bonuses and other things, which give you additional power to overcome difficult challenges, though these are only so useful against sub-boss tier characters.
Defeating an enemy will give you experience and mana to further your team. These will increase stats, give new abilities and other things to aid your adventure. Mana can be used to pass petitions to alter the game, similar with the aforementioned Nippon Ichi Software titles. So if you want it easier, buy that and the game will be easier with progressing being harder. Likewise, you can increase the difficulty at the cost of things being easier to do. There are other things to pass, such as the ability to find more items, making it an important resource.
Said items can also be found, bought or obtained to boost a character’s stats. They’re important to monitor, as every little bit goes a long way. Especially since there are plenty of things players will be punished for doing.
Unlike most games, holding a certain amount of mana, losing and other things have stiff punishments. Not only do they make things harder, it adds a deeper level of tactical play. Now you have to do something or deal with the negative, with the most important thing being limbs. Puppets with a reduced number of limbs are less effective on the battlefield and will be a hindrance unless fixed or replaced. It makes for an interesting failure penalty, since it’s a more overt way to punish that taking cash or outright progress.
Verdict
Labyrinth of Refrain: Coven of Dusk isn’t perfect but it manages to stand out in its own way. With Baba Yaga/Dronya and Luca being a charming couple, it helps the story from dragging, ultimately leading down an interesting path. While gameplay isn’t perfect and at times very paint by numbers, it’s fun enough for this not to be a problem. So, if you’re a big fan of Nippon Ichi Software or enjoy dungeon crawlers, give Labyrinth of Refrain: Coven of Dusk a go.
[Editor’s Note: Labyrinth of Refrain: Coven of Dusk was reviewed on PS4 platform. The game was provided to us by the publisher for review purposes.]
Capcom has revealed at TGS 2018 a brand new trailer for the Resident Evil 2 Remake that will be out early next year. This new trailer gives us our first look at the remake’s version of the character of Ada Wong and other additional gameplay footage.
Capcom revealed more information about the new Resident Evil 2 Remake via a press release that was issued out today. You can read the details posted below.
“Today at Tokyo Game Show, Capcom unveiled a new trailer for its hotly anticipated game Resident Evil 2, which offers gamers a completely fresh take on the classic survival horror masterpiece. Delve deeper into the gripping events taking over Raccoon City, and follow the journey of rookie police officer Leon S. Kennedy and college student Claire Redfield as they begin to uncover what’s behind the terrifying zombie outbreak. As both Leon and Claire embark on their own campaigns independently, their collective experiences piece together a comprehensive story uncovering the malicious motives behind the nightmare engulfing the city, the truth behind the nefarious Umbrella Corporation, and the Birkin family’s role in the tragedy. The trailer also introduces some of the evil foes and potential allies that players can expect to encounter including the iconic series femme fatale Ada Wong, mysterious Annette Birkin and Chief Officer Brian Irons.”
Resident Evil 2 Remake will be released worldwide on January 25th, 2019 for the PC, PS4 and Xbox One. Another small synopsis for the game can be seen below along with the brand new trailer.
Twenty years later, the new Resident Evil 2 sees the nightmare return, now with unprecedented levels of immersion as seen in last year’s acclaimed Resident Evil® 7 biohazard. With Capcom’s proprietary RE Engine powering a new photorealistic style, the characters themselves appear sharper than ever and the grotesque hordes of zombies are brought to life with a horrifyingly realistic wet gore effect. Zombies now react in real time as they take instant visible damage, making every bullet from the player count. Stunning lighting brings the familiar rooms and corridors of Raccoon City Police Department to new life. Players will feel they’re in the shoes of heroes Leon and Claire, terrified to step out of the light for fear of what flesh-eating nightmares might await them in the darkness.
Square Enix has revealed the full launch roster for Dissidia Final Fantasy NT on the PS4. There is a generous number of 28 fighters that will be included in the base game.
Many fan favorites are included in the launch roster that spans the franchise’s rich 30 year history. You can see the full list of fighters below.
Warrior of Light (Final Fantasy)
Garland (Final Fantasy)
Firion (Final Fantasy II)
The Emperor (Final Fantasy II)
Onion Knight (Final Fantasy III)
Cloud of Darkness (Final Fantasy III)
Cecil (Final Fantasy IV)
Kain (Final Fantasy IV)
Golbez (Final Fantasy IV)
Bartz (Final Fantasy V)
Exdeath (Final Fantasy V)
Terra (Final Fantasy VI)
Kefka (Final Fantasy VI)
Cloud (Final Fantasy VII)
Sephiroth (Final Fantasy VII)
Squall (Final Fantasy VIII)
Ultimecia (Final Fantasy VIII)
Zidane (Final Fantasy IX)
Kuja (Final Fantasy IX)
Tidus (Final Fantasy X)
Jecht (Final Fantasy X)
Shantotto (Final Fantasy XI)
Vaan (Final Fantasy XII)
Lightning (Final Fantasy XIII)
Y’Shtola (Final Fantasy XIV)
Noctis (Final Fantasy XV)
Ace (Final Fantasy Type-0)
Ramza (Final Fantasy Tactics)
A new trailer has also been posted down below for you to get a closer look at all of the fighters in the game. I’m a bit sad that Yuna and Rikku from Final Fantasy X-2 are not in it, but hopefully Square Enix releases them as extra DLC.
Dissidia Final Fantasy NT will be released on January 30th, 2018. The game is a PS4 exclusive so don’t expect to see it out on other platforms.
Square Enix announced today that Star Ocean: First Departure R for the Switch and PlayStation 4 will release on December 5 in Japan for 3,200 Yen.
Gamers who will be getting it on PlayStation 4 can avail the digital Deluxe Edition where it will include the Star Ocean Live Collection 2019 digital soundtrack for 5,000 Yen. Unfortunately, there’s still no word when the game will be released outside of Japan.
Pre-orders for the PS4 version is now open where gamers can either pick Standard or Digital Deluxe. A PlayStation 4 Dynamic Theme will be included to which ever purchase gamers make.
High-Definition Visuals – Up-converted from SD to HD resolution, the quality of the game’s graphics and movies has been enhanced.
New Illustrations Based on the Super Famicom Version’s Designs + Character Illustration Switch Feature – Katsumi Enami, who handled the character illustrations for Star Ocean: The Last Hope, has created new character illustrations based on the Super Famicom version’s designs. You can switch between the First Departure and First Departure R illustrations as you like during the game.
Full Voice-Overs from the First Departure Voice Cast + Voice Switch Feature – Since the Super Famicom version had no voice-overs outside of battle, the voice-overs have been newly recorded by both the Super Famicom version cast and the First Departure cast. You can switch between the First Departure and First Departure R voice casts as you like during the game. The voice cast includes:
Ratix Farrence
First Departure Version: Mamoru Miyano
First Departure R Version: Hiro Yuuki
Milly Kiliet
First Departure Version: Hitomi Nabatame
First Departure R Version: Konami Yoshida
Dorn Marto
First Departure Version: Kentaro Ito
First Departure R Version: Nobuyuki Hiyama
Ronixis J. Kenny
First Departure Version: Kenji Hamada
First Departure R Version: Akira Okamori
Iria Silvestoli
First Departure Version: Sanae Kobayashi
First Departure R Version: Wakana Yamazaki
Field Movement Game Speed Boost Feature – Added a feature to increase the game speed by two times when moving on the field.
Game Balance Adjustments – Adjusted battle difficulty.
In a recent post of Square Enix on the official PlayStation Blog, the company confirmed that it will indeed release on December 5 in North America. For the Switch version, it’s safe to assume that will be released on the same day as well.
In addition to confirming the release date, Square Enix sat down with Enami-san to talk about his work on the Star Ocean series, his approach to redesigning of the series’ most beloved characters, and his background as an illustrator.
Check out the interview below, via the PlayStation Blog:
SE: How did you get your start as an illustrator and how did you begin working on the Star Ocean series?
KE: Originally, I worked at a game company designing graphics, mainly drawing backgrounds/environments. Despite being responsible for backgrounds, I wanted to draw characters and started posting my illustrations to a personal website I had created. At that point, I started to receive several requests to illustrate for “light novels” so I found the courage to leave my job to begin my career as an illustrator. At that time, the work I had done for “Baccano!” served as an impetus for receiving more jobs in the direction of character design. As for the Star Ocean series, it all began when I was given the opportunity to work on the character illustrations for “Star Ocean: The Last Hope.”
SE: What do you like most about creating artwork for the Star Ocean series?
KE: The game is set in an expansive world based in outer space where a variety of races and cultures exist. The range of physical appearances and outfits makes it appear as though each one is based on a completely different lore, even within the same title. I consider this — attempting to distinguish them from one another as I draw them — to be both a challenge and a pleasure. Particularly on “Star Ocean: The Last Hope,” the armor with a mechanical feel was something I had never had a chance to draw until then, so there was a bit of personal satisfaction for being able to accomplish drawing something of that nature.
SE: How did working on Star Ocean: The Last Hope differ from working on Star Ocean First Departure R? How has your method/process of illustration changed over the years?
KE: There was a moment of regret on my part after taking on “Star Ocean: The Last Hope” as it involved depicting a lot of Sci-Fi armor, and drawing mechanical objects was not my forte. That said, after finishing the illustrations, I felt that the detailed designs gave the mechanical objects a weightiness that gave the finished product a level of quality/texture that goes beyond my own design capabilities.
“Star Ocean First Departure R” is a port of the original game, so the original designs served as a basis. In order to honor the original designs that fans adore, rather than drastically changing or modernizing them, I was conscious of maintaining parts of the original designs, while updating some aspects so they could be appealing to modern players.
Compared to “Star Ocean: The Last Hope,” the characters’ outfits are simpler. It didn’t allow any room to cut corners with the help of dense details, so I considered the best way to dress the characters with their outfits in order to generate a good atmosphere.
As for differences in the production process, the work on “Star Ocean: The Last Hope” was relatively simple as illustrations were generated from available designs. “Star Ocean First Departure R” was similar in that I was drawing available designs, but there was an added element of giving them a sense of atmosphere that would make them relevant for this day and age.
SE: How did you approach updating the original artwork for Star Ocean First Departure R? Did you collaborate with the original artist?
KE: I believe key art and character illustrations were everything for many games from the past, where they focused on character images to help supplement and expand on the player’s imagination. For this title, I believe the opportunity was presented to me as the illustrator that worked on “Star Ocean: The Last Hope,” so illustrating in a way that generates the feeling that it is all part of the same series is something I tried to keep in mind during the process. I have not met the artist who worked on the original game, but I am one of many who played the game with those designs, so I’m truly grateful for the opportunity to illustrate them myself.
SE: Of the three new illustrations released thus far (Roddick, Millie, Dorne), which character was your favorite to draw and why?
KE: I would have to say Dorne. Regardless of the project, I always love supporting characters. There may be instances where I get over-enthusiastic and run wild with my imagination, giving them too much character. On the contrary, I find it challenging to create the hero or heroine, attempting to depict the handsomest or cutest characters. There have been many instances where they are overshadowed by the personality exuded by supporting characters, so I try to be mindful about avoiding such an outcome.
SE: Star Ocean as a series has had a fair number of guest artists contribute artwork and designs, including yourself and others like Akiman (Street Fighter) and Kou Yoshinari (Valkyrie Profile). What does it feel like to work on a series that has such a diverse body of aesthetic and design?
KE: Back when I was a student and I was playing games all the time, Akiman’s “Street Fighter” illustrations were an aspiration. Every time there is a new illustration for Star Ocean by Akiman, I feel a sense of happiness, knowing that I am working on the same series.
In regards to Kou Yoshinari, I remember looking at Valkyrie Profile and thinking how high level character designs had become. I felt concerned for my future as I started to set out on the same path, and remember his presence being quite stimulating.
I am extremely happy to be involved in a title with many wonderful designers; at the same time, the pressure is constant as it feels like a competitive field where my current self is being compared against such illustrators.
SE: Are there any other Star Ocean characters you would like to draw in an official capacity?
KE: There are many, so there would be no end if I were to draw everything, but perhaps Maria. Generally speaking, I prefer to draw characters that are pretty over cute, and cool over handsome. Given the fact that I have the opportunity to partake in a title with so many characters, if there is an opportunity to do so, I would love to take on all of them.
SE: Do you have any advice for young artists/illustrators?
KE: In this day and age, there are so many methods to showcase your artwork, so the competition is greater, making it harder to make a living out of this profession and have people remember your name. In order to make drawing your profession, I feel like success or failure depends on whether you have something to offer that aligns with someone’s objective when they happen to stumble upon your work while looking for an artist. I feel like these opportunities will increase by showcasing pieces that are polished and display the skills required for your target genre and industry.
Just like in Japan, players who will pre-order the game on the PlayStation Store will get a commemorative PS4 theme featuring some of the newly drawn illustration by Enami-san, in addition to a digital mini soundtrack for Star Ocean Live 2019 when the game launches on December 5.
Star Ocean started its journey on the Super Famicom over two decades ago. Since then the first game has found its way on the PSP in 2008 and now again on the PlayStation 4 and Switch. Given the limited nature, a number of players have yet to experience Star Ocean, so is Star Ocean: First Departure R worth (re)visiting or should it be forgotten in the past? Here’s our Star Ocean: First Departure R Review. Star Ocean: First Departure Rfollows the story of Roddick, Millie, and Dorne as they patrol the village as part of their day-to-day routine. On one fateful day, a mysterious plague sets in that suddenly turns people into stone. Hoping to find a cure at a nearby mountain by gathering what they call a medicinal herb, things have started to change when two people from a far more advanced civilization suddenly teleport in front of them.
Ronyx and Ilia, the other main protagonists of the game, are the humans from the Planet Earth that explain to Roddick and his friends that the plague that spread in their planet called Roak is a biological weapon that was developed by Lezonia in Planet Earth. Wishing that a far more advanced civilization like Earth will be able to cure the people of Planet Roak, they are mistaken. To cure the plague, they must get a sample of an archfiend that only existed 300 years ago. The only way they can achieve that is to go to the past, and that’s where Roddick and his friends will be joined by Ronyx and Illia in search of the cure. Since the game is more than two decades old, don’t expect the story to be as deep as other Star Ocean games or JRPG games. It’s fairly simple and easy to follow for those hoping it wouldn’t have a convoluted story like other games these days.
For those who have played previous Star Ocean games before, the battle system should be familiar at some point. Instead of its turn-based classic battle system that was introduced in older JRPG games, First Departure R is an action-oriented battle system. When you battle an enemy, you will be able to control one of the four characters in your party, while the other three are controlled by an AI. You smash the X button to attack an enemy using a regular attack and pressing the shoulder buttons, LI or R1 will allow your character to perform special attacks. The combat is fairly basic, yet fun at times and doesn’t require complicated button pressing to defeat an enemy- though there are times the difficulty spikes up in combat all of a sudden.
In addition to simply taking down enemies, the other things that you will be doing in the game are crafting or mastering skills that make your party stronger. Whenever a character gains a level, you will receive a Skill point that you can use onto your characters. These abilities can be used on and off the battle and will greatly improve your character’s performance in battle. As far as crafting goes, you can create items that you can use in both cooking or in battle. Don’t worry about its complexity as they are fairly easy to understand as they are basic at most.
Seeing how First Departure R is the game that started the Star Ocean series, there are things that in this game that evolved in succeeding games. One of the features that are common in Star Ocean games is the Private Actions that you can trigger with certain characters. In First Departure R, we can see how the Private Actions have started and how it evolved in other Star Ocean games. To gain more insight or learn more about the character, you trigger Private Actions when a prompt appears on the screen. This is purely optional but to fully enjoy what the game has to offer when it comes to story, it’s highly recommended that you take a look at it.
With the game being a port of the PSP version that was launched back in 2008, First Departure R doesn’t have any new content to offer. In fact, if you have played the PSP version before or even the Super Famicom ones, you will be playing the same exact version, except with minor changes. The minor changes that the team behind Star Ocean: The Last Hope did with First Departure R is improving the artwork. Right at the beginning of the game, players will be able to choose whether to use artwork from the original version or the new one specifically designed for this version.
In terms of visuals, the game remains true to the original, except the sprites look crisper and detailed. CG cutscenes are untouched, where you will notice that even the audio hasn’t been improved. However, the majority of the cutscenes still have voice-overs, which makes it better when it comes to going through those lengthy scenes in the game.
If you have played the PSP version in the past and were annoyed with things like backtracking or random encounters, they remain present in the PS4 version. Sadly, there are no modifiers present to turn them off, and this is something you will be dealing with. At this day and age, random encounters are frowned upon and may not appeal to the new generation of gamers. Also, if you are one of those that simply hate backtracking, prepare to do it on this game as there is plenty to look forward to.
Star Ocean: First Departure R Review – Verdict
Star Ocean: First Departure R is a classic game that reminds us of where the series started. While it is certainly fun and enjoyable, it retains a number of traits associated with the best JRPGs. These include a simple storyline, a fascinating combat system, and a relatively straightforward adventure. If you’re from a newer generation of JRPG fans, you might find the excessive random encounters, backtracking and minimal depth annoying and might want to stick to more modern releases. Still, veteran fans will likely remember why this series became so popular in the first place.
Bandai Namco has updated the official Tekken 7 website giving you details on each of the characters included in its roster as well as some video guides on how to play it.
You can look at the Tekken 7 roster page by clicking here. Bear in mind, this is the launch roster as more characters are to be added in the future as DLC. The launch roster includes 37 fighters in total.
You can also view some guide videos by clicking here. This includes videos on how to move, do power crushes and the Rage Art. The game will be released on June 2nd, 2017 for the PC, PS4 and Xbox One.
Square Enix has no plans to port Lightning Returns: Final Fantasy XIII onto the PS4 or Xbox One.
Lightning Returns: Final Fantasy XIII’s design director Yuji Abe told IGN the following:
We’re not thinking about it. We set out to achieve the highest possible quality we could on the current generation of consoles, the PS3 and Xbox 360. That’s what we’ve been trying very hard to do, and we think we’re almost there. Our mission is presenting the best possible experience for gamers on those consoles. We’re not thinking about anything else, including next-gen consoles.
Lightning Returns: Final Fantasy XIII is the final game in the Final Fantasy XIII series. It will conclude Lightning’s story and hopefully resolve all of the loose ends at the end of the game.
Don’t worry Final Fantasy fans as Square Enix will be releasing Final Fantasy XIV: A Realm Reborn on the PS4 while Final Fantasy XV will hit the PS4 and Xbox One sometime in the near future too.