Vitamag #20

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REVIEWED!


Welcome

Hello Vita Gamers!

ed, so we will As I type this PSX hasn't yet happen next issue, bring you everything there is in the stage and the on assuming of course Gio walked Either way, ! sed cros ers hit it out of the park. Fing in the coming there's still a fair bit coming to Vita just yet... months so there's no need to switch

REGULARS Paul Murphy PMurphy1978

Founder the holy grail; a In this final issue of 2016 we have be it in this introduction, but it should perfect review score. I won't spoil ! ning run me s a the easy to work out given that there' l review say about Steins; Gate 0 in his fina You can read what Charlie has to ing leav team mag Vita e tim of the fullas Deputy Editor, Charlie bows out ews revi er oth 8 e hav We e. -lov Vita and many years of hard work, passion ouded Final Fantasy, Spider: Rite of the Shr of ld Wor with on, t feas to you for read can you s title among many new Moon and Yomawari: Night Alone about. also have some more fantastic As long-term readers will know, we rick PQube (Steins; Gate 0) and Visiont developer features in this issue with tells us who , ano Troi luca Gian s e' war Soft Media (Pavilion) as well as The Fox Soccer 2 DX. ve Acti , title ng omi upc his ut abo more

r st hot picks, the best games this yea Also in this issue you'll find our late on on ll find in the instant game collecti as well as the newest games you' this month? you PlayStation Plus. Anything for next e, and I hope to see you here again I really hope that you enjoy this issu time on January 13th!

WANT TO JOIN OUR AWESOME PSVITA TEAM OF ENTHUSIASTS? WE ARE LOOKING FOR NEW TALENT FOR THE WEBSITE AND THE MAGAZINE! IF YOU ARE INTERESTED, PLEASE VISIT WWW. THEVITALOUNGE.NET/JOBS FOR MORE DETAILS! PLEASE CONSIDER SUPPORTING OUR PATREON – IT WOULD REALLY BE APPRECIATED AND WOULD GO A LONG WAY TO SUPPORTING WHAT WE DO! FOR $9 PER ISSUE YOU WILL GET A PRINT COPY OF THIS MAGAZINE DELIVERED TO YOUR DOOR! YOU CAN FIND OUR PATREON PAGE AT WWW.PATREON.COM/THEVITALOUNGE INSID E!CYBEDERTVELOPER FE HR Filled with the

INSID E! DESPACVELOPER FE E AT

The o nly

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URES

BITE-SIZED NEWS

THE LATEST VITA NEWS FROM AROUND THE WORLD!

06 NEW RELEASES THESE GAMES ARE RELEASING THIS MONTH. ANYTHING FOR YOU?

07 HOT TEN THE VITA GAMES COMING SOON THAT WE ARE MOST EXCITED FOR!

08 PLAYSTATION PLUS WHAT'S NEW IN THE IGC THIS MONTH?

37 THESE ARE THE BEST VITA GAMES RELEASED SO FAR THIS YEAR. HOW MANY DO YOU HAVE?

39 PATREON STARS THIS MAGAZINE WOULD NOT BE POSSIBLE WITHOUT THESE AWESOME PEOPLE! THANK YOU!

INSID E!DEFE EGX RE CA ND

ER'S QU P! HU

LORD 100% EST AN E! S! LIC! GLITCHE mon D MOR IND D! HTSP lates WIN! WIN LIMthly PSVita m EER! WIN! WIN LIMEPENDENT A E! WIN! WIN LIM t PSV ita ne agazi ND F FIND ITED RUN FIND ITED RUN FIND ITED RUN ws, re ne an ILLED OUT M GA OUT M OUT M GA GAM views ORE MES WITH ES ORE MES WITH OR d W WITH E ON packe ON PA ON PA , featu PAGE ITH US! GE 39 US! GE 39 US! VITA d wit 39! ! ! res a ‘s h Vit‘s CONT ‘s nd co a co ntent! ntent! ‘s ENT! AT EAT, NUCL URES INCL EAR GO UDIN G LF & MOR E!

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VitamVitamVitam Vitam Vitam ag ag a g ag ag The Vita Lounge Magazine ‘s

Vitamag REVIE WED !

EDITORIAL TEAM REVIE REVIE WED WED ! ! Executive Editor / Paul Murphy @pmurphy1978 Editor-in-Chief / Kyle Wakeling @teflontactics Deputy Editor / Jenny Jones @Kitty_has_Klaws

REVIE WED !

MAGAZINE DESIGN Art Editor / Jhonatan Carneiro @JhoCarneiro REVIEWED!

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Issue 20 | December 2016 WEBSITE TEAM Timmy Garrett @timmygarrett40k Reece Heyworth @rheyworth07 Brandon Crisp @crispyn64

@PSVitaMag CONTRIBUTORS Charlie Large @CharlieLarge Ethan Zeigler @dandycrocodiles Kresnik Ahtreide @Kresnik258 James Gough Vitamag+ Jon Harding-Wrathbone @BorderlineJ (Vitamag+)


to your

Magazine!

DEVELOPER FEATURES

10 PQUBE

12 VISIONTRICK MEDIA

14 THE FOX

PETER FURY FROM PQUBE TELLS US ALL ABOUT STEINS GATE 0 AND WORKING WITH THE VITA!

UPCOMING EPISODIC PUZZLE GAME PAVILION HAS US INTRIGUED AND CONFUSED, SO WE HAD TO FIND OUT MORE!

VETERAN DEVELOPER GIANLUCA TROIANO EXPLAINS MORE ABOUT ACTIVE SOCCER 2 DX!

REVIEWS 16

Steins;Gate 0

24

Yomawari: Night Alone

30

My Name is Mayo

18

World of Final Fantasy

26

Castle Invasion: Throne Out

32

Spider: Rite of the Shrouded Moon

21

Exist Archive: The Other Side of the Sky

28

Exile’s End

34

Superdimension Neptune vs. SEGA Hard Girls

thevitalounge.net SPECIAL THANKS PQube Games @pqubegames Visiontrick Media @TheVisionTrick The Fox Software @TheFoxSoft Limited Run Games @LimitedRunGames and Play-Asia.com @PlayAsia

@TheVitaLounge COVERAGE Are you a developer? If you are working on PSVita content and want to get it covered for FREE in either the magazine or on the website, then we would love to hear from you! Please send an email to press@thevitalounge.net and add us to your press lists. If you have a game coming out soon and want us to tell other Vita owners, get in touch!

patreon.com/TheVitaLounge DISCLAIMER The Vita Lounge is an independent PlayStation Vita enthusiast website and magazine. All content featured is used with permission, and is used to promote existing and upcoming titles for the PS Vita. We are not endorsed or affiliated with Sony or PlayStation, or any of the companies featured. © 2015-2016 The Vita Lounge


BITE-SIZED NEWS

Atelier Firis confirmed for Western release! Koei Tecmo has finally revealed a release window for when the next Atelier game, Atelier Firis, is coming to Western shores! They’ve made the announcement in a trailer and thankfully we won’t have too long to wait as the game is due out in Spring 2017. The game is set after the events of Atelier Sophie: The Alchemist of the Mysterious Book and is the second in the ‘Mysterious’ saga. Atelier Firis follows the adventures of Firis Mistlud and her older sister Liane Mistlud. It will feature locations reaching up to ten times the size of those featured in Atelier Sophie.

Dino Dini's Kick Off Revival edges closer to release

Operation Babel New Tokyo Legacy coming west

The community blog for Kick Off Revival has delivered a new update on the progress of the Vita version the game, revealing that at this point the game has not yet been released because of issues with Net play on the Vita version of the game.

NIS America has announced that they’ll once again be the ones bringing the Experience developed New Tokyo Legacy series to the West – delivering Operation Babel: New Tokyo legacy to us with English subtitles sometime in the Spring of 2017. They’ll even doing so in both digital and physical editions, so you can ixnay on the “where’s the physical?” chatter right now!

The blog stated that “[t]hese are partly related to a bug within the version of Unity used for the game and this will need to be upgraded to fix the issue for the Vita. This is scheduled to be performed over the next day or so and then the game re-submitted.” The post also notes that while the game will be cross-buy, cross-play between PlayStation 4 and PlayStation Vita will not be available at launch. You can expect it to be patched in further down the road however, so keep that in mind. 4

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In addition to standard physical copies however, there’ll also be a $59.99US limited edition up for grabs. It features a copy of the game, a collector’s box, a deluxe sized softcover art book, a clear file folder, a 16-track OST with jewel case, and a tear resistant poster.

thevitalounge.net


A Rose in the Twilight launching next year The Nippon Ichi developed puzzle platformer Rose and the Old Castle of Twilight is officially headed West as A Rose in the Twilight next Spring, with NIS America signed on to bring the title to both North America and Europe. The North American release will be priced at $19.99US for the standard edition and $39.99US for the limited edition – the two available exclusively via NIS America’s online store. As for Europe, they’ll only be getting a limited edition physical version – also available exclusively on NIS America’s online store.

Dynasty Warriors Godseekers announced Koei Tecmo has gotten in touch to announce a brand new tactics-style epic in Dynasty Warriors: Godseekers, set in the legendary Three Kingdoms period of Chinese history and slated to be released early next year on PlayStation Vita. It pulls roots from the Dynasty Tactics series, offering a unique way to experience the events of the saga, and adds two new characters to the mix; Lixia – a girl with magical powers that was sealed inside an icy shrine for centuries, and Lei Bin – Zhao Yun’s childhood friend and a master of lore!

Dynasty Warriors: Godseekers is due out January 31st, 2017 in North America, and February 1st in Europe.

Lone Survivor gets the Limited Run Games treatment! Jasper Byrne’s pixelated horror adventure game is headed to physical copy thanks to the guys over at Limited Run Games. Announced via tweet, it looks like Lone Survivor: Director’s Cut is headed to the land of the physical thanks to Limited Run Games – the pixelated horror title getting a 4.5/5 in review by our very own Paul Murphy, and a high recommendation by myself as well. As such, I don’t know what’s scarier; the game’s creepy, crawly atmosphere… or that it’ll only be available in limited quantities! Exact numbers have yet to be announced for the release, but they're not called Limited Run Games for nothing!

Söldner-X 2: Final Prototype Dated for EastAsiaSoft & Play-Asia Release According to EastAsiaSoft’s official Twitter account it looks like the Asian region version of Söldner-X 2: Final Prototype we recently introduced you to will be getting a release on January 12th, 2017 – a possibility that it might hit your doorstep before that a reality as well. @PSVitaMag

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NOW WE ALL KNOW THAT SOME GAMES CAN APPEAR OUT OF THE BLUE AND RELEASE ON OUR FAVOURITE HANDHELD WITH ONLY A FEW DAYS NOTICE, BUT HERE ARE THE KEY TITLES THAT WE CAN EXPECT THIS MONTH!

Battalion Commander

The Keeper of 4 Elements

Demetrios

Space Overlords

December 1st NA / 2nd EU

December 6th NA & EU

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December 1st NA / 2nd EU

December 6th NA & EU

thevitalounge.net


Ho eN THE VITA GAMES WE ARE MOST EXCITED FOR! CALIGULA

OCEANHORN

oceanhorn.blogspot.com.br

cs.furyu.jp/caligula

YIIK

ackkstudios.wordpress.com @ackkstudios

THE DEER GOD

crescentmoongames.com @cm_games

NEW DANGANRONPA V3

@spikechunsoft

MUSOU STARS

@koeitecmous

TOKYO XANADU

@aksysgames

SALT AND SANCTUARY

ska-studios.com/salt @skastudios @PSVitaMag

DRIFTER

celsiusgs.com/drifter @celsiusgs

RAINBOW SKIES

rainbow-skies.com @RainbowSkiesRPG Vitamag

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What's new on the IGC this month?

Colour Guardians

Tiny Troopers Joint Ops

3.5 "An action-packed game with a whole spectrum of tricky obstacles, vibrant worlds, and dangerous hazards! Enjoy a new adventure across over 70 levels on both the PS4™ system and ‘PS Vita’ system with cross-buy and crosssave, and run, jump, dodge, and swap your own colors as you try to restore life to the world. Reach the top of the leaderboards and strive for a Platinum Trophy! The world has been robbed of its color, and it’s up to Rod, Lia and Grock to restore it. Can you guide them through a series of increasingly tricky stages? Color Guardians is easy to learn, but gets challenging in a hurry! ” – PlayStation Store

VVVVVV

“Help Captain Viridian flip to find five crew members, 20 hard-to-reach Trinkets and save a dimension on the brink of destruction. It’s a space opera in the most unique scale with a style that only VVVVVV can bring to you. Instead of jumping, control the direction of gravity by inverting your gravity and allowing Captain Viridian to flip between the floors and ceilings of the environment.” – PlayStation Store 8

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“Tiny Troopers Joint Ops is an epic bite-sized arcade shooter, filled to the brim with action-packed mini maps of mayhem! Take control of your tiny troopers as you battle evil adversaries from around the world with a multitude of weapons. Recruit specialist mercenaries such as Medics, Machine Gunners and the Elite Delta Force to subdue enemy insurgents! Collect medals, dog tags, Intel and more during the course of each mission to ensure victory. With over 7 hours of gun toting explosive gameplay, Tiny Troopers is miniature warfare on a massive scale!" – PlayStation Store “Great value and a lot of fun, it’s worth buying for the zombie mode alone, let alone the two campaigns. If you are looking for some miniaturised military action you really can’t go wrong.” – Paul Murphy

Polls Apart!

Source: Twitter 378 votes. thevitalounge.net


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PQube

pqube.co.uk/games @PQubeGames

COVER TITLE STEINS; GATE ZERO IS THE FLAVOUR FOR THIS ISSUE, SO WE THOUGHT IT WOULD BE A GOOD IDEA TO CATCH UP WITH PUBLISHER PQUBE GAMES TO FIND OUT MORE. PETER FURY GOT IN TOUCH TO ANSWER OUR QUESTIONS. Hello Peter, thanks for talking with us! Can you tell us a little bit of history about PQube? My pleasure! PQube started out as a very small-time games publisher with a simple goal in mind, Japanese games released in the west by Japanese game fans. The company is filled with people who genuinely love Japanese games and anime and we do what we do because we felt like there was a gap in the games industry where Japanese games fans were left unable to get their hands on things they were interested in.

You have just released Steins Gate 0, can you tell us a little bit about it? It’s difficult to speak about Steins;Gate 0 without potentially spoiling the original for people who haven’t played the game or watched the anime. It’s a darker and bleaker take on the Steins;Gate universe, where Okabe has tried to ‘fix’ everything and failed. I like to describe it like this – if the original was the Hollywood version of the story, SG0 is the Clint Eastwood version of it.

How does the game fit in with regards to the first game? Is there any continuity at It was tough going early on, all or is it a new story? with the company struggling Steins;Gate 0 is less of a sequel to quite a bit – there were Steins;Gate and more of an alternate lots of setbacks and we had take on the story. It takes on one of the to expand our original vision alternate timelines (the beta timeline) to include games of all types. where things have gone much more Some of our other games, poorly than in the original. like our previous racing simulation titles, How much is there to see and do in Steins basically kept us alive Gate 0? How does this compare to the for quite some time. first game? However, our sense of There’s a similar amount of content in the purpose remains strong game. There’s 6 endings, like the first one and in recent years, and your first playthrough would probably 2016 in particular, things take around 12-15 hours depending on have picked up considerably. the ending you get and your reading It’s fair to say we are now at speed. Unlocking everything, including the a point where the future is true ending, can take around 50 hours of looking pretty bright for play time. PQube and we have some interesting plans for the next few years.

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PQube have released quite a few Vita titles this year. What is it about the platform that you like? The Vita life cycle has been an interesting one – it didn’t quite work out as the AAA game handheld it was originally billed as and was dismissed as a failure by many (most maybe). However, what it developed into in the wake of that was an excellent handheld for Japanese games and niche genres. It’s a natural destination for many of our games as we know that Vita users are very likely to enjoy the kinds of games we put out.

Which Vita games have you enjoyed personally? My personal favourite has to be Persona 4 Golden, it’s dominated my Vita for the last 4 years. I’m also partial to visual novels on Vita as it’s a nice thing to do when commuting.

In your experience, do these games typically perform well enough to make them viable for the Vita? The user base is relatively low, however the PSVita fans can be trusted to buy the games that come to the console and will purchase special editions at a much greater rate than other console user bases.

One of the great challenges of the Vita at the moment is the limited storage capabilities and performance issues with the hardware. We’ve had several games this year that we just couldn’t do Vita versions of because we knew it wouldn’t be good, and a few that didn’t turn out so well compared to the console version due to the limitations of the Vita hardware.

Vita games don’t do great numbers compared to other consoles in terms of pure sales, but it has steadily remained a profitable games platform for us.

Certainly, some games will always have a home on Vita, like visual novels for example, but we have already arrived at a place where more action oriented games are unlikely to be suitable for Vita.

Does the Vita factor into your plans going into 2017? The Vita has been an excellent platform for our Japanese games and has been very good to us and we’ll definitely continue support for Vita through at least the first part of 2017. Honestly, how long we continue to support the Vita will depend a lot on how the success of the Nintendo Switch.

@PSVitaMag

Where do you see support for the Vita in 2017? 2017 is going to be an interesting year for the Vita, as the Nintendo Switch could potentially be set to replace it as the go-to handheld platform for Japanese games.

Of the two released Vita systems, the OLED and the Slim which do you think is best? Personally, I prefer the original design. The slim always felt a little bit too flimsy for me.

We would like to thank Peter for taking the time to talk to us. Steins; Gate 0 is out now and you can read Charlie's review on page 16. If you love visual novels, you should really go and read it! Vitamag

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Visiontrick Media visiontrick.com @TheVisiontrick

Hi Henrik thanks for taking the time to talk to us! Can you tell us a little bit about Visiontrick Media and how you got into developing games? Likewise! Well it all started that both me and my partner studied at this game and art school called SOFE (School Of Future Entertainment). I was studying programming and production while he was in the art program so we were not in the same class but in the same year. Later on though we were both at this party, and then a mutual friend of ours introduced us to each other and thought we should speak since we had similar interests. So that ended with us bonded over our mutual love for David Lynch and Twin Peaks. During the following years, getting out of school and getting jobs in the games and animation industry, we kept contact and kept bouncing ideas with each other. But it would take 4 years or so before we actually started to work on something together, that ended up becoming Pavilion. We are talking to you today about Pavilion. Can you tell us a little about the game? So Pavilion is a kind of strange puzzleadventure game where you don't directly control the main character but instead interact with the environment in different ways to try to help him through the world and it's puzzles. It might feel a bit strange at first playing it but an important point for us making the game was to not 12

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PAVILION IS A TWO-PART UPCOMING PUZZLE/ ADVENTURE GAME FROM THE CREATIVE MINDS AT VISIONTICK MEDIA. WE CAUGHT UP WITH HENRIK FLINK FROM THE STUDIO TO FIND OUT MORE ABOUT THE GAME AND WORKING WITH THE VITA. explain too much or tutorialize it so you more or less start off knowing nothing about how the game works and then slowly by interacting and observing how the game works, like a conversation between the game and the player, until you start to get a grip on how it all can be played. The game has a very stunning art style and theme. How did you settle on this look and atmosphere for Pavilion? An idea we had early on was to try to make Pavilion feel like an interactive painting and a lot of inspiration at that time came out of the desolate atmospheric landscapes of European artists like Arnold Bรถcklin and Caspar David Friedrich. But we still wanted to make Pavilion our own thing and took it into a more surreal and otherworldly setting.

The game has been split into two chapters. What was the thinking behind that? Will anything carry over between the two parts? The game will carry over into chapter 2 and get its conclusion there. It was initially intended as a whole game but in mid production we felt it was too big to make in one go. The more we dug into Pavilion the more interesting things we found and the game became much bigger than we first anticipated. Especially since there is just the two of us and the fact that our finances eventually couldn't support the whole project, to keep the project alive, this was the best solution. We now can complete the full game and people get the chance to try the first chapter out and see if the like it.

What games would you say inspired you for Pavilion? Well, from a mechanical standpoint we What mechanics will gamers encounter in didn't really have much to work with since there's very few games that operates Pavilion? in a similar way, so it has been a very Since you are not controlling the main much ground up investigation from our character of the game you will indirectly side how to implement and depict this steer him by interacting with things in "indirect control" mechanic. But looking the environment, such as lights, sounds at the game as a whole we do have a and moving objects as well as certain couple of inspirations. So for example, mechanical things. One of the initial Superbrothers: S&S EP was one of the ideas with Pavilion was to have as few mechanics as possible but a large variety initial inspirations to just get the project of dynamics and crossover usage between going. We were so struck by the soul of them. So each puzzle is actually designed that game that we felt an urge to create to present a slightly different angle on the something of a similar magnitude, the personality and audio-visuals of it is just underlying mechanics. thevitalounge.net


except control schemes, during the past years. We have done a couple of different tests on the Vita just to get a feeling of what limitations we have to work with and as you probably know the biggest bottleneck of the Vita is it's memory limitations. Since we use quite some memory for textures and such we've needed to optimize and sometimes make What made you want to develop the game changes, in terms of number of sprites used for certain effects etc, to certain for Vita? bigger levels to make them work with the Not only it being a great piece of memory constraints. hardware, for us it feels like the perfect mix between traditional handheld consoles and modern touchscreen devices What are your thoughts on the Vita as a system? enabling us to get the best from both of As mentioned in previous question our those worlds. Since Pavilion started as only beef with the system is really the a tablet game then expanded into a full memory limitations that feels quite console game the Vita also felt like the outdated, that said, the machine it self perfect home for Pavilion. has some years on it's neck now so with that in mind we can accept those We first learned about Pavilion in 2013. limitations and just look to the rest of the How is Vita development going? Have you had to make compromises to get the Vita that still feels pretty fancy. game onto Vita? Actually we have not been working that much on platform specifics features, superb. As well the puzzles from Braid was something we got really turned on by, especially a couple of the lectures given by mr.Blow was really an eyeopener of how to think about puzzles. How one could use the puzzles not only for progression and pacing purposes but as means to express ideas.

@PSVitaMag

When can we expect to see Pavilion on Vita, and any thoughts on Cross Buy/ Save? We still don't have any date on when it will be released but since we just got the Steam version out the door the Vita together with PS4 and mobile is what we're working on now. And yes, our plan is to do cross buy/save. Finally, of the two Vita versions - the OLED and the Slim which do you think is best? For us, loving great crisp visuals,the OLED is hard to beat, everything on that screen just looks so good!

We would like to thank Henrik for his time with this interview. Do you like the look of Pavilion? We will bring you more news on the game as we have it! Vitamag

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The Fox Software

thefoxsoftware.com/ active-soccer-2-dx @TheFoxSoft

Thanks for talking to us! Can you tell us a little bit about your studio and how you got into developing games? I started to develop games, just for fun initially, during the Commodore Amiga era. Then I realized my game designer and programming skills could have lead me to produce good video games. In the end I released games for dozens of platforms, mainly sport games. You are currently working on Active Soccer 2 DX. Can you tell us a little bit about it? I am confident Active Soccer 2 DX is the most advanced football arcade game, with tons of features and a tweaked gameplay already played by thousands gamers. The game had a great success on mobile and this leaded me to develop a deluxe version for consoles. Active Soccer 2 DX has a very distinctive top-down style reminiscent of many classic football games. What gaves have inspired development? As gameplay, my primary inspiration was Dino Dini’s Kick Off 2, a game that I consider the best football game ever. I also introduced some managerial aspects from Sensible World of Soccer. What sets Active Soccer 2 DX apart from those games? Despite inspired by classic masterpieces, Active Soccer 2 DX has a unique gameplay. The game flow is adapted to modern days and the play is indeed more realistic and intuitive. 14

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THE FOX SOFTWARE IS AN ITALIAN STUDIO FOUNDED BY LONG TIME DEVELOPER, GIANLUCA TROIANO, AND IS BEST KNOWN FOR THEIR SPORTING TITLES. HAVING RECENTLY ANNOUNCED ACTIVE SOCCER 2 DX FOR THE VITA, WE CAUGHT UP WITH GIANLUCA TO FIND OUT MORE. What modes and gameplay will gamers experience when playing? Vita version will have 3 game modes: friendly, tournament, and practice mode. What differences will there be in the Vita version? There are the same teams/players and same leagues, cup, championships as PS4 version. There is the limitation that Vita version can't handle the whole world simulation so you can only play single leagues, cup, championships. For example, you can play a full Italian Serie A season but you cannot qualify for Champions League, or you can play a full Champions League but if you finish third in your group you won't join the Euro League. The game still features the team name editor, weather conditions and camera effects. The Vita version also doesn't have online multiplayer, but patching that at a later date is possibility! What made you want to bring the game to the Vita? Everything started 3 years ago when I met a guy who worked on Sony, he was absolutely impressed with the game. He insisted to have the game for PS Vita. Unfortunately it took me more time than expected to complete the game and then port it for PS Vita.

How have you found developing for the Vita? Although I think PS Vita is a wonderful platform the market is really changed since PS Vita release and I encountered some problems The most difficult part was to reduce memory allocation but at the end I was forced to exclude the full career mode from the game. The simulation at the same time of a myriad of leagues, cups, championships, continental competitions simply won’t fit on a PS Vita. I had to include a functionality to simulate one season at time, that is the core of tournament mode. When will Active Soccer 2 DX be released? The PS Vita version is ready, but I am waiting to complete the PS4 version in order to release the game as a cross buy bundle. You can play it this Fall, we will announce an exact release date soon. Will the game be PSTV compatible? PSTV is not supported at day 1, but a patch is already planned in order to support PSTV, improve the game and update rosters. What's next for you and your studio? We have 3 other titles in our pipeline and one is Active Soccer 3. We would like to continue supporting PS Vita in our upcoming titles and we hope to have a good reception already with Active Soccer 2 DX.


We would like to thank Gianluca for his time with this interview. Active Soccer 2 DX is expected before the end of the year and we will have more news soon. Do you think you'll be picking it up?

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Written by Charlie Large @CharlieLarge Chaz3010

5 12 10 PSTV 1567 MB Publisher

pqube.co.uk/games

@PQubeGames

Developer

5pb.jp/games

@5pbgames

Released

NA: October 29th EU: October 25th

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It is here that Okabe meets Maho Hiyajo – a scientist who worked alongside Kurisu Makise. Once Maho learns that Okabe knew Kurisu, she invites him to become a tester on a program something she has been working on called ‘Amadeus’ – an When Steins;Gate released last year Artificial Intelligence program that has the on the PlayStation Vita, I went into it not knowing what to expect. It soon became memories, voice and personality of Kurisu. This AI is installed on Okabe’s phone as clear to me that this time-travelling visual novel was something special, and I was soon an app so that Okabe can contact Kurisu whenever he likes, and she can contact him hooked due to its excellent narrative and – which confuses Okabe the first time he likeable (yet odd) characters. In my review I picks up his phone to see her calling! gave it full marks and it remains to be one of my favourite games on the handheld that Similarly to Steins;Gate, Steins;Gate 0 we all love and cherish. This meant that when Steins;Gate 0 was announced as being has multiple plot branches for you to localised, I knew I had to get my hands on it playthrough. Which one you go down is to see what happens next in the world(s) of dependent on choices that you make at Okabe Rintaro and friends. certain points in the game. In the original this was decided based on the response Although named Steins;Gate 0, it is worth you chose when answering an e-mail (or D-Mail as they were known), here it is your noting that this game is not a prequel as interactions with Amadeus Kurisu that some people seem to think. Instead, the game starts during the middle of the end of will decide on how the worldline changes. Whether you decide to answer Kurisu’s call Steins;Gate – albeit on the Beta worldline or not will decide upon how the worldline as opposed to the original’s Alpha – so you will shift. What causes these shifts is one really do need to play the original to fully of Steins;Gate 0’s many mysteries, and one understand and appreciate the story here. that gets Okabe thinking like his former It is due to the events that took place in self – with memories of previous worldlines the original Steins;Gate that makes Okabe flooding back to him. Rintaro a shell of his former self. He has Other characters from the original game all but given up on the Future Gadget Lab, are present here of course, and with this stopped making the crazy gadgets that game taking place in a different worldline he was ‘famous’ for and no longer has altogether they are familiar yet different. the mad-scientist-like alter-ego Hououin Everything you learnt about characters Kyouma that made him both annoying and like Mayuri, Daru and Moeka Kiryu in strangely likeable. Instead, what we see is a character who is a broken man and Steins;Gate may now no longer be true. You traumatised due to the events that have will, however, still find their characteristics transpired, a character who just wants to the same – Mayuri is still a cute, ditsy young live his life as a normal student. girl, Daru still the pervert and Moeka the thevitalounge.net


artwork on show and the accompanying music that plays behind the brilliant Japanese voiceovers adds to the tension that builds throughout the game. If you know Okabe well you will know that something terrible is always coming his way, and although there are moments of respite for him you will always be anticipating what is going to make his world come crashing down next. Even though this game involves a lot of reading All of these characters are welcome I would implore you to keep the sound additions to the game, especially Dr. Leskinen who – despite his age and position turned up throughout, even if you (like me) cannot understand what the voice actors – seems almost childlike in his behaviour. are saying you will be doing yourself a This leads for some really entertaining disservice to miss out on the excellent scenes that break up from the drama and performances that bring these characters despair that makes for the majority of to life. Okabe’s story. shy reporter who hides behind her mobile phone. There are also quite a few new characters introduced in the game, including Mayuri’s cosplay friends Kaede and Fubuki joining the fray alongside Yuki Amane – who has a big role to play in how things pan out, and Dr Alexis Leskinen, an American university professor who is the mentor of both Kurisu Makise and Maho Hiyajo.

Steins;Gate 0 feels a lot darker than Steins;Gate, particularly now that Okabe has dropped the mad scientist persona – but there are still a lot of great comedy moments in the game to break up the heavy stuff quite nicely. The atmosphere in the game is helped by the superb soundtrack and art that accompanies the story. The scenes look just as good (if not better) than they did in the original with some great

It is hard to write this review while trying to avoid giving away anything that may spoil this game or the one that came before it, but hopefully I have managed to do just that so far. The main reason for me doing this is that with these games you need to experience everything first hand – as they contain some of the best stories and twists that you will find on the PlayStation Vita.

VERDICT They say you can't improve on perfection, yet Steins;Gate 0 does just that. Taking what made the original story so great and adding new characters and a much darker theme makes Steins;Gate 0 the perfect continuation to a story that I though could not be improved upon - how wrong I was!

@PSVitaMag

Steins;Gate 0 may not have had the same impact on me as Steins;Gate did, but that is nothing to worry about. Steins;Gate introduced me to these wonderful characters, and this game serves as an extension to the story and world that I enjoyed so much the first time round. I guess knowing how the first game panned out meant I was always guessing what was coming in this game, meaning I was not as shocked by some of the scenes. Steins;Gate 0 is just as good as the original, and you will definitely want to playthrough all the various endings to find out what is instore for Okabe and friends – which will push your playtime up to the thirty hour mark, making it a longer game than the original. Playing through this game brought back all the memories I had from playing through Steins;Gate last summer – Steins;Gate 0 is neither a prequel or a sequel, more a continuation of the same story. And when that story is one of the best visual novels that has ever been told, that can’t be a bad thing, can it?

5 Vitamag

17


Written by Reece Heyworth @rheyworth07 CHEAT07

2 12 34 PSTV 568 MB Publisher

square-enix.com @SquareEnix

Developer

square-enix.com @SquareEnix

Released

NA: October 25th EU: October 28th

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World of Final Fantasy, a game for long term fans wanting to take a trip down memory lane or a game to welcome in younger audiences new to the franchise? This is a question the game has been trying to deal with in its marketing and now I can safely answer that question for you. It’s both. The game does an amazing job of having nods to all the games in the franchise from enemies and characters to famous locale, all whilst keeping things easy to jump into for those with no prior Final Fantasy experience. Of course the Final Fantasy franchise has been around for a little while (since 1987 to be exact) and all have played differently from the last, so what can you expect from this spin off? The battles and story is far more akin to the earlier entries, with fans of old-school turn-based battles or the more traditional ATB battles being well catered for here. Of course there a few new mechanics to enjoy such as champions, mirages and stacking. The story has the protagonists set off on their journey with plenty of twists and turns, so far so Final Fantasy.

Diving into the new mechanics, there are a few fun additions to the standard Final Fantasy battle system that make things interesting. First and foremost is the addition of mirages, mirages are your standard enemies, everything from the classic chocobo to the big and nasty not so interestingly named Red Dragon, the twist being that you can “imprism” them and have them fight for you. Think Pokémon but with a Final Fantasy twist and you’re not far off. You’ll use these mirages to help build up your party and each mirage can be levelled up and learn skills (every mirage has its own skill tree), with each one becoming an integral member of your team. You’ll want to imprism every monster you come across just to see what they can bring to the team, not every monster is a gem but they certainly all have their own style that can help the party. Of course catching ’em all is never straight forward. Each monster type requires different conditions to be met before you can attempt to imprism it. These range from simply lowering their health to needing to use specific elemental attacks or even healing them. Much of the fun is finding out how to meet these conditions and this adds that extra layer to your monster hunting. Following on from the new imprism system is the stacking battle system. Your party members can form up into a stack of up to 3, the playable characters and 2 creatures. Stacking puts the party members on top of each other, which looks as ridiculous as it sounds. Each stack is made up of one large creature, one medium creature and one small creature. So your party composition will be the 2 playable characters and up to 4 thevitalounge.net


mirages. The benefit of stacking the creatures, besides pretending you’re some kind of power ranger, is that all the stats and resistances of those in the stack are combined. You essentially create one really strong party member as opposed to three weaker ones. Still with me? Good. On top of all of that each stack has a stability rating, certain attacks will lower this rating until eventually it collapses, destroying the

stack and leaving your party members in their more vulnerable solo state. You can restack with a simple command but you are really vulnerable to attacks in the meantime. Where the stacking mechanic gets really interesting is that dependant on the mirages in your stack you can gain access to new abilities you wouldn’t normally have. Got two mirages that know fire in your stack? You’ll get access to the more powerful Fira attack. There are dozens of combinations that can open up loads of abilities you just normally wouldn’t have so expect to spend time experimenting with various set-ups.

In addition to the stacking and mirages we also have champion summoning. This is the biggest fan service the game offers, throughout your journey you’ll encounter various iconic Final Fantasy characters ranging from Lightning to the original Warrior of Light. After meeting these characters you can unlock them to use as champions and by utilising a special meter you can summon the champion to perform a single action. These can range from a super powerful attack to healing your entire party. It’s all very flashy and a brilliant nod to some of the characters from the franchise’s history.

It sounds a little (ok, very) complicated but the game does a good job of easing you into the new system and before too long you’re a stacking master who knows how to build stacks for maximum effect. The problem with stacking however is that it feels at odds with the desire to imprism and use all the various mirages you’ll come across. Too often I would get a cool new mirage that just doesn’t fit into my party because I can only utilise a maximum of two large mirages as the base of each stack, and if it doesn’t benefit the stack then you’re not making the cut. It is a shame because there are many possibilities for great varying teams but more often than not the stacking seems to limit my options more than I’d like.

So that covers most of the new gameplay mechanics you can expect to find. Moving on from the battling, the story of the game is also just as commendable. Right from the first hour you’re thrown into a mystery, there are no slow starts here. Heck you even meet god. The game manages to keep this pace going throughout, always keeping an interesting plot thread just ahead of you. What stood out most to me though was the writing, Square have clearly tried to keep this adventure light hearted, evident in all the jokes present throughout the game. Almost every interaction is an attempt at some sort of laugh, some hit and some miss, such is the nature of humour but on the whole the game does a pretty good job only faltering slightly when it relies too heavily on a character being a bit of an idiot.

All in all, the mechanic certainly adds a new level of nuance to battles that is definitely interesting and keeps the game feeling fresh as you try out new combinations and level up your mirages. The depth and novelty certainly outweighs the negatives in this case.

@PSVitaMag

The humour in the game even goes as far as the bio for the enemies which also like to fit in a joke or two. If you’re looking for a wholly serious venture, then this game most certainly isn’t for you.

Vitamag

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Following on from the light hearted writing is the art style, as you’ve probably noticed by now, the game mostly utilises chibi style characters which are adorable and very very cute. I say mostly because the game also features characters that look more like they belong in a Kingdom Hearts game. All the designs look great and certainly suits the Vita’s lack of oomph compared to home consoles. The problem is when these art styles mix, it can often be quite jarring seeing a large normally proportioned character talk to a tiny chibi character. Adding to that problem is that some cut-scenes are in an anime style. Whilst individually all these art styles look good, mixed into one game it can look very weird at times, although it is far from a deal breaker. Finally, it’s worth mentioning the sheer amount of content in this game, the main storyline will take you a long time, somewhere in the region of 30 hours on its own but on top of that there are various side quests and secret areas to explore. The game has plenty for you to do, you can take on optional one-off fights in the coliseum which can give you

access to mirages that you wouldn’t find elsewhere. There are also side stories which follow some of the other characters you meet and end with a battle to conclude the story. You can access these diversions at almost any time you want so you’re free to change pace from the main story and test out other team set ups. Finally, on your travels you’ll encounter NPC’s that will request certain items, everyone’s favourite kind of quest – fetch quests! These can often have you out exploring nearby dungeons and figuring out which enemy will drop what you need. Nothing exciting and this is easily the most forgettable part of the game. All in all World of Final Fantasy is an amazing entry to the Final Fantasy name and should definitely not be overlooked by any fan of RPG’s. Some of the new mechanics miss their mark at times but there is certainly enough varied content here to make up for it. Fans of Final Fantasy and newcomers alike will be able to enjoy all this game has to offer, I’ll even make the claim now that this could very well be the best Final Fantasy game this year.

VERDICT World of Final Fantasy is an excellent RPG on the Vita. It's like a warm welcome to old fans but is also just as great for new fans looking to dabble in the world of Final Fantasy for the first time. This is a must have game for the Vita and could very well be the better Final Fantasy game this year.

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4.5 thevitalounge.net


More than just their position on the field however, their damage and effectiveness is reliant on a variety of systems in the game, from equipped weaponry to class level, the type of character you choose and what they’ve learned so far to aid in the fight.

Written by crispyn64

@crispyn64 crispyn64

3 9 32 PSTV 3.2 GB Publisher

aksysgames.com @aksysgames

Developer

tri-ace.co.jp/en

Released

NA: October 10th EU: October 10th

@PSVitaMag

Exist Archive: The Other Side of the Sky is a fascinating attempt in RPG turnbased combat, 2.5D side-scroll platforming, and storytelling. The game reaches in a lot of directions to offer a considerable amount of options in gameplay. However, there are plenty of risks that come with this approach: 1) Stretching itself too thin when trying to meet so many different demands, resulting in lesser quality overall. 2) Inundating the user with too many superfluous functions, ultimately ending in a less enjoyable experience due to the amount of time wasted just trying to figure it out. 3) The more things you try; the more things you have to fail. It could be more a matter of player preference, but I personally would take a game that does one thing exceptionally over another game that does ten things fairly okay. With all that in mind, let’s see if Exist Archive managed to succeed more often than not. Starting with the combat, Exist Archive takes a fairly unique approach when it comes the player’s move set. Basically, the character’s themselves are your attack options, activated by pressing the face button that correlates to their position on the battlefield. You can, of course, rotate their position on the field, which alters the amount of damage they deal and take whether they’re on the front or back line.

There’s a huge layer of customization in this respect, offering many choices of class, equipment, actions, and skills. Within “equipment” you have the options of one weapon, one armor, and three accessories to raise an individual character’s base statistics. “Action” gives them the allotment of three attacks and a powerful special move. In combat, these attacks are dependent on the number of times you use a character in a given round. Their first use will call their first attack, second use causes the second attack, third the third, and then it resets back to the beginning to repeat once again. If you want to have a more well-rounded character with a decent range of attacks, you’ll want to fill each slot. If you just want to have a character with a one move focus, you can do that as well. As for “skills”, characters will have an attack, guard, drop, and two support slots for extra abilities. These abilities are pretty much as their slot titles suggest, giving you the chance to do or take more damage, have better drop chances, passive heal quicker, and so on. “Skills” and “actions” can be unlocked by leveling up a class and spending skill points that are earned through leveling up a character. In battle, you control each character as they take turns exchanging blows with the enemy. The amount of damage you can deal or actions you can take per turn is dependent on a system of Action Point Vitamag

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Basically, you’re given a quantity of AP to spend, an amount that you receive at the start of the guard phase rather than when you’re on the attack. That is because it cost AP to guard the characters, leaving it up to you as to whether or not you want to lessen the blow for a character at the cost of being able to do more during the attack phase. Furthermore, it becomes a game of noticing patterns and timing when the enemies make their move, so part of your job is to trigger a character to guard the moment you know who they are going to strike. After the defensive stage is over, it’s time to go on the aggressive. Use whatever remaining AP you have to deal as much as you can to the other side and hopefully finish them before they can hurt you once again. Or you can use some stat boosters and heal up, but I find that concentrating on damage just happens to be more efficient. When it comes to dealing damage, there is a variety of ways to dish it out. Some characters can deal high damage to a single target while others can affect a larger area but deal less harm to any one enemy. Then there’s mages that can do huge blast damage in a small area, but require a lot of AP and some cooldown after use. There’s all this and plenty more when it comes to making your opponents hurt, thanks to a handful of different characters and the abundance of skills that come with them. Aside from the combat, let’s get to the other half of the core gameplay: platforming. Sadly, it seems this aspect of the game was just a clumsy way to get you from point A to point B, something

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to fill time between fights and item/ party management. The only important thing you need to be focused on when traversing dungeons is to get the drop on the enemy. This goes with my personal strategy of dealing as much damage as possible while allowing the opponent to dish out very little, as it’s crucial to have the first move for thinning out as much of the enemy horde as you can. If not, you run the risk of taking obscene amounts of damage depending on what you’re up against. Aside from initiating battle, the platforming is brain-dead simple while still being unbearably stagnant when it comes to actually upgrading your traversal abilities, and the greatest and most stinging example of this is that it takes almost TEN HOURS to unlock DOUBLE JUMP. Navigating the map is also fairly slow, as well as using any other menu in the game. It’s plain archaic to have such a large focus on managing robust item and party systems in an RPG without having near instantaneous response times when maneuvering the menus. While operating the systems in the game isn’t so slow that I’d throw my Vita into a wood chipper out of sheer frustration, the sluggishness is apparent and definitely starts to weigh on the player after time. The annoyance is only amplified by the amount of time that needs to be spent going through skills, equipment, and whatever else. Alongside the lethargic operating system, the load times are a bit long as well. Much like the systems, it really is more of a hindrance than anything else, and probably bearable to someone who, unlike me, actually has patience.

Before I delve into the story and aesthetics of the game, there are a few things I still need to touch on. Throughout the game you slowly unlock more systems and abilities to make use off. For platforming, you’ll learn things like double jumping and sliding, as well as enemy stunning and flight. On a more meta level, you’ll unlock things such as the ability for characters to learn the skills of others with whom they possess a bond with. From the start of the game there is an “affection system” that really serves no purpose until this point. By grouping certain characters in a party, their affection for each other will grow as you progress through dungeons together. This can unlock skills for characters that would normally be unable to obtain them, and is quite a practical use for a “pairing” system such as this. There’s plenty other abilities to be unlocked as the story progress, but it also kind of feels like a drip feed of content. If I were able to progress faster through the game, it would feel like a nice, quick stream of new functions that would keep the experience constantly fresh. Disappointingly, it feels like the farthest thing from constant, perhaps partially due to the sluggish menus and loading times. It also doesn’t come off as very rewarding, so much as just a random new gameplay addition periodically tossed our way. The story is pretty straight forward. You and a bunch of your other friends die for some reason. You wake up in this weird, spiral world, alone and unsure of what happened or what to do now. So you go on and explore the environment,

thevitalounge.net


eventually meeting up with your old friends as well as some quirky new strangers. You all find yourself having incredible fighting abilities thanks to some immortal spirit that is now possesses everyone. The spirit talks but doesn’t always have a lot to say, and he’s ambiguously evil. At some point you find out there might be a way for you to get back home, so you go around fighting more monsters and collecting “essence crystals” for the sake of leaving this place. There’s a myriad of fantastical made-up words and lore that doesn’t really sink in, partially due to the way it’s presented to the audience (blatant exposition style). Another reason for the story not being quite compelling is that the world doesn’t really give off a sense of history or belonging. Most of it just feels like a place existing in a primal era, with no establishments of intelligent beings and society in sight (for a while). Areas in the game lack any sort of liveliness or originality between each other. Sections are often reused and barely differentiate from others in terms of aesthetics. There are lava areas and grassy meadows as

well as a range of other places, but none of them feel exclusively their own. They don’t feel like THE lava area or THE grassy meadow. Instead, they’re completely unmemorable and fail to tell any sort of story or invoke any kind of feeling through the environment. As for the lack of belonging in this world, this sense does fit for the narrative, but after a while it’s just kind of unenjoyable. The characters are what truly carry the story, but even so they’re not all that interesting. There are four characters that I actually like and none of them are the main protagonist. What’s cool about how we understand these characters is that we actually get to know them through more than just watching their actions and reading their dialogue. In the story, they stumble upon a way to hear their families and loved ones from their past life. Through what we hear from those people in mourning, we begin get a picture of what these character’s lives were like before they died. It also offers them a much needed opportunity to reflect upon themselves, which is particularly enthralling and bittersweet.

VERDICT A standout combat system with deep customization, this game could've really been something special had it not been for the mediocre state of most everything around it.

@PSVitaMag

In conclusion, Exist Archive has a lot of cool ideas as far as gameplay is concerned. While the traversal is not very enjoyable, the impressive combat system and layers of customization more than make up for it. The story, world, and characters are sadly unmemorable however, and pairing that with the slowness of its narrative pace and mechanical performance makes for a somewhat inconsequential experience overall.

3.3 Vitamag

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Written by Jenny Jones

@Kitty_has_Klaws Deathskitten

6 7 14 PSTV 537 MB Publisher

nisamerica.com @NISAmerica

Developer nippon1.co.jp

Released

NA: October 25th EU: October 28th

24

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Yomawari is a unique Japanese survival horror game; it looks very cute with adorable chibli style characters but don’t let that fool you! This game, played from the perspective of a child, is genuinely scary and it won’t take long to make you jump. It starts off innocently enough with you taking your pet dog Poro out for a walk. The day is drawing to an end and things seem peaceful with just the sound of the wind and crickets for company. Unfortunately it doesn’t take long for things to start to go wrong… Within the first few minutes of the game you’ll cause an accident that will leave you feeling both shocked and somewhat guilt-ridden. This twist of fate sets the scene for the game amazingly well. You’ll return home alone and bump into your sister in the garden. After a brief chat she goes to look for Poro while you wait in the garden for them to both return…only they don’t come back, and it’s now up to you to be brave and seek them out in the dead of night. It will soon become blatantly obvious to you that the town is infested with spirits, and it seems that the vast majority of them want to kill you. You have no weapons to help you, so armed with just a flashlight you must explore the town. If this was in real life, then I must admit that I don’t think I would be as brave as the protagonist. I’m more the kind to hide in bed underneath a blanket with my eyes firmly shut! But thankfully the protagonist

is not me and, although weaponless, she’s brave enough to keep exploring this terrifying town! She does have one rather handy ability; she can sense when spirits are close. When a spirit is close you’ll be able to hear the girl’s racing heartbeat and the screen will pulse. The closer the spirit is to you the faster the girl’s heart will beat – and if you’re anything like me then your own heartbeat in real life will probably match it! You really do feel helpless most of the time. The only way to avoid most spirits is to run or hide. While running you have a stamina bar which quickly reduces, but unfortunately when you’re scared this depletes even faster making it easy for some spirits to catch up with you. You can hide in bushes or behind some signs and whilst hidden the spirits can’t get to you. When hiding the girl has her eyes firmly shut so you can’t see anything around her, just blackness. You will however be able to tell how close the spirits are to you, as you’ll see a red haze which represents where that spirit is. Stay hidden for long enough and the spirits usually wander off, but unfortunately not all spirits do. This leaves you with an uncomfortable choice of staying hidden for a bit longer and just hoping that they will go away, or making a run for it – hoping that your stamina lasts long enough for you to escape. During your adventure you’ll come across lots of different spirits and they’ll need to be approached and avoided in different ways. Some will be distracted by rocks that you can throw, or by giving them animal treats. Light can be a trigger for some spirits – they will be attracted to your thevitalounge.net


flashlight so you’ll end up having to switch it off and wander around in the dark or throw lit matches to distract them. Also the sound of you running will attract some spirits so you’ll have to try to walk calmly past them, which as they’re walking closer and closer to you can be hard to do! You’ll come across a wide variety of spirits in the game and it feels quite rewarding when you work out how to avoid each type. Everything in Yomawari gives off a really creepy vibe and this is helped partly due to the great sound effects. You’ll spend the majority of the time just hearing the sound of your own footsteps and the chirping of crickets in the background. The minimalist sound effects really help to emphasize just how alone you are. The fact that the protagonist is just a child is also driven home by a hand drawn map which gets filled in while you explore the town and any collectibles that you find will have handwritten notes filled into a scrapbook.

Beware when wandering around town though as spirits have an uncanny ability to sneak up on you, and even with your racing heartbeat alerting you to those nearby you’ll still die an awful lot. Thankfully you’re not really punished if you die, and you’ll just end up back at the nearest quick-save point. This lenient approach to death is great if – like me – you tend to struggle to get through horror games. You also won’t lose any of the items you’ve picked up, which greatly minimizes any feelings of frustration if there’s an area you’re struggling to get past!

Although the game is not particularly long there are a fair amount of collectibles to seek out, as well as some puzzles to solve. Many of the collectibles help to set the scene of the area that you found them in, or may even provide new mysteries to ponder. It would have been nice if more of the story had been revealed through these collectibles, but then again it’s also probably creepier when you fill in the blanks yourself.

Yomawari is an interesting mix of cuteness and horror, offering adorable graphics which can still create nightmarish scenes. I can’t fault the Speaking of quick-saving, there are visuals or sound at all, they work brilliantly Jizo statues all over town, and if you together to create a frightful experience offer a coin to them it will become your which will leave an impression on you. I latest save point. This is somewhat of tend to jump and get freaked out really a misleading term though, as it’s really easily by horror games, so the fact that more of a checkpoint then a save, and if I managed to get all the way through it you close the game without saving at the is testament to how good the game is; I girl’s bedroom then you will lose progress. was hooked the whole way through and Another very handy feature of Jizo statues couldn’t put it down. is that you can warp between them, which greatly saves time when travelling across The game preys on all the fears you had In some of the early chapters of the town. game you don’t get given much direction as a child, with ghosts standing under of what to do or where to go so you can flickering streetlamps, creepy arms sometimes end up wandering around grabbing at you through manhole covers, aimlessly. I didn’t really mind this too and monsters swimming in the depths of much as the town is pretty (as well as the school swimming pool. I jumped and creepy), and there are lots of random screamed out loud a hell of a lot while and weird things to see. Some of these playing this, and enjoyed every minute of attractions include giant babies appearing it, but it’s a pity that it didn’t last a little in houses, huge jellyfish floating in the bit longer as it’s definitely left me wanting air, or headless flaming horses galloping more. I really hope they make a sequel! around town, and it’s safe to say that there are a lot of “What the hell was that?!” moments.

VERDICT Don't let the cuteness fool you, Yomawari: Night Alone is a creepy horror game which will make you jump! The game preys on all the fears you had as a child, with ghosts standing under flickering streetlamps and arms grabbing at you through manhole covers. It's not particularly long but I'd still recommend people give it a go for the unique atmosphere and interesting story. @PSVitaMag

4.3 Vitamag

25


Written by Reece Heyworth @rheyworth07 CHEAT07

1 3 9 PSTV 360 MB Publisher

cattrapstudios.com @CatTrapStudios

Developer

cattrapstudios.com @CatTrapStudios

Released

NA: October 11th EU: October 12th

26

Vitamag

Castle Invasion: Throne Out is a small title reminiscent of that time in life when go to gaming involved flash games and finding a good 10 minute experience. Castle Invasion has you playing as an archer protecting his newly acquired castle from the greedy king. You fire arrows, crossbows or throw spears at the incoming enemies to keep them from invading your castle. The game has 50 levels slowly ramping up the difficulty adding new enemy types and other environmental factors such as keeping torches lit at night. The game play is really simple, you can move up and down the castle wall and you fire projectiles in a straight line in front of your character. The enemies start on the right hand side of the screen and will slowly make their way towards your wall before attacking. During each level you can collect coins to spend on upgrades. It is definitely not a new or revolutionary gameplay loop but it works well in short bursts, each level only lasts a few minutes and the upgrade tree isn’t deep or complex in any way. Every few levels the game introduces a new enemy or mechanic for you to tackle, the variety keeps the gameplay from getting too monotonous, it starts simple enough with dwarves that move faster than your average peasant but gets more complex with wizards teleporting around the field or

jesters throwing bombs from a range. You’ll need to adapt your tactics dependant on the enemies you face but that’s about as far as the gameplay loop goes. Each level also offers 3 objectives to complete for stars, one star is always earned when you beat the level but other challenges could include firing less than a certain amount of arrows or not letting any bombs hit your wall. The stars aren’t useful but add fun little challenges which encourage you to replay levels. Some levels ask you to manage more than just the enemies intent on knocking down your wall, some levels will run on a timer and you can speed up the enemy movements but risk being overrun, another level set at night required you to fire arrows at a torch to keep it lit otherwise you wouldn’t be able to see your attackers. The game is challenging when it mixes things up from the norm unfortunately it just doesn’t happen often enough. The upgrade tree doesn’t really offer any depth either and I never found myself needing a certain upgrade to continue, though some are more helpful than others there never feels like there’s a meaningful choice to be made. Shallow game mechanics aside the gameplay is sound enough, the game gives you the choice between touch screen controls or using buttons. The weapons feel slow when switching and there’s a lack of responsiveness when firing them which is only minor but still takes the shine off of things. Presentation wise the game is just as equally uninspiring, the art is bright and thevitalounge.net


colourful but not particularly varied. The UI is all workable, everything is nice and clear on the Vita screen from the amount of coins dropped on the battlefield to the health remaining on each enemy. The lack of things going on HUD wise also helps keep your focus on the battle where it should be, later levels throw lots of enemies at you so you don’t want unnecessary clutter on the screen. The story, though thin, does offer up plenty of puns and jokes to keep things light hearted, dont expect anything too

interesting but the game does try to put forward a sense of humour. All in all Castle Invasion:Throne Out is a really simple game that can be fun to waste a few minutes on, but it’s hard to recommend beyond being a passing distraction, the gameplay lacks solid depth and the premise is uninspired. Some will have fun ploughing through the challenges the game has to offer but for most this is an unfortunately forgettable title.

VERDICT Castle Invasion: Throne Out is a fun little time waster but unfortunately doesn't amount to anything more than a passing distraction. The overly simple gameplay and bare-bones mechanics offer up a bite-size game that can only be recommended in short bursts.

@PSVitaMag

2.8 Vitamag

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Written by Ethan Zeigler

@dandycrocodiles DandyCrocodile

1 4 6 PSTV 101 MB Publisher

xseedgames.com @XSEEDGames

Developer

magneticrealms.com @magneticrealms

Released

NA: October 25th EU: October 28th

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Vitamag

Exile’s End was created as an homage to classic shooter/action games from the 8-bit era. It boasts a staff roster that includes Keiji Yamagishi who composed music for games such as Ninja Gaiden on the NES and Tecmo Bowl, as well as design staff who worked on Mother 3 and Secret of Mana. While the game plays much like a Metroid game, it is often a bit too archaic for its own good. The game begins with a cutscene that, in true retro style, features large, well-drawn sprites animated slightly to convey a barebones story. Something goes terribly wrong and the protagonist wakes up alone in a forest with a completely busted ship. He then sets out to see if he can find any familiar faces and if anyone is alive at all. During this section you are only able to single-jump and if you fall too far you take fall damage. You also begin the game with no weapons and so can only fight by throwing a limited supply of rocks. Unfortunately, health replenishing items are few and far between, especially in the very beginning. If you die, the game is generous enough to kick you back only as far as the beginning of the screen on which your death occurred, but it also only restores your health back to what it was

at that point. Until I managed to grind out some health I was essentially playing on an instant-death mode, as the slightest mistake meant I had to retry an entire section. Luckily, once you begin finding upgrades the game becomes better. Double-jumping, not taking damage from any falls, and a handgun are all earned in pretty quick succession which makes the game much more fun to play, especially since I found the controls to be pretty responsive and snappy. In a game that often requires precise jumps, it was nice knowing that I could reliably land where I wanted. Exploration works Metroidvania-style, with a series of interconnected rooms and hallways to explore, with some of them being temporarily blocked off by locks or poison gas until you have the right item to pass through. While each individual area is distinct, the rooms within an area all tend to look the same. While this isn’t terribly different from classic 8-bit games, many of those same 8-bit games had more graphical variety than Exile’s End displays. Although you can map out a room by jumping around, some of the areas are completely unreachable, so if you like complete maps of areas this will be a consistent source of frustration for you. Enemies aren’t a challenge so much as they are predictable annoyances due to their poor AI. In fact, the only real challenge in the game comes from the couple of boss fights. Alongside all of this, the game is only about 7 hours max, and maybe 3 hours once you know where to go should you choose to play through again, though there isn’t really a reason to do so. Additional features to the game include an thevitalounge.net


optional scanline overlay to attempt to more faithfully emulate the feel of playing a retro game on an older TV, a survival mode that involves a timer ticking down while you rush to find an exit, and an online scoreboard that tracks things such as time to beat the game, time to get 100%, and scores in survival mode. The scoreboard is also the only time I had the game crash. Trying to cycle past the first 25 or so people on the scoreboard always caused the game to crash back to the Vita’s menu.

The music in Exile’s End is nothing more than serviceable. It’s inoffensive and pleasant enough to listen to while playing the game, but it’s nothing that most people will want to hunt down or remember after playing the game. The sound effects in the game are pretty basic, but this is once again due to the fact that Exile’s End is doing its best to be as much like older games as possible.

the features and flaws of older games, it also falls into the same pitfalls that those games did 25+ years ago. Because of this, the game doesn’t seem to fully fit in either of two categories; the first being retro games, where it just doesn’t live up to the quality of past masters of the genre, and the second being other modern throwbacks to those same classics, games like Shovel Knight or Rogue Legacy that have advanced and polished the genre to I suppose Exile’s End‘s greatest flaw lies in new heights. the fact that in trying its best to emulate

VERDICT Exile's End is a decent, if forgettable, game. It's the kind of game most people will spend an afternoon or two on and then eventually forget about. If you're craving a retro-style action game it might be worth giving this a try, but otherwise there just isn't anything here that hasn't been done before, and better.

@PSVitaMag

2.8 Vitamag

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you also unlock achievements. An absolute deluge of achievements. And each of these corresponds to a PSN trophy. All told, there are 51 trophies in the game, including the Platinum and these will be earned rapidly over the course of the breezy 1-hour game.

Written by Ethan Zeigler

@dandycrocodiles DandyCrocodile

4 0 46 PSTV 33 MB Publisher

greenlavastudios.com @GreenLavaStudio

Developer

greenlavastudios.com @GreenLavaStudio

Released

NA: November 8th EU: November 8th

30

Vitamag

My Name is Mayo is many things. It’s goofy and weird, it’s short and mindnumbingly simple, it’s a trophy hunter’s dream, and it’s so cheap that it’d be hard for anybody not to want to give it a try. The game wastes no time getting right into the action. It presents you with a mayo jar and you have to tap it until it opens after 10,000 taps. You do so by positioning a hand-shaped cursor over the jar and pressing X. If I only have one complaint for the game, it’s that you cannot tap the jar of mayo by, you know, actually tapping the Vita’s touch screen. It seems like it should be an incredibly simple and sensible feature to implement. As you tap the jar, not only does the lid actually ever-so-slowly begin to rise but

With each achievement, you earn something in-game as well. By opening the achievements menu you can “equip” them and this is how you proceed down he story paths. One path is filled with fun facts, one with life advice, and a third with equippable wild costumes for your jar of mayo that range from various sets of underwear, to wigs, to swirls of poo raining down from the sky. Some achievements are granted by simply tapping the mayo jar a set amount of times, but the story achievements have to be done in progression. To unlock the next costume you have to tap the mayo a specified number of times while wearing an already-unlocked costume, or to get the next bit of advice you have to tap the mayo while equipped with the previous one. Going into the achievements menu to briefly check what achievements you need to work toward and changing which of them is currently equipped is the only thing to do aside from tapping the jar of mayo. The core of the game lies in its humor. It’s definitely pretty wild at times and I found myself laughing at the absurdity of a couple of the costumes. Plus the very premise of the game is odd. In comparison with other games in the clicker genre it’s definitely far shorter and more simple, but it also isn’t trying to be anything other than a joke experience and an easy 100% completion so I don’t know if I can fault it for that. The only music in the game is the glassy thevitalounge.net


tapping of your cursor and a stereotypical supermarket background track that is optional to turn off. Should you wish to continue tapping the jar of mayo beyond the required 10,000 taps for the Platinum trophy, there is an online leaderboard. At the time of my writing this review the top scorer has over 40,000 taps so I suppose if you want to see your name at the top of a list it’s definitely something attainable.

My Name is Mayo is a game that will not overstay its welcome or rot in your backlog. You’re not going to buy this game for the gameplay. You’re doing it for a chuckle and a quick platinum (or two since it’s cross-buy with PS4) and for that it serves its purpose. Don’t overthink it.

VERDICT My Name is Mayo isn't bad, but can't say it's good either. It's a cheap 1-2 Platinum trophies and a quick laugh or two. There are worse ways to spend a dollar and an hour, and if you know what you're getting into you'll probably have at least a little fun along the way.

@PSVitaMag

2.5 Vitamag

31


has happened here. There’s broken windows, messy rooms and muddy foot prints. While you could initially assume that maybe there’s maybe just been a break in, after seeing a knocked over bottle of chloroform, rooms with two way glass in and strange symbols on the wall you start to realise that this house holds many secrets.

Written by Jenny Jones

@Kitty_has_Klaws Deathskitten

4 0 44 PSTV 1284 MB Publisher

tigerstylegames.com @tigerstylegames

Developer

tigerstylegames.com @tigerstylegames

Released

NA: October 25th EU: October 25th

32

Vitamag

I’m not a big fan of spiders, I know it’s an irrational dislike and in the grand scheme of things they’re very useful critters. They keep your home and garden pest free by eating flies, mosquitos and other insects. They are also considered good luck in lots of cultures. So there’s at least a couple of good reasons why I should like them and not really many rational ones for why I don’t. Even though most spiders aren’t harmful I still don’t want one anywhere near me. There’s something about them that just creeps me out, they have too many legs and too many eyes and I just don’t like them, It’s irrational I know but I just can’t help it. So although we have now established that I don’t like spiders, I do really like puzzle games which thankfully is what Spider: Rite of the Shrouded Moon is.

But before we go into that let’s take a look at the core gameplay. You’re a spider and so get to do lots of cool things like jump really far and spin webs. You have a limited amount of silk at your disposal so need to keep eating bugs to gain more, if you run out of silk then you’ll soon starve to death. You can create webs easily by creating an outline of a geometric shape with your silk, it’ll then be automatically filled in to create a web. Eating the trapped insects will reward you with points and you’ll gain a score multiplier if you eat multiple bugs without touching any other surface. There’s some strategy involved in this as different types of insects have different scores so by eating common bugs first to build up your multiplier before eating the rarer bugs you’ll be able to build up an impressive score.

Spider: Rite of the Shrouded Moon is actually a really interesting idea, at its core it’s a simple puzzle game where you play as a spider and try to get as high a score as possible by spinning webs and eating insects but in the background there’s an interesting mystery to discover. The game takes place in Blackbird Estate, an old country estate which appears to be abandoned. The more you explore the old house and the surrounding grounds the more you begin to realise that something

Some insects will have special requirements that you’ll need to fulfil to catch them, some can only be caught in big strong webs and will be able to break any weak ones they get caught in, some insects need to be chased into the webs and others need to be baited to land in your web. There are also insects like ants and houseflies that can’t be caught in webs but instead need to be pounced on. So there’s quite a diverse number of ways for you to catch insects and maximise your score. thevitalounge.net


There’s also a really interesting time and weather mechanic. The game can use your IP address to work out what time it is and what the weather is like in real life and then mimics that in the game. There are four different scenarios that levels can be played in clear day, rainy day, clear night and rainy night. I did find it pretty cool the first time it started raining in the game and I looked out the window to see that it was raining in real life as well!

As mentioned previously this estate has many mysteries but there are clues dotted around different levels which will help you solve them. It’ll require a bit of brain power and sometimes also the right time, weather and moon phase to solve some of the mysteries but when you do finally work one out you’ll feel pretty damn pleased with yourself. Solving mysteries was my favourite part of the game, the normal bug-catching gameplay does at times feel quite repetitive so the mysteries were a very welcome distraction.

While playing I did experience a little bit of slow down on some levels and the game did crash a couple of times. It didn’t happen very often and the slow down didn’t impact the game very much but it is quite noticeable in some levels.

Spider: Rite of the Shrouded Moon has many interesting ideas, it takes a fairly simple puzzle concept of eating bugs and getting the highest score possible but then adds an intriguing background This is not just a cool gimmick as levels mystery to it. The weather and time are actually affected by the weather and system will have you returning to the One feature that I found really amusing time of day. It can change what insects game at different times, in different are around and also enable you to access is that you can swap the ‘character’ you weather conditions and at different play as, initially these are just different different parts of the level that you phases of the moon to try to uncover all couldn’t previously. It’s a pity that some of types of spiders but you can also play as the mysteries and complete the game. If the levels don’t really have many obvious an Odobenus Rosarus also known as the I’m honest I did find the act of repeating common walrus. This is just a cosmetic visual changes as that would encourage the same levels at times a bit dull but you to play through them again in all four change and doesn’t impact the gameplay I was interested enough in trying to states, instead it can sometimes feel that but it did make me smile to spin webs and uncover more of Blackbird Estate’s dark you’re just playing through the exact same catch bugs while playing as a walrus. This secrets that I couldn’t help but keep is also really handy if your like me and a bit returning. If you like puzzle games then level. of an arachnophobe! You can unlock this this is an easy one to recommend to you. naturally by solving plenty of mysteries or by entering the code “ROSMARUS” in the settings ‘Save Session’ part of the menu.

VERDICT Spider: Rite of the Shrouded Moon is a puzzle game with an intriguing background mystery to it. It has a unique weather and time system which will have you replaying levels to try to uncover all of the game's mysteries. If you're a puzzle game fan then this is an easy one to recommend to you.

@PSVitaMag

3.4 Vitamag

33


Written by Kresnik Ahtreide @Kresnik258

4 11 22 PSTV 1.5 GB Publisher

ideafintl.com @IdeaFactoryIntl

Developer

tamsoft.co.jp @tamsoft_corp

Released

NA: October 18th EU: October 18th

34

Vitamag

If there’s one franchise that’s been consistently devoted to Vita, it’s Hyperdimension Neptunia. Eight titles have released across the past three years, ranging from idol-raising simulators to co-operative hack ‘n’ slash, with a further game due out in Japan before the end of 2016. What’s been core to the series (aside from a cracking sense of humor) is a backbone of surprisingly solid turn-based RPG’s and after somewhat of an absence, Superdimension Neptune vs. SEGA Hard Girls returns to this design. From the moment you start playing, things seem a little different. You’re treated to a gorgeous cutscene of IF riding through a desolate landscape on a futuristic motorbike, although this quickly cedes to a more familiar scene of goddesses fighting – although perhaps not quite the goddesses you’d recognise from playing previous titles in the series on Vita. Neptunia games have always been about console wars featuring characters who represent various videogame consoles and the latest game takes this one step further by introducing a separate set of characters based on SEGA Hard Girls – a different set of anthropomorphized goddesses. In effect then, you’ve got two sets of characters each based on the same consoles and this is what forms the focus of the plot – the goddesses of Neptunia

fighting the goddesses of SEGA Hard Girls in various different time periods. Rather than being led by Neptune herself, this time IF takes centre stage and it actually makes a welcome change as her sarcastic quips and status as an outsider make her a likeable protaganist. She’s quickly joined by more familiar faces and it isn’t long before Neptune makes an appearance (and gets turned into a motorbike… don’t ask), but the focus is definitely on IF and her adventures with Hatsume Sega from the SEGA Hard Girls. It does, admittedly, take a little while for the plot to get going and I found myself pretty confused to begin with. As with many titles in this series, the plot is standalone and doesn’t rely on knowledge of any previous games, although it does provide a nice little bonus. Story is told through a familiar mix of VN-style scenes mixed with CG stills which are impressive as always. There’s the same level of humor you’d expect with Neptunia throughout the game and I found myself chuckling quite often at some of the fourth-wall breaking comments or references to real-life events. In an interesting turn, the game takes a leaf out of Trillion: God of Destruction‘s book by telling its story in cycles. The main plot centres around a ‘Time Eater’ who is slowly erasing history, which prompts IF and crew to travel between time periods to learn about the world and train up in order to defeat the evil. This means that after a certain amount of time you have a mandatory boss battle to progress – one that’ll give you a right beating the first few times you fight it. The world will then ‘reset’ and you’ll be given another chance to pick thevitalounge.net


to pick up where you left off, luckily while retaining your levels and quest progression. It’s definitely an intriguing system and provides a nice diversion from the usual Neptunia plot, but ultimately feels rather superficial and doesn’t do a lot other than pad out the game. In reality, what you’re doing here is exactly the same as the Re;birth games – completing every side quest and optional dungeon you can in order to grow stronger, then progressing the plot once these are complete. Actual gameplay should be immediately familiar to anyone who’s played a prior Neptunia title – you have a hub from which you can accept quests and shop in. You’re also given a world map with locations you can choose between and explore in minor dungeoncrawling sections. Rather than having one large world map, the game offers four different time periods based on four different SEGA consoles – Mega Drive, Saturn, Game Gear & Dreamcast. Sadly each one shares exactly the same map layout and – unfortunately – almost exactly the same locations. While this makes sense from a narrative point of view, it quickly becomes tedious and what’s most disappointing is that many of the dungeons are literally copied and pasted from the Re;birth games, meaning even if you weren’t sick of them before playing Superdimension, you definitely will be once you’ve finished.

@PSVitaMag

Thankfully developer Felistella has included some neat new features to make dungeon traversal more enjoyable. Jumping – a feature present in previous titles that seemed to serve no real purpose – is now an integral part of getting around thanks to actual platforms, scale-able walls and ropes the characters can climb across. The Mario-esque jumpblocks from Re;birth 3 make a welcome return; environments have plenty of

break-able objects which provide items and IF can crawl through certain tunnels to reach hidden areas. It all combines to make a much more interactive environment. While it’s disappointing to see so many re-used areas, at least you’ll be exploring them in fun, different ways. There are, of course, a few problems with these changes. Camera control has never been the series’ strong point and I found some platforming challenges particularly nightmare-ish due to the camera constantly snapping behind my character meaning I couldn’t judge the depth of my jumps. Each level has a set number of coins as well as a hidden baseball to collect which provide various rewards meaning you’ll try to explore every nook and cranny, but this is often at odds with the large number of monsters roaming the map which you’ll be trying to avoid. Still, on the whole I was a big fan of the changes and felt that they’re definitely pushing the series forward. The changes continue with the combat system, which is largely similar to that seen in the Re;birth games but with a few tweaks. Battles are turn-based and each character has a movement radius they can run around freely before engaging in attacks. There are various special moves and exe drives (which are as flashy as always) that consume SP to use and most characters can transform into more powerful versions including – for the first time ever – IF herself.

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35


The first of the changes to the combat system comes in the form of your methods of attacking. In previous titles you chose between three different attacks – rush, power and break, each having a different effect for your own meters and the enemy’s health. This is abolished here for a more simple system – each character has only one attack that fills up the attack meter – once the attack meter is filled beyond a certain point your turn ends. Depending on how much of the bar you fill up, your next turn will come around quicker, or you can choose to use it all up in one go which releases a flurry of attacks but doesn’t allow that character to attack again for some time. It provides an interesting risk/reward system but ultimately I found it rather shallow as I spent most of my time in battles literally mashing one button and ended up yearning for the opportunity to use rush attacks to fill my exe drive. The second big change is interactivity in battle arenas; each time you enter battle, a number of stars will appear which you can jump and grab. These will provide various boosts such as HP, SP etc. While

a nice distraction, I found myself mostly ignoring these in favor of diving straight into the fighting. You’re also given a second meter which fills each time you attack and this provides the most interesting new mechanic – once this is full a new star appears which gives you complete control of the battle, giving all allies unlimited turns as long as the meter is filled. Sadly, this quickly becomes so overpowered that you’ll spent a lot of time grinding the meter to full before engaging in a boss battle just to give yourself the advantage. Overall, I wasn’t a massive fan of the changes to the combat and preferred the systems used in the Re;birth titles, but I applaud the developer for taking a chance on trying something different.

Superdimension takes a number of steps forward for the series and a few steps back. Overall I really enjoyed it and it's clear a lot of care went into thinking up new and interesting mechanics but sadly an overuse of old content holds the game back from being outstanding.

Vitamag

Sound is – as with most Neptunia-related products at this point – a lot of familiar with a little bit of new. Sound effects (such as monster noises) are all taken straight from previous games and there are many, many re-used songs from the previous titles. Superdimension does feature a few new tracks of which the title screen song is the most impressive, but ultimately it’s nothing worth writing home about.

Overall the title is a mix of some great ideas held back by what appears to be a lack of budget leading to alot of re-used content. Despite this it’s a title very much worth owning if you’re a fan of the Technically, Superdimension is exactly series or even just of turn-based JRPG’s what you’d expect from the series at in general and I hope that a number of this point – VN cutscenes are good, character models are detailed enough and its new concepts are included in future environments are colourful but lack detail. Neptunia titles in order to make a truly It’s worth noting that the framerate can fantastic game. get a bit wonky – nothing game-breaking

VERDICT

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– but there were occasions where you’ll get periods of slowdown. These mostly occurred in the more populated areas of dungeons and when particular effects were happening on screen during battle.

3.8 4.8 thevitalounge.net


DIRECTORY A RECAP OF THE BEST GAMES THIS YEAR

STEINS;GATE 0

5

ZERO TIME DILEMMA

5 1210 1.5 GB

DRAGON QUEST BUILDERS

4.8

7 10 2 269 MB

SEVERED

4.5

@PSVitaMag

4 1216 987 MB

STEAMWORLD HEIST

4.8

2 1326 142 MB

CRYPT OF THE NECRODANCER

6 12 6 225 MB

DIGIMON STORY: CYBER SLEUTH

4.5

4.9

1 7 48 1.5 GB

4.5

7 5 16 1.0 GB

ODDWORLD: NEW 'N' TASTY

4.5

5 9 22 1.2 GB

AXIOM VERGE

4.8

8 0 21 372 MB

RISK OF RAIN

4.6

0 6 9 81 MB

VOLUME

4.5

8 6 10 904 MB

DOWNWELL

4.5

7 10 5 41.1 MB Vitamag

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Turn static files into dynamic content formats.

Create a flipbook
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.