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Final Fantasy VII Remake So Far

ROAD TO E3 2016: FINAL FANTASY VII REMAKE





The Final Fantasy VII Remake so far is nearly upon us !
From June 12-16, the entire game industry will converge on Los Angeles to Showcase the biggest game that we’ll be playing this year and beyond. Square Enix has clarified the episodic structure of its Final Fantasy 7 Remake, stating it will be comprised of multiple, full-sized games instead of a series of smaller episodes.
The details were revealed in the latest issue of Game Informer, in which producer Yoshinori Kitase said the development team was using Final Fantasy XIII series, which encompassed a total of three games, as the model.
Final Fantasy VII Remake Gameplay

"This reimagined epic will be the next core Final Fantasy installment--or rather, installments," Game Informer's writer states. "When the project was first announced, people were confused by its multi-part nature, but the goal is to structure it more like Final Fantasy XIII than an episodic series."
Kitase adds: "It will essentially be a full scale game for each part of the multi-part series. In XIII, each installment told the story from a different angle. It was kind of like approaching an unknown territory in a sense."

"Whereas with Final Fantasy VII Remake, we already have a preexisting story, so it wouldn't really make sense if that isn't encompassed in a multi-part series... So if we're just looking at each of these parts, one part should be on par with the scale of one Final Fantasy XIII game."
Continuing, the cover feature reiterates previous statements that Square Enix is taking some liberties with the story to modernize it.

"I, along with [Tetsuya] Nomura-san and [Kazushige] Nojima-san--who are involved with the remake--were also involved with the original Final Fantasy," Kitase said. "We were the people who created it, so in that sense, we don't think anything is untouchable. That isn't to say we're changing everything!"

This past weekend at PlayStation Experience we were thrilled to present more of FINAL FANTASY VII REMAKE. It was great to see so much excitement when we surprised everyone with the first gameplay footage and it was a treat for us to show that development is going well, and further along than perhaps many had realized. Just like when we revealed the announcement trailer at E3 earlier this year, we like surprising you.

One thing that we wanted to be clear about during this weekend to accompany the new trailer was the scale of this project. We wanted to tell you this now and not in the future so that you’d share our vision for what we want to deliver. The biggest reason why we haven’t done a remake until now is because it’s a massive undertaking to reconstruct FINAL FANTASY VII from the ground up with the current technology. Producing a proper HD remake of FINAL FANTASY VII that maintains the same feeling of density of the original would result in a volume of content that couldn’t possibly fit into one installment”.

FINAL FANTASY VII REMAKE will be a multi-part series


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Uncharted 4 A Thief's End Review

Uncharted 4 A Thief's End
Set three years after the events of Uncharted 3: Drake’s Deception, Nathan Drake has presumably left the world of fortune hunting behind. However, it doesn’t take long for adventure to come calling when Drake’s brother, Sam, resurfaces seeking his help to save his own life and offering an adventure Drake can’t resist.
On the hunt for Captain Henry Avery’s long-lost treasure, Sam and Drake set off to find Libertalia, the pirate utopia deep in the forests of Madagascar. Uncharted 4: A Thief’s End takes players on a journey around the globe, through jungle isles, urban cities and snow-capped peaks on the search for Avery’s fortune.


Uncharted 4 Beautiful Scene's
Uncharted 4 is the latest title in the Uncharted series is the first in this third-person adventure series on the Playstation 4 game system.
In amongst its fantastic combat, slick parkour, and outrageous action choreography, Uncharted 4: A Thief’s End achieves something wonderful: maturity. This is less a breezy lad’s tale reveling in fortune and glory and more a story about the lads when they’re all grown up, bolstered by an equally developed graphics engine and career-high performances from its cast. A surprisingly assured set of multiplayer modes ices the cake.

What lets it down, however, is an uninspired and overly long third act which slows down its pace considerably with curiously repetitive gameplay. Uncharted 4 consequently falls short of the greatness achieved by some of developer Naughty Dog’s leaner, more inventive predecessors.

Its 15-hour experience kicks off with focus. Uncharted 4’s story is established in a compelling handful of chapters that weave their way through different time periods with tightly directed cinematic flair. While its setup is overly familiar - Nathan Drake and Elena Fisher are attempting to retire from action-heroism and live a normal life until Nate’s presumed-dead brother turns up with an offer he can’t refuse - a strong emotional through line is born from the characters’ struggle to reconcile their adult responsibilities with the promise of excitement they secretly crave.
Uncharted 4 does a terrific job of exploring a more world-weary group of adventurers, with their concerns and musings layered throughout its quieter moments.
Samuel Drake & Nathan Drake

These incidental conversations are a marvel. It’s here that we see characters bristle and soften, brought slowly to life with considered writing and a peerless voice cast. Performances from series veterans Nolan North (Nathan Drake), Emily Rose (Elena Fisher), and Richard McGonagle (Victor Sullivan) are as big-hearted as ever, while newcomers Troy Baker (Samuel Drake), Laura Bailey (Nadine Ross), and Warren Kole (Rafe Adler) are nicely understated in more enigmatic roles.

To see the video gameplay link

Release Date: May 10, 2016
T for Teen: Blood, Language, Use of Alcohol and Tobacco, Violence, Online Interactions Not Rated by the ESRB
Genre: Action
Publisher: Sony Computer Entertainment

Developer: Naughty Dog Software
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Overwatch Review

Overwatch Logo
Overwatch exists at an intersection between design and artistry, a crossroad at which pure tactile fun meets refined, intelligent design to make a rare spark of magic. As a 6v6 multiplayer, objective-based shooter, it finds accessibility not by lowering the skill ceiling, but by broadening the definition of skill. The person with deadshot aim is no more valuable than the person with the decision-making ability to know when a well-timed ability will turn an engagement, or the person with the map-sense to find the optimal locations to place sentry turrets. While it didn't exactly drown me in options, maps, and modes, it’s blessed with a multitude of tactical layers, and none of them ever came between me and my enjoyment of its intense, swirling team fights, and thrilling overtime comebacks.
Overwatch Gameplay


At first glance, it's a simple formula: two teams of six vie for control of mobile payloads, capture points, and key strategic positions. Each of its four modes is easy to grasp, serving as the foundation for the various maps and the powerful heroes colliding within them. That apparent simplicity is deceiving, though. Overwatch is an amorphous, shapeshifting organism that mean different things for different players, depending on which hero you choose, and what role you assume within the context of your team.
The quality of Overwatch, as a hero shooter, relies on its fighters. And these 21 heroes, both in terms of personality and design, compose one of the more distinct and diverse casts in recent memory. Their dialogue hints at relationships among the group. Their art design conveys a stark visual vocabulary. Their abilities set the stage for multidimensional firefights with explosions, energy shields, and bursts of sonic energy. There's an enticing balance between mastering one character and trying someone completely new.



Overwatch does a great many things well, but above all else, its success is built on the backs of its many excellent characters. It’s fitting that the main menu is dominated by and personalities are all laid bare with every pose they strike. Reinhardt’s rocket hammer lands on his shoulder with a meaty clank that invokes a broadsword resting against a medieval knight’s plate armor, and Tracer’s jovial smile is just briefly interrupted by a rebellious bang that slides across her face, tempting her to blow it back into place before re-addressing the camera and blinking all over the place. There’s an intelligent gorilla scientist, a lithe, blue-skinned assassin, and a cybernetic, zen-practicing healer too. It speaks volumes that the one character that adheres to well-worn shooter tropes
solely around one catch-all gun or skill to the extent that you can find success by using it alone. Tracer’s dual machine-pistols have a high rate of fire but poor accuracy, a short clip, and middling damage if you aren’t scoring headshots. Genji’s shurikens are highly damaging and boast unerring accuracy, but their slow rate of fire and long travel time can make hitting a small moving target difficult. Almost every primary weapon fits this mold: they’re useful, and in the right situation quite powerful, but never versatile enough to be a security blanket to constantly cling to. Not only do these little details help differentiate characters, they pushed me to explore their other abilities in search of success. 
target as best he can, but even if you were good enough to reliably win one-on-one firefights this way, you wouldn’t be realizing his full potential.
At face value his other two skills – Steel Trap and Concussion Mine – seem straightforward. One immobilizes enemies that wander into it, the other blows them sky-high when triggered. In practice though, they can be so much more. Steel Trap can be an escape tool, allowing you to disengage from fights with faster enemies trying to get in your face. Its positional alert upon being triggered allows it to double as an early warning system too, letting you know that someone on the other team is attempting to flank your defenses and holding them there long enough for you to respond. Or, plant a Concussion Mine on top of a Steel Trap and just detonate it when you see it triggered while you’re off somewhere else peppering the objective with grenades. You can even use Concussion Mine as a regular old grenade by tossing it at a group of enemies and detonating it manually as it gets there. Perhaps most amusingly, you can detonate it under yourself to rocket-jump up to otherwise-inaccessible areas. Just two abilities on one character opens up all those possibilities, and as you might imagine, once you get 12 characters scrapping over objectives, using their abilities to help and hurt one another, further layers of tactical nuance begin to unfurl.
Wow Nice :D

To see the video gameplay link



Overwatch Released May 24th           PC XBOX ONE PS4