Sega Announces Valkyria Revolution

In a Playstation Blog post earlier today, Will Chan of Sega took to announcing that a “spinoff” of Valkyria Chronicles is going to be coming to the Americas. Valkyria Revolution is going to be the next chapter of the Valkyria games but it is not going to be taking place in a World War II setting. “Instead of a World War II influence, the game is inspired by the European industrial revolution and focuses on a war of liberation between two vastly different nations,” Chan explains. It looks like this will not be a sequel or even the same universe as he adds “It takes place in a whole different timeline, continent, and universe than its predecessors, but familiar elements — such as the precious mineral ragnite and the legendary beings known as the Valkyria — make a return.”

For those who have never played Valkryia Chronicles (which is a mistake and you should play it) the game has a great blend of storytelling, role-playing, and strategy all in one. The game is a unique experience and blends genres together very well. Unfortunately it looks like the hand-drawn art style will not be making a return in this iteration of the series as they replace it for a more traditional JRPG graphic style. It also looks like turn based combat will not be making a return to the series, “The turn-based action has been replaced with faster-paced (but no less strategic) combat. This hybrid battle system combines the tactics of customizing squad behavior and loadouts with real-time action for some pretty intense moments on the field,” Chan states.

Valkyria Revolution is set to hit stores physically for PS4 and digitally for PS4 and PS Vita on June 27th.

What do you guys think of the changes Sega is making to the Valkyria series? Let us know in the comments below or tweet us @TheNerdChambers. Don’t forget to like us on Facebook and follow us on Instagram as well!

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First Impressions of Mass Effect: Andromeda

I am going to start by saying this, I haven’t delved too deep into the game as a whole just yet. These are just my thoughts on the game after spending some time on both the singleplayer and multiplayer. I will continue to progress through the game and once I feel I have a full grasp on the game I will give you guys a full review, but as of now, here is what I think.

From what I have played of the singleplayer, it is that same old Bioware feel we all know and love. Characters that feel meaningful right away, and a big twist in the game right from the start. You will see those themes in just about any Bioware game you play and it continues to draw you in and get you caught up in the world. The game graphically looks very good; environments are detailed and you really get a chance to explore right from the get go and gives you a true sense of the massive scale of the game. Many people have put those comparisons of the first Mass Effect’s graphics and Andromeda’s together saying that the game does not look very advanced graphically, but looking at them closely, I see a huge difference in visuals. The original Mass Effect used very detailed lighting to make everything look smoother  but also to hide the lack of detail in the environments as well, whereas in Andromeda you can see the great detail they put in some of the characters in the game right from the start.

Now I will address this now because it is such a huge topic of discussion with Andromeda; yes, there are animation problems with some of the character models in the game and they do throw you off a bit. When talking to an NPC in the game, her arms were just stretched out for no reason and they were just stuck like that until the conversation ended. This is a big flaw obviously, and disappointing that Bioware was unable to fix this issue before the game launched, but it hasn’t taken me out of the experience completely.

In terms of gameplay, it will feel very similar to previous installments of the Mass Effect series. It is nice to see that players get to skill their character the way they would like in Andromeda and can, eventually, fully spec their character. I have not gotten to see the full extent of the weapon modifications and the different components players will find in containers so the customization will be something to go into depth about in the full review.

The last piece of the game to address is the multiplayer. I played a few rounds of the co-op multiplayer and I have to say it is quite entertaining. Players can randomly queue with 3 other people or start a private game with 3 friends to take on different maps and missions. There is also three difficulties for each mission and will scale the rewards you receive to the difficulty you choose. Players will also get to choose the race and character class they play as and will be able to unlock classes by using in game currency to get different tiered packs. The packs will also include different boosters, weapons, and upgrades for players to use in game.

When in the missions the team of 4 will have to work together to survive the different waves of the mission. Each wave will bring a specific mini mission like survival, assassination, holding a point on the map, among others. The missions, even on the lowest difficulty, are no walk in the park. They really do require teamwork to fight through each mission which was a pleasant surprise. If you have a couple of friends to take on the multiplayer, you will be pleasantly surprised at the experience as it does add another fun dimension to the game.

As a whole, Mass Effect is a very fun experience and a game that RPG fans will thoroughly enjoy. It has impressive visuals and the Biowares ability to tell a compelling story will grab peoples attention. If I had to give a score right now I would give it an 8/10. The only thing holding the game back from making it a personal game of the year contender is the lack of polish but the game is a great fresh start for the Mass Effect series.

What have your guys’ experience with Mass Effect: Andromeda been like so far? Let us know in the comments below or on Twitter by tweeting @TheNerdChambers, and don’t forget to like us on Facebook and follow us on Instagram!

 

 

 

Lucio Getting Amped Up In PTR Update

In a new PTR update that came out yesterday, Lucio is the next character to be looking at a rebalancing. The Brazilian beat master has started to see a decline in play quite a bit with the rework of Mercy so it is nice to see him getting a Season 4 update as well as I am a big fan of Lucio’s versatility.

Here are the changes being tested out on PC right now:

 

  • Sonic Amplifier
    • Projectile speed increased from 40 to 50
    • Alternate fire now considers vertical orientation when knocking targets back
  • Crossfade
    • Song’s area-of-effect radius decreased from 30 meters to 10 meters
      • A temporary in-game visual has been added to illustrate this radius (it is only visible to Lúcio and his teammates)
    • Heal Song
      • Healing-per-second has been increased by 50% (also applies to Lúcio’s Amp It Up ability)
  • Sound Barrier
    • Radius decreased from 30 meters to 20 meters
  • Wall Ride
    • Movement speed increased by 30% when wall riding
    • Lúcio now receives a burst of speed when leaping off a wall

Overall this is a great rebalance for Lucio, in my opinion. Now, a lot of people are going to look at the decrease in range of his ultimate and healing/speed auras and think this is the end of Lucio but there is a lot more to like here than to be worried about. Starting with the increase in projectile speed, this is going to make his weapon much more viable as his gun can do up to 64 damage per four round burst. Now that the projectiles will be faster, his accuracy will then go up as people will not be able to dodge them as easily.

Although his healing/speed aura is getting a serious nerf on it’s range, it will not hamper his effectiveness. With the strength of Ana’s healing grenades and rifle, Lucio’s healing output was seeming minuscule in comparison, so his 50% increase in his healing output makes him a great option for healing tanks. As of now Lucio’s healing aura has such a low output that most of the time I am trying to heal a tank, I can’t heal him fast enough before the enemy pushes at my team again (this also has a bit to do with the long cooldown on Amp it Up as well, which was disappointing to see that it didn’t get shortened in the update).

It seems the reason they are doing this smaller range is because, with the addition of Orisa, three tank, dive heavy teams are going to be much more viable and scary. What better way to keep a bunch of tanks healed than with a Lucio with an upgrade to his healing? This is why all of these changes to Lucio are fine with me. Orisa is going to bring attacking teams closer together and hitting harder and it seems as though Blizzard is just feeding into this notion with the rebalancing of Lucio.

What do you guys think of the new direction of Lucio? Do you guys like the tank heavy meta it seems Overwatch is heading? Let us know in the the comments below or on Twitter by tweeting @TheNerdChambers and don’t forget to like us on Facebook and follow us on Instagram!

 

New Injustice 2 Trailer Released

A new Injustice 2 trailer was released earlier today showing off more of the storyline. It shows off several character interactions, but the biggest part of the trailer was showing off what a couple characters can do. The biggest reveal was the move set of Green Lantern who has some great moves including summoning robotic arms and legs. Another great character they showed some moves off for is one of my favorite comic book heroes, the Green Arrow. One of his moves included shooting an explosive arrow and throwing the enemy on top of it.

Check out the full trailer above and give us your thoughts by tweeting @TheNerdChambers. Don’t forget to like us on Facebook and follow us on Instagram!

No Man’s Sky “Pathfinder” Patch Notes are Live

No Man’s Sky has been under fire ever since it’s release due to the whole multiplayer/not multiplayer controversy, but the guys at Hello Games have still been hard at work making this game reach its potential. I, for one, have been very happy with the progress made in the Foundation update and this one seems like it is going to be taking the game to the next level. In the patch notes you can find on No Man’s Skys website it lays out all the fine details of the update.

AUDIO

  • 50% more generative soundscapes
  • Additional game loading and game start music
  • Added multi-room base ambiences
  • More detailed rain system, including room dependent and indoor window rain
  • Added indoor storm ambience
  • Changes to reverb system
  • Fix for a flood of sounds which could occur during the tutorial

SHIPS AND SPACE

  • Improved ship landing code
  • Fixed AI ships appearing in the air with landing gear deployed
  • Ship weapons operate using a new multi-mode system
  • Fix for being able to spawn freighters underground while you are jetpacking
  • Prevent all docking points in stations, freighters and outposts being taken by AI ships
  • Fixed issue where ships could occasionally become invisible
  • Fixed an issue where spawning into a freighter in near-planet orbit would occasionally place the player underground
  • Freighter containers now drop less Titanium, Thamium and Copper
  • Freighter containers now have a chance to drop Nanite Clusters
  • Traders can now drop Nanite Clusters
  • Traders no longer drop Copper or Iron
  • Reduced camera shake whilst taking hits in space combat
  • Reduced pirate damage in survival mode
  • Reduced damage on ship laser
  • Tweaked ship exit animations to improve player placement

GAMEPLAY

  • Added damage and resource numbers in combat and when mining, toggleable in the Options menu
  • Allow multiple weapon types on the multitool
  • Free weapons and ships now have broken slots
  • Recruit NPCs have more descriptive names
  • Fixed holes appearing in high detail terrain regions
  • Made player respawn positioning more robust
  • Introduced new growable plant type
  • Fixed slow memory leak in material effects
  • Removed several minor memory leaks on warp
  • Boosted shield recharge rate whilst in caves slightly
  • BoltCaster Rate of Fire and Laser Mining Speed upgrades are now known from start. Tweaked build requirements so that both are possible to build on player’s first planet
  • Drones now drop small amount of zinc on destruction
  • Reduced amount of platinum from depots
  • Fixed Vy’Keen depots dropping titanium instead of platinum
  • Improved balance of hazards on Scorched and Frozen planets
  • Reworked NPC secondary interactions to give you standing in exchange for offerings
  • Reduced the amount of tech given by NPCs. In most cases they will now reward tech fragments instead of blueprints
  • Reduced the amount of tech available for NPC reward
  • Fixed projectiles shooting through certain unmineable substances
  • Adjusted space stations to minimise cases where NPCs intersect with the environment
  • Fixed issue where the suit upgrade chamber would occasionally disappear

BASE BUILDING

  • Fixed NPC terminals and ladders being removed from the central room of bases after the player leaves
  • Moved snap points for the glass corridor to be correctly grid aligned
  • Galactic Terminals now have consistent pricing, regardless of where in a base they are added
  • Fixed plants not being removed after removing the planter below them
  • Deleting a room now refunds not only the room itself, but also its contents
  • Fixed some plants and rocks not being removed when placing down a base building part
  • Fixed the colour of the base terminal light occasionally resetting to red
  • Terminals no longer can be build over windows in the central room
  • Fixed base building colours becoming corrupt under specific circumstances
  • Fixed some NPC missions counting the number of parts in your base incorrectly
  • Fixed landing pad not snapping correctly to some parts
  • Fixed issues where resource harvester would fail to gather resources
  • Left mouse button and right trigger can now be used to build
  • Fixed various precision problems with building in freighters
  • Fixed some cases where grenades would fail to edit the terrain
  • Organised parts in the base building menu to be more intuitive

UI

  • Added animation within the Quick Menu
  • Changed the hyperdrive stat to be measured in Light Years
  • Opening the menu will now return to the last page you viewed
  • Added a new Tech stat section to the Tech info popup
  • Improved mouse smoothing
  • Improved mouse sensitivity
  • Clearer and more detailed multitool, ship and freighter comparison screen
  • Fixed flickering transition between Inventory and Options Menu pages
  • Reduced number of menu options requiring a button to be held rather than pressed
  • Improved responsiveness of button holding
  • Fixed a bug in the options menu where the title bar would flicker
  • Improvements to discovery timeline UI
  • Added “Set Waypoint” option to the solar system pop-up
  • Improved alignment at aspect ratios other than 16:9
  • Prevented player notifications showing up during credits and redeem screen
  • Fixed issue whether error messages would be shown for charging and repairing before the options had been selected
  • Increased icon resolutions to support play at 4k resolutions
  • Fullscreen effects are now correctly displayed when entering a hazard
  • Disabled the quick menu while warping between systems
  • Removed obsolete Generation Detail option in settings
  • Updated display of new discoveries to be clearer and more readable
  • Fixed some Japanese and Russian localisation issues and text overlap
  • Made cinematic black bars less frequent and obtrusive
  • Made is so cinematic black bars can be dismissed
  • Race standing is now displayed on the journey milestone page
  • Fixed various windows occasionally appearing partially offscreen
  • New visuals and backgrounds on mode select, options and inventory screens

VISUALS

  • Reduced banding artifacts on some metallic surfaces
  • Fixed seam artifacts on some normal maps
  • Fixed shadows being too black over water on certain planets
  • Fixed very occasional errant black geometry in space
  • Improved performance of water rendering
  • Improved performance in forward rendering passes
  • Improved performance in spotlight rendering
  • Fixed some issues with flickering lights
  • Correctly oriented IBL map, fixing several lighting issues
  • Fixed issue where vertex displacement would glitch when walking between regions

PC

  • Support for Intel HD Graphics 530, 540, 550, 580, 630, 640, 650
  • Reduced banding artifacts in gamma correction on some GPUs
  • Escape key now goes directly to the quit options page
  • Improved and expanded Steam Controller mapping

PS4

  • Support For PS4 Pro 4K Rendering
  • Support For PS4 Pro Delta Colour Compression
  • Support For PS4 Pro automatic Depth Buffer decompression

Yeah… there is a lot to digest there. If you want to check out pictures of all the new features that are being added to the game check out the website in the link at the beginning of the article. What do you guys think of all these changes? Are you going to be jumping back into the Euclid galaxy any time soon? Let us know on Twitter @TheNerdChambers and don’t forget to like us on Facebook and follow us on Instagram!