Fat Princess: Piece of Cake is now Free on PS Vita!


You can now rescue the princess on Playstation Vita, iOS and Android for Free. Fat Princess: Piece of Cake  includes a brand-new strategic match-three game.

Fat Princess: Piece of Cake

Fat Princess:Piece of Cake has been available on iOS and Android for a while now but is now available for the PS Vita. The game has well over 55 levels which spread across 5 different landscapes. You will use your red army to attempt to smash through the Blue army with 4 different character classes to choose from. The PS Vita version also supports Trophies.

Fat Princess: Piece of Cake

Gameplay is quite simple and easy to learn but  you’ll need to strategically upgrade your characters – the Knights attack single enemies for high damage, a Ranger whose gun can blast enemies in the front row, a Demolition specialist with bombs to stun all enemies, and a Wizard to heal your troops.

But what about the Princess?

The game isn’t called “Fat Princess” for nothing…the princess is hungry, really hungry, feed cake to the princess by matching special tiles to unleash her devastating slam attack, trigger massive combos to save the day and her Kingdom.

Fat Princess: Piece of Cake

The mobile version offers the game for Free when you reach level 15. For this you must have an active Facebook account to receive the voucher code and you will also need a valid Sony Entertainment Network account to redeem that voucher code to download the game to your PS3 console.

Fat Princess: Piece of Cake

Yea, but is it really free?

“Fat Princess: Piece of Cake is a free-to-play game set in an incredible universe and can be played without making in-app purchases, however some in-game items such as power-ups and character upgrades can be acquired through in-app purchases”

Atelier Ayesha Plus available now on PS Vita


Lovers of “JRPG’s” or (Japanese Role Playing Games) will be happy to know that Atelier Ayesha Plus-The Alchemist of Dusk is now available for download on the Playstation Store as of yesterday.

Atelier Ayesha Plus

The game was developed by GUST, one of Koei Tecmo’s teams in Japan.

Chin Soon Sun– Community Manager, Koei Tecmo Europe had this to say;

“Atelier Ayesha Plus (or Atelier Ayesha PS3) is the first game/entry for the DUSK Trilogy (which will follow by Escha & Logy and Shallie), you will find Dusk World a little darker than Arland because the land has gone through many eras of destruction and recovery”.

“There are countless ruins to be found in this beautiful yet fleeting world”.

Atelier Ayesha Plus tells the tale of a girl, Ayesha Altugle, who after the death of her grandfather and the disappearance of her younger sister Nio, now lives alone blending healing cures to sell in her workshop. Upon a vision of Nio appearing near her empty grave, Ayesha is convinced Nio is still alive and begins her search to save her sister.

This enhanced PS Vita version will bring new features including dual audio (English and Japanese voices), new bosses, new costumes, a Hard mode, and the Album missions which unlock exclusive costumes and gameplay features and the ability to change party members at any time – As an added bonus  if you download it from January 13th to February 10th, you’ll receive Bonus costumes as a bundle.

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Atelier Ayesha Plus

The full download is 2.95 GB and also supports and is playable on Playstation TV.

Check the US official site to find out more information about it here: http://www.koeitecmoamerica.com/ayeshaplus

Tearaway for PS Vita is $19.99 on Amazon US


Amazon has announced a reduced price for Media Molecule’s Tearaway.

For those eager to play Media Molecule’s new game Tearaway on the PS Vita but are waiting for a price reduction, well here it is.

Tearaway is $19.99 on Amazon US. You save $16.00, a (44%) savings. You will receive a code for a digital download. The size is 947Mb so make sure you have enough space. If you prefer a physical copy, it is currently $39.99.

If you’re unsure about whether you should pick up the game, check out playstation Lifestyle’s review.

Nintendo games on iOS?


Nintendo Is “Experimenting” With Bringing Games To IOS

Nintendo_on_iphoneNintendo has been finding themselves between a rock and a hard place in recent years when it comes to handheld gaming versus mobile gaming, as is Sony with their PS Vita.

While the DS, 2DS and 3DS are great devices and are enjoying great sales, it could always be better. Smartphones and tablets have been taking potential profits away from their portable consoles little by little over the past few years.

The belief by many is simple, who wants to carry an additional device dedicated to gaming when our phones have everything we need already? Well I guess it really depends on the type of consumer/gamer you are and where you are going. If it’s a quick commute, maybe a quick round of Angry Birds, Candy Crush or my favorite Nimble Quest is enough but most gamers do not consider these types of games as true deep playing games along the lines of, lets say a Zelda or Mario Kart for 3DS on the go are.

To remedy (somewhat) this problem, Nintendo is looking at various experimental ways they can add their brand on mobile devices but, and here is the tricky part..not take sales away from their own devices. A catch 22.

In a recent interview, Reginald “Reggie” Fils-Aime, president/chief operating officer of Nintendo of America, suggested a shift in Nintendo’s current strategy. Fils-Aime explained that while the ultimate goal will be to draw gamers to Nintendo hardware, the company is aware of the need for expansion. “We recognize that there are a lot of smartphones and tablets out there, and so what we’re doing is we’re being very smart in how we use these devices as marketing tools for our content.” He went on to say, “We’re also doing a lot of experimentation of what I would call the little experiences you can have on your smartphone and tablet that will drive you back to your Nintendo hardware.”

Fils-Aime was also quick to point out “We believe our games are best played and best enjoyed on our devices,” so it’s unlikely that Donkey Kong 3D and Mario Kart 8 will be available in full mode on a future iOS.

Many consumers and analysts are suggesting that Nintendo get out all together from the console market and focus on the great games they make just as Sega has done. But as a writer for Cult of Mac suggests and I tend to agree:

“Many people will wonder why Nintendo doesn’t just give-up, and just start releasing games for iOS, but that’s too cynical. Nintendo is, in many ways, Japan’s Apple, tightly integrating hardware and software to create a magical experience. Telling them to just give up on hardware is like telling Apple to start licensing iOS to competitors and stop making iPhones. But Nintendo does need to be smarter about what a gaming console even looks like in a world saturated with smartphones, and it looks like they have finally started.”

Tearaway Review (PS Vita)


Tearaway

Playing Tearaway is like folding a piece of paper in three parts and jumping from one part to another at odd intervals. Two of those parts are filled with intricate details, a fascinating use of narrative which includes the person actually playing the game, and one whole part is a bible on how to use the Vita to its fullest extent. The last part has some bad pointers on how to use the camera, what appear to be some glitches in the pulp of the paper, and some notes regarding an average platformer. Thankfully, the majority of the time with Tearaway is spent on the good parts of the paper.

Tearaway is a platformer in the vein of Media Molecule’s earlier LittleBigPlanet. Unlike the 2D running and jumping involved in LittleBigPlanet, Tearaway uses 3D worlds found in most post-PSOne platformers. Tearaway opens with the game’s two narrators happy to see you. Players are then greeted by, well, themselves. As stated above, Tearaway contains a bible on how to use the Vita’s hardware capabilities. Or rather, Tearaway is the bible. From the moment the Vita’s camera places your real-time face into the game to the final bits of moving platforms into place with the Vita’s motion sensors – Tearaway utilizes all of the Vita’s feature to their fullest and does so unabashedly and successfully. The use of the rear touchscreen to burst a finger into Tearaway’s world never feels forced. Sliding platforms into place becomes natural. Use of both cameras to find or unlock presents and confetti works both in and out of game. These features are all integrated into the game, and use of these features makes Tearaway’s world come alive.

tearaway

Before players can get to the action, the game requests what struck as the friendliest gender and ethnicity survey ever to exist. This may feel out of place, but it is recommended to complete it with the closest approximation of how you see yourself. It really helps with the game’s integration of you as a character. Not only do players guide the in-game avatars of Iota or Atoi (whose names reflect a few puns – not only do they have meaning in regards to computer language, but a toi in French means “To You” and Iota is the Greek letter which forms the basis of “I”), playable letters made into characters by using some of the world’s paper; the players appear in the game as the sun. It is Iota or Atoi’s journey to deliver this message to You, the player. Players can manipulate the world by forcing their fingers through certain paper areas, tilting the “world” with their Vita, and other ways mentioned above.

Tearaway’s levels are entirely made from sheets of paper. It appears as if each piece is its own rendered object. It makes the locations players visit pop and allows for a lot of background and foreground pieces to move independently. The world-building of Tearaway is fantastic and it shows. However, due to the amount of objects on screen, there are a few instances where the game suffers from slowdown.

Tearaway rewards attention to detail like a good platformer. Carefully hidden pull tabs and good use of the camera hide away the game’s secrets and unlockables. Most of the time the camera can be freely adjusted to look around the environments – wherein each level is comprised of thousands of intricately placed pieces of paper – to collect all of the confetti, find all the presents and the photo opportunities the game offers. However, the flip side is that once camera control is taken away the game suffers. Bad angles hide the how wide a path is, fudge the jump angle on bounce pads, and generally become a nuisance. In a game like Tearaway, where the focus on freeing imagination is encouraged by the fact Tearaway is literally made of paper; you’d think the camera would be one of those freedoms.

tearaway

The jump ability in Tearaway is discovered a few levels into the game. With it, Tearaway has its moments where it settles into an average platformer. The average part can make the Vita-driven platform elements really stand out, but also make the game a little dull when those parts are played. With the amount of stuff going on within the game there are a few glitches that pop up, typically when the game transitions to a cutscene. Three times little Atoi died without any reason. The most noticeable instance was a transition to a cutscene where she was snuffed out, causing a full minute of load time before the game finally realized how to process the need to get Atoi to a checkpoint, start the cutscene, and not lose anything in-between. Despite these deaths and that one minute of awkward silence, the pace of the game was kept up. This is because death is cheap. There are no lives to count, and often players start right next to or at the place their avatar died. There is also a checkpoint system in place.

Speaking of the avatars, the little guys are completely customizable. In addition to purchasing eyes, mouths, and other features or elements; players are able to bring up sheets of paper and draw new things on them. There does not seem to be a limit to anything, even size since items can be enlarged once brought off the cutting room table. Sheets can be stacked on top of each other for a multi-layered effect as well. All of these customizations carry over into the cutscenes. Finding myself in a large desert akin to a Wild West setting I decided to feather Atoi with little paper arrows. In a later cutscene, I saw each one of those little arrows shed from Atoi.

Tearaway’s greatest achievement is the ability to successfully bridge the disconnect between the gamer and the on-screen avatar. It’s not just the interaction a player is allowed to indulge in in Tearaway’s world, the customization of Iota or Atoi, or even the story of getting the letter to the player – it is also the way the game reaches out to the player. Tearaway often requests players to take a picture of their world with the camera and use it as a skin for a character or a background for a picture. Throughout the game, players can unlock papercraft models that players can make in the real world via the Tearaway.me website. Tearaway reaches out to players just as they reach in, and does a fantastic job both ways.

tearaway

If there is one fault I found with this outcome, it is the game’s reliance on the player to achieve the connection between Tearaway and its players. I have no mind to spoil anything for players, but by the end of the game some players will be touched, others will cry, many will smile and still others will simply be unaffected. And truly, this is not a problem with Tearaway so much as it is the player – it’s not Tearaway’s fault I have the emotional investment in myself the average person has in their office chair. And yet, I still understood the message.

Though this review has made a point to ensure the reader is aware of Tearaway’s flaws, the positive aspects of Tearaway far outshine its shadow. The excellent integration of the Vita’s features into its gameplay, the way Tearaway reaches out to the player, the charming and well-developed world, the use of imagination in a medium where imagination is a precious and often forgotten thing – these factors stand above the negative to create an experience you should play at least once.

*Review copy provided by publisher

by Russell Ritchey

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