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Airport city for Windows 8
City Building Games Soar to New Heights with Airport City for Windows 8 & Windows Phone 8
Game Insight¹s Airport City launches city building games onto Windows 8 and Windows Phone 8
Moscow and San Francisco April 3, 2014 Game Insight is pleased to announce the Windows 8 and Windows Phone 8 release of one of its most popular and successful city building games‹Airport City. The game was previously released for iOS, Android, and Facebook, and is now available for download from the Windows Store and the Windows Phone Store.
³Windows 8 and Windows Phone 8 are both platforms with growing audiences and great potential,² said Alexander Vashchenko, President of Production at Game Insight. ³We expect that Airport City, which is one of our top games, will find many new fans among users of the Microsoft ecosystem.²
Airport City is a captivating strategy game that challenges players to build and manage both a growing city and a world-class international airport. Players will construct both areas, implement infrastructure, and add dozens of new buildings to their landscapes, including accommodations, businesses, and entertainment structures. Players will also encounter a full cast of funny and friendly characters that each have their own backstory and motivations.
Today, more than 37 million players enjoy Airport City worldwide, and more than 5 million players play in Game Insight games on Windows 8 and Windows Phone 8 worldwide. Previously, the company launched My Country, Rule the Kingdom, and 2020: My Country for Microsoft platforms. Download Airport City for Windows 8 or Windows Phone 8 now and experience a jet-setting new chapter in city building games!
Download Airport City from the Windows Store here: http://apps.microsoft.com/windows/webpdp/app/airport-city/46561ff4-f930-4758-97fd-07f8fb7b8020
Download Airport City from the Windows Phone Store here: http://www.windowsphone.com/s?appid=806f66ee-326c-4170-a078-a58607e83ac6
Metal Gear Solid V: Ground Zeros Preview
It was recently announced that the first part of Metal Gear Solid V which is titled Metal Gear Solid V:Ground Zeros, will be released in spring 2014. It will be released in retail or by download for the price of $29.99. The reason MGSV is split into two games is because MGSV: Ground Zeros is the prologue to the upcoming MGSV: The Phantom Pain which is the main game. Also, the development of the main game is taking too long as stated by the developers so the fans can get this game to play while the main game will be completed soon. Hideo Kojima made a statement about the game’s size. Kojima stated that the main game is 300% larger than the prologue. Even though Ground Zeros is smaller, the area it takes place in is still very large in my opinion. Also, the new voice actor for snake Kiefer Sutherland, will do both MGSV: Ground Zeros and MGSV: ThePhantom Pain. Now lets get to the preview.
Ground Zeros will have the storyline mission that will lead into the main game once it releases. Outside from the story, there are many extra ops missions to complete. Some gameplay changes and additions have been either added or removed. The alert phase has been reworked so that you can be spotted from any angle. The newest addition called “Reflex Mode”, slows down the time for a few seconds for you to take out the guard before a base wide alert goes off. This mode was added for first time players but this feature can be turned off. The other new addition is the IDroid device. This device is the pause menu and you can call for an chopper, get mission information and more options. It is also you’re map for the game. The tagging feature replaces the radar from the past games. It was put in for the player to see the guards and items and more things very easily and from a far distance since this game is an open world game. The bullet drop feature has been added for more realism to the weapons you are using. It is also a feature that makes sure that you are in the right range when you are firing a weapon. For example, you will know you are in the right range once the crosshairs of that weapon turn from white to red. It will take some time to get used too but I am looking forward to this. The CQC (close quarters combat) has also been reworked. In past games, it was not as realistic as it is in this game. This time you can steal enemy weapons and use it against them. Also, the hand to hand combat is exactly how CQC is supposed to be. Quick, Fast and effective. Another thing I want to mention is the ability to call for choppers. In MGS Peace Walker, you can call for airstrikes and care packages but in this game, you can call for a chopper to pick you up at one location to go to another or to use it for combat. However, in Ground Zeros, You can only call for one chopper per mission (see the reason why on the story preview below). Once it is destroyed, you will have to use you’re head for another option on how to escape or to go somewhere else. In MGSV: The Phantom Pain, you can call for as many choppers you want. The final part of gameplay I will mention is the alert phase. When you are playing in the night, it is less likely you will get spotted but however, if the guards see something suspicious or wrong (for example, another guard is knocked out or hear you’re footsteps while you walk or sprint or etc), the alert phase begins and they will use their flashlights to search for you. When this happens, it means that you are closer to getting spotted and if you are spotted, the guard will call for a base wide alert. In the daytime, you will have a high chance of getting spotted. The guards will not always stand in the same spot as the AI have been advanced from past games. There will also be times where the guards will work in teams. For example, if guard A tells guard B to cover a location in the area, guard B will go there but he will let guard A know when he will either go to another location or come back to meet up again. There will be more dialogue to ease drop when the guards talk but this is what I saw in one of the gameplay trailers. Another example is when two guards are patrolling an area, snake can hold a guard hostage. If you hold him for too long, the other guard will notice and will try to look for him. That is another way an alert phase will begin. I almost forget to add this but when the base wide alert happens, you will have to use everything and everything to take the enemies down or escape the area because it will not go to the caution phase since that has been removed .It will not only be the soldiers after you, it will also be choppers, tanks and more.
STORYMODE PERVIEW
This is known based off the trailers and interviews from Hideo Kojima. This part of the game takes place in 1975 and it is the sequel to MGS Peace Walker. Due to the ending of MGS Peace Walker, Big Boss (Naked/Punished Snake) and Kaz Miller, the leader and commanders of MSF, are now a target and a threat to the entire world. The Cipher (The Patriots) agent Paz, survived the battle from the previous game, have been found and captured by XOF leader Skull Face. She knows too much information from Big Boss and she has been hiding information from both Cipher and Major Zero. Skull Face, under the orders of Zero, wants to interrogate Paz to the whereabouts of MSF and Big Boss. Chico from the previous game as well goes on his own to rescue Paz but ends up being captured by XOF and Skull Face and is now being held in Camp Omega. Meanwhile at the same time, there were rumors that MSF was holding weapons of mass destruction so there is an inspection going on at Big Boss’ base (this is the reason you can only use one chopper per mission in this part of the game, it would be too suspicious to send out many choppers during the inspection). The mission for Snake is to rescue Chico and Paz and get out of Camp Omega in Cuba. A few more scenes shown in various trailers is that Paz is getting a bomb removed from inside her stomach, the surprise attack on MSF from XOF, and Big Boss falling into a coma. I believe that will be the end of the prologue once Snake falls into the coma so when he wakes up in 1984 (the year MGSV: The Phantom Pain takes place), that will be the beginning of the second part of the game that should be released by the end of next year. The special edition of the game will come with a figure of Snake, and the Metal Gear Solid: Peace Walker novel. This novel is for the players who have never played the game to read about the events of the Peace Walker Incident. Metal Gear Solid V: Ground Zeross will come out in spring 2014 for the PS3, Ps4, Xbox 360 andXbox One
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NYC COMIC CON: DragonBall Z: Battle of Z hands on
There has been many Dragon Ball Z video games but this one is a twist from the past games. I would say that the last great Dragon Ball Z video game was DBZ: Budokai Tenkaichi 3 (also this game holds the world record for the most playable characters in a fighting video game) that has changed the series, but the upcoming Dragon Ball Z: Battle of Z turned out to be full of surprises.
This game is the first in the series to introduce multiple characters fighting in one screen.
There are four different battle types for playable characters:
- Fighting Type: skilled at close combat, can combo with melee attacks. Attack Type moves are Kaio-ken Attack, Dance of the Sword, Recoome Kick.
- Ki Blast Type: skilled at long range battle, can make consecutive attacks using the GENKI Gauge. Ki Blast Type moves are Consecutive Energy Blast, Death Beam, Spirit Ball.
- Support Type: powers such as health regeneration and support abilities. Support Type moves are Health Regain Blast, Fighting Pose.
- Interference Type: adept at abilities that interfere with the enemy’s movements. Interference Type moves are Solar Flare, Chocolate Beam, Drain Energy.
There is a system that allows players to modify characters using ability cards. By collecting and equipping cards, characters that might not be suited to battle can be boosted to make them more capable. Alternatively, they can be given abilities that make their natural strengths more pronounced.
I was using team Goku to go against team Cell. The controls were kind of stiff but I guess the developers will fix it around in the coming months. The animations and attention to detail is great, too, along with the tricky AI, which is very responsive to the commands and power up attacks. The playable characters can be victorious at high-speed battles on the ground and in the air. The game’s key feature is team battle action of four versus four. Teammates share a special energy meter called GENKI Gauge: this meter increases when attacking opponents and, when filled, an ultimate attack can be performed. As I said about the battle types before, it works for situations where you would like to get the upper hand on you’re opponent. When you’re allies perform the different actions, it gave me a split second to think of what to do next and how to attack the opponents by surprise. Any of the allies can decide to give or use energy from the gauge in order to perform an attack. Playable characters can team up to perform techniques such as Synchro Rush, Meteor Chain, and Revive Soul.
Overall, this game looks great and it plays very well. I will get a copy once it releases on March 31, 2014 for PS3, Xbox 360 and PS Vita.
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NYC COMIC CON: Final Fantasy 14: A Realm Reborn Hands On
Julian Cannon back for a new post and it is straight from this year’s New York Comic Con. Final Fantasy 14 : A Realm Reborn was shown today and I have tried it for the first time today.
The first thing I have noticed was that the interface and the movement speed is much faster than Final Fantasy 11. Everything just flows in motion as there is no moments of a slowdown. When I landed a few attacks on a few enemies, the game never transitioned to normal free roam to battle mode. It was similar to Final Fantasy 12’s battle system where you can attack and cast spells and use items all at once without having to take away the battle screen. This was something that Final Fantasy 11 did not have.
Another great thing about the game is that, unlike in Final Fantasy 11, there is pvp (player vs player) after a certain level you reach with your character. You can also store and select the abilities you want to use however way you want to during battle. The version I played was the PC version that was on display and there was no signs of lagging or glitching. I was playing with 8 people at once doing a boss battle event and we all won with double EXP for the party for the hour. Once I get the playstation 4, then I will play this game in full swing.
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retro video game review : Zelda II:the adventure of Link
Zelda II- THE ADVENTURE IF LINK REVIEW
Julian cannon back again for a Retro video game review ..this time it is back to the NES era. Zelda II THE ADVENTURE OF LINK.
According to the Zelda timeline released in late 2011.. this game followes the first branch (there are 3 branches) after ocarina of time and it is the final game in the first branch and the sequel to the original legend of Zelda for the NES.. the first timeline is what could happen if link does not defeat ganon in the final battle of ocarina of time.
The first thing you’ll realize when you start an actual game is that your main character, Link, can’t move up or down as he can in the prequel — instead he’s been blessed with the action-game duet of Crouching and Jumping. If you’d played the original Zelda first, you might be wondering, What’s going on here? Then you’d read the instruction booklet… and still wonder, what’s going on here? That’s right kiddies. Zelda II has shifted gameplay focus from the previous overhead view style to a more common side-scrolling style. There’s still the old overhead view, but there is little to no action involved during this view — instead, it acts as your map-traversing view, which I’ll elaborate on later. But for all of your battle needs, you’ll be spending time in the side-scrolling world. While some may be disappointed in the sudden shift of gameplay, I found it to be an added challenge, and got a kick out of it. In the original Zelda, Link could “throw his sword” the entire length of the screen when his life was at full. This time around, however, the sword blast (a) has shrunk to a puny size and (b) travels a much shorter distance, dissipating within two or three of Link’s body lengths horizontally. In addition to the shortened range, you must now learn to be adept with Link’s shield. The shift from overhead to sidescrolling action has left Link’s legs vulnerable to crouching attacks, and you must crouch to prevent Link from having his knees cut up. Of course, crouching leaves his head open, so you can imagine what would happen when you get into an intense sword fight. But that’s part of the fun in Zelda II — the immense tension that builds up when battling dreaded IronKnuckles with shields, capable of fighting at your skill level, hitting high and low in random patterns. While stabbing in the air, trying to hit your mark and get past its shield, you also must keep the warrior from penetrating your defenses, and you end up playing a hectic game of Stand-Crouch-n-Stab. The intensity level of Zelda II’s battles is the source of this game’s addictive fun factor.
However, missing from Zelda II is the vast usable inventory that Link carried in the prequel. In its stead are automatically used items, magic spells and fighting techniques for Link to search and find during his travels. Items such as the Candle and the Power Glove make their returns, but are used in different fashions. The Candle automatically lights up a dimmed area, for example, and obtaining the Power Glove turns Link’s attacks into block-crushing blows. The interesting spells and techniques, however, make the sacrifice of the large usable inventory perhaps justifiable. In addition to stabbing and poking left and right, Link eventually gains the ability to jump and stab both downwards and upwards ( a move that was eventually carried over to the super smash bros. Series)
The graphics are decent, less colorful than the original Zelda but more detailed and larger in general. Link and his enemies now stand taller, at more realistic proportions, as opposed to the old squishy deformed status of old. Enemies sport certain color schemes, indicating their strength, much like the original Zelda. The palaces also have different color schemes, and tend to appear a bit on the monocrhomatic side. However, you’ll see different columns, bricks (for the walls), headpieces portruding from walls, and statues of ironknuckles scattered about. Enemies stand out from backgrounds well enough for you to battle effectively (at least, enemies that aren’t meant to be camoflauged). The overhead map shows very simplistic yet clear definitions of mountains, plains, forests, desert, and roads.
As a result of the high difficulty, the game can take up to 14 hours to beat. Consider: you have seven palaces to conquer. Four life containers to find. Four Magic containers to find. 8 levels to build, in each stat. Tasks to complete, techniques and spells to learn. Unless you’re really good, you’ll find yourself spending somewhere around half an hour to an hour on each palace, an hour or so on Death Mountain, a couple of hours level building, etc. Either that, or this game reviewer is pretty bad with his ninja-gaming skills. It’s a tough game, and if you love a challenge, dust off that NES and get to work on this cartridge
Also new to this game is the debut of dark/shadow link. He is not that hard as he was in ocarina of time,but the battle is worth it considering that he is the final boss of this game
n the end, the completely different system of Zelda II’s gameplay didn’t bother me. I found it a refreshing change and a challenging experience. I did not know that this game existed until the Zelda collection came out in 2003 for the Nintendo gamecube. The ability to jump and defend with more precision is welcome, and all the while the game manages to retain the heavy adventure aspect that we’ve come to expect from any Zelda game released. Zelda II: The Adventures of Link, is a sometimes frustrating but overall very fun experience.
Gameplay :7
Graphics: 7.5
Difficulty : 9
Sound : 8
Replay value :8
Final score : 8.5/10
retro video game review: Metal Gear (MSX2 version)
Julian cannon back with another retro video game review. this time it is the very first metal gear for the msx2, although I did not play this until the hd collection.
in the metal gear timeline, this takes place after the upcoming metal gear solid: ground zeros and before metal gear 2 solid snake
Most gamers were introduced to Metal Gear Solid on the Playstation back in 1998. In addition to stealth gameplay that was unrivaled at the time, Metal Gear Solid also incorporated brilliant voice acting, off-beat humor, political satire and lengthy cut-scenes that drove a semi-truck worth of backstory and character development. Many of these cut-scenes, however, mentioned incidents and characters that were not included in Metal Gear Solid, leaving some gamers confused if this was an original game concept or a sequel to something nobody had heard of.
The answer is yes. To both.
The original Metal Gear was originally released for the MSX2 home computer in Japan, then later ported (albeit terribly) to the NES here in America. Metal Gear served as the game that would later set the stage for future Metal Gear Solid titles with what unfolded. Now keep in mind, Metal Gear for the MSX2 and for the NES are almost two different experiences, so I will do my best to differentiate between the two. The story line is nearly identical in both versions with some minor differences, but the main changes are in how the game plays and the overall layout of the game.
The plot is this game takes place in 1995 (in the timeline the name of the storyline is the outer heaven uprising). You are Solid Snake, a military operative working for FOXHOUND sent into a mercenary base in order to infiltrate and destroy Metal Gear, a nuclear tank that can walk. later in the game, you will find out that big boss is working as a double agent, revealing to snake that he is the commander of both outer heaven and FOXHOUND. When playing the MSX2 version, you start at the unmanned front door of the mercenary base, getting occasional messages from Big Boss (your leader) about current objectives. On the NES, you start in the middle of nowhere and must traverse through oddly placed guard dogs, mazes that make no sense and terrible ‘engrish.’
On the MSX2, you start at the front door of Outer Heaven.
The controls are responsive and actually fairly tight for its time. What confused me were the action buttons. On the NES, the B-button will punch enemies, and the A-button will use whatever weapon you have equipped (or do nothing if not equipped). The response time feels a little more reactive on the NES than the MSX2 version, but that might be the only positive aspect of the NES version. The NES port really gets plagued by level design and layout, which makes the game more frustrating and difficult than it needs to be. There are many situations where there is just enough of a gap in between a car and a bush that makes you think you can traverse through it, but you end up hitting an invisible wall and rethinking your strategy.
There are some poor logistics that exist in both versions of Metal Gear that can work in your favor and against you at the same time. Metal Gear is one of those games that reset the contents of a room once you leave it, the only exception being key items. This works great if you find an empty location that has rations (in-game health) or ammo that will infinitely respawn every time you re-enter a room, but the same tactic also applies to enemies. To make matters worse, in some rooms the enemies start their walking path right in front of the door you just exited, meaning you will enter the alert phase where waves of enemies come pouring into your screen in order to eliminate you.
On the NES, you start with this guy and his poor english. Also notice the more ‘cartoony’ color scheme.
Both games have their share of random occurrences that will either make you scratch your head in confusion or make you question what you just saw (much like everything in Metal Gear Solid 2). Starting with the NES, there are a few instances where the floor you are walking on just vanishes, killing you instantly. There is no warning, rhyme or reason for it. At first glance it looks like a logical path then the floor just goes away. In both games, there is a gas chamber that you need to progress through, but the only warning you get is once you actually have entered the room and are beginning to lose life. Big Boss actually calls you to tell you, “I nearly forgot, you need a gas mask to get through the gas chamber.”
Yeah, thanks a lot, buddy.
The inventory can be a problem in certain situations. You are allowed to carry one weapon and one accessory active at a time, so lets say you have a handgun and a card-key active. Using the gas mask example I just mentioned, you have to use the card-key to open the door leading to the gas chamber, meaning you don’t have the gas mask active, losing health in the process. You then switch to the gas mask (as unnecessarily reminded by Big Boss) and make your way through the room to the other door only to find out you need to switch out your gas mask for your card-key in order to escape the room of impending death. To summarize, you lose either way, friend-o.
Speaking of card-keys, there are nearly a dozen different cards that you need, with no distinct way to distinguish between them all. You constantly will be going through all your card-keys trying to figure out which one you need to open the door and escape the small militia shooting at you. I did some research on this, and actually found out that series creator Hideo Kojima wanted to create a sense of anxiety and panic when trying to open a door. Makes sense, but when you have a dozen different card-keys and every door looks exactly the same it’s hard to make sense of it.
Here’s my final gripe with the NES version, and I apologize now but this might be a spoiler to some, despite the fact this game has been out for a long time. The title of the game is Metal Gear, the bipedal nuclear tank you are trying to destroy. In the MSX2 version, you finally face-off against Metal Gear, then have the final confrontation against Big Boss (this shouldn’t come as a surprise to anybody). In the NES version, you fight a super computer that controls Metal Gear and its movements, then the confrontation against Big Boss. A game titled Metal Gear that doesn’t physically include Metal Gear is like a Legend of Zelda game without Zelda or an Uncharted game without Nathan Drake. For me, this was a huge let down.
One of the final bosses, Metal Gear isn’t as big of a threat as advertised, but it still freaked me out when I got this far.
I should keep in mind as sort of geek humor; the super computer in the NES version is constantly showing a blue screen. I never guessed mercenaries were using Windows 2.0 back in the day to control Metal Gear.
Even more frightening than the nuclear bipedal tank Metal gear is the blue screen of death.
Metal Gear is, despite the problems and plagues, a fun experience and worth playing. I highly recommend avoiding the NES version and going for the MSX2 adaption. The MSX2 version is included in the Metal Gear Solid HD Collection, as part of Metal Gear Solid 3. One thing I failed to mention earlier was that the NES port was not overseen by Hideo Kojima but rather a different team from within Konami, thus the varying differences. Kojima has stated that he does not like the NES version and finds it “too difficult for all the wrong reasons.” I highly recommend, if you’re a Metal Gear (Solid) fan, go buy the Metal Gear Solid HD Collection and check out the original Metal Gear and its sequel, Metal Gear 2 Solid Snake.
Retro Review: 4/5
12 days of christmas: hardest items to find in the Final Fantasy series
hello everybody, Julian cannon has returned for a new post. I am sorry that I have not been posting, I was busy with Christmas shopping and family and etc, but anyways, Christmas is here and I love it because you have your gift there and you wonder what it is. on this case, you would want to know where it is, here is my new top 10 and it is the 10 hardest items to find in the final fantasy series
10. final fantasy X-world champion
I played final fantasy 10 at least 5 times and I never wanted to do the blitz ball minigame because I hated it. but then I did it again just to get waka waka’s ultimate weapon, the world champion..without it, you will not be able to use him properly, especially during the 3rd battle against Seymour. to get this item, you literally have to play that minigame and win about 10-15 times without loosing at all. this can take a full day or week depending on how often you play. if you have the time, do something I should have done the first time and do it
9.final fantasy X- venus sigil
another one from this game but this one is extremely hard. for the venus sigil(lulu’s ultimate weapon) you will have to go to the thunder plains and doge 200 lightning bolts WITHOUT getting hit. once you get hit, it starts over and you are stuck doing it again after 199 times. that is a killer is it. I was so mad everytime I got close and I never wanted to do it again.The best way is to stay at the south part of the Thunder Plains and dodge the lightning bolts at where there is a white path near at the right side. Reach to the white path, and stand still until the lightning bolt comes down, this way is alot more faster then any other way of dodging lightning bolts. I managed to dodge the lightning bolts 200 times in about 35 minutes.
8.final fantasy XII-2- clock master skill
this skill, or in this case item, is the most useful ability in the game period. Final fantasy XII-2 was released in January 2012 and it has got positive feedback. but I have never got this until I saw a youtube video. and that is the clock master skill. to do this you have to collect all 160 fragments in the game. that is very tough because that is very impossible without the dlc features. also some of them you will have to find the 7 paradox endings in the game after you beat the main story. what does this skill do? it speeds the ENTIRE game, including cutscenes so that is very usefiul for traveling to do more stuff and to finish battles very quick, even at the hard setting. Try to get this if you can because it will take over 100 hours to do so
7. final fantasy VIII- triple triad cards
it can be debated that the card game in final fantasy VIII is the most annoying part of the game. when you first play the minigame, you get worthless cards(umm remember the yu-gi-oh games too) but you will get stronger ones on the way. That is the keyword, “on the way”. the rules are basic but on the way, the rules change too often that you cannot get the cards. for example, the “elemental”,”plus” and “combo” rule makes you want to turn of your playstation because u will loose your strongest card. now when you win, you can get to choose what card you want to win, however, there will be new winning situations, such as whatever card you take you win. that can be the easiest and hardest task of the minigame. now the cards are used to turn into items, you can easily get everybody’s strongest weapons from these but if you keep loosing cards, then you also will loose the parts of the weapon.
6. Final fantasy V- ragnarok sword
final fantasy 5 to me is the hardest game in the series and the most broken also. I loved the job system and the very hard bosses but this stands out for all of them. somewhere in the last dungeon, there will be a treasure chest, you will not know what it is until it shows “monster in a box”. that monster is no other than shinryu. you will think of nothing until his first or second attack which is tidal wave, which will do about 7000-8500 damage to your party. you can go back there many times but he will still be there until you beat him. when you do, you will get the strongest sword in the game, which is the ragnarok. that sword doubles the damage done to an enemy, and if you have that equipped while you have the “rapid fire-spellblade-one handed” abilities, not only its the most deadly combo in the game, but you will attack for a total of 8 attacks.
5. Final fantasy XII- zodiac spear
final fantasy XII is on my top 3 of the final fantasy series. the battle system is arguably the best in the entire system, and the environments were well done. the story is pretty much law and order mix with star wars. but the only downside to XII is getting the weapons. the zodiac spear is the strongest weapon in the game and all characters can equip the spear. it also gives the user 150+ attack, 20% chance of attacking more than once, and evasion 40%. but to get this spear, you would have realized it when you were looking it up online to find out that you cannot open all the treasure chests in the game. that left so many players confused into why square enix would do that. I will not post on what chests that cannot be open because it is a long chart. but after you find out which ones it is, the Zodiac Spear will appear in the Necrohol of Nabus.
4. final fantasy IX- Excalibur 2
Excalibur II is one of the hardest weapons to obtain in the entire Final Fantasy series, as it cannot be bought from a shop or dropped or stolen from any monster. The only way the player can obtain the Excalibur II is to make it to the game’s final dungeon, Memoria, into the room Gate to Space (where the party fights Lich) without exceeding 12 hours of playtime. Once Lich is defeated, the player must search the pillar on the right of the room to receive the sword.Passing three discs in 12 hours is a challenge, but if one is going after a “perfect” game save, there is much more that needs to be considered, such as many items, key items, and such cannot be obtained after their respective disc. This is made harder by the fact that to get one key item later on, one will need to have not missed any treasure. Another issue is achieving “perfect stats”; if one is to make the most of a character’s stat potential one must play a “level 1 game” until disc 4, when the best stat-boosting equipment becomes available. However, there are four battles in which EXP must be gained: the three battles fought in Pandemonium, and Tantarian. So players have to choose what players absorb what EXP. So “perfect stats” and the issues mentioned above make the challenge probably the hardest challenge available in Final Fantasy. For years, this challenge was thought impossible on the PAL version of the game due to the 50/60Hz conflict, but recent runs have shown that a PAL play-through is possible, but extremely difficult. Similarly, the challenge is possible in the PS-one “classics” downloaded version of the game but difficult due to the inability to skip FMVs (which adds about 2 hours to game time).
3. final fantasy XII-omega weapon
final fantasy XII is a game known in the series for being way too linear. but the after game missions kept me interested. but the one thing didn’t was getting the omega weapon. this is lightning’s strongest gunblade in the game. to get it, you would have to upgrade all of your weapons until the ultima weapon stage, then you would have to find 51x Chobham Armor, 45x Electrode, 28x Crystal Oscillator, 6x Particle Accelerator, 2x Trapezohedron. all in which will take hours and hours of battles or 5 star missions. you can buy these things but one item each is over 900,00 gil and you would have to transfer from different locations to get the rest of them for the same price. but anyways, this blade has a quick stagger ability, which means after the stagger bar goes up to 50%, it will auto stagger after that poiny, leaving you to do some pretty impressive damage every hit.
2. final fantasy VII-omnislash
this game is widely considered the most overrated video game of all time..and at some points I do agree. final fantasy VII is not on my favorite list but it is still a great game. but getting cloud’s level 4 and final limit break omnislash is a real pain in the ass. you would have to go to the battle square at that carnival and try to get 32000 points in total. that seems easy but you would have to go through stage fights( just like the 100 floors in paper Mario-the thousand year door) and it gets tough every time. if you do not want to get the move, then you will have to wait for the final battle( after safer sephiroth) to use the move. recently, the pc version that was re-released this year gave you an achievement for learning the move for 200 game points, that means you would have to go to the battle square to actually learn the move
1. final fantasy IV- pink tail
final fantasy IV was released in 1991, and since that release and remakes on various systems, I have never ever got the pink tail. and I bet nobody else got it either. to get this you will have to defeat a flan princess. seems ok at first but you will have to wait for the flan to drop the item. but it does not!!!. I have read that it has a 1/64 chance of dropping the item, which means it can take you hours or even months to get this item. which also meand that you will have to battle them in groups again and again until you get it which can be a real pain in the ass. while you are doing this, you will realize the pattern after every battle but the ratio starts over again for some reason. this issue was never fixed until the psp release of final fantasy IV-the complete collection. with this item, you will trade it to a blacksmith for adamant armor. not only that it is the strongest armor in the game, it can be equipped to any party member despite their character class. also the longer your character does not do an action, the more the defense will rise during battle
Monster Galaxy Exile Rockets To The Top Of The Charts!
Monster Galaxy Exile, the new megahit game from Gaia Interactive, is now available for free on iOS, Android, and Amazon Kindle Fire. After scoring a chart-topping hit with Monster Galaxy: The Zodiac Islands earlier this year, Monster Galaxy Exile, quickly became the #1 Role Playing game on iTunes today just hours after its worldwide release.
“Gaia’s goal is to make games that capture the imagination with beautiful artwork and compelling design. Our Monster Galaxy franchise has delighted millions of players — and we’re just getting started. I’m thrilled for our fans around the world to experience the next chapter of Monster Galaxy” says Mike Sego, Gaia Interactive’s CEO. “I’m also super excited about our partnership with Radar Pictures to bring Monster Galaxy to the big screen.”
Monster Galaxy: Exile picks up where Zodiac Islands left off. As the world’s greatest monster tamer, you’ve toppled the evil King Otho and brought peace to the land. But Otho still has one more trick up his sleeve… he’s exiled you to his twisted prison dimension! Fortunately, one of your trusty monsters has made it through with you. Now it’s up to you to tame a team of elite monsters, fight your way out of Exile and reclaim your title as a Master Tamer.
“Exile has all the hallmarks Monster Galaxy fans have come to love: A hilarious story, unique characters, amazing hand-painted art and a huge variety of monsters to tame in 14 insane new worlds,” said Juan Baurin, Producer of Monster Galaxy Exile. “Monster Galaxy is a fun and addicting game with over 200 new monters to battle, capture, and tame.”
Monster Galaxy Exile is available for free on your preferred mobile platform:
Exile on iOS: https://itunes.apple.com/us/app/monster-galaxy-exile/id529356243?mt=8
Exile on Google Play: https://play.google.com/store/apps/details?id=com.gaiaonline.mge
Exile on Amazon: http://www.amazon.com/Gaia-Interactive-Inc-Monster-Galaxy/dp/B009EHQZZO
In addition to the Exile release, Gaia has teamed up with Radar Pictures to work on an upcoming Monster Galaxy Live Action Motion Picture. The Monster Galaxy Motion Picture promises to deliver Gaia’s unique characters and fantastic world while leveraging Radar Pictures’ vast experience in the movie industry to make the project massively appealing to audiences beyond fans of the game. More details regarding the Monster Galaxy Motion Picture will be announced in 2013.
About Gaia Interactive, Inc.
Gaia Interactive makes games that capture the imagination. Our innovative titles have delighted millions of players across the web, Facebook, iOS, Android — and we’re just getting started. With a longstanding culture built on creativity, a proven history of pioneering success, along with investor backing from leading VCs at Benchmark and Redpoint, Gaia has the passion, talent, and resources to build smash hits loved by gamers around the globe.