Senran Kagura Peach Ball is a pinball game in which the shinobis are once again the centrepiece of the adventure. Our goal is very simple, to use the flippers of the machine to hit the ball and that it in turn impact on the girls so that gradually they recover, all while we discover the secrets of each table, we try to get the highest score and we unlock new objects.

The story of the game focuses on the new invention of Haruka

The story of the game focuses on the new invention of HarukaA transformation medicine called Kemonar that allows girls to transform into adorable animals. Now, in order for everything to return to normal, we must use a mysterious Peach Ball, casually fitting everything into a pinball machine that allows us to hit them until they regain their original form.

It is not a plot that attracts special attention, serving simply as an excuse to have to use the pinballs and hit the girls with the balls while they make sensual noises and, when the effects of the Kemonar disappear, they are completely naked (although nothing is really shown). In addition all texts are in English or French, making it difficult to access some players even though they are quite simple. At least everything is told through scenes you can jump if you’re not interested.

The controls are the ones of the pinballs, where we can move the flippers to hit the ball in the direction we want, use a spring to pull that ball out when we have lost another or shake the table in case of urgency if we see that it will fall through an unwanted hole. But be careful, keep in mind that the table can only be shaken once every certain time, not letting it here when we want and that we are pointed out as in other similar games. We also have the possibility to use objects and change perspective.

To the right of the screen you can see all available Peach missions, which will make you get normal Peach points to achieve greater goals. By activating certain tricks or hitting the girl enough certain times, she will turn around and change position, then entering the after Break phase to hit her in certain areas and get extra points.

If we manage to accumulate enough Peach points we travel to bonus stages known as Sexy Challenge, where multiple balls appear simultaneously to hit the different goals that appear and thus get more points. If we reach the peak of Peach points for the third time, we enter the Super Sexy Challenge, in which we use flippers to get the ball to the girl in question and gradually get excited, finishing the level when this phase ends.

Having to meet challenges is quite fun in general, but we lack a greater number of characters and tables, being also the two quite similar to each other in terms of structures like the this soon makes it repetitive, but at least makes up for it with its large number of unblockable objects.

As for Game Modes, The main one is again The History Mode

As for Game Modes, The main one is again The History ModeHere we choose the stage of one of the five girls (unlocking the rest of the phases by playing at least one), in which we are told the plot through several scenes and we have to complete certain objectives if we want to move forward. If you find it difficult, you can always activate the Wizard Mode, which causes you to have eight balls in reserve and receive the help of Bebeby, which will kick any ball that falls through the side holes. It is quite entertaining and, if you meet all the objectives of a level, you will get objects to use in Diorama mode.

On the other hand we have the Free Way. In this place we can choose a table and the characters we want with the sole aim of getting the highest possible score. But when you get to the Super Sexy Challenge, The Secret Super Sexy Challenge will randomly appear so that we can get new suits, accessories or balls when you meet your goals.

As always, we could not miss the dressing room, where we can customize the look of the girls, interact with them or make them pose in different positions and backgrounds next to the unlocked objects and then take snapshots. Next to this is the store, in which to buy new balls and costumes with the money obtained, renewing their items the more we play, and the gallery, where to enjoy the scenes, illustrations or music we have unlocked playing or buying them in the store.

The duration of the game is not very long, but having so many unlockable lengthens your life considerably. It is also very replaceable for always trying to overcome the brands, arriving new contents in the future with DLCs.

The graphic section meets thanks to the colourful display it displays, with good character designs, detailed scenarios and effects achieved. Perhaps we have missed more elements on the table, as soon you will have seen all the parts of which they are composed. Besides, physics is not very realistic, although they do not function badly within the game.

The sound, without being spectacular, has varied melodies, very cheerful and lively that feel great to our games, always accompanied by worked effects. The voices come to us in Japanese, being These of quite quality, while the texts, as we have commented, are both in English and in French.

Senran Kagura Peach Ball is, in conclusion, A title he entertains for having good playable mechanics and lots of unlockable to get. It is a pity that the occasion has not been used to place more tables and characters, as in the few games you will see that it becomes repetitive. At least it’s always a pleasure to try to complete goals and pass scores. Just comment on what more content will come into play using DLCs.

A title intended for the followers of Senran Kagura’s characters, who can be pushed back by having so few characters despite maintaining all their sensuality.

Everything points to that Square Enix is going to be terrorising the partridge a longer time with regard to everything that we still do not know Final Fantasy VII Remake. I admit it, it’s easy to be happy about what we saw on the State of Play, mainly because we came out of nowhere in terms of new graphic content, we’ve been orphaned since 2015. But, after the euphoria, I think it should be made clear that we continue with some important doubts, which are: how many parts this will have, when it will come out and under what terms exclusivity will be built with Sony, because let us remember that there is.

When we learned that FFVII Remake was episodic, it was easy to imagine (or believe) that the thing would attempt to emulate the structure of the original 3 CDs, but with the recent trailer the thing doesn’t seem so clear. We are still in Midgar, having barely seen the first hours of play, and the idea that this first episode is focused solely on the big city is gaining weight. And this has a clear implication in the design: we will not go into the open world until Chapter 2.

Today I bet on the following structure, which could have 3 episodes

Today I bet on the following structure, which could have 3 episodesThe first release would be more linear closing with the exit of the city, a second open episode would end just after what happens in the city of the elders and a final release would take care of the entire final stretch of the story and its consequent endgame. The latter is what I have the most doubts about, because I see it quite easy that you want to stretch the gum and divide the last third into two more capis.

It must be borne in mind that the intention to move the world of FFVII to the scale of FFXV is a titanic project, really ambitious, and that there are not few locations to recreate, or anything like that. Cosmo Canyon, Costa del Sol, Gold Saucer, Junon, Fort Condor, Nibelheim … it’s a lot of work. That is why I believe that all this volume of content will come to us later, and what we will receive first will be just one city, the largest, Midgar and everything that is gestated in it, which is not little.

Considering that this should easily take its 5 years to develop

Fantasy VII

And that the complications-first after the release of Cyberconnect2 and second with the most concerned name of Kingdom Hearts 3 – have been left behind, there are reasons to be optimistic and expect a launch between the end of this year and the beginning of the next. The bad stuff? It might take us a year or two to get Chapter 2 if we want to re-use the capital injection and be ambitious with it.

And this brings me to the last two questions. One has to do with the price per episode, and I see it easy that here we want to get a premiere with its 30-35 hours of content so that we can sell it at almost a full game price. Another, that theoretically this can be played only in PS4 at its premiere, and that after the exclusivity (presumably one year) is finished we may already be in the next generation. Yes, my more agorera part does not ensure that this is launched on Xbox One; it could jump directly to its older sister, Scarlett. It would be an intergenerational game, but only with Sony.

Respawn Entertainment and Electronic Arts presented the first trailer of Star Wars Jedi: Fallen Order last month, although we will have to wait for E3 2019 to see the game in depth. However, director Stig Asmussen is confident that his team has something special with this project.

Asmussen says that despite having a team with a very diverse past – but he has worked in very important games -, “when I come to work every day I feel the atmosphere and energy in the studio, I put my hands on the pad and see that what we’re doing is really fun and makes me feel good, it lets me know that we’re on the right track, and I’ll tell you that I fully trust that we do something special, “he tells PlayStation Magazine.

The team has veterans who have participated in games like Uncharted , Batman , BioShock , Metal Gear , God of War – he himself directed God of War III -, Titanfall and Call of Duty .

EA expects to sell from 6-8000000 of Star Wars Jedi: Fallen Order during the fiscal year. The game is released on November 15, and there will be no multiplayer or microtransactions .

Chris Avellone is satisfied with the work of Star Wars Jedi

Chris Avellone is satisfied with the work of Star Wars Jedi

he designer and screenwriter Chris Avellone says he enjoyed working on Star Wars: Jedi Fallen Order by Respawn Entertainment , the action game released on November 15.

Avellone emphasizes that director Stig Asmussen – director of God of War III – has a “solid vision and what is even better, he knows how to communicate it, he set a good path for the project, and he was also familiar with the main narrative designer, Aaron Contreras, he was one of the key developers in Mafia III and I always wanted to work with them, this was a good opportunity, working with both of them – Asmussen and Contreras – has been absolutely great . “

The relationship with Lucasfilm has also been good : “They had excellent annotations and reasons for the changes, and when you listened to them they answered many future questions, like ‘ok, well, we should not do that because they have explained the reason.'”

Avellone has worked – or continues to work – on several projects, including Vampire: The Masquerade – Bloodlines 2 , Dying Light 2 , Alaloth – Champions of The Four Kingdoms and the upcoming Ken Levine in Ghost Story Games.

Fallen Order on Nintendo Switch

Fallen Order on Nintendo Switch

Given the politics of Electronic Arts this is not a surprise, but the company has indicated that they will not launch Star Wars Jedi: Fallen Order on Nintendo Switch.

Star Wars Jedi: Fallen Order will arrive in November to PC and Xbox One consoles and PlayStation 4 from Respawn Entertainment, but Nintendo Switch is not among the target platforms.

Jay Ingram, responsible for the community of EA, has answered questions from fans on Twitter about a possible release of the title on the Nintendo console.

“Although Switch is amazing, there are no plans” to launch the Star Wars title on it. Therefore, the policy of EA that was clearly seen in Wii U is maintained: almost no support for the Nintendo console.

A few days ago Microsoft fulfilled the promise and the first batch of the 19 games of the first Xbox that will be backwards compatible in Xbox One came to their consoles. Conker: Live and Reload and Panzer Dragoon Orta among others accompanied the one that for me is the indispensable title par excellence in these lines of retrocompatibility: The Elder Scrolls III: Morrowind . With this third numbered delivery, Bethesda knocked on the table and moved away from everything previously done in sagas such as Might and Magic, Ultima Underworld or King’s Field to offer a powerful and detailed world, hundreds of deeds, a great freedom of action and a very powerful character progression engine capable of allowing us to play our way after overcoming some really hard beginnings.

First steps

First steps

The Elder Scrolls III: Morrowind arrived in 2002 to PC and Xbox One offering for the first time in consoles a 3D role-playing experience with credible environments and a very complete world to explore. We begin the adventure in a prisoner ship, possibly with a foreign name, where we must choose our name, gender and race from an extensive catalog that includes Khajitas, Argonians, Imperials, Bretons, Red Guards, Dark Elves, Wood Elves and High Elves. . After choosing our race, name, gender and -horrible- appearance, we left the ship.

The first mandatory stop is the opposite of the guard, where we continue filling our character card with the sign under which we were born, our favorite attributes, primary, secondary and accessory skills and everything necessary to start our adventure. At this point you can see, and much, the experience that we have been acquiring in the different Elder Scrolls and how the build, that character creation, has gone from being something intense and sometimes inaccurate to being something almost automatic that seeks to exploit all the advantages of each option.

Welcome to Seyda Neen

Welcome to Seyda Neen

The Elder Scrolls III: Morrowind locates us in Seyda Neen, gateway to the island of Vvardenfell, land of dark elves ruled by the Hlaalu house . This small village, which we recently saw renewed and with an impressive level of detail in the Morrowind expansion of The Elder Scrolls Online, serves as a starting point not only to our history, but also to the change of orientation of the saga prior to arrival of Oblivion, Skyrim and Tamriel Unlimited. Seyda Neen is just a tiny hoard of houses south of Bitter Coast, but its Imperial Guard post, the Arrile store and the lighthouse are enough for us to begin to familiarize ourselves with the adventure and controls of a Bethesda that was looking for a way to improve their products for the public.

Access menus, learn the rigors of combat, discover the penalties for the use of weapons that we do not know, try the proto-system to open locks, talk a lot and have our first bouts with the bugs of the area are just some of the activities recommended in Seyda Neen before starting the adventure and fulfilling our mission: Go to Balmora and prearose before Caius Cusades with a letter to his name that, little spoiler, will make us join the Blades, the famous Blades destined to defend Tamriel.

Start your adventure

Start your adventure

But as always happens and happened even then, The Elder Scrolls III: Morrowind is limited to painting a blank page so that you are the one who puts the strokes to what will be your story and your character’s. From the beginning we can choose between going automatically to Balmora or making our way on foot taking advantage of some more than necessary level rises for the future, picking plants that will help us to enter the guild of magicians and keeping our first epic battles to life or death with worms and crabs.

Morrowind puts before our eyes a blank canvas that, at the same time, is wonderfully detailed, and gives us a box of waxes and a palette of acrylics to do what we want. And this he does using elements as wonderful and disparate as the different guilds, with persecuted thieves and a Morag Tong whose Mephala cult is back in full swing at the moment of history. Once again we can enter and collaborate with different factions, including the legion and the imperial cult, with the possibility of fulfilling missions for one or another side in our race to improve our character and achieve our mission as a member of the Blades or , simply, explore the scenario in search of increasingly dangerous adventures.