Sunday, March 31, 2013

What IS it about Resonance of Fate?

"Justice triumphs again!"

"I thought you were the bad guy."

"Look who's talking."

-Vashyron, Zephyr & Leanne

I love this poster.

I'm playing through BioShock Infinite lately on 1999 mode, which I'd hoped would prove to be something akin to the Survivor mode the PS3 version of BioShock had.  It's... sorta' like that.  Your guns and such do less damage, enemies do more, et cetera - standard stuff - but in BioShock's Survivor mode, the Vita-chambers were turned off.

In Infinite's 1999 mode, you still get resurrected when you die - minus about $100 in cash - and it's killing the game, for me.  Sorta'.

Not because it makes it too easy.  Just the opposite.  Infinite's vigors - throwing a flock of pecking crows at folks, electrocuting them, levitating them - are all great, but they don't really come into their own without purchasing the necessary upgrades for them.  My personal favorites are Murder of Crows and Bucking Bronco, but if you want to buy the first upgrade for Murder of Crows, you'll need to lay about $1,500 on the barrel head.

And I keep dying because enemies do more damage and I do less (well, duh), and I keep getting resurrected, and my bank account perennially hovers around the five hundred dollar mark - so not only is the game way more hard than it should be, as I'm not permitted to customize my Booker's abilities, it's less fun than it should be.

I had planned not to write the review until finishing 1999 mode, but it's recolored my perception of Infinite in a negative way.  Last week I referred to the game as the most fun I'd had with a single-player campaign since Uncharted 2 - but last night, I discovered I really did not feel like playing it.

Occasionally - here and there, when I'm feeling deeply indulgent - I'll set aside the games I should be playing (Infinite, Ni No Kuni), and instead open up my library and consider what I'd like to play.

And if one were to ask me what my favorite game on the current gen is, I'd probably tell them inFamous 2.  Maybe Dark Souls.

But when I just wanna' chill out and enjoy some time with a video game, I almost always end up reaching for Resonance of Fate.

Which is really bloody weird.  I'm not much of a JRPG guy.

I mean, I'm more of a JRPG guy than I am a Madden guy - but I could probably count my current-gen JRPG collection on one hand - Eternal Sonata, Valkyria Chronicles, Final Fantasy XIII, Ni No Kuni and Resonance of Fate.

For reference my PS3 library is 100+ strong.  JRPGs are not my thing, but instead of returning to Fallout: New Vegas to start up a new sneaky sniper or returning to Far Cry 3 or XCOM: Enemy Unknown, it's always Resonance of Fate that I end up throwing in to the PS3.

What the heck?

Perhaps it's just the style.  RoF is a very stylish game, but if we're talking art direction the best way to describe it might be "steampunk beautiful."  Gentle, comforting tunes dance in the background as you step out of your home base ("SWEET HOME" spelled out in huge letters hangs over the door), and huge clockwork cogs trundle about in the background.

You wander about an impossibly huge clockwork tower, with gears the size of cities keeping time as you zip up and down Basel's network of elevators, hunting targets and clearing out dungeons, perhaps - finally! - finding a fourth submachine gun to pimp out and place on your second scratcher.  You fight monsters and tanks and gangsters with guns, behemoths and yetis and dapper German shepherds in fedoras, who grip daggers in their mouths.

Home sweet home.

The game is... almost lazily beautiful, as a general rule, presenting this fantastic, otherworldly setting as... almost dreary.  Commonplace.  The insanity of it is all but ignored by Basel's denizens, and their primary concerns are just keeping the old place working - not that they're quite sure who built it in the first place.

So they send you and your team out to get stuff done - it seems you're the only ones in their world who can power up abandoned sections of the tower - and you get into frickin' awesome fights.

This is gameplay.

Gorgeous, glorious displays of action, cut and customized through the lens of anime gunfights and The Matrix.  I could show you countless screenshots (and I'll show you a few more), but to get a sense of it, click the play button below and skip to 0:54.  Everything thereafter which features a gun being shot is gameplay.

And as hectic and crazy as that may look, once the player has a handle on RoF's mechanics, they are in total control.  Our heroes here dash into ridiculous odds, and keep themselves alive through insane turn-based acrobatics and the thoughtful suppression of their enemies.

This is gameplay.

For example, you could run Zephyr (above) up the left flank.  Zephyr and Leanne (or Reanbell) take turns as my primary scratcher, laying down copious amounts of machine gun fire to soften two of a dozen enemies up as they dash into position.  Leanne mirrors him, flying, pirouetting and hand-standing as she zips by, skidding along the ground on her knees while holding out a pair of submachine guns and spinning, like a dancer, filling enemies up with temporary scratch damage.

Then you run Vash up the middle with his pistols, and he finishes the job.

This is gameplay.

A good eighty per cent of the game is combat, with the rest being made up of exploration (I wonder if there'll be a hot new pistol in this dungeon?) and tinkering with your weapons - attaching multiple barrels, scopes and grips until their stats go through the roof and the interface looks something like this:

You may be wondering, "aren't fifteen barrels too many barrels?"
The answer is no.

Time away from the game doesn't tarnish one's perception, upon returning to it.  Its combat remains so finely-tuned, so savage and graceful at once that it's impossible for me not to fall straightaway back in love with it - and off I go for one or two or six hours, just moseying around a mind-bending clockwork tower, getting in awesome turn-based gunfights with bipedal elephant monsters.

And now, after spending half a day or so away from 1999 mode, I feel I'm prepared to return to it and give it another good try - but last night, when I turned my back on it, I found I was almost surprised by how much I realized I love Resonance of Fate.

This is gameplay.

I've been saying it's fantastic since I first started playing it, but lots of games are fantastic - that doesn't mean they are The Game we reach for, when given the opportunity to play anything and everything.  The game we discover we'd rather be playing when the highly-anticipated five-years-coming BioShock Infinite drops.

Resonance of Fate actually is that game for me.  Somehow, subconsciously - or in some strange way I am unaware of - it has taken up such deep root in my heart that I would rather spend a few hours with it than Mark of the Ninja or Bionic Commando or Max Payne 3 or inFamous 2.

I've always been aware that it was "one of" my favorite games of this gen, but it didn't occur to me until last night that it might be My Favorite Game of the Current Gen.

Frickin' JRPGs.  They blindside ya'.


Friday, March 29, 2013

Dark's GDC trailer.

Remember Dark?  The futuristic stealth-action-vampire-RPG?

I really hope the game isn't as crappy as this trailer makes it look.  But I've said that about every trailer this game puts out, and am beginning to lose hope. Lets hope all those hype-quotes in the trailer are actually indicative of something.

Another Unreal Engine 4 tech demo.

Can't wait to actually see a game running on it.

Thursday, March 28, 2013

Need another reason to play BioShock Infinite?

I make no secret of the fact that I preferred BioShock 2 to Irrational's original BioShock, and it's that which keeps me from doing up a Game Diary post about Infinite.  I can't put it past Infinite to go off the narrative rails in Act 3 in the same way BioShock did - and it will color my opinion of the game as a whole, if it does - but rest assured, thus far, everything you're reading about the game is probably true.

It's wonderful.  It's the most purely pleasurable single-player campaign since Uncharted 2, all while being very, very BioShock.  Sure, it's got a formula to it - but when the formula includes a crooner from the late twenties singin' about... well...

...c'mon.  That's awesome.

Hope for Darksiders III springs eternal.


Wednesday, March 27, 2013

Double Fine Adventure is now Broken Age.

Well whaddaya know?  Kickstarter works. 

Three other little announcements from GDC.

There's a crapton of stuff coming out of GDC this week, not the least of which are Battlefield 4's very confident showing and Hideo Kojima pulling his same old tricks with Metal Gear Solid V - but, quietly, there were some interesting announcements of cool indie titles coming to the Vita.

First of all, indie hit Spelunky is on its way to Sony's handheld.  Here's a trailer for its HD XBLA version a few years back:

Second, something called Zombie Tycoon II - which has a really shitty trailer - is coming to PS3 and Vita.  But I love the idea of being at the helm of a horde of zombies, so that's still pretty cool.

Third, one of last year's most interesting indie actioners, Hotline Miami, is also coming to Vita.  Very cool!

Seriously.  If you click on anything in this post, make it the play button on this trailer:

And I'm still loving my first playthrough of BioShock Infinite, so g'night!

Twelve minutes of Muramasa Rebirth.

Sooo smexy.  Screenshots!

Metal Gear Solid V : The Phantom Pain officially announced at GDC.

Oh Kojima, you weren't fooling anyone.

Interestingly enough, David Hayter says he hasn't been asked to reprise the role of Snake/Big Boss in V.  That is, for the record, shitty.  Metal Gear Solid's weakness was never its cast - it's the writing.

There's no release window yet, but it's coming to PS3 and 360.

Battlefield 4 announced, and it is gorgeous.


And seventeen straight minutes of direct-feed gameplay, which DICE actually put up on YouTube as soon as it was official, so it would be way easier to spread the word!

DICE?  Nice.

Due out this fall on PS3, PS4, PC, 360 and whatever the next Xbox is, probably.

Tuesday, March 26, 2013

Guacamelee drops April 9th!

It seems I need some PSN funbucks (and greater restraint when The Hobbit shows up on the PSN store two weeks before its Bluray release)!  Guacamelee - which was originally announced for a Fall 2012 release - drops in just two weeks!

Limbo is coming to Vita.

If given the choice of PS3, 360 or Vita, I'd probably prefer to have it on the Vita - but do I really want to buy Limbo a third time?

It's not Okami or Valkyria Chronicles or Muramasa.


Our first real look at Rain.

I'm unsure what the rest of the internet is so excited about.

Primal Carnage announced for PS4.

Yesterday, the above trailer dropped.  Now, I'm sure you may be curious what Primal Carnage actually is.

Primal Carnage is a first-person-shooter / third person action game in which third person dinosaurs fight first-person human soldiers that released on Windows in October 2012.  Here's gameplay :

That said... you know you wanna' play a game as a Tyrannosaur.

Monday, March 25, 2013

Assassin's Creed IV's trailer... works.

I was exhausted with the whole Assassin's Creed thing after III.  I couldn't even go back to ACIII:Liberation on my Vita because I felt so saturated and disappointed by the whole thing.

But Goddamnit, Black Flag looks like all kinds of fun.


And if you're not familiar enough with the Scissor Sisters,

Dragon's Crown comes to NA this summer.

Last week we learned that Dragon's Crown - the next thing from Vanillaware, masters of the gorgeous sprite - is dropping in Japan on July 25th, 2013.  Today Atlus USA (whose Japanese arm is co-producing the game with Vanillaware) announced that North America will also get the game on PS3 and Vita this summer - but without nailing down a specific date.

Press release!
"Dragon's Crown Hacks and Slashes Its Way to Retail Stores and PlayStation Network this Summer 
Dragon's Crown, the long-awaited 2-D hack and slash, beat 'em up action game from Vanillaware and ATLUS will have players bludgeoning, cleaving, shooting and looting their way through intricate side-scrolling dungeons this summer. Dragon's Crown will be available for PlayStation 3 and PlayStation Vita systems, and feature up to four-person cooperative play for adventurers to band together and conquer monsters, titans, and dragons in search of the ultimate treasure. Available this summer from major retailers and PlayStation Network, more details will be available on the game's official site. 
Vanillaware, the company behind Odin Sphere and Muramasa: The Demon Blade, employs a 2-D visual flair and character design in Dragon's Crown that has become the studio's signature style. In Dragon's Crown, six powerful adventurers and their unique abilities are available for players to explore the fantastical world of Hydeland with."
"Playable classes 
• The Fighter, who uses his armor and quick-hitting attacks to tank and destroy enemies 
• The Sorceress, who uses ice magic and summoned skeletons to control the battlefield 
• The Amazon, who moves quickly and wields a giant axe to unleash massive damage 
• The Wizard, who blasts fire at single targets or in pillars to incinerate foes 
• The Dwarf, who specializes in getting up close and personal with grapple attacks 
• The Elf, who uses her bow and agility to launch devastating volleys and escape danger 
"Dragon's Crown is one of the most perfect games I've ever played," said Naoto Hiraoka, president and chief executive officer, Index Digital Media, Inc. "The amazing game design and artwork are among the best in any console generation, and the cooperative gameplay is highly addictive." 
Groups of adventurers will be challenged in the labyrinthine dungeons surrounding the medieval fantasy kingdom of Hydeland. As they explore deeper into the dungeons, non-player characters such as Samuel the Adventurer's Guild leader and Lucain, the wizard come in to play with quests and tasks, which slowly unravel the story behind the ultimate treasure, the Dragon's Crown."
"Gameplay features 
• Safety in numbers - It's not safe in the world of Hydeland, so it's best not to go it alone. Up to four players or AI compatriots can delve into dungeons simultaneously by using either the drop-in multiplayer on PlayStation 3 or via adhoc network on PlayStation Vita. Cross-platform play is not supported. 
• If it's not nailed down... - Expert thief NPC Rannie will join players on their adventures to pick locks, open treasure chests, reveal hidden passageways, and collect loot. 
• The skills to succeed - Massive skill tree options in Dragon's Crown allows for plenty of custom-tailoring, whether it's beefing up health or magic abilities or tweaking the abilities of the individual characters. 
Dragon's Crown will be exclusive to the PlayStation 3 and PlayStation Vita systems for $49.99 and $39.99 respectively and is available for pre-orders now from major retailers."

Eee!  I've been dying for this game ever since it was a two-second blip in a sizzle reel during the Vita's E3 2012 presentation.

Now that's a launch trailer.

Sunday, March 24, 2013


Game Diary - Atelier Totori Plus.

I'm playing a very cute game about a very cute girl and everything is very cute. 
And that's okay.

Kawaii, neh?

I blame All Games Beta for this. 

...stupid awesome gallery site always puttin' up pretty pastels-in-watercolor art from these Atelier games...

I think I'd heard something about the franchise towards the end of the PS2's life cycle - but I may have confused it with another pretty-girl JRPG (something about rhythm-based combat).  Either way, the series has been going on since 1997 and has over a dozen games under its banner : 

Atelier Marie, Atelier Elie, Atelier Lilie, Atelier Judie, Atelier Violet, Atelier Iris 1, 2 and 3, three Mana Khemia games, and finally on the PS3 came Atelier Rorona, Atelier Totori, Atelier Meruru and Atelier Ayesha, not to mention the PSP games. 

Atelier Totori - the first of the franchise to arrive on the Vita - dropped in Japan back in November.  A localization had been announced, but there were no trailers, no announcement, no release window... 

And then, this past Tuesday, the game appeared on the PlayStation Network store.  

Now... I was conflicted about this purchase.  This is a game from Japan, and they do... weird things with games that concern themselves primarily with little girls.  

They do.  And, apparently, one of the bonuses of Atelier Totori Plus are costumes you can dress Totori up in.  DLC costumes. Like... swimsuits and stuff...

But sometimes one forgets this, and ends up reading a review praising Totori's balance of a deep alchemy system and comfortable, fresh-feeling turn-based combat, and then one walks into a local games specialty store and says to the young lady behind the counter, 

"I've heard about this JRPG that's like, super-stupid-girly, and... I don't mean stupid!  I don't mean girly stuff is stupid!  I mean very girly and all pastel colors and..."  (I'm an idiot.)

"You mean Atelier?"

"Yes, that's it!  I don't know anything about 'em, but they look really cute and I've heard good things about the combat and they've got that nice art direction... I think the one I'm looking for is Totori."

"Well, we don't have Totori, but we've got the most recent one... and they all have the same..."  She pauses for just enough time to allow the term its desired, accusatory flavor. " direction."

Art direction.

Characters in the game have regularly commented on the strange outfit Totori wears, and tell her she should consider wearing something else - but the game hasn't given me the option to change her costume, yet.  I'm not entirely certain where, exactly, it will go - what outfits the game will offer, aside from the beach apparel in the DLC - but I worry that if it merely gives me the option to clothe Totori in fetish gear, I will delete the game from my Vita and never play an Atelier again. 

It's a dark, disturbing cloud that hangs over the game - though not in the game and perhaps not even of the game - but there it hangs, festering in my mind.  

Right now, as of this moment, that cloud hasn't rained on any parades.  I haven't seen anything of that cloud, or of the "art direction" that would redefine the game from what it currently seems to be.  

Right now, Atelier Totori Plus is just a really nice, light, cute, fun game.  It's a pleasant backstroke of a JRPG with some seriously beefy item creation, and an interesting choice of main character.  So often in RPGs and JRPGs, you play as a remarkable sorcerer or the badass warrior.  

Some child of destiny whose true power and purpose cannot be comprehended by mortal men.

Totori is neither of those.  She's a physically weak, intellectually average girl who insists she wants to be an adventurer so she can search for her missing mother, but has no other talents.  She can't take a hit to save her life (tap R1 or L1 to have one of your party members dash in front of Totori to guard her), she can't dish out much pain as she hits like a very aggressive feather with her alchemy staff, but... 

...there is her alchemy. 

All quests, one should note, are very streamlined affairs - you can pick up a half-dozen quests at a time, and they're all simple fetch or kill quests.  Make me ten rolls of the finest silk, for example, or kill three of these particular birds - classic stuff - and very efficiently handled.

Totori's life consists of three basic activities.  In order to rank up as an adventurer and continue the story, she must explore an ever-expanding map of locations.  At those locations she must fight monsters to gain experience (with the help of her party), and gather materials for the purpose of alchemy.  

Upon returning home to her "atelier" (French for workshop), Totori quickly develops an ever-expanding recipe book of creations, until she ends up being the single handiest person in your party.  At first I couldn't figure out what the heck she's supposed to do in combat, as she hits most enemies for 2 HP and isn't much better at blocking. 

But then, one day, I opened the "item" pane and noticed that I could use one of the items I'd made on my enemies. 

When Totori targets an enemy, it's merely an opening attack.  She can blanket the field with poison or shooting spikes, and a tap or R1 or L1 will send one of your party members crashing into your enemies with a follow-up attack.  

Best-case scenario, that party member is Mel. 

Mel is your older sister's best friend and an experienced adventurer.  She rocks a battle bikini and a battle axe, doesn't take bullshit from anyone, cuts right to the point in any conversation, and hits like a Mack truck.  

When Totori drops a bomb on someone and Mel follows up, not much survives.  And I don't mean "drops a bomb" figuratively.  'Cause she literally throws bombs at people - and it's adorable.


And that's just the first bomb.  They get bigger. 

And bigger. 

And the entire game, so far, is nice.  It's funny and sweet and lovely to look at. 

It's a comfy JRPG to play around in as you explore the ever-expanding map, beat the shit out of monsters and take Totori dangerously close to passing out when you realize she needs to stay awake for five straight days to make that latest batch of Ice Bombs.  

There's a test that not many games pass, because I do not consciously subject them to it - but the other night, I realized I'd gone two and a half hours without a cigarette, because I was playing Atelier Totori - and didn't much feel a need to have one.  

That's rare.  That happens once or thrice a year - so while the cloud still hangs in the back of my mind, I'm really enjoying Atelier Totori - and so far, with ten or fifteen hours under my belt, I've found nothing distressing or offensive about the game.  

Thus far, I would be quite comfortably handing the title to a twelve-year-old, knowing the game is exceedingly sweet, adorably cute and a pleasure to explore. 

But, y'know - we'll see. 

Saturday, March 23, 2013

REVIEW - Sly Cooper : Thieves in Time.

Sly Cooper : kid-friendly, cartoony 3D platforming with a stealth bent.
And minigames.  Lots and lots of minigames of varying quality.

Salmon salad sandwiches and Campbell's tomato soup.  That's what my parents would make for me when I was feeling down, as a kid - and to this day, there's a wholesome rightness to that strange meal.  I still hate fish in all its other forms - but if you put a bowl of tomato soup in front of me, I'll be disappointed not to have a cold, mushy paste of canned salmon, Miracle Whip, onions and pickles smeared on bread (with some crunchy lettuce) beside it.

Even if there's something a bit off about it.  So it is, with Sly Cooper: Thieves in Time.

There's joy, here, to be sure.  There's color and beautiful music and cheesy comedy dripping from the scaly lips of anthropomorphized, bespectacled turtles. Sanzaru Games (who made Secret Agent Clank for the PSP and ported the PS2 Sly trilogy to PS3) have constructed Sly Cooper: Thieves in Time as a straight sequel to the Sly 3.  It retains all the mechanics of the old games, offering minor tweaks (Sly can dash on power lines with an upgrade), but nothing major.

It's Sly, again.  That old comfort food.

X to jump, X again to flip and circle to pirouette mid-air and touch down on a lonely spire is hard-wired into my gamer DNA.  Sly is exactly as fast and fluid as he was on the PS2 - no more, no less - and simply by way of its mechanics, Thieves in Time scratches an itch not touched since Sucker Punch took the franchise a bit off the rails with the crushed-under-the-weight-of-all-those-minigames Sly 3.

But there's something a bit off about it.  Something not... quite... right.

There are two (comparatively minor) ways in which Thieves in Time fails.  The game doesn't go sprawling flat on its face by any stretch of the imagination, but - while Sanzaru have no difficulty putting together levels that work fine with Sly's platforming abilities - it's never as wise, fun or interesting as the original trilogy, in terms of platforming design.

Ninety per cent of your activities feel perfunctory, and not much of a shift from what you were doing twenty minutes ago.  It's often rather boring.

Elsewhere, as much as Thieves in Time blatantly emulates the (gorgeous) art direction of past Sly titles, it ends up looking like a pretty-decent forgery.  The colors are there, sure - big, bold, beautiful colors - and there are set peices - big, crazy structures in the middle of its hub worlds - but it often feels like madness without a method.

A far-too-busy, headache-inducing sprawl of landmarks and spires that never quite feel elegant to navigate, or easy to understand.

This all but disappears for the game's final chapter, in a lovely Arabian Nights-inspired hub world that is easily the best in the game - a joy to navigate and lovely to the eye - and so much of an improvement over the rest, one can be forgiven for wondering if Sucker Punch designed it.

Best level in the game.

I'm willing to forgive all of that, though.  Heck, I'm even willing to forgive the way the game would freeze up at loading screens on my PS3, because there's one aspect of Thieves in Time I absolutely adore - though it's more due to Sony's acumen than Sanzaru's work.

Cross-save is brilliant.  Chilling out at home, zipping around hub worlds, collecting clue bottles - at any time I can press the start button and upload my current save state to the cloud.  This actually takes less time than making a normal save.

I can, then, walk away, tap on my PlayStation Vita and yank the save back down from the cloud - and off I go, bouncing and flipping and pirouetting across cartoon worlds on the Vita, not missing a beat.  This is fantastic.  Heck, just having Sly on the go is fantastic, even if the Vita version rather pales in comparison to its PS3 counterpart.

Special effects and polygon detail take a big hit on the Vita - but thankfully the game's capable art direction and pleasant, muted color palettes leave it quite lovely, and entirely playable.  The biggest difference you'll notice is simply one of frame rate - I'd be surprised if Sly broke 30 FPS on the Vita.

Sly Cooper: Thieves in Time is a comfortable seven-out-of-ten game.  There's nothing deeply wrong with it, but neither is there anything that really thrills, or inspires.  It is classic Sly, through and through, but that's half the problem.

Fans of Sly Cooper have been waiting eight years to discover what a "next-gen" Sly would be like.

It's 2013, and I'm still waiting.  Thieves in Time isn't a bold new discovery of platforming-and-stealth-for-kids - it's a rehash.  It's as much of a PS2 game as the Sly Trilogy was when Sanzaru up-ported it.  It's Sly 2, again - and while Sly 2 was the best game in the series and I'd probably place Thieves in Time in second - being just-about-as-good as a game from 2004 doesn't quite cut it.

Sanzaru.  Sony.  I want a next-gen Sly - and having the game run on the PlayStation 3 and your hot new handheld doesn't make it so.

Metroid evolved.  Mario evolved, and let's be clear - that's who Sly is in competition with.  Game design, audience expectations, and the state of the art all evolve.  After eleven years, don't you think it's time Sly did too?

Friday, March 22, 2013

Telltale's The Walking Dead is coming to Vita.

Cool, says I!  But I'll probably get it when it's cheap - I've already bought The Walking Dead 1 and 4/5th times.  There's no release window yet, and no word on whether or not it'll be episodically released again or as a full package (my money's on a cheap, full-package release around the time Season 2 happens).


Diablo III Console sizzle reel.

I guess this is what Diablo III looks like running on a PS3?

I'd hit that. Plus, I have been looking for an action-RPG to play with Kayla...

Thursday, March 21, 2013

Dead Island Riptide - They Thought Wrong trailer.

I've had a preorder in on Riptide for what feels like a year, but I'd totally forgotten it drops next month.  Eee!

Dragon's Crown new trailer & screens.

It starts off with a ton of characters they've never shown, and moves in to gameplay at about the halfway mark.  These screenshots are actually (weirdly) small, so don't bother clickin' - this is as big as they get.

That's... really weird.  Dragon's Crown is PS3-bound, and these are smaller than the last batch of screens we got for Muramasa Rebirth (Vita)