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PSN store credit photo
PSN store credit

Spend $100 on PSN, get $15 back

Promo valid today through November 3
Oct 06
// Jordan Devore
Sony is running another one of its cash-back promotions for PlayStation Network. This one kicks off today and carries through November 3, 2015. If you spend $100 in that time, you'll get a $15 store credit "on or before" Nove...
The baddies take Hyrule photo
The baddies take Hyrule

Skull Kid and Phantom Ganon announced for Hyrule Warriors Legends

Are you a kid now, or a ghost now?
Oct 06
// Jed Whitaker
Scans from Famitsu have confirmed that Skull Kid will be a playable character in Hyrule Warriors Legends for 3DS when it launches early next year. The leak also revealed that Phantom Ganon will show up as a boss, though ...
HoloLens photo

HoloLens dev kits are $3,000 (apply now!)

Shipping Q1 2016
Oct 06
// Jordan Devore
I remember hearing chatter that Microsoft's augmented-reality headset, HoloLens, would cost significantly more than an Xbox One. While we probably won't know the exact price tag for quite a while, the company has begun taking...
Super Meat Boy photo
Super Meat Boy

Super Meat Boy devs tease a Wii U port

'Wii haven't forgotten about U'
Oct 06
// Brett Makedonski
Super Meat Boy made its way to PlayStation 4 and PS Vita today, but those might not be the last platforms it hits more than five years after its initial release. Team Meat still has its eyes on a Nintendo console. In a s...
Deals photo

$350 PlayStation 4 Destiny: Taken King bundle is available at Best Buy

Today only!
Oct 06
// Dealzon
Remember a few days ago when retailers started making it seem like a price drop on PlayStation 4 might happen soon? In our opinion, this is all but confirmed given Japan got the price drop already. Plus, gift card bonuses pri...
Halo 5 photo
Halo 5

Pretty good Halo marketing, Microsoft

Credit where it's due
Oct 06
// Brett Makedonski
A few days ago, Microsoft had a Halo 5 mural painted on a building in London. This video shows the creation process. It's nice, as these things tend to be -- at least as nice as possible when it's Master Chief's head sp...

I'm not too impressed by the Star Wars Battlefront beta

Oct 06 // Chris Carter
Today, I had the chance to play the beta on PS4, and I came away with some mixed thoughts. Right now in the beta there are three modes available: Drop Zone, which supports 16 players, Walker Assault, which supports 40, and Survival (a two-player gametype that can be played offline or online). The former is a gametype that sees two teams of eight battling it out for pods, which randomly drop from the sky and inhabit the battlefield one at a time. It's up to each side to locate the pod, capture it, and maintain ownership until a timer runs out. Once it's done, power-ups will pop out, and it's onto the next one. I actually liked the objective-based feel of Drop Zone quite a bit, and the timers feel spot-on to add some form of tactical depth to each match without feeling like a slog. Walker Assault might be 40 players, but it will allow 10 in a lobby to initiate a match. It's here that I witnessed a fairly keen matchmaking system, which drew in players gradually and located games that were mostly full first before dropping me into an empty lobby. This asymmetrical mode sees rebels defending Uplink objectives to call in Y-Bombers from imperials. It has more of a classic Star Wars feel to it, most notably due to the inclusion of AT-ATs, AT-STs, and Tie Fighters (which are essentially killstreak power-ups now, picked up on the battlefield) into the proceedings. Although we only started with 10, it gradually escalated to a crazy 20-on-20 match, and that glorious Battlefront entropy was in full force. As for the gameplay, again, there are no microtransactions, and you'll have to unlock everything through credits. There is some rank-gating involved, but not nearly as bad as other online shooters (at least, so far), and the credit system allows you to buy, for the most part, the exact equipment you want -- from rifles, to thermal detonators. The game uses a card system for equipment (which isn't nearly as kooky as Titanfall's Burn Cards) that lets you customize which slot each piece of gear falls into (L1/LB or R1/RB, with an additional slot for Triangle/Y). I really dig the option to default to first- or third-person at any point as well. I don't miss classes or squads. [embed]314178:60645:0[/embed] The game feels...a bit cheap at times in terms of its gunplay. It looks beautiful (it can go 4K on PC) and runs smoothly, especially when you're gazing up at the sky and watching ship battles take place before your eyes, but there's a certain clunky feel to combat. Weapons really lack impact or "oomph" all around, and I experienced a bit of lag at times. You can chalk part of that up to being a beta, but the game is right around the corner after all. Survival mode lists four potential locations on the menu (Hoth, Sullust, Endor, and Tatooine), but only the latter is playable the moment. AI battles are also shown, but aren't active in the beta as well. It's horde mode, in essence, with a gradual ramping up in difficulty with each wave. It's here that I was able to experience most of the perks (which are unlocked from the start), such as a vertical jetpack boost, grenade launcher, and a temporary boost for your primary, all of which have cooldowns involved. To be blunt, without a second player, this mode gets old quick. After just three waves I wasn't really feeling it, as there isn't a whole lot of deviation from the horde formula, and the fact that you're a grunt rather than a hero character really puts a damper on things. I don't expect to get much play out of this outside of the occasional session with a friend or my wife by way of local co-op. For diehards, though, you'll probably enjoy tackling the various challenges like "no death" runs. So there's the Star Wars: Battlefront beta so far. It's not bad by any means, but I'm not sure it's worth the full asking price. When the actual game launches next month we'll have a better idea of all of the different modes involved, but again, solo players will probably want to wait for a price cut straight out of the gate.
Star Wars Battlefront photo
But I'm not disappointed either
There seems to be a healthy amount of skepticism surrounding the upcoming release of Star Wars Battlefront, and I don't blame people. After all, EA is involved -- always lurking in the shadows, ready to strike at consumers. T...

PS4 photo

Sony's latest ad makes it look like you own Destiny on PS4 when you don't

Thankfully, it's easy to turn off
Oct 06
// Brett Makedonski
Yesterday, plenty of PlayStation 4 users stumbled across Destiny in their game library. That's unusual considering that they don't actually own Destiny. Is this some sort of free trial? Maybe, fingers crossed, a mistake ...
Halo 5 photo
Halo 5

Halo 5's Forge mode is the 'biggest yet,' not shipping with the game

Coming in December
Oct 06
// Brett Makedonski
Halo has always had an active and creative community that loves adding its own twists on the series it adores. Since 2007, it has been unnecessary to look any further than Forge to find shining examples of this. The mode, wh...
More Sonic on PC photo
More Sonic on PC

Sonic Lost World heads to PC next month

Other 'past Sega titles' to follow
Oct 06
// Jordan Devore
Sega is bringing Sonic Lost World to PC on November 2, 2015. It's priced at $29.99 and the NiGHTS-infused Nightmare Zone, a stage available as DLC for the Wii U version, is included. In his 2013 review for Destructoid, Jim St...

Review: Transformers Devastation

Oct 06 // Chris Carter
Transformers Devastation (PC, PS3, PS4, Xbox 360, Xbox One [reviewed])Developers: Platinum GamesPublisher: ActivisionReleased: October 6, 2015 MSRP: $49.99 So let's get right into the thick of it -- the action. As you'd expect from Platinum Games, Devastation has a sound bedrock, with a combination of ranged and close-combat maneuvers. Basic abilities include trigger-based aiming, a combo system with light and heavy attacks, a super button, and of course, the power to transformer at will into various vehicles. Combos can even involve transformations on the fly (signified by a blue light with a short window), a slam move can be initiated by transforming mid-air, ranged attacks are capable of headshots, and attacking at top speed breaks enemy shields. As you can see, there's a lot of advanced mechanics at work here. The most technical of all abilities includes the addition of Witch Time (frame-perfect dodging that slows time), a concept taken wholesale from Platinum's own Bayonetta, which I'm totally okay with. Everything feels incredibly smooth. The combos available are just enough to keep action veterans interested without overwhelming newer players. With three difficulty levels to choose from (appropriately balanced, mind -- with three at the start, and two more later), there's something for everyone. Other small touches like NPCs frequently fighting alongside of the player character, 2D sections, and vehicular-based chases or race segments help break up the combat a bit. There's a light amount of exploration involved within Devastation's mission-based structure, similar to most of Platinum's previous work. It's mostly linear, but at various points spokes of that linear wheel will break off, allowing for some form of deviation. That includes conspicuous gates that lead to new chests, or short twitch-based puzzles that provide a reward at the end. I actually really dig this flow, as you can skip a lot of combat sequences if you wish -- just note that many zones will wall off areas until you defeat all the foes within, so you can't just rush through the whole game. [embed]314115:60629:0[/embed] Much to my surprise, all of the playable characters have different styles. Grimlock is more of a grappler, Bumblebee is quicker and doesn't pack a punch, Sideswipe has access to a quicker dash, and so on. They're not wildly different to the point where you'll have to relearn every single facet of the game, but they're nuanced enough that there's actually a reason to pick different Autobots. Devastation also sports an appropriate Saturday morning cartoon narrative that would fit nicely into an afternoon special block. The voices are either spot-on replications (including the campy Teletraan-1), or actual members of the original cast. The gist is that Megatron is yet again after another massive power source, and it's up to the Autobots to save the day -- so don't expect anything new here -- but again, the nonstop action helps propel players from start to finish. There are a few shortcomings, though. For starters, the game is priced at $50, and feels somewhere in-between a full retail release and a downloadable game. There's a lot to sift through here, but I could have gone for more characters, secrets, and unlockable modes (a challenge mode is basically it). Additionally, the RPG systems in place feel like a half-measure, particularly the loot system. While the equippable upgrade chips are a nice touch (and are coupled with a fun little crafting mini-game), managing loot is a nightmare. Throughout each mission, you'll likely acquire something in the neighborhood of 10 weapons, most of which are garbage or only marginally better than what you're using. To really take advantage of these duds, you'll have to synthesize them into better parts, but it's far too much of a chore to do that constantly when you can just forge ahead to more action. The loot system should have been scrapped entirely or pared down far more than its current incarnation. While not a deal-breaker, it could have been handled a lot better. I'm not even sure if there are G1 fans out there anymore. It shouldn't be a deciding factor when picking up Transformers: Devastation though, as it's a great action romp by any right. Just be ready to deal with a few nitpicky issues.
Transformers review photo
None shall fall
I've been a fan of Transformers since I was old enough to understand what television was. The bright colors and toy lines drew me in, but I've been a fan ever since. It's not merely nostalgia that fuels that fire -- it's...

Joe Mad (Darksiders, Battle Chasers) has answered your questions

Oct 06 // Jonathan Holmes
[embed]314164:60637:0[/embed] Kevin Bowyer: Wii U version? Loved Darkstalkers II for the Wii U. Joe Mad: It’s not currently in the plan, unfortunately. We are a small team on a tight budget, so we had to be choosy about which consoles to launch on. Doesn’t mean it won’t happen further down the road though. Jesse Johnson: How does he feel about the new apple flavored skittle? I feel it ruined the candy as a whole. I'm a bit pissed really. Joe Mad: I actually really like it (sorry!). I usually buy Darkside Skittles (because I like to pretend it says Darksiders) but for some reason the yellow skittle in the blue ‘Tropical’ bag is one of my favorites. Pineapple I think? ThePich: How does that armor bra on the redhead work?  Joe Mad: I honestly have no idea. Magic, probably! [embed]314164:60638:0[/embed] Dango: Who are these Darksiders that the games are named after? Joe Mad: It was meant to describe the Horsemen, but really encompasses the game as a whole, since even the ‘good’ guys are ‘dark’ characters. You seek the aid of Dead Lords and go on quests for Demons. Angels are corrupt. It’s not your typical ‘save humanity’ hero story! Cosmonstropolis: What's your go-to while pooping? What book are you currently reading?  Joe Mad: Usually, if I’ve forgotten to bring my phone into the bathroom with me, I’ll just grab at whatever’s nearby—shampoo labels, toothpaste, etc. But I’m currently reading The Lies of Locke Lamora and The Black Company. And don’t worry, I always put my phone back in my pocket before I touch anything nasty. Swear! Barry Kelly: With a very ambitious game and what appears to be a very frugal budget and development time, which changes in the industry over the last few years do you most attribute to being able to deliver a project like this? Better experience? A tighter, closer knit team? A more focused and defined game design and scope? Better development tools? etc  Joe Mad: All of the above! Our small team is very experienced, and we’ve all worked together for years. We carefully scoped this game to be manageable for our team size and budget from the onset. You’d be surprised what a small dedicated team can do when it’s a passion project. Alex Heat: Darksiders 3 when? Joe Mad: We get this question a lot. The information is out there, but for those that don’t know, Vigil Games was dissolved when THQ went bankrupt, and Darksiders was sold to Nordic Games. They own it now, and seem very committed to continuing to do great things with the series (Check out the Deathinitive Edition, coming out in October!) We are just as curious/excited as you guys about the possibility of a DS3! It’s out of our hands! [embed]314164:60643:0[/embed] Ahr Ech: Why is the guy from Berserk just standing in the background of that header?   Lex: Same reason why Miss Fortune is in the front maybe? Joe Mad: Heh. Not taking the bait! Keiichi Morisato: What is your favorite Zelda game? Joe Mad: Gameplay wise, Ocarina of Time. Art wise, Windwaker! John Seiler: Are we going to see new collections of the old Battle Chasers book along with new comic stories? I really liked the issue that Adam Warren did and would love to see other writers and artists take a stab at that world. Really, I just miss that world. Joe Mad: Thank you. Yes, I plan on making all the old books available again in physical form. Stay tuned for details! Brandon Dunlap: From what we see from the game play videos there will be 3 active players and everyone else will be reserved, will there be an on the fly swap feature in combat, and why did you choose to go with 3 active characters, and not 4? Joe Mad: There’s more weight to choosing your party makeup when you’re forced to pick 3 (out of 6 available characters). You can switch them out at any point when you’re in town prepping for your adventure. It also speeds up the combat a bit, the pace feels better. And visually, it allows the characters to all be larger on screen. So, lots of reasons! [embed]314164:60639:0[/embed] Adolfo Arredondo: Have you thought about selling Battle Chasers action figures? Cartoonish like Disney Infinity or more detailed? Joe Mad: Yes! There’s no solid plan at the moment, but it’s something we all geek out about, so hopefully we can make it happen before too long! Anthony Griego: Any chance we will see Akimon in the game? He was one of my favorites and I was always bummed he was *spoiler* killed! Joe Mad: Actually, Akiman is very much alive, it was Bengus who we saw get blasted (though there’s no proof he’s actually dead). I will for sure touch on these guys in the books again—as far as the game, we will have to wait and see. Toshiro Miphony: Will Battle Chasers the game be released as timely as Battle Chasers the comic? If so, I can't wait until it's released in 2021. Joe Mad: No, it’ll be on a tighter schedule. Mastersith40: Will Liquid! return to color the comics? Joe Mad: I would really love for this to happen. Both Aron Lusen and Christian Lichtner have gone on to become video game art director rock stars, so they are out of the comics biz these days. But I will use all my powers of persuasion (and guilt!)  to try to lure them back when the time comes… [embed]314164:60640:0[/embed] churchofvirus: Why no physical copy of the game at any backer level? This turns off a large amount of potential backers. Joe Mad: We would really love to do these! We decided against it for Kickstarter since we were strongly cautioned against it by some of our good friends who had large successful KS campaigns. It mainly comes down to (very unpredictable!) shipping costs, production costs, and managing order fulfillment (among other reasons).  Maybe we can make it happen later down the road. I’d love one sitting on my shelf too! Mike Payne: Of your own work, what sticks out in your mind as some of your favorite pieces? what's your least favorite?  Joe Mad: I definitely think my BC era stuff is among my best as far as comics go. I was really happy with the splash art I did recently for Battle Chasers: Nightwar. Sadly, I tend to hate most of my stuff shortly after I do it, so I don’t latch on to specific pieces very often. And of course, I absolutely hate all the older stuff I’ve done, like Excalibur, Deadpool, and a lot of my X-Men stuff (sorry guys!!! ). I was just going through growing pains still as an artist back then, and I only see the bad when I look back on it, never the good! Mike Payne: When you started to bring anime into your style were you ever unsure about it? Did editors ever make you doubt your style choices? Joe Mad: No, actually the editors were very supportive! It was some of the fans who really, really hated it and made me doubt, lol! Specifically on the Uncanny X-men stuff. I’d get comments on the dumb hairstyles, missing nostrils and giant eyes quite often. Back then, we still had fan mail in the form of letters, so I would have these huge piles of hate mail that I eventually stopped going through in order to preserve my sanity! [embed]314164:60642:0[/embed]  Jonathan Holmes: I'd love to see Battle Chasers crossover with other games, like Darksiders, Shovel Knight or maybe Skullgirls. Is it possible? Do you want me to get you in touch with those guys? The Skullgirls team just announced just announed a party based RPG, so it could be a perfect fit.  Joe Mad: Oh man, Shovel Knight rocks. You don’t know how bad we wanted to make a Metroidvania game (cannot wait for Chasm!). An intro would be awesome. I definitely wouldn’t rule out a Darksiders crossover. We are still good friends with those guys (which is why they let us use the Chaoseater in Battle Chasers!) And Indivisible looks fucking gorgeous. I’m backing it for sure.
Battle Chasers photo
Comics, game development, and Skittles
The Battle Chasers: Nightwar Kickstarter is in its final days, and to help celebrate its resounding success, comics legend Joe Mad, creator of Battle Chasers and Darksiders, has answered a boat load of questions from you, the...

Phantom Pain DLC photo
Phantom Pain DLC

Metal Gear Solid V adds $0.99 horse armor, human outfits

Do it (defecate)
Oct 06
// Jordan Devore
Compared to what Konami is doing with microtransactions surrounding forward operating bases (FOBs) in Metal Gear Solid V: The Phantom Pain, this batch of cosmetic DLC is tame. These outfits are $0.99 a piece and are currently...

Review: Skyhill

Oct 06 // Stephen Turner
Skyhill (PC) Developers: Mandragora Publisher: Daedalic Entertainment Released: October 6, 2015 MSRP: $14.99 One man’s late-night extravagance ends up being his good fortune as Perry Jason’s penthouse suite shields him from a biological attack. Every guest and staff worker is transformed into a bloodthirsty mutant, leaving him the only human seemingly left alive. But without supplies and a wife lost to the city, he has no choice but to venture down 100 floors to escape this hotel-turned-house of horrors. Sounds easy, right? If only he wasn't already starving to death and in need of some makeshift weapons. Skyhill has the look of a horror game, but it’s a light RPG/roguelike/survival game at heart. You scavenge for food and items, combine ingredients for better supplies, all the while keeping an eye on your increasing hunger pains. It's not a scary game, especially with the comic book horror presentation, but it does an excellent job of handing the tension over to the player and their decisions. Every new floor is a gamble, every consumable carries short-term and long-term effects, and every push downward has to be thought out in advance. Essentially, Skyhill is about knowing when to hold and when to fold. [embed]313976:60617:0[/embed] Starting off in the VIP Room, which also serves as an upgradable home base, you work your way through each floor to reach the lobby (the end goal). Movement is done through a simple click on a room, but every location depletes a point from the hunger bar. Finding food is always the top priority; without it, movement depletes the health bar instead. Much of Skyhill is spent yo-yoing up and down the eponymous building, collecting random items, taking them back to the VIP room to craft better upgrades, then venturing back down to your last location. It might sound like a chore, but it's actually quite effective at creating an air of desperation; pushing forward due to a lack of supplies or a regained purpose. If you’ve played any survival games before, you’ll know what to expect from Skyhill’s crafting system. The tier system is easy to use, and it always tells you the items you need or already own. But keeping a hold of higher-tier items is a challenge, as you’ll always come across an elevator shaft that needs fixing with a certain item that you just created for something else. The same difficult choices happen with food supplies, too; eat the basics now for a short-term boost, or hold out to make bigger meal later on. It’s always a tough call. Of course, Skyhill wouldn't be a horror game without combat. Due to cramped environments onscreen, the game opts for turned-based attacks and statistics. Each mutant type has 2-3 body parts to attack, but the more damage you can inflict, the less likely you are to hit. Players can level up their stats – damage, speed, dexterity, and accuracy – by gaining XP after every fight. Though, honestly, the RPG elements don't really change up the combat, say, beyond landing more hits, and both end up becoming Skyhill’s weaker elements in the second half. Without an option to dodge (though you can retreat), combat is always tit-for-tat, and whoever gets the best string of hits wins. If there was ever a perfect representation of Skyhill’s negative traits, it would be found in the building itself; a rinse-and-repeat of exploration between two rooms and a stairwell. Skyhill never evolves, even close to the ground floor, preferring instead to throw more mutant attacks in the way. The only reason the final 50 floors are tougher is because they're more of a drain on resources; just more of the same without the breather. Still, Skyhill manages to be a decent stab at survivalist horror; rightfully using certain mechanics to avoid an even lesser game. It’s hard to imagine the combat working in real time due to the tiny spaces, or that if every room were visually more complex, it would lead to some tiresome pixel hunting. In a way, Skyhill is economical in what it does, even if it means being the old double-edged sword. That said, when you get right down to the core of it, see how the elements work in your favour or conspire against you, Skyhill admirably creates this tense game of hubris and courage, one that never lets up until you escape or, far more likely, die. [This review is based on a retail build of the game provided by the publisher.]
Review photo
'We're on an express elevator to hell!'
100 floors up, countless mutants on the way down, and only one way out of town. No, this isn’t your average council estate in Swansea. This is Skyhill.

Bob's Burgers pinball photo
Bob's Burgers pinball

Bob's Burgers coming to Zen Studios pinball games

I don't see Tina, the best character
Oct 06
// Darren Nakamura
Joining Family Guy in Zen's "Balls of Glory" Pinball Pack is the vastly superior Bob's Burgers. The table is set up on the street outside the titular restaurant, with It's Your Funeral Home & Crematorium next door and Jim...
Witcher 3 photo
Witcher 3

Decapitation won't stop the foes in Witcher 3: Hearts of Stone

Try something else
Oct 06
// Brett Makedonski
Geralt of Rivia has found himself opposite all kinds of opponents. Ghouls and beasts and insects and vampires -- the list goes on and on. So, when he's facing boring ol' humans, well, that's about as mundane as his life gets...
Battlefront PC specs photo
Battlefront PC specs

Why the hell does Star Wars Battlefront recommend 16GB of RAM on PC?

That seems excessive
Oct 06
// Brett Makedonski
The Star Wars Battlefront beta starts in just a couple of days, and everyone's invited; there's no barrier to entry. Well, let me clarify. There's one barrier to entry if you're on PC -- you need to have a rig that'...
MIGS photo

Destructoid partners with MIGS15

Montreal International Game Summit 2015
Oct 06
// Kyle MacGregor
Destructoid is pleased to announce our partnership with the Montréal International Game Summit, the largest professional video game development conference on the Eastern Seaboard. We will be providing coverage from the...
Far Cry Primal photo
Far Cry Primal

Everything we know about Far Cry Primal

Humanity's the underdog
Oct 06
// Brett Makedonski
Well, that didn't take Ubisoft long, eh? Yesterday's tease via stream lasted only a day before the French publisher couldn't stand the excitement anymore and announced Far Cry Primal. Here's what we've learned since then. Far...
Heroes of the Storm photo
Heroes of the Storm

Heroes of the Storm's Medic patch is live, with a host of other changes

Small additions
Oct 06
// Chris Carter
In addition to the all-new StarCraft-based Medic support character, the newest Heroes of the Storm patch brings in a few other quality of life additions. The UI is now re-tooled to provide more information to the player,...
Pokemon photo

These Pokemon Halloween pumpkin stencils are adorable

Printable and free
Oct 06
// Chris Carter
The official Pokemon website is getting in the holiday mood this year, as it has provided Halloween pumpkin stencils for all. The patterns are free -- just head to the site and print them. Some of them are spooky, some aren't (and one, Espurr, is absolutely terrifying). But do the right thing: make at least one Gengar pumpkin. Halloween Pokemon Pumpkin Stencils []
Guitar Hero Live photo
Guitar Hero Live

James Franco and Lenny Kravitz touch butts in Guitar Hero Live trailer

The game launches October 20
Oct 06
// Chris Carter
Activision is pretty good at getting celebrities to do comical commercials, and their latest bit involves James Franco and Lenny Kravitz promoting Guitar Hero Live. It showcases the live crowd aspect, which can boo you if you're doing terrible. Apparently it's terrifying. I had a chance to see Lenny Kravitz live recently, and he's still got it. Also, I got to high-five him, so he's totally cool.

Review: NHL 16

Oct 06 // Brett Makedonski
NHL 16 (PS3, PS4, Xbox 360, Xbox One [reviewed])Developer: EA CanadaPublisher: EA SportsRelease: September 15, 2015MSRP: $59.99 In a genre plagued by incremental increases, this is NHL 16's greatest offering: An on-ice trainer that goes above and beyond. Hockey is a sport that's notorious for its inaccessibility to newcomers. Putting the biscuit in the basket is easy enough to understand, but where should my forwards be positioned when in the defensive zone? What kind of check should I execute when skating backward toward my goal? This training aid helps refine gameplay on-the-fly. It kind of teaches hockey, but more importantly, it teaches how to play NHL 16. For instance, when skating into the offensive zone, a cone will appear that indicates what part of the shooting lane is open and what part is blocked. A target may show up in the corner of the goal to tell you the smartest place to aim. Or, when playing defense, a box will cordon off part of the ice at your zone. Sticking to this area and covering the man in the box is what you're supposed to do. That's how hockey is played; NHL 16, simulation of hockey as it is, wants you to play it just like hockey. Those are two examples, but this on-ice trainer permeates every second of gameplay until you don't want it to anymore. It's a good thing too. I imagine EA had grown tired of players wildly out of position trying to line up huge hits. That's not how hockey looks, and it's not how a digital representation of the game should look. [embed]314010:60626:0[/embed] To its credit, the trainer doesn't stick to a low-level understanding of hockey. If it detects a seasoned player is at the helm, it'll start to adapt so as to offer more nuanced and advanced suggestions. Basically, everyone has something they can learn from this feature and it's incredibly unintrusive despite constantly being on the screen. It's the best part of NHL 16 because it actually enforces an understanding of doing what you're doing. The rest? Well, it's what NHL 15 should've been. Maybe it's unfair to hearken back to a previous game as a reference point, but fuck it. We make the rules around here. The on-ice product in NHL 16 is again solid and it includes the modes that last year's game should have shipped with. The actual hockey-playing in NHL 16 feels extremely similar to NHL 15. There are surely some physics and AI tweaks making ever-desired strides toward realism, but they feel mostly nominal. The game still plays well outside of the occasional rare physics bug. And this. Whatever the hell that was. With regard to the modes, they were mostly done right this time 'round. Be a Pro allows the simulation of shifts until it's your time to hit the ice again. (Curiously, the coach-assigned goals and ratings often seem off. Like, how do I have two goals and an assist, but a "C" ranking on offense for the game?) Likewise, the EA Sports Hockey League has been largely straightened out. Gone are the days of maxing out player skill through real-world currency. Now, everyone has to define their aptitude via a class of player that they pick. It's a smart design decision for the game's leading cooperative mode -- not to mention a surprisingly ungreedy one. Be a GM rounds out the most interesting modes that NHL 16 has to show. In it, you eschew the skates for a suit and tie. You're in control of an NHL franchise, and it's up to you to trade, manage, and motivate players. Games are simulated via a coach's drawing board where major events become markers like a "G" for a goal scored. The fascinating facet of Be a GM lies within the morale system. It's a bit paper-thin, but NHL 16 asks you to make unique speech decisions for different players. Over time, you learn what motivates your guys. Your star's ego might be too fragile for you to just outright yell at him; you may have to baby him instead. NHL 16 isn't perfect, but it's a substantial improvement over what released last year. Mind you, that's not some sheer brilliance; it's just because of general competence. The NHL franchise seems back on track, and it has even introduced the wonderful on-ice trainer. But, that trainer aside, it's tough to shake the feeling that NHL has just caught up instead of innovating. EA Sports spent this iteration making up ground. It was a necessary move, but not one that instills confidence that the developer has grown comfortable with the generational shift in consoles. [This review is based on a retail build of the game provided by the publisher.]
NHL 16 review photo
Training wheels
In the mandatory initial matchup in NHL 16, I was forced to choose between last year's Stanley Cup Final contenders. I had to back either the Chicago Blackhawks who I very much dislike, or the Tampa Bay Lightning who I am ver...

PS4 photo

Metal Gear Online PS4 release trolled by ancient PSN update procedures

Par for the course
Oct 06
// Chris Carter
One of the chief problems I have with the PS4 is the way the storefront (and subsequently, the release of most games) works. Not only has the latest patch mucked up the UI for the PS Store to include more clicks to get what y...

Review: Armikrog

Oct 06 // Caitlin Cooke
Armikrog (PC)Developer: Pencil Test StudiosPublisher: Versus EvilReleased: September 30, 2015MSRP: $29.99 The game opens with a spectacular bang, showcasing an animated sequence of our hero Tommynaut and his sidekick Beak Beak crash landing into Armikrog, a strange complex on planet Spiro 5. Within its walls there are puzzles to explore, secrets to unlock, and history to discover as Tommy and Beak Beak make their way through the desolate alien buildings full of various oddities to find a way home. From the onset Armikrog contains the charming, silly humor you’d expect from a TenNapel game, and of course throwback themes that reference The Neverhood. Gameplay rests on your ability to explore and figure things out on your own, moving from room to room collecting items that will come into play later. The age-old point-and-click rule of thumb “click on literally everything” especially rings true as each area contains various puzzles which you (hopefully) put together to make it through to the next building in the complex. There’s not much life to Armikrog save for a few adorable fuzzy blocks, raptor-like creatures on wheels, and alien octopi who speak in a strange tongue – but it’s up to you to figure out why. A statue of a wise-looking man appears in different rooms from time to time and talks to you in a whimsical manner imparting general advice, but that’s about the most interaction you’ll have besides chatting with Beak Beak. Just like being in The Neverhood, for the most part, you’re on your own. At any given time you can switch between controlling Tommy and Beak Beak with a simple click. Beak Beak’s abilities allow him to fit into small doors and occasionally fly around which prove useful when finding various items, however that’s generally the extent of the dual-character system. Tommy doesn’t really have any special abilities going for him (besides being the protagonist, if that counts). It’s fairly obvious when you need to use Tommy vs. Beak Beak, like when a button needs to be pressed or stood on, but the tricky part is understanding the order of when these things need to happen as contextual clues are virtually non-existent. The gameplay mechanics are quite simple since there’s not much to the action besides clicking on things and moving from room to room, however it’s the complication of the controls which may throw players off. Old-school game logic is very much prevalent – I often took an extremely long time to figure something out only to realize I wasn’t in the exact spot for it to trigger. There were also moments when the opposite was true, and actions were far too fluid – like a traveling cart that can send you flying in various directions if you’re not careful. Puzzles range from straightforward to insanely obtuse, and there were a few interesting ones in between that hit the sweet spot. I particularly enjoyed a music-based puzzle that popped up from time to time which had me placing little adorable nursery toys in a certain order. For the most part, puzzles rely on your ability to keep track of certain themes and recall various symbols and patterns throughout your journey. Unless you want to rely on GameFAQs, keeping a notebook and pen handy are pretty much key. Armikrog didn’t hold my hand and indicate what I’d done right or wrong, so blindly guessing and forging through by clicking around was a common strategy. I found myself backtracking through rooms multiple times to see if I had missed anything, but more often than not I just had a general misunderstanding or difficulty navigating puzzles. Some puzzles have a distinct or unclear order to them that won't register if done incorrectly. I also had trouble with certain color-specific puzzles – some feature yellow and orange, or blue and purple pieces that I found to be nearly indistinguishable from each other. Those who have a hard time with colors may have difficulty getting through these puzzles as well. The lack of an inventory, although a callback to The Neverhood, was still something sorely needed. After picking up an item, Tommy puts it into his stomach, and it’s never to be seen again save for when you click on the correct place on the screen. I would often forget which items were on hand, making it hard to connect the dots when the time came. There were also a few outdated choices in terms of the interface – the manual save/load function is ancient, the cursor is plain without indicating what can be interacted with and how, to name a few. I believe Armikrog aimed to be specifically old school in this sense, but it was a tad frustrating. Whether these choices were intentionally nostalgic or not, it got in the way of actual gameplay. Armikrog could use a bit more tightening in general. Subtitles were inaccurate to the point that it was fun for me just to turn them on and see what dialogue was meant to be in the game originally. However, the biggest offender was the bugginess around puzzles. At some points, they wouldn’t trigger correctly – for example after feeding a bug to Beak Beak (which is meant to trigger his flying abilities), he just sat there staring at me instead. There was also one point when he became stuck in his flying state, unable to move or trigger anything. Saving often is necessary to prevent situations like this. On the brighter side, the environments are stunning and truly make the game come to life in a way that was hard to achieve back in The Neverhood days. Graphics are crisp and vibrant, animations are smooth, and the environment is full of quirky textures like fuzz and moss that make it pop. The clay is of course the hallmark style of the game, and sometimes I found myself getting lost looking thinking how long it took someone to mold that particular scene. Music by Terry Scott Taylor was wonderfully quirky, but I wish there were more of it throughout. It was especially noticeable when working on a puzzle for a long time, as a single song would play and stop for a long period of time, then pick back up again later at a random interval. Similarly, despite the voice acting being top notch, I also noticed that sound clips would fade in and out when Tommy or Beak Beak were meant to speak – subtitles would appear but nothing would come out of their mouths. Armikrog’s story is simple and charming, even though the pacing is a tad rushed for my tastes. Besides the opening sequence, there’s not much to the plot until the very end. I was hoping for more substance, or even more silly vignettes to keep me company – but perhaps I’m being selfish considering how long it takes to animate one of those sequences. Overall, I appreciated the atmosphere and especially one of the very last puzzles, which I felt was one of the more creative things I’d ever experienced in a game. Armikrog does not surpass The Neverhood, but just like a successor to any celebrated piece of media, that would have been an impossible task. However, it does contain a unique charm in its own right which fans of The Neverhood or other old-school point-and-click adventures will especially appreciate. Those followers will likely forgive its faults for a taste of nostalgia, but others new to this realm may find it too outdated and unpolished.
Armikrog review photo
Claymation heaven
I still have my original copy of The Neverhood, bestowed upon me when my family bought our first Gateway computer in the mid-'90s. I was in complete awe over the challengingly silly puzzles, phenomenal claymation, and the ecl...

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Damn you consumer protections!
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Evolve Ultimate Edition spotted on Amazon

Coming out November 3, 2015, apparently
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// Vikki Blake
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Update: 'Hi I'm being sued by Pokemon'

Lawyers demanded $4K from Pokemon fan
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