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More Sonic on PC photo
Other 'past Sega titles' to follow

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 Sterling said Lost World "can wildly swing from brilliant to horrific at the drop of a hat, but when one steps back and takes a look at the whole production, one sees far more to love than hate." He awarded the game a 7.5 out of 10.

Folks who pre-purchase it will get a free copy of Sonic & All-Stars Racing Transformed, one of the best kart racers around (that happens to be regularly discounted on PC). Maybe just wait to see how the PC port of Lost World turns out and hold off on All-Stars until there's another sale.

Curious note: "This is the latest in a string of high-quality PC ports of past Sega titles that we will be building on in the coming months and years," according to Sega Europe's John Clark.

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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 an entertaining series that knows just how to camp it up to a perfect degree (the sniveling Brutus-esque Starscream is a classic archetype at this point). So when a G1 Platinum game was announced, I was on board immediately.

I'm glad it managed to meet my expectations.

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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 Destructoid community. Topics covered include the potential future of the Darksiders series, the infamous lateness of the Battle Chasers comic, his favorite Zelda game, and even the potential for Battle Chasers to crossover with Shovel Knight, Darksiders, or Indivisible

Thanks so much to Joe for taking the time out to chat with us, and if your question didn't get answered, be sure to hit Joe up on Twitter starting today at 5pm CT today for a special AMA event. 

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Phantom Pain DLC photo
Do it (defecate)

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 available on Xbox One.

The Western Tack for D-Horse is "perfect for imaginary travels through the Old West," according to the description. As for Eva's jumpsuit, "the chest area can be unzipped for a tactical advantage."

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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 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.

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Bob's Burgers pinball photo
I don't see Tina, the best character

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 Jimmy Pesto's across the way.

The whole family is here in some slick cel shading; Bob is manning the grill near the mustard-themed plunger, Linda is set up near a fire extinguisher toward the back, Gene is advertising in his burger costume out front, Louise is standing around across the street, and Tina... wait, where's Tina? Don't tell me they left out my favorite character! We can hear her near the end of the trailer, so maybe she has a role on the table not shown in the promotional material.

No specific release information is given past that this table is "coming" to Zen's titles, spanning basically all relevant platforms. The Family Guy table was slated for "fall," so if this is releasing along with it, we can expect it soon.


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Witcher 3 photo
Try something else


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.

But, Witcher 3 expansion Hearts of Stone has a twist on the humanity angle. Bandit captain Olgierd von Everec is immortal. That's wildly apparent when he gets his head almost lopped off, and just kind of snaps it back on. Ah, wouldn't it be nice?

Hearts of Stone launches on October 13 for $10, just one week away. That's when you get to step into Geralt's shoes and try to figure out how to kill the unkillable.

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

Oct 06 // Brett Makedonski
Of course, everything's dialed back a bit for the minimum requirements. The bare minimum to run Battlefront is: OS: 64-bit Windows 7 or later Processor (Intel): Intel i3 6300T or equivalent Memory: 8GB RAM Hard Drive: At least 40 GB of free space Graphics card (NVIDIA): nVidia GeForce GTX 660 2GB Graphics card (ATI): ATI Radeon HD 7850 2GB DirectX: 11.0 Compatible video card or equivalent Online Connection Requirements: 512 KBPS or faster Internet connection The good news is that this open beta gives you the opportunity to test your system to see if it runs Battlefront at an acceptable level. If it doesn't, you can always pass on the game without spending a dime. Or, if you want to spend many dimes, you can pick up one of those weird-lookin' PS4s with Darth Vader's head plastered across it. Battlefront's guaranteed to work on that. Star Wars Battlefront [EA Origin]
Battlefront PC specs photo
That seems excessive

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's up to the challenge.

EA released Battlefront's minimum and recommended specs on the game's Origin page. RAM is the real killer here, as EA DICE sets the minimum and recommended amounts at 8GB and 16GB, respectively. 16GB seems excessive. Maybe it speaks to the quality of the optimization.

Here's the baseline setup you'll need for an ideal experience in Star Wars Battlefront:

  • OS: 64-bit Windows 10 or later
  • Processor (Intel): Intel i5 6600 or equivalent
  • Memory: 16GB RAM
  • Hard Drive: At least 40 GB of free space
  • Graphics card (NVIDIA): nVidia GeForce GTX 970 4GB
  • Graphics card (AMD): AMD Radeon R9 290 4GB
  • DirectX: 11.1 Compatible video card or equivalent
  • Online Connection Requirements: 512 KBPS or faster Internet connection
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Destructoid partners with MIGS15

Oct 06 // Kyle MacGregor
MIGS photo
Montreal International Game Summit 2015

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 event, which takes at the Palais des Congrès de Montréal and runs from November 15 through November 17. Much like the Game Developers Conference, the annual gathering provides a place for industry professionals to network, exhibit their work, and exchange ideas via a variety of lectures and roundtables with world-renowned experts.

If you are attending MIGS15 or are just in the Montréal area and would like to schedule a meeting to show off your game, sit down for an interview, or show us your favorite poutine joint, please contact me by email at [email protected] or via Twitter @DtoidKyleEspérant vous voir là bas!

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Everything we know about Far Cry Primal

Oct 06 // Brett Makedonski
Far Cry Primal photo
Humanity's the underdog

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 Cry Primal takes place in 10,000 B.C. Other humans are cause for concern, but they look to be far from the most alarming. The likes of sabretooth tigers and woolly mammoths are running around, and they're much higher on the food chain than people are.

One of the greatest Far Cry departures in Primal will be within the weapon set. We're used to relying on automatic guns to mow down any opposition. Those didn't exist during the Stone Age. Instead, spears, rocks, and bows look to be the main armaments. Hopefully there will be an emphasis on fire, too; adopting this from Far Cry 2 would be a fantastic addition.


The protagonist is TAKKAR (we're dropping the all-caps thing right now). Takkar's the last surviving member of a hunting group, and he's just looking to stay alive. Primal takes place in Oros, and it's sort of a coming-of-age tale for all of mankind. Takkar meets some other like-minded people, and together they invent, adapt, learn, and survive. Their ultimate goal is to tame the wilderness.

Far Cry Primal is being developed by Ubisoft Montreal (in conjunction with a few other studios, as is the Ubisoft way). It's set to release on February 23, 2016. It's initially coming out on PS4 and Xbox One, but will make its way to PC in March of 2016. It appears to be a full retail release, judging by the box art for a physical release, meaning that it will likely run $60.

Ubisoft's already put out a reveal trailer, a behind-the-scenes video, five screenshots, and five pieces of concept art. There's only a four-month marketing cycle between now and launch -- an unusually short time for a high-profile game. Ubisoft has hit the ground running, so expect the information to come at a fast and furious clip for Far Cry Primal.

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Heroes of the Storm photo
Small additions

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, which includes a better buff and health layout, as well as an indicator for healing fountain use. Also, thank goodness, the loading screen has been updated like every other MOBA to show player information and party composition.

The "Try" mode (which allows players to test out heroes before buying them or for hardcore players to test DPS) is now more robust, with toggles for allies and cooldowns, as well as a level slider. There's a ton of other changes that players should read up on, like the fact that the Garden Terror can now disable the core with their W, and that Infernal Shrines are now nerfed a bit.

Heroes of the Storm Patch Notes []

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Pokemon photo
Printable and free

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 []

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

Oct 06 // Chris Carter
Guitar Hero Live photo
The game launches October 20

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.

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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 very ambivalent toward. Lightning it is.

I got throttled. It was bad. Somewhere mid-throttling, we'll say the second period, I carried the puck offsides. Whoops. Later, I thought it might be funny to launch a post-whistle slapper at the goalie. I was immediately knocked on my ass. Then, I was cross-checked a few times for good measure. These avatars, like the real versions of people, take this sort of offense very seriously.

Anyone who grew up around a rink knows what unwritten rule I broke. You do not -- I repeat: do not -- direct the puck at the other team's net after the whistle blows. NHL 16 didn't tell me this. That's significant because NHL 16 lays everything else out bare. If there's something to learn, NHL 16 is going to teach it.

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PS4 photo
Par for the course

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 you want (why is the PS+ section like five menus now?), but the method in regards to how the servers update is pretty bad, and consistently causes problems for users and press alike.

While select games (usually AAA) can be downloaded from the PSN before launch, often times I can't get a review copy of a game until the PSN actually updates, which is sometime in the evening (Sony doesn't even give an exact time) on Tuesdays. As a result, all of the PS+ games, smaller titles, and items such as DLC aren't available until that window. Indie developers often have their hands tied, and give out PC or Xbox One codes instead of PS4 due to this issue. Compare this to something like Steam or Xbox One, which have midnight unlocks for all games, not just big-ticket items.

This system is currently impacting the launch of Metal Gear Online. Konami's servers are live -- players can download the new update to access the MGO file, but can't actually download the game itself because the PSN hasn't updated yet. If you're looking to get off work early or whatnot to play, just wait until the evening. We'll provide a full review for the game in the near future.

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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 eclectic soundtrack – however it was the heartfelt charm and innocence that gave the game its hallmark presence.

The Neverhood hasn’t just left its mark on me; it’s one of the most beloved point-and-click adventures in existence, gathering a cult following since its release in 1996. Armikrog is its spiritual successor, coming from the mind of Doug TenNapel and the hands of the distinguished artists from Pencil Test Studios such as Ed Schofield and Mike Dietz. Funded through Kickstarter in 2013, it has seen more than its fair share of delays and kept anticipation from fans on high. But finally, almost 20 years since The Neverhood’s initial release, we have a new adventure.

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Darksiders 2 photo

It may have a goofy ass name, but Darksiders II Deathinitive Edition is very much a real remake, and it will launch on October 27 for $29.99 on PS4 and Xbox One. All of the previous DLC will be included and has been integrated with the core game.

Apparently, game balance and bugs were also taken into account with this remake, and have been adjusted accordingly -- it also runs in 1080p. While it doesn't sound like a huge upgrade, I'd definitely be up for playing this again as I adored the original.

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You can now buy 'base insurance' in MGS V

Oct 06 // Laura Kate Dale
The following are not covered by FOB insurance: Staff/items that are not fully your property, such as abducted staff being held in your Brig (FOB), Wounded staff (staff lost due to death or extraction will be compensated), Staff used by you to deploy in defense of the FOB (neither death nor extraction will be compensated), Nuclear weapons. So, are you ready to spend real money to protect the stuff you spent real money on? If so, FOB insurance might be right up your alley.
MGS V photo
Yep, it'll cost real money

Forward Operating Bases in Metal Gear Solid V are centers of operation you can set up around the world. These bases can be acquired using in-game premium currency, but it takes an awful lot of it to do anything. Realistically, many players wanting a new FOB will likely find themselves spending real money in micro-transactions.

Once you have your very own new FOB, other players online can attack your base, steal your staff, and basically take away all the things you just spent money being able to collect.

Fear not, as of today's newest update to MGS V, you can now buy FOB insurance. What does this insurance provide you? If your staff or materials are stolen while you have FOB insurance, the thief will still get those stolen goods, but you will have them instantly replaced by identical staff and materials. 

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Every video game delayed in the UK (Fauxclusive)

Oct 06 // CJ Andriessen
“The script for Fallout 4 is more than 111,000 lines long,” said David Apt of Bethesda Game Studios. “We simply don’t have enough time between now and November 10 to add the letter ‘u’ to all of those words. Plus there’s all that foreskin we have to put on the digital penises.” Publishers say gamers in the UK will only have to wait a few months for the games to be finished, or until enough members of Parliament can be bribed or blackmailed into changing the law back, whichever happens first.
Law junk photo
Damn you consumer protections!

Following the enactment of the Consumer Rights Act 2015, which guarantees a refund for any digital video game purchase if they are found to be faulty, not as described or not a quality product; every video game publisher announced this morning that their games will now be delayed in the UK until they’ve actually finish working on them.

“This new law in the UK is really changing how we develop our games,” explained Chip Hartley of EA DICE. “Before, we knew we’d be okay putting an unfinished game on digital store shelves and then fixing it with a day one patch, a day three patch, a day 10 patch and a day 70 patch. But now, it’s our responsibility to make sure the game we put out is perfect and ready to go on day one… in the UK. Don’t kid yourself, the rest of the world will still get to deal with a day one patch, a day three patch, a day 10 patch and a day 70 patch.”

The law, which went into effect October 1, is seen as a big win for consumers in the UK and as a stark reminder to people in other countries that their government doesn’t really give a shit about consumers and their digital purchasing rights. While most publishers admit the new law is the reason for the hold up, other companies claim their delays have nothing to do with it.

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Evolve Ultimate Edition spotted on Amazon

Oct 06 // Vikki Blake
Publisher 2K has yet to formally confirm the release. "Trying to pin down my exact thoughts on Evolve has been trickier than pinning down any kind of prey the game has thrown at me." we said in our Evolve review. "While I'd love to say another few days of dedicated hunting and skulking was enough to iron out the kinks and worries I had, in the end this is one hunt you might want to sit out." You gonna buy it? Still happy to keep buying GOTY/Ultimate/insert-adjective-here Editions of games you may already own...? Evolve Ultimate Edition Listed on Amazon [IGN]
Evolve photo
Coming out November 3, 2015, apparently

Another day, another (accidental?) reveal of a game on an online retail store. 

Twitterer Wario64 spotted listings for Evolve Ultimate Edition on Amazon. The game -- retailing for $60 on both Xbox One and PlayStation 4 -- is slated to release on November 3, 2015.

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Update: 'Hi I'm being sued by Pokemon'

Oct 06 // Vikki Blake
The lawsuit stated that "defendants have incorporated infringing copies of Pikachu and Snivy into their poster for the '5th Annual Unofficial Pokémon PAX Kickoff Party,' and are publicly displaying that poster. "Defendants boast that the '5th Annual Unofficial Pokémon PAX Kickoff Party' will feature among other things," states the lawsuit document. "'Pokémon themed shots and drinks - Smash Bros. Tournament with cash prize - Dancing - Giveaways - Cosplay Contest and more,' and an 'AMAZIN POKEMON MASHUP.'" [embed]313946:60614:0[/embed] Even though he immediately cancelled the event, The Pokémon Company pursued the claim. A GoFundMe campaign helped him amass enough funds to pay off the fine.  "Trust me I will never throw another fandom party again," writes Jones. Pokémon sues fans to block Pokémon party on eve of PAX game convention in Seattle [Eurogamer, via GeekWire]
Pokemon photo
Lawyers demanded $4K from Pokemon fan

[Update: Since yesterday when we ran this story, The Pokemon Company has apparently retracted its offer of a $4,000 settlement before it could be paid, in lieu of negative press generated by the defendant. Jones' lawyer is attempting to have the $4,000 settlement brought back onto the table so that the whole affair can be set aside].

A Pokémon fan has been sued for $4,000 for attempting to organise a Pokémon theme party.

Ramar Larkin Jones arranged the 5th Annual Unofficial Pokémon PAX Kickoff Party, charging $2 per ticket. Shortly after advertising for the event went live on Facebook, Jones received a complaint from The Pokémon Company lawyers stating that his advert featured the copyrighted characters, Pikachu and Snivy. 

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The Elder Scrolls Online photo
We got the green, we got the tusks


You know what every single game ever needs? More orcs. The Last of Orcs, The Beginner’s Orc, Orcs Must Not At All Die for There to Be More Orcs, if there’s any game that doesn’t have enough orcs, it can be improved by just throwing in a few tusks.

It seems like Bethesda has realised this fact with the trailer for the latest The Elder Scrolls: Online DLC – Orsinium.

It includes a load of new PvE zones set in Orsinium, the home city of the Elder Scrolls series’ Orsimer (aka ORC) race. On top of that, there’s a new solo arena challenge called The Maelstrom Arena, where players must try and defeat nine combat rings and two difficulty levels’ worth of enemies all on their own.

For those who like their MMOs a bit more social, there are also new public dungeons with Old Orsinium and Rkindaleft too.

The new DLC will be coming via the in-game shop on PC November 2, Xbox One on November 17, and PlayStation 4 on November 18. If you have an active subscription, you'll get Orsinium for free. If you don't it'll cost you 3000 crowns, which translates to £14.99. 

Bethesda has been good with its orcs so far, and yet they understand how to make good games by adding a fuckton more orcs. Orcs. Did I mention orcs? Because orcs.

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Ghost Trick photo
How do we make 'to P.T.' a verb?

Uh-oh, this is starting to become a trend. First the iOS port of BioShock was removed from the iOS app store and users’ purchase histories, meaning they couldn’t even download the game if they’d paid for it.

2K later said iOS BioShock (BiOShock?) would be returning “in the near future,” but it seems like it gave Capcom ideas with its popular game Ghost Trick.

According to TouchArcade, the game was removed from sale months ago for some bug fixing and patching, however now it’s been removed from the purchase history of those who’ve already bought it.

This means people who bought any or all of the game's episodes can no longer download it, and only those who have it installed on their devices right now still have access. Revoking access to things people have bought (even if it is just “a license”) without any justification is apparently now totally okay and not crappy in the slightest…

We’ve approached Capcom for comment, and will update should we ever get a response, but this being an iOS game from up to five years ago I wouldn’t get your hopes up.

Here We Go Again: Capcom Pulls 'Ghost Trick' From Purchase Histories [TouchArcade]

Uh-oh, this is starting to become a trend. First the iOS port of BioShock was removed from the iOS app store and users’ purchase histories, meaning they couldn’t even download the game if they’d paid for it.

2K later said iOS BioShock (BiOShock?) would be returning “soon”, but it seems like it gave Capcom ideas with their popular game Ghost Trick. According to TouchArcade, The game was removed from sale months ago for some bug fixing and patching, however now it’s been removed from the purchase history of those who’ver already bought it.

This means people who bought any or all of the games’ episodes no longer have access to it, and only those who have it on their devices right now still have access to it. Because revoking access to things people have bought (even if it is just “a license”) without any justification is apparently now totally okay and not crappy in the slightest…

We’ve approached Capcom for comment, and will update should we ever get a response, but this being an iOS game from up to five years ago I wouldn’t get your hopes up.

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Metal Gear Online photo
I'd expect problems

Konami plans to launch Metal Gear Online on consoles at 12:00am Pacific on October 6, 2015. You staying up? Know that there will probably be issues, and that it's operating on a "rolling timeline window." In other words, launch begins as early as midnight PT, so "please continue to check the patch availability on your chosen platform(s) as we near 10/6 in all regions."

My good pal Steven has written at length about the online mode for Metal Gear Solid V: The Phantom Pain, both in terms of hands-on impressions (with his good friend Brett, who is also my buddy!) and also in terms of specifics on things like modes, maps, and classes.

Reminder: the lovely PC version of The Phantom Pain, what with its wonderful mods, won't be getting Metal Gear Online until January 2016. That's going to seem like a long-ass wait.

Start thinking about your style now.

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Splatoon photo
They didn't forget about us!

It's been a bit of a wait, but Nintendo has localized SplatNet at last.

The Splatoon web app lets you see which maps are coming up next in the rotation, look over your loadout and stats, and peek at what your friends are up to, among other things.

You'll need a Nintendo Network ID to use the site (Twitter integration is optional), but someone as fresh as you already has an an account, I'm sure. Also: that phone looks dangerous.

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Colbertoid photo
Symphony of the Goddesses on Oct. 13

I have been to two performances of The Legend of Zelda: Symphony of the Goddesses. The first was at the Pantages Theater in Los Angeles for one of the three premier performances. The second time was this past summer at the Walt Disney Concert Hall. I can honestly say that both performances can be considered two of the greatest moments in my life; as each musical number transported my mind back into Hyrule, allowing me to relive the magic moments I've spent with the series.

If you haven't had a chance to experience the magic of hearing music from The Legend of Zelda live then you'll want to tune into The Late Show with Stephen Colbert on October 13 to get a taste of what it's like (without the four-hour wait for merchandise). A musical performance from the Symphony of the Goddesses will cap off a night spent with Elijah Wood and Sarah Silverman. The performance will also include highlights from the upcoming Legend of Zelda: Tri Force Heroes.

If you want to see the concert live there are still tickets available for the few performances left this year, with 2016 concert dates being announced this month.

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The developers of ReCore sure are keeping busy

Oct 05 // Jordan Devore
[embed]314036:60625:0[/embed] I'm not in love with this concept yet, but the trailer's music excites me. Dead Star is looking at an early 2016 release for PS4 and PC.
Dead Star photo
Armature announces Dead Star

Dead Star is a top-down space combat game in development at Armature, the Austin studio formed by some key folks who worked on Metroid Prime 3: Corruption under Retro Studios. It has ten-on-ten multiplayer with dogfights, outpost capturing, and mining resources for upgrades.

You might recognize the company from its collaboration with Mega Man creator Keiji Inafune on the upcoming Xbox One exclusive ReCore (an honest-to-god new IP!). Or maybe you're a Bloodstained hopeful anticipating the Wii U and PlayStation Vita ports, which it's handling for Koji Igarashi.

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Destiny photo
Shake what the Traveler gave ya

The Special Order vendor Tess Everis is returning to Destiny, and bringing 18 new emotes with her. The downside? You won't be able to buy the new dances with Glimmer, Destiny's in-game currency.

Instead, players will need to purchase a new premium currency, Silver, with actual cash via the PlayStation Store or Xbox Marketplace to acquire anything Tess and the Eververse Trading Company have for sale. Tess, the new emotes, and detailed pricing information will show up on October 13 during the weekly reset. Current players will receive a small amount of Silver for free at that time, which should be enough to take one or two of the new emotes for a test ride.

I've never been one for microtransactions, but at least Bungie isn't hiding powerful items behind paywalls. Truth be told, I'll probably throw money at this, but only if the new emotes are better than The Taken King's terrible Warlock dance.

Introducing Eververse Trading Company [Bungie]

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Bloggers Wanted: They call me spooky

Oct 05 // Pixie The Fairy
So this month, our Blogger's Wanted topic is all about the spooky and perhaps even the "spoopy." What are you favorite horror or horror-flavored games? What monsters do you like to mash? What games weird you out or tried to scare you but made you laugh instead? What games made you feel that creeping sense of dread? The subject doesn't really have to be a scary game, since Castlevania, Zelda, Devil May Cry, Shin Megami Tensei and more can be eerie or ghoulish without making you scream or jump. Or maybe they do since The Legend of Zelda: Majora's Mask certainly had its share of nightmare fuel and ReDeads are never fun to deal with. Whatever route you choose to go with this in the Community Blogs, just be sure to use the prompt "They call me spooky," the subtitle of your choice and apply the "Bloggers Wanted" tag. See you in the Community Blogs!
Bloggers Wanted photo
Don't be afraid...

October is a rarity among months in gaming. Often, you can't really think of a good game to pair with Thanksgiving, Christmas or Easter, but you can certainly think of games for Halloween. It's a time we turn our thoughts to monsters, ghosts, and survival. There are plenty of games out there that cover those bases.

Games have werewolves, vampires, aliens, endless waves of zombies, and all kinds of other horrors to deal with. Castlevania, Resident Evil, Eternal Darkness, Silent Hill and more are classic go-to games for this time of year. There are also regular encounters with the paranormal, supernatural, the secret and the unknown. It's the kind of stuff Mulder and Scully would look into.

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Skullgirls dev's metroidvania RPG Indivisible is looking pretty dang good

Oct 05 // Darren Nakamura
Indivisible photo
Up on Indiegogo, with a playable demo


Back in July we got a barebones announcement that Skullgirls developer Lab Zero Games has been working on a role-playing game called Indivisible and that it would begin a crowdfunding campaign for it late in September. It's a week late from that target, but now it's here, and we have a lot to look at.

It's currently up on Indiegogo, and it has already made a decent splash. In about eight hours it has raised over $70,000 toward its funding goal. That sounds like a lot, but the base funding goal is set at a hefty $1.5 million, so there's still a ways to go.

The reason it caught my attention (and possibly the attention of so many others -- thanks to everybody who sent this tip in) is the exploration/metroidvania aspect of it. In the prototype gameplay video below, you can see protagonist Ajna gain an axe, which gives her the new exploration ability to climb sheer rock faces where walljumping isn't possible.

Not only that, but the seamless transition between exploration and turn-based battle will never stop being cool. Chrono Trigger says hello. Of course, all that is built on some great hand-drawn art and animation.

All of this is currently playable in a demo, downloadable from the official Indivisible site. Lab Zero and 505 Games intend to release Indivisible on Linux, Mac, PlayStation 4, Windows, and Xbox One in 2018.

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