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Video Review: Metal Gear Solid V: The Phantom Pain

Sep 01 // Myles Cox
[embed]308699:60215:0[/embed]
Metal Gear video review photo
Standing on the edge of the crater
In case you haven't seen Chris' written review of The Phantom Pain (or you're not fond of reading), I've prepared a relatively* spoiler-free video review of the long-awaited final(?) entry in the Metal Gear Solid series. *All gameplay footage is spoiler-free. All cutscene footage has been shown in previous trailers.

Very Quick Tips: Metal Gear Solid V: The Phantom Pain

Sep 01 // Chris Carter
[embed]307495:60220:0[/embed] General tips: Use night vision often when you're searching for a human target, even if it's daytime. The core reason is because it's hard to see in-game models at times, especially with the dynamic lighting engine. Using night vision will highlight humanoid character models with a bright hue, allowing you to extract them with ease. Always upgrade your Fulton device as soon as you can -- it will help you for core and side ops alike. Pick a favorite weapon, upgrade it constantly, and remember it. You can use the loadout system (similar to Call of Duty) to set your preferred gear. It's easy to get overwhelmed and forget that you're using one of eight rifles, then go into battle with the wrong one. If need be, you can call for entire loadouts to be dropped in mid-mission. Once you get to R&D level 17, buy the flare grenade. It allows you to instantly call chopper support under duress, without having to use your iDroid. Since the game doesn't pause while looking at your device, it can get sticky. When you start Mission #5: Over the Fence, the wolf pup near the first objective marker on the hill is of the utmost importance. He's easy to miss, but if you tranq and Fulton it, he'll grow up to become an entirely new buddy for you to use. You can lock in your crew with the L2 button when assigning Mother Base operations. Use this method to prevent your preferred squads from down-leveling after shifting people around using the auto-sort option. As a general rule it's important to spread the wealth, but favoring R&D for tough missions so you can acquire new tools is never a bad idea. When searching for a target that has a wide circular array on the map, create multiple marks on your iDroid to set your own perimeter. In other words, "draw" bits of the outside of the circle with multiple letters, so you can clear the entire surface area. Marks will automatically erase when you reach them, so you'll know where you've been. Spend your cash upgrading the main stations of Mother Base, first and foremost. Construction takes a long time, but they pay dividends, and you'll want to start working on them as soon as possible. In the same vein, make sure you grab every resource you can on the field to ensure that you can constantly grow Mother Base -- don't just rush past open doors. Go back to the open world often! Fulton everyone you find and actually do those Side Ops. They're not necessarily required, but they'll reward you with tons of new weapons to use in the story, and your backup will be that much more advanced. As a last resort, press triangle while prone. This will bring you into a special "play dead" stealth mode, and you can even avoid being seen if the enemy is right next to you at night. This is especially useful in the "no alert" missions. You can change the type of support called with the R1 menu while using your binoculars. Along with the flare grenade mentioned above, you'll be able to instantly call in your chopper for everything but extraction. It's particularly useful during some boss fights to instantly call in a bombardment after locating an enemy. Play with headphones if possible! Listen for hit songs playing in the background, and follow the noise to the tape. Don't be ashamed of using the chicken hat sometimes if you need it. Some missions will checkpoint you right before a particularly difficult part, and there's no need to bang your head against the wall over and over. Much like The Witcher 3, calling your horse while it is not in sight will cause it to "teleport" to your side. Try to swing the camera away from it before you call it for instant access. In Side Ops #144, the target is laying on the ground in the open in the large base. This one took me forever to find, as I kept going inside, expecting it to be there. Without spoiling anything, to unlock the true ending, you'll need to complete all available main missions after the story seemingly ends abruptly -- yep, all those retread ones with higher difficulties.
Metal Gear Solid V tips photo
Kaz Be Not Proud
Metal Gear Solid V, from a gameplay standpoint, is one of the most complex titles in the series. While it was fairly easy to understand the limited amount of gear you were provided with in past entries (everything was basical...

Review: Metal Gear Solid V: The Phantom Pain

Aug 31 // Chris Carter
Metal Gear Solid V: The Phantom Pain (PC, PS3, PS4 [reviewed], Xbox 360, Xbox One)Developer: Kojima ProductionsPublisher: KonamiRelease: September 1, 2015Price: $59.99 (PC, PS4, Xbox One) $49.99 (PS3, Xbox 360) [There will be no story spoilers here, though themes and gameplay elements will naturally be discussed in this assessment. I'll be as vague as possible.] Phantom Pain opens up with a brutal playable sequence that sets the tone for the game. Big Boss has woken up after a nine-year coma, and just in time, as an elite infantry unit has invaded his location, ready to kill anyone and everyone just to get to him. Looking back on this opening, it's amazing to see how well thought out everything is in Phantom Pain -- there is very little wasted time. This rapid fire mentality shines throughout the entire game. No longer will you spend hours listening to two portraits talk back and forth via codec. Instead, it's all done through a radio seamlessly integrated into regular play. David Hayter's endless monologues are eschewed for Kiefer Sutherland's more deliberate interjections, and as a result, the entire experience has a very different feel to it. That's not to say there aren't some classic conventions present, or that Kojima has abandoned his roots. There's still plenty of silliness that ensues, crazy mutated boss fights, tons of robots, and Easter eggs for days. It's the gameplay that feels a bit more grounded this time around -- one mission even provided me with flashes of Splinter Cell, but with the obvious Kojima flair to it. The main setup involves a timeline in 1984, 11 years before the first MSX Metal Gear, in which the Soviets invade Afghanistan. Your first job as a newly awakened Big Boss is to rescue your comrade Kazuhira Miller, and begin work on an entirely new Mother Base as the "Diamond Dogs" -- taking on Skull Face and his forces. From here, it evolves into a tale of espionage and deceit, complete with franchise-wide reveals and some breathtaking action sequences. Yep, it's still Metal Gear all right. [embed]305699:60106:0[/embed] But thanks to the advancements Kojima has made over the years refining his craft and the power of the Fox Engine, this is the biggest game yet in just about every regard. To accompany this huge shift is a suitable open-world focus, which allows you to explore a giant portion of Afghanistan, and another region I won't spoil here. It's interesting to see a mainline Metal Gear go this route, but after a few hours, I was used to it. The principle reason I was able to acclimate so quickly is Kojima and his team have made the game fun to play almost at all times. Nearly every situation can either be taken head-on by knocking down the front door, by stealth, or any combination therein. By researching different weapons and tools in Mother Base, you'll have the option to equip hundreds of different loadout variations, and face challenges in completely different ways. For instance, I later came back to one area, took an utterly new route, and used the Fulton extraction system to kidnap an entire base -- one member happened to be a translator who upped my force's efficacy considerably. What's even crazier is how deep the customization goes. You can choose from an assortment of "buddies" (which include the horse and wolf that have been previously revealed, among a few others) to accompany you on missions, all of whom have various costumes and loadouts themselves. You can also choose to alter the appearance of Big Boss, Mother Base, and even your own support Helicopter team. If you enjoyed the prospect of switching up camo suits in Snake Eater, you'll spend hours customizing all your junk here. Mother Base is a whole different animal as well. By using the Fulton system in the field you'll slowly acquire new soldiers, which you can in turn visit at your base at any time. It's similar to the Farmville-esque Garrison system from World of Warcraft, but much more rewarding. While I usually tend to ignore mechanics like this, your crew is integrated into the game in a number of ingenious ways. New weapons rely on the R&D team's efforts, for example, and the Intel team can inform you of incoming weather, as well as nearby enemy patrols if they are sufficiently staffed. The rewards are both tangible and poignant. You can also visit some more important NPCs, partake in a few target practice minigames, hit the shower to wash off the blood of your enemies, and generally just explore the base's nooks and crannies for collectibles. As I touched on a tad, the Fox Engine renders this all beautifully. It's insane to see a portion of the game and realize that it's not a cutscene, but actually done with in-game visuals. Although I've only had access to the PS4 version of Phantom Pain, it's run flawlessly, with minimal load times and no major framerate issues during my time. Another huge thing I noticed was the impeccable sound direction, which may be the best I've ever witnessed in a game to date. It's especially delightful if you're wearing headphones, as you can hear every clomp of your horse as the wind rushes behind you, bullets darting past your head. In terms of my assessment of the plot from start to finish (which all told took me roughly 40 hours to beat), it's definitely not one of my favorite entries, but it does a good job of closing a number of storylines and providing us with a few revelations of its own. As a fan it was tough to forget Hayter at first, but Sutherland really works here, especially with how different Phantom Pain is tonally. Which again, isn't to say that it's all serious all the time, as plenty of absurd characters and storylines pop up fairly quickly. For those of you who are curious, you won't be completely lost if you haven't played previous games in the series, but Snake Eater and Peace Walker knowledge will definitely up your enjoyment of the narrative. But as satisfied as I was with the story, there are a few inherent issues with the way the missions are structured. For starters, a number of levels are uninspired, and force a degree of backtracking, usually for a menial task you've already completed multiple times. This is especially evident later in the game, as it's required to redo some missions with either the "Subsistence," "Extreme," or "Full Stealth" modifiers in tow. The former drops you in with no items or assistance, Extreme ups the amount of damage you take considerably, and the latter ends a mission automatically if you're spotted. Series regulars will probably remember playing a lot of these higher difficulty levels on their third or fourth optional playthrough, but now they're incorporated into the game itself. I have a feeling these objectives are going to be incredibly polarizing, especially since a few of them took me at least 30 tries to complete. It's a level of dedication that hasn't really been seen lately in the gaming arena, but to me, it's classic Kojima. I powered through these tough and sometimes aggravating sections, and was sufficiently rewarded, both in the sense of storyline progression, and the acquisition of completely new tactics. As a note, I couldn't test the online features of the game, including the base-to-base combat sections (FOB). The story calls for at least one scripted invasion, but I was required to play the game in its entirety offline. Once Phantom Pain launches we'll provide some impressions of this feature, and we'll provide a separate review for Metal Gear Online, which has been delayed until October 6. Rest assured, the entire campaign can be played offline, beyond the reach of microtransactions or pre-order bonuses. Despite the fact that I hit a few snags along the way, Metal Gear Solid V: The Phantom Pain feels like a simultaneous celebration of the series, and a decidedly new chapter. It's equal parts tough and flashy, and it's fitting that if this is Kojima's last Metal Gear, he goes out on a high note. [This review is based on a retail build of the game provided by the publisher. We did not attend the review event.]
Metal Gear V review photo
Happy trails, Kojima
Despite the fact that most of the spinoff Metal Gear games are good in their own right, they just don't get me excited the same way the mainline console editions do. Every core Metal Gear entry has something new, and offers up some sort of revelatory storyline event that has fans talking for years on end. Metal Gear Solid V: The Phantom Pain is no exception.

MGS V photo
MGS V

Metal Gear Solid V's mobile app is rolling out, are you getting Phantom Pain at midnight?


On Android now
Aug 31
// Chris Carter
[Update: Sony is reporting that "some PS4 owners" who pre-ordered digitally will have to wait until 12:00 AM Pacific. This is my reaction.] Metal Gear Solid V: The Phantom Pain is launching in just a few hours. Are you g...

Bloodborne PVP photo
Bloodborne PVP

Let's see someone top this Bloodborne triple kill


Nobody does it better
Aug 31
// Jordan Devore
Despite not touching Bloodborne in quite a while, the game kept coming up in conversations (some sober, some not) at PAX this past weekend. Kyle and I tried to sell Steven and Brett on it. Zack and I talked at length about ga...
Deadpool photo
Deadpool

Deadpool returns with pricey new PS4 and Xbox One ports


DLC from old platforms included
Aug 31
// Jordan Devore
It was surprising to see High Moon Studios' Deadpool resurface on Steam in July after its removal from digital marketplaces in 2014. The game is no masterpiece, but if someone wants to play, let 'em. I'm glad Activision worke...

Review: FEIST

Aug 31 // Caitlin Cooke
FEIST (PC)Developer: Bits & BeastsPublisher: FinjiRelease: July 23, 2015MSRP: $14.99 In FEIST you control a small furry creature trying to make its way through a mysterious forest rife with larger, furrier, and angrier beasts who have a penchant for killing and/or capturing your kind. Along the forest path you encounter smaller monsters who, unsurprisingly, are also extremely hell-bent on killing you. The only protection you have is within the environment -- ie grabbing a stick, pinecone, or other forest object to hurl at the creatures, or if that fails then running away. Much of the game consists of learning these monsters’ patterns and using the environment to either avoid or directly confront the problem. Making use of the environment is also critical in progressing throughout the levels -- crates, sticky pine cones, ropes, and rocks are all puzzle mechanics which allow you to move through the game, sometimes while also being ambushed. There is very little direction in how to approach each situation, so often times arriving to the solution involves lots of experimentation and do-overs. For example, leveraging a crate as a shield against a dart-throwing centipede and pushing other monsters into the fray is a common tactic to avoid death. Nothing is randomized, even the behaviors of enemies are predictable, however FEIST manages to make each level extremely difficult by throwing a lot at the player. The encounters are sometimes clustered and can escalate quickly if not approached in the right manner. There aren’t any power ups in the game so relying on your platforming skills and muscle memory is key. In other words, FEIST is not a game where you have time to pause and think of what the solution is -- it’s best to run through, burn out, and repeat what you’ve learned from your death. I find that because of this premise, FEIST teeters on the edge of being almost too demanding. If you’re not able to master these precise movements and quick reactions, the game can become frustrating fairly quickly. The first couple of chapters through the forest were intriguing, latching onto more of a puzzle-solving nature, but sadly as I progressed I found the mechanics and monsters to be repetitive and annoying. The visuals are simple but captivating, displaying a bright and sunny environment beyond the veil of the dark forest -- a constant reminder that you’re trapped. The music is also entrancing, matching the ambience of the game and sometimes even providing a sense of calm in the chaos. I did find myself hoping for more setting to accompany the strife of actually making it through the levels -- as FEIST only has a loose story that wasn’t entirely clear, or interesting for that matter. Unfortunately, FEIST also suffers from a number of other issues. For a game that demands so much precision, so much is left out of the player’s hands. In many situations monsters have a hive mentality or tossing mechanism which essentially throws the player back and forth, making it useless to combat. It’s also impossible to tell how many hits you can reasonably take, as there is no health bar yet many ways you can get hurt to varying degrees. It’s also unclear when, or if, the game is saving your state. When dying, it brings you back to the beginning of the scenario as expected, however when exiting the game there is no clear indication of where you will begin when re-entering. At one point, I had spent an arduous amount of time getting through a level only to find that when I picked the game back up the next day, it had erased my progress and placed me back at the beginning of the chapter. Despite it drawing similarities from Limbo and other games in the genre, FEIST manages to separate itself and make the experience its own through dynamic gameplay and an emergent environment. However, that experience is a brutal one, and something that is extremely hard to swallow. Although its premise was simple and delightful at first, playing through FEIST was a trying experience and one that I would not want to repeat. Others who have a penchant for unforgiving games like the Souls series may find joy here, and if you’re looking for something more thoughtful or forgiving, keep walking.
FEIST Review photo
Masochism at its finest
FEIST is at first glance very reminiscent of Limbo, checking all the boxes in terms of its dark visuals, lonely atmosphere, eerie music -- it even has the same creepy, hanging crates and doom spiders. Despite the similarities...

Uncharted 4 photo
Uncharted 4

Uncharted 4: A Thief's End will be released on March 18, DLC detailed


A Collector's Edition, too
Aug 31
// Chris Carter
Uncharted 4: A Thief's End, which I really hope is better than the disappointing Uncharted 3, will be released on March 18, 2016, on PS4. Collector's ($119.99), Special ($79.99), and Digital Deluxe ($79.99) editions have been...
Deus Ex: Mankind Divided photo
Deus Ex: Mankind Divided

Deus Ex: Mankind Divided dated, with a whole mess of pre-order nonsense


'Augment your pre-order,' haha
Aug 31
// Chris Carter
Square Enix and Ubisoft sure know how to do a terrible mean Collector's Edition! Deus Ex: Mankind Divided will launch on February 23, 2016, and with it, multiple "tiers" of pre-order bonuses and a Collector's Edition tha...
Metal Gear Solid V photo
Metal Gear Solid V

Metal Gear Solid V: Ground Zeroes just got an update to allow save uploads


To bring into Phantom Pain tomorrow
Aug 31
// Chris Carter
Everyone look under your Metal Gear Solid V: Ground Zeroes chairs! The game has just been updated on the PS3 and PS4 to allow for a save data upload. This comes a day before the release of The Phantom Pain, which has the...
Hive Jump photo
Hive Jump

Hive Jump, coming in 2016 on Wii U, has amiibo support


Looks like a cool shooter
Aug 28
// Chris Carter
Watching this trailer for Hive Jump brings me back to old school shooters like the ones based on the Aliens franchise. I'm really loving the art direction, focus on multiplayer, and gunplay, but it appears as if we...
Odin Sphere photo
Odin Sphere

This Odin Sphere: Leifthrasir Japanese package looks amazing


A Vita pouch and a charm
Aug 28
// Chris Carter
Although it's only been announced for Japan so far, Amazon has a pre-order listing up for Odin Sphere package for 3,298 yen, and it looks great. In short, it comes with a PlayStation Vita pouch, lens cloth, and a materia...

Review: One Piece: Pirate Warriors 3

Aug 28 // Chris Carter
One Piece: Pirate Warriors 3 (PC, PS3, PS4 [reviewed], Vita)Developer: Omega ForcePublisher: Bandai Namco GamesRelease: August 25 2015MSRP: $59.99 Pirate Warriors 3 is a reboot of sorts (within the confines of the Pirate series that is), taking us all the way back to the beginning. Players will get a recap of Gold Roger the Pirate King, and how his death sparked the search for the great One Piece treasure, ushering in the Great Age of Pirates. After briefly showing us a Young Luffy, stoked by the fires of adventure, the game jumps 10 years into the future as our hero begins to gather his crew, starting with the ruffian Zoro. It's ambitious, starting over like this, but it's a great starting point for players who enjoy Warriors games, and have no prior knowledge of One Piece's narrative. You'll even get all caught up with the Dressrosa arc, the most recent bit of story (albeit with a different ending). With all that in mind, this is a very brief recap indeed, with entire arcs condensed to a single mission. In that way it spreads itself thin in many ways, not to mention the odd design choice of starting all over on the third game in the series. Battles still follow the same Warriors beat 'em up formula you know and love, with light and heavy attacks that can be chained into combos. What's crazy this time around though is the introduction of the Kizuna system, which lends itself well to One Piece's insane over-the-top style. Here, you'll be able to call out teammates for attacks on a constant basis, as well as unleash gigantic supers with multiple crew members, culminating in an explosion that usually kills hundreds of people at once. It's a mixed bag though, because while said explosions look really cool, they're ultimately all the same despite what crew members you have in the mix. So while it's entertaining for the first 100 times, it loses its luster eventually. Also, the regular Kizuna attacks are a bit clunky, as there's a half second delay for your party members to jump in and do their thing. It's not a huge deal, but it definitely could have been handled better. [embed]308138:60166:0[/embed] As for the rest of the combat mechanics, they're rather on point, and as usual, I like to make the point that the system is much deeper than the "button mashing" scheme non-fans accuse the Warriors series of. For instance, Luffy, your first playable character, starts with 14 combos, all of which have a purpose when you're playing on higher difficulty levels. Plus with nearly 40 playable characters in all, the amount of variety on offer is nothing to sneeze at. You'll want to play on a higher difficulty too, because without it, the actual story scenarios will likely start to wear on you. Without a local partner to play with enemies tend to blend together throughout stages, and despite the mixing up of themes (military, rural), they all function basically in the same manner, with the same types of weapons. The dialogue is also poorly written at times, and doesn't do a great job of drawing you into the world beyond the out-of-mission cutscenes. But hot damn, is that world beautiful on PS4. The only time I ever saw a framerate hit was when Kizuna moves were being done in local co-op, but other than that, it's silky smooth. No matter how many enemies are on-screen the game is relatively stable, and it's easy to dash around an entire map and lay waste to hundreds of enemies at a time. While the mission objectives aren't innovative in any way, they nailed the hectic feel of the anime. The story follows the typical Warriors format of roughly 15 hours of gameplay, with 50 or more to try to max out every character. Of course, there's more modes available, including free play, and "Dream" mode, which is basically a remixed version of the story. The latter sees you jumping from island to island, fighting off enemies in unique scenarios and gaining new characters and bonuses in the process. As a note, online play is only available for story mode, but local co-op is enabled for every game type. One Piece: Pirate Warriors 3, from a gameplay standpoint, is simply "more Pirate Warriors 2." It doesn't really do anything new outside of the slightly different Kizuna system, and veterans will likely favor the Dream mode instead of the retreading story. Despite its Frankenstein-esque shortcomings, Pirate Warriors 3 is a beautiful game, and still a lot of fun to play locally. [This review is based on a retail build of the game provided by the publisher.]
One Piece review photo
From Straw Hat to Dressrosa
I haven't kept entirely up to date with One Piece, but I do read the summaries, and have caught most of the earlier arcs. It's a daunting task (the series has been running since 1997) in terms of the anime, and there's lots o...

Lost Reavers photo
Lost Reavers

Project Treasure on Wii U is now known as 'Lost Reavers'


Still looks up in the air
Aug 28
// Chris Carter
I could go either way on Project Treasure, which has recently had a name switch into Lost Reavers. Shooting mummies with machine guns in a dungeon crawling format looks awesome, as do the Souls-esque boss fights, but the fre...

Review: Disney Infinity 3.0

Aug 28 // Chris Carter
Disney Infinity 3.0 (PC, PS3, PS4 [reviewed], Wii U, Xbox 360, Xbox One)Developer: Avalance Software / Ninja Theory / Studio Gobo / Sumo Digital / United Front GamesPublisher: Disney Interactive Studios / LucasArtsRelease: August 30, 2015MSRP: $64.99 (Starter Pack) / $34.99 (Play Set) / $13.99 (Characters) As is tradition in my toy-to-life reviews, let me break down how everything works. For $64.99, you'll get the Starter Pack, which includes the Twilight of the Republic campaign Play Set, the game, Anakin Skywalker and Ahsoka Tano figures, and a USB base. You're basically getting the 10- to 15-hour Republic story on top of the creation-centric Toy Box feature that the series is now known for. Rise Against the Empire and Force Awakens Play Sets are going to arrive at a later date, and Inside Out's Play Set will be available at launch. This review is only assessing the Starter Pack, but look out for coverage of other Play Sets in the future. Phew! With that out of the way, let's move onto the content actually included with the base game. At this point, it's safe to say that the collective of developers involved with the project has figured out how to craft a meaningful combat system. To prevent people from mashing buttons, delayed combo attacks have been implemented, as well as mechanics like juggling, and a launcher that's initiated by holding down the attack button. You can also launch an enemy with a lightsaber and juggle them with a blaster, then when they land, use a combo. [embed]307321:60117:0[/embed] In other words, it's easy for kids and parents alike to both enjoy themselves -- the more skilled party will be able to dig deep enough into the ability system and customization elements, and the other party can mostly just wing it. It's a much better balance than the LEGO games, which tend to be just family-friendly. In Disney Infinity 3.0, "hard" mode is akin to a normal setting in most action games, and "Extreme" can be rather tough at points, though artificially so with gigantic life pools for regular enemies. The characters themselves feel fresh, especially the force-wielding ones like Yoda and Anakin, who have access to force push and pull maneuvers on top of their unique super abilities and powers. For instance, Yoda can knock an enemy up in the air, use his super to instantly dash to someone across the room, combo them, and then dash back to catch the other foe. It's not as advanced as other top-notch action games, but it does feel like a marked improvement. As for the story pack, Twilight of the Republic takes a more traditional turn, compared to the one-map sandboxes of past Play Sets. Here, you'll fly between different hubs with your ships, consisting of individual planets like Naboo, Tatooine, Geonisis, and Coruscant, as well as the vast expanse of space in Star Fox-esque sequences, complete with barrel rolls and quick turns. I really dig the variety on offer here, because while the current Star Wars characters can't move about as freely as say, Iron Man or Spider-Man, the hubs all feel unique in their own way. Additionally, Disney is boasting that all Star Wars characters are compatible with all Star Wars Play Sets, which helps (albeit partially) solve the issue of having a bunch of toys that don't work, similar to how the Marvel worlds functioned. You still have to earn tokens to unlock the use of other characters, but they're more easily accessible, and you only need to find one rather than a series of them. Having said that, it's a bummer that the base game didn't come with more than just Star Wars. It would have been great to see a fully fledged Disney property (like Mickey's Toontown) since 1.0 was heavily Pixar-infused, and 2.0 was a Marvel joint. If you're keen on playing with every toy though, the Toy Box is still available. Not only can you create levels on your own with various setups like racing, adventure, and arena action, but you can also easily find stages online to play with one of the best hubs in the business. What makes Disney Infinity so great is that Disney curates content for you in addition to all of the usual fixins, and provides easy access to top-rated creations -- so it takes very little effort to find the "good stuff." I had access to a limited amount of levels pre-launch, which includes a Gravity Falls level with a log ride and roller coaster, as well as a rhythm memorization minigame, a seek-and-find puzzle, a stealth sequence, and of course, classic platforming levels. If you pre-order the game, you'll also net the Toy Box Takeover Play Set, which really should have been included in the base package for everyone. It's essentially Diablo, Infinity style, and you can use every character in the game. It's far more fun than "Escape from the Kyln" in 2.0 as it contains a procedurally generated dungeon in it as well as a host of fixed story levels, and will last you roughly three hours. Some purists are probably seething at the idea of fighting Darth Maul to the tune of Gitchee Gitchee Goo, but I'm completely okay with it, and I assume your kids will be too. Just like its predecessor, Disney Infinity 3.0 feels a bit limited by the lack of variety in the Starter Pack, but the good news is that the studio is still on track with its core mission to create an action game for all ages. Twilight of the Republic is still a fun way to spend your time, and the Toy Box Mode should keep you busy even if you don't intend on buying any more pricey add-ons. [This review is based on a retail build of the game provided by the publisher. All current Star Wars figures were provided as well for testing.]
Disney Infinity review photo
Use the toys, Luke
It's only been two years since the release of the first Disney Infinity, which managed to become a massive hit before venturing into Marvel territory in the second game. Now, Disney has tapped the Star Wars market, and i...

Transformers photo
Transformers

This Transformers: Devastation trailer is pure G1 goodness


Childhood...engage
Aug 27
// Chris Carter
Based on this video, it looks like Platinum Games really nailed the look and feel of G1 in Transformers: Devastation. Yep, it's important to remember that Platinum is behind this, so in addition to a great looking cartoon br...
Dragon Quest Heroes photo
Dragon Quest Heroes

This is the best Dragon Quest Heroes trailer I've seen yet


Healix looks awesome
Aug 27
// Chris Carter
CGI-filled trailers often do a great job of building hype, but this gameplay-filled Dragon Quest Heroes video just does it for me. It shows a ton of characters doing their thing, provides a quick look at the English cas...
Awesomenauts photo
Awesomenauts

Awesomenauts is getting a new free character next week


Also, the 2.12 update
Aug 27
// Chris Carter
I can't believe Awesomenauts is still getting free characters at this point beyond their Starstorm expansion -- it's been over three years since the game launched on PC. But here we are, and on September 2nd, the g...
Assassin's Creed photo
Assassin's Creed

Assassin's Creed Syndicate's going to be a bit late to the party on PC


Taking precautions
Aug 26
// Brett Makedonski
Almost four weeks after PS4 and Xbox One players have been zipping and stabbing around Victorian London, PC users will finally get their chance with Assassin's Creed Syndicate. Until then, they have to lurk in the shadows, wa...
LEGO Dimensions photo
LEGO Dimensions

Check out all of the upcoming worlds in LEGO Dimensions


The sheer number is staggering
Aug 26
// Chris Carter
While it's true that LEGO Dimensions needs a number of add-ons to truly access all 14 upcoming worlds, the sheer amount of properties on offer is staggering. It's also a bit more interesting on paper compared to other to...

Review: Runbow

Aug 26 // Chris Carter
Runbow (Wii U)Developer: 13AM GamesPublisher: 13AM GamesRelease Date: August 27, 2015MSRP: $14.99 The concept is so simple, anyone could pick it up. Runbow is predictably all about running. It's not an auto-runner thankfully, as you'll have full control over your character by way of directional movement, jumping, punching, and if you wish, taunting. Since the latter ability isn't needed, it's essentially a two-button game. But there is depth here, as the punch button fractures off into multiple powers, granting players a horizontal dash if done in the air, an upward Street Fighter-esque punch, and a downward butt slam. All of these are functional when it comes to knocking around your foes (more on that later), but they're also great platforming tools as well. The uppercut in particular is excellently designed, and have saved me from pit deaths on more than one occasion. Every character in the game (of which there are a ton) has the exact same moveset, but it works that way -- there are a lot of nuances as it stands, and no one has to learn the ins and outs of different runners. Said nuance is found mostly in the way that platformers themselves are presented, in a number of different color schemes. A "wave" of color will periodically sweep over the screen, eliminating objects with that same hue. So for instance, there might be a combination of red, yellow, and blue blocks, and in three second intervals, said waves will eliminate each color in succession. So it's up to players to not only master the moveset, but pay attention and memorize patterns. [embed]307647:60143:0[/embed] The best part of Runbow is its variety. There's a staggering amount of modes available for players of all skill levels, and a few of the meatier ones are satisfying even if you're going at it solo. One such game type is "Adventure," which tasks you with defeating an evil monochrome boss who feels left out, amidst all the other colorful world inhabitants. You'll progress through over 100 levels to complete the story, taking on a number of different objectives within the campaign itself. The bright, vivid color scheme makes things more interesting, as well as appropriate sound effects, I don't normally talk about game soundtracks as they generally don't stick with me for very long, but Runbow's is one of the best I've heard all year. Just give it a listen. Levels can range from boss fights, to enemy skirmishes, to races, to even hunts. Even with no AI option, I had a great time playing through the story with friends and by myself -- it's never boring, and you have the option to go for the best clear times (which in turn can unlock new characters). It's delightfully old school and frankly, one of the best single player party games I've played in quite a while. Of course the party modes are core to the experience, which includes races, arena battles, and King of the Hill modes. The former is more of a traditional platforming experience, with levels that scroll like in Mario games, and plenty of enemies, pitfalls, and hazards to deal with. It's set at a rapid-fire pace, so if someone dies, they're out for that level, and they don't even have to wait long since most stages take 30-45 seconds to complete. It's fast, it's fun, and optional power-ups make things even more enjoyable if you have an array of skill levels playing. Arena and King of the Hill are more like a Smash Bros. experience, as all combatants will need to kill enemies by way of punching them into oblivion (or make them fall to their doom). This is where the butt stomp and uppercut shine, as you'll have a tool for every occasion in combat. All of the aforementioned modes are playable by up to eight people, with almost any combination of controllers (GamePad, Wii U Pro Controller, Wii Remotes, Wii Classic Controller, and Nunchuk). The "Colour Master" mode allows for a ninth player who uses the GamePad to add in hazards themselves, competing against the other team of runners. It's not as strong as the other modes, but it's a nice distraction. Finally, the Bowhemoth mode is the most challenging game type on offer, and will be an exciting prospect for even the most hardened platforming veterans. My first win took me 33 minutes and 73 deaths to complete, and it's also playable both solo and with friends. You can't save mid-session, so you'll have to make do with one full run with as few deaths as you can spare. Online play couldn't be tested at the time of this writing, but the fact that it's included in an indie game like this is a godsend. For the price, I'd still recommend Runbow for solo players, as long as you really love platforming. Even if you only enjoy the genre just a little though, it's still a fantastic party game. [This review is based on a retail build of the game provided by the publisher.]
Runbow review photo
Run like the colors of the wind
There's been a renewed interest in party games this generation, and I'm loving it. While I'm all for any number of engrossing solo experiences that take a hundred or more hours to complete, on an equal level, I want to chill out and play with friends. Luckily, Runbow is a rare example of a title in the genre that stands on its own, no matter how many people you bring to the party.

Just Cause 3 photo
Just Cause 3

Just Cause 3 is giving away a goddamn island, and you probably want no part of it


No bueno
Aug 25
// Brett Makedonski
We like to discourage pre-ordering video games. Sometimes games are broken. Sometimes games suck. No one needs to fork over money before they know the final verdict. However, sometimes video games use their pre-order siren s...
Hyper Light Drifter photo
Hyper Light Drifter

Hyper Light Drifter now on track for spring 2016


Still looks superb
Aug 25
// Jordan Devore
Heart Machine has settled on a spring 2016 release for its lovely action-RPG Hyper Light Drifter. Windows and Mac versions will come first, then consoles "as quickly as possible." Certification for the latter takes extra time...
Phantom Pain photo
Phantom Pain

The Metal Gear Solid V launch trailer is bittersweet


One week to go
Aug 25
// Jordan Devore
The first half of this launch trailer for Metal Gear Solid V: The Phantom Pain is a short, incomplete reminder of designer Hideo Kojima's legacy. It's sad, knowing what we know. Touching, even. Then a giant-ass mech with a gun on its crotch transforms a fiery whip into a sword and slashes cars.

Review: Gears of War Ultimate Edition

Aug 24 // Brett Makedonski
Gears of War Ultimate Edition (PC, Xbox One [reviewed])Developer: The CoalitionPublisher: Microsoft StudiosRelease: August 25, 2015 (Xbox One), TBA (PC)MSRP: $39.99  The developers of Gears of War Ultimate Edition have called this "the first at its best." Turns out they aren't wrong, but they also aren't quite precise enough. This is Gears of War -- entire franchise included -- at its best. Gameplay at a steady 60 frames-per-second does wonders for the naturally clunky movement. These soldiers now feel less like the tanks they resemble. That's not exactly the case in the campaign, however. Multiplayer over Xbox Live runs at 60FPS, but solo and cooperative play is locked in at 30. Regardless, it's a vast improvement over previous installments. It's immediately noticeable as soon as you pick the controller up. The Ultimate Edition is running on a mature version of Unreal Engine 3 -- the same engine the original Gears of War was built upon -- so this improvement can likely be chalked up to optimization and more powerful hardware in the Xbox One. This newfound fluidity makes everything less frustrating. Cover-based shooting works as it always has, but moving from spot to spot isn't as likely to end up with your character stuck to a wall you didn't intend. Navigating the game's many battlefields is quicker and more enjoyable. [embed]306974:60086:0[/embed] While a slicker movement system is easy to appreciate, it's the combat -- the actual shooting of guns -- that's the real meat of Gears of War. Almost everything about it is perfectly intact. As many bullets as the enemies can soak up, there's resounding satisfaction anytime an enemy gets tagged with a torque bow or a pistol takes a head clean off. Hip-shooting with the Gnasher is still a frustratingly inaccurate prospect, as it seems like things work out in your favor about half the time. But, the greatest compliment you can give Gears of War (and it holds true in Ultimate Edition) is that it makes fighting fun. That shouldn't necessarily be the case for a game that features pop-up shooting gallery one after another, but it is. Active reload is one of the better game mechanics of the past decade in that it constantly keeps the player's attention during a process that they'd otherwise be uninvolved in. The Lancer (a/k/a "chainsaw gun") is iconic and unironically cool. It's on the back of the combat that the rest of Gears of War gets by. A lot of the level design feels dated now. Settings are distinct through the game's five acts, but they're all used the exact same way. Rarely is there clever subversion to keep the player on their toes. More often than not, it's predictable what lies just ahead. To be fair, there are attempts to break this mold; the second act holds two examples. A large swath of this part of the game asks the player to pathfind by blowing up propane tanks in order to illuminate the road. When mixed with fighting, these are some of the best moments in Gears of War, as it adds a puzzle-like element. Conversely, the end of this act dedicates a chapter to vehicle driving. It's poorly executed, and it comes off as a forced and transparent bid at shaking up monotony. Gears of War can be linear to a fault, but that's a trade-off for its cinematic nature. Chapter length is generally short, and a new cutscene is always just around the corner. Setpieces come about fairly frequently, but they're somewhat subdued when compared to other installments in the series. Rather, this Gears of War is the game that set the tone for the over-the-top action to follow. Despite all the cinematics, Gears of War is notably light on narrative. The story details the human struggle against the invading Locust on the planet of Sera. Things are bleak. Humanity has its back against the wall. Everything feels so down and out. This coalition of well-trained troops is the good guys' last chance. For those who actually care, Gears of War's plot can be effective yet simple. It lacks a lot of nuance, as does the dialogue. Most exchanges between characters are gruff one-liners, either overtly aggressive or sarcastic. To be blunt, the dialogue hasn't aged well but this was never the game's strong suit. The greatest disconnect comes from the superb gameplay and the subpar narrative. It's not only the disparity between the two that rings obvious, but also how they fail to work hand-in-hand. Gameplay often feels less like a means of accomplishing a story-specific goal, but more like a means to trigger a cutscene to advance the plot. Pacing is also an issue, as stakes are high and chaotic at all times. There are plenty of faults, but Gears of War's greatest trick is that you don't notice them while you're playing. It's just a good time from start to finish. On a personal note: my roommate and I played through the entirety of the campaign cooperatively on Insane difficulty in two sittings in one day. I couldn't tell you the last time I dedicated that much of a day to a game. That speaks volumes. For anyone looking to boil the Gears of War experience down to its purest and (arguably) most enjoyable form, competitive multiplayer again serves a big role. There are 19 maps and nine modes (including newcomers team deathmatch, king of the hill, and two-on-two with shotguns). It's undeniably quite the large offering. Again, Gears of War is fantastic when it's just unadulterated combat. By today's standards, eight-person multiplayer should seem tiny, but it really doesn't. There's always plenty of fray to be found. Maps are designed in a nice, symmetric way so that everything's balanced. Although, the majority of weapons are immediately disregarded by most people in favor of constant use of the Gnasher, which feels like the way to go at almost all times. Whether the campaign or multiplayer, Gears of War undoubtedly succeeds in constantly entertaining. The Ultimate Edition takes that to a new level through optimized gameplay, smoother controls, and updated visuals. Most importantly, it makes this classic relevant again. Microsoft has a lot riding on the continued prosperity of Gears; after all, it is one of the publisher's largest properties. Gears of War Ultimate Edition effectively reminds why that's the case, just as it reminds why this is the game that partially influenced an entire generation of gaming. It just took a makeover to help us appreciate it again. [Editor's note: At time of writing, the multiplayer component wasn't live for the general public. A handful of multiplayer games were played in a private room hosted by the developer. We'll report on the state of online play at launch and thereafter. If this aspect of the game sees significant problems in the weeks following release, we'll cover those issues.] [This review is based on a retail build of the game provided by the publisher.]
Gears of War review photo
At its best
For better and for worse, Gears of War helped shape the past generation of gaming. Bursting onto the scene in 2006, it helped solidify now-common tropes like chest-high walls, brown and gray shooters, and muscle-bound sp...

Attack on Titan photo
Attack on Titan

New Attack on Titan PS4 game is lookin' good


A shade or ten prettier than the 3DS one
Aug 23
// Kyle MacGregor
No offense to Attack on Titan: Humanity in Chains, which I'm sure Spike Chunsoft put a lot of hard work into, but this is more like it. This is the sort of Shingeki no Kyojin game I've been waiting for. This time around ...
Monster Strike photo
Monster Strike

Japanese mobile game making $4 million a day


Monster Strike is just printing money
Aug 22
// Kyle MacGregor
Monster Strike, a mobile action RPG developed by Japanese social networking service group Mixi, made $387 million between April 1 and June 30, according to the company's latest financial report. As Tokyo-based consultant Dr. ...
Rise of the Tomb Raider photo
Rise of the Tomb Raider

Lara doesn't need to murder everyone in Rise of the Tomb Raider


Just some people
Aug 21
// Brett Makedonski
The Rise of the Tomb Raider section of Microsoft's gamescom press conference was filled with knives to the back and arrows to the head. Given the large stage, it's obvious why Crystal Dynamics showed a violent slice of ...
Assassin's Creed photo
Assassin's Creed

Groundhog Day: Has the Assassin's Creed series become too boring?


(Yes)
Aug 20
// Zack Furniss
With Assassin's Creed Syndicate coming out later this year, the series will have another chance to prove that it can shake its current malaise. Will grappling hooks, vehicles, and a (pretty cool-looking, though unfortuna...

Zombie Vikings brings humorous brawler action to the Norse landscape

Aug 20 // Alessandro Fillari
[embed]307158:60071:0[/embed] Zombie Vikings (PS4)Developer: Zoink! GamesPublisher: Rising Star GamesRelease Date: Autumn 2015 Set in a very goofy interpretation of the Viking era, the Norse god Odin has his last good eye stolen by the mischievous trickster Loki, and must unearth four undead viking warriors to chase after the rogue god and return his eye. Loki plans to use the eye for his own nefarious purposes, such the awful and evil act of playing beer pong, and Odin wants revenge. Over the course of their journey through the Norse lands, the Zombie Vikings will battle waves of monsters, creatures, and other oddities that will put their brawling skills to the test. But with their new zombie powers, they'll be able to match up to the monsters that await, while also coming to terms with their troubled past lives. Right from the opening cutscene, the game sets itself up as a humorous and cartoonish take on Norse mythology, and it was pleasing to see a game have some fun with the material. The art style is essentially like a 2D animated cartoon, complete with interludes where the characters bicker and talk amongst themselves. With the main story written by Zack Weindersmith, the creator of the Saturday Morning Breakfast Cereal webcomic, Zombie Vikings blends together brawler action with comedy. Over 90 minutes worth of cutscenes are spread across the thirty levels, and the story goes in places you'd least expect. While some of the jokes are hit-or-miss, it's refreshing to see a brawler revel in its own ridiculousness. The game continually ramps up in oddball comedy, and it's all the better for it. As one of the four vikings, you'll battle through several stages utilizing unique character skills and weapons which alter your performance. In similar vein to Castle Crashers, gold acquired from your journey can be spent on upgrades and new gear. As you travel through the land and complete stages, you can head back to old areas and tackle new challenges and side-quests that open up, yielding greater rewards. While there isn't a leveling system or any other RPG mechanics, the items you can deck your character out with are plentiful, and allow for a great level of customization. Which is great, because each character has their own special playstyle. During my session, I mostly stuck with Seagurd, a viking who's corpse somehow fused with an octopus. Thankfully, it's not just for show, as he's able to use the tentacles for spin attacks and charged-up power moves which turn the small octopus on his torso into a massive monster that damages all nearby enemies. The other characters make up the more standard strength, speed, and technique archetypes for brawlers, and each of them not only shows a lot of creativity in their design, but also feels very different one another. Moreover, you can use certain skills together in unison, such as throwing your friends across the field and into a mob of foes where they can unleash a power attack. This adds another layer of strategy to combat, which can make the co-op nature of the game all the more appealing. You haven't lived until you've seen four undead vikings stack on top of each other and rush deep into battle. I'm a big fan of the brawler genre, and Zombie Vikings has got a lot going for it. Norse mythology is often ignored in gaming, so it's a real pleasure to be able to explore the lands while battling monsters straight from lore, albeit in a really goofy, comedic way. The guys at Zoink! Games made a really fun title. Those looking for a four-player co-op beat-'em-up that doesn't take itself too seriously will be intrigued by this one.
Zombie Vikings preview photo
Are you a bad enough dude to stop Loki?
When people think of the beat-'em-up genre, they most likely recall the dimly-light streets of an urban metropolis filled with thugs and other roughnecks looking to cause trouble. While there are some other notable titles tha...


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