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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...

Gunman Clive Wii U photo
Gunman Clive Wii U

Gunman Clive HD Collection for Wii U slated for September release


For $3.99
Aug 20
// Chris Carter
We now have some more concrete details for the Gunman Clive HD Collection, which is a pairing of the first two games in the series, which were originally on 3DS. According to the developer Bertil Horberg, it's set for a Septe...

Review: Curses 'N Chaos

Aug 19 // Patrick Hancock
Curses 'N Chaos (Mac, PC [reviewed]. PS4, PS Vita)Developer: Tribute GamesPublisher: Tribute GamesRelease Date: August 18, 2015MSRP: $9.99  Curses 'N Chaos opens with a beautifully animated cutscene that sets up the threadbare story: Lea and Leo are cursed to live under Thanatos' Shadow by the evil Wizard King and need to kill monsters to break the curse. Then, it's time to fight monsters! Players can choose either character to brawl as, both of whom play the same. Multiplayer can be utilized either locally or online, and the PC version does use Steam for player invites. Gameplay is simple, challenging, beat-em-up action on a single screen. Players can run, attack, jump and double jump, and attacking at different times yields new moves. For example, attacking while jumping performs a jump kick that is stronger than a standard grounded attack. Players can also perform a running punch and an uppercut, both of which are as strong as a jump kick. Oh, and by pressing down, players can dance. This slowly builds up extra points, and it is recommended that players take every opportunity to do this as much as possible. [embed]306739:60064:0[/embed] Single-use items are a huge part of combat. Each player can hold one item at a time, but can also "bank" one by giving it to a friendly owl who will hold it until the player summons it again. Learning how each item acts is just as crucial as learning the enemy patterns. If an item is left on the ground for a few seconds, it will disappear for good, but players can "juggle" items to refresh its timer. New items can be forged in between rounds by using the alchemist. Here's a tip: don't go blindly combining items hoping for the best. There's a Grimiore that spells out what items can be combined, so use it! Once a new item is forged, it can be found and used during battle. The player can also buy items with the money collected from killing monsters, and start off battles by having certain items already. Each stage consists of ten waves of enemies followed by a boss. As the player progresses through the game's thirteen stages, enemies get more complicated behaviors and become harder to take down. The player gets five hearts and three lives to make it to the end.  Completing all the waves and beating the boss is no easy feat. About five levels in is when things start to get nuts, with enemy behaviors becoming much more erratic and difficult to deal with. Enemies that seemed so docile when introduced suddenly become incredibly potent when combined when paired with other enemy types. Enemies between stages do vary, but their behavior is limited. Many of the new enemies introduced are just re-skins of older enemies that take more hits to kill. They all look great and tend to fit a general theme, but I found myself saying "oh, this is just Enemy X, but with twice the health." In addition, each wave has a 60 second timer. When the timer reaches zero, Death shows up. This isn't an automatic loss, in fact it's more like the ghost in Spelunky that chases the player after they spend too much time in a level. Death will chase the player around and slash at them it catches up. A hit from Death means death (duh), but he's easily enough avoided. The biggest difficulty regarding Death comes with the boss fights. They too have a 60 second timer, which is definitely not enough time. Luckily, they will often drop an hourglass item that adds 15 more seconds to the clock, postponing Death's arrival.  The boss fights are traditional "memorize their tells and patterns" battles. They are beautifully animated and sometimes downright cruel in their behavior. Nothing is insurmountable, even for players going at it solo. The difficulty of these boss fights does tend to vary dramatically, though. Some boss fights took me several tries, while later fights left me with no hearts lost, only to have the next one be super difficult again.  While I've already mentioned how great the game looks, thanks in part to Paul Robertson, the audio is equally wonderful. Each track evokes a wave of nostalgia to older generations while simultaneously setting an intense tone for the battles. Likewise, the little jingles are perfect and I don't think I'll ever grow tired of hearing them. The entire art and sound teams over at Tribute has consistently shown that they know how to nail a theme. Curses 'N Chaos is an example of game purity. One screen, simple controls, and intense difficulty. There isn't much replayability outside of playing with new friends or going for a new high score, but just getting through all of the stages the first time will not be quick. For players who fancy a challenge, either solo or with a friend, Curses 'N Chaos is not one to miss. 
Curses N Chaos Review photo
Punches 'N Jump kicks
I've played Curses 'N Chaos at two consecutive PAX conventions, and have come away impressed each time. Part of it was due to their show floor setup of giant arcade cabinets. However, the biggest draw of the game was its...

Review: Smite (Xbox One)

Aug 19 // Chris Carter
Smite (PC, Xbox One [reviewed])Developer: Hi-Rez StudiosPublisher: Hi-Rez StudiosRelease Date: March 25, 2014 (PC) / August 19, 2015 (Xbox One)MSRP: Free-to-play with microtransactions ($30 for all Gods until August 31) Unlike your typical MOBA experience, SMITE is framed by way of a behind-the-back camera, more akin to an action game than an RTS title. It was predicated on coming to a console day one, mostly because of how simple the control scheme was, and I'm pleased to say that the transition has been incredibly smooth, gameplay-wise. For new players looking to jump in, all you really have to do to play at a base level is understand that the right trigger initiates your auto-attack, and the face buttons correspond to specific abilities, all of which are relatively self-explanatory. Of course, there's a deeper level of understanding required when it comes to leveling up your abilities and buying items and equipment, but the former can even be implemented automatically if you wish. Where Smite really shines is with its assortment of game modes that will appeal to pretty much everyone. While MOBAs typically cycle in the same few gametypes with "guest" modes appearing sparingly, Smite goes all out with five variations available at all times. These include Arena (5v5 all-out fights without lanes), Joust (3v3 one lane), Conquest (standard MOBA 5v5 three lane), Assault (5v5 ARAM), and Siege (4v4 two lanes). You can also spring for four modes that pit you against the AI, should you need the practice. In short, the game has it all, and any one mode will keep you satisfied for quite some time. It's also great that Smite works in a lot of personality into said maps, like the fact that the final "core" is actually a boss character that players have to take down, and the last line of defense is a giant phoenix. There are 67 gods (characters) currently, all from various faiths throughout history. Characters range from well-known deities like Hades, all the way to Sun Wokong, to Guan Yu. While every god does look different enough visually, I couldn't help but realize that playing with a controller really exposes some of the monotony of Smite's gameplay. For the most part, you're going to be holding down RT, firing off a boring series of auto-attacks. Although it is easy to pickup, it's important to realize that although it may look like it, Smite isn't a full-on action game, and that abilities move rather slowly in the grand scheme of things. In a PC MOBA clicking can often keep you constantly engaged as you're always figuring out the best position possible, but Smite can feel sluggish by comparison. For those of you who don't enjoy the genre on PC, this may be the game for you. [embed]305026:59981:0[/embed] It also doesn't help that a lot of abilities tend to blend together, and in one particular session, I played three gods that basically had the exact same attacks, just with slightly different animations. Since you're leveling up the same abilities each time without an option to take new ones, you're going to want to switch gods often to keep things fresh. If you really want to go all in, you can buy the Founder's Pack for $30, which grants you access to every current and future god. It's a pretty great deal as you're essentially "buying out" the game, but unfortunately it's only available until the end of the month. Outside of that, you're left with a rather generous free rotation of 11 characters per week, and an assortment of boosters, items, skins, emotes, and icons. The game is heavily monetized and many things must be purchased with premium currency, but the Founder's Pack and most of what's on offer is fair. There's also a few issues inherent to the Xbox One version of the game. For starters, no Cross-Play capabilities with the PC edition really sucks. Also, Hi-Rez is only offering up account progress transfers for a limited time, one way to the Xbox One, and it's just that -- a progress transfer. Note that experience levels and most of your content will be ported over, but not everything (Gems, mastery levels, and any stats or activities aren't eligible). It's also unfortunate that there's no inherent keyboard support (like many PS4 games). Based on my experience, nearly every player is content on playing without any form of communication, which, as many know, can be a kiss of death in a MOBA. SMITE is a fine game and a great choice for folks who may not spend a lot of time on their PC, but there are a number of shortcomings present in both editions that prevent me from playing it as much as some of its competitors. Still, it's a perfect starting point if you're looking to get into the genre, especially with the intuitive controller scheme.
Smite Xbox One review photo
I'll be done in a minotaur two
Hi-Rez Studios has earned a rather interesting reputation in recent years. After creating Tribes: Ascend, a game heavily reliant on the free-to-play model, fans accused the studio of abandoning the game in record time (roughl...

Lovers Release Date photo
Lovers Release Date

Lovers in a Dangerous Spacetime finally gets a release date


And it's soon!
Aug 18
// Patrick Hancock
I've been waiting to play Lovers in a Dangerous Spacetime since I first saw it at PAX East two years ago. It's a unique cooperative game that constantly keeps the players (see: lovers) on their toes. Each player can cont...
Blubber Busters photo
Blubber Busters

Save space whales from disease in this pretty platformer


Blubber Busters
Aug 18
// Steven Hansen
With a name like Blubber Busters I was expecting something akin to that video where some knuckleheads try and dispose of a beached whale with dynamite, sending gore and viscera all over looker-ons (not to be confused with th...
Wingsuit photo
Wingsuit

Just Cause 3 has Super Monkey Ball style challenge mode


Also wonton destruction, natch
Aug 18
// Steven Hansen
Curious: does anyone pronounce Just Cause like Just 'Cuz? Just wondering. Why? Just 'cause. Hah. But seriously. I know some of you must've started with that pronunciation and it stuck, right? I mean, it works, too. That was ...
Volume photo
Volume

Volume delayed for Vita, PC and PS4 still launching today


Check out our review
Aug 18
// Chris Carter
Volume is out today on PC and PS4, and there's some bad news if you planned on jamming with it on the Vita -- it's been delayed a bit. Evidently it's being held up by a few issues and needs a re-certification, which will...
Nathan Drake Collection photo
Nathan Drake Collection

The Nathan Drake Collection goes to the ends of the earth for you


Just like Sully does for Drake
Aug 17
// Brett Makedonski
Aww, they grow up so fast, don't they? I mean, one day little Nate's lifting his first ring, the next he's tearing down ancient ruins in search of treasure. Precious moments. Hold onto them. Cherish them forever. Of course, ...
Batman DLC photo
Batman DLC

1989 Batmobile coming to Arkham Knight next week


Nice new race course, too
Aug 14
// Steven Hansen
Oh man, it's got the ducks! Pretty good nostalgia hits on the course that comes with the Batman (1989) DLC pack and car. And we're removed enough that people might be forgetting how bad Arkham Knight's Batmobile segments wer...
Woah Dave! Cross-Buy photo
Woah Dave! Cross-Buy

Woah Dave! is out next week on Wii U, Cross-Buy with 3DS


Out on August 20
Aug 13
// Chris Carter
I didn't really dig Woah Dave!, but a lot of people did, and those folks will be able to enjoy it on Wii U next week. As announced by developer Choice Provisions, it will be Cross-Buy with the 3DS, and if you already own...
Pandora's Tower photo
Pandora's Tower

Pandora's Tower, one of my favorite Wii games, hits Wii U this week


Nice!
Aug 13
// Chris Carter
One game you don't see mentioned very often is Pandora's Tower. To me, that's a shame. It was a really fun and unique action romp that was kind of left in the wake of the Wii, despite being one of the fabled "Operation R...

Review: Toy Soldiers: War Chest

Aug 11 // Chris Carter
Toy Soldiers: War Chest (PC, PS4, Xbox One [reviewed])Developer: Signal StudiosPublisher: UbisoftRelease Date: August 11, 2015MSRP: $14.99 (base game), $4.99 (premium armies), $14.99 (all four armies) The gist of Toy Soldiers is that it melds together elements of RTS and action gameplay, with both a top-down camera and the ability to jump into turrets and control infantry units. You'll start off with an empty battlefield and a base (much like tower defense), with specific plots in which to build turrets. These range from anti-infantry guns to satellite-based artillery, depending on which army you choose. All of them have upgradable capabilities like more range or more damage, but at a cost of cash, which you'll slowly accrue during each round. In short, there's a decent amount of strategy involved despite the fact that the flow is rather fast-paced. You can jump into any turret at any time, and easily switch between them by way of the d-pad. Once you've earned a super by killing enough enemies, you'll be able to take control of your hero unit, or do something flashy like call a bomb strike. The campaign is really fun, and that's mostly due to the amount of variety packed into it. You'll have the option of controlling four base armies -- the World War-themed Kaiser, the sci-fi Phantom, the My Little Pony-like StarBright, and the fantasy-based Dark Lord. Everyone has their own themed units, levels, and turrets, and again, they all have different functionality. It's especially fun to take control of a hero unit while your turrets do their thing automatically, sprinting about the battlefield, throwing grenades, dodging, and sniping enemies at will. While this is a timed ability, you can gather battery pickups to increase said timer, before you're taken back to the RTS and turret viewpoint. [embed]302923:59932:0[/embed] The campaign is meaty enough to justify the purchase of the base game (more on that later), but there's also two-player local co-op, and a four-player online mode, which can be both public and private. Local play was pretty flawless in my testing sessions, but online games took a little while to populate, likely due to the fact that the game only launched today. While the core experience is great, I have an issue with the way it's packaged, namely by Ubisoft. For one, the frame rate, even on a current-gen system like the Xbox One, can drop a bit during heavy waves. It's not a game-breaking drop, but it's annoying all the same, especially since Toy Soldiers isn't all that demanding visually. Another issue is the inclusion of microtransactions. Now, like most Ubisoft games, they aren't required and the game doesn't feel weighted towards them specifically, but the fact that they're there for in-game currency feels odd. To top things off, Uplay is crammed in there as well. This is further exacerbated by the premium army pricing scheme. While the base game with the four aforementioned themes is $15, you'll need to pay $15 more (or $5 per) to net all of the new armies -- you know, the exciting ones -- G.I. Joe, Cobra Commander, Ezio, and He-Man. This brings the price up to $30, which doesn't feel quite right. The good news is that these guest stars are worth it; they look and feel differently enough compared to the vanilla forces, complete with their own signature looks and sound effects. They also play in a unique way, as He-Man and Ezio focus on melee damage, and the G.I. Joe duo are ranged. While I won't begrudge the inclusion of an Assassin's Creed character (it makes perfect sense), two G.I. Joe additions feel like a wasted slot -- imagine instead if there was a Transformers army (foiled again by Activision!), or even something wild like Swat Kats. I have problems with the way Toy Soldiers: War Chest is packaged, but thankfully it does uphold the same classic focus on strategy and action. You'll have to foot the bill for those costly licenses, but it's mostly worth it, warts and all. [This review is based on a retail build of the game purchased by the reviewer.]
Toy Soldiers review photo
I...have..the power! (of DLC)
Over the years, I haven't really paid that much attention to the Toy Soldiers series. I mean, I played them a bit, but never truly gave the games their due. With War Chest however, the crazy injection of nostalgic I...

gamescom trailer photo
gamescom trailer

Watch the Rise of the Tomb Raider gamescom demo


Rise from your tomb!
Aug 10
// Steven Hansen
Brett caught up with (and previewed) Rise of the Tomb Raider at gamescom 2015 and what we saw didn't sound all that different from what I saw at E3 2015. Not too surprising this close to launch of a sequel that already has i...
Miyazaki new projects photo
Miyazaki new projects

Dark Souls III 'turning point for the franchise,' new projects planned


Planning 'several new projects'
Aug 10
// Steven Hansen
Dark Souls III is not the last game in the series, but it is a "turning point," the last From Software game which began development before its new president took over in 2014. "Dark Souls is my life's work," From Software pre...
Hellblade video photo
Hellblade video

Watch raw Hellblade gameplay while it lasts


gamescom demo uploaded in full
Aug 10
// Steven Hansen
This is basically what I played of Hellblade at gamescom in this excellent preview and interview I posted a couple days ago. This also isn't an official account and this footage is b-roll, typically meant to be edited into v...

First hands-on with Ninja Theory's Hellblade

Aug 08 // Steven Hansen
Hellblade is the story of Senua, a Celtic warrior suffering from mental illness that manifests in her world. Her state of mind affects the world around here. The weather gets gloomy, rainy, sky full of lighting and rolling thunder. Beefy, imposing enemies come menacing in one at a time. Working with mental health experts and sufferers, the team is still learning about the "diversity we can bring in with the psychosis element," "different visualizations" based on "the range of experiences people have." But these are not mere hallucinations or effects, as is common in games as recently as Far Cry and Batman. Ninja Theory is focused on "representing this as the reality, because, to [Senua], this is reality. There's no switch to turn it off and on; everything is real to her." It's an interesting contrast to the frequent stylistic separation between real and unreal. The first Hannibal Lector film, Manhunter, uses excellent visual affects to distinguish how its villain sees the world, versus the objective film reality. The recent TV adaptation does the same with its hero. Here, though, playing as Senua, there is no objective reality to turn to, just hers. Given Ninja Theory's past, this then manifests itself more on the nose as a literal "fight your demons," because it is still a third-person action game (there was a light puzzle in the build I played, too). [embed]297247:59881:0[/embed] I enjoy the focus on one-on-one combat, which restricts the camera and brings it in tighter because you, as the player, don't have to protect ya neck worry about additional enemies coming in from all sides. In combat there is a quick evade, block (and parry), and a few strikes. Combat feels well weighted. A successful block still feels perilous, as it should with  sword just inches away from killing out bangs on your own steel with force.  It does have the draw back of making movement less key, based on the fewer than 10 encounters in this current build. Footwork is important to a fighter, be they using sword or melee, and while most action games don't make movement too important, the ping-pong between combatants give the illusion they do (I'd argue Resident Evil 4 does it better than the typical walk/roll/sprint). Ninja Theory has the right approach with Hellblade. It uses the limited third-person perspective to render Senua's problems physical; and to "tell her story," which happens to be the story of someone with mental illness, and "represent her character in a truthful way" that is unique to her experience. "What we don't want to do is reduce [mental illness] to mechanics," Matthews said, referencing things like Amnesias "Sanity meter." Hopefully Senua's story will be a good one.
gamescom preview photo
Action game for PS4 and PC
Ninja Theory has felt like a mercenary of late. Enslaved didn't sell as well as it should have (neither did Heavenly Sword), and so the last five years has been spent 1) making a mobile game for EA-owned publisher Chillingo, ...

Dungeon League turns RPG action into a bloodsport

Aug 07 // Alessandro Fillari
[embed]297396:59857:0[/embed] After a dungeon master expresses disappointment with seeing that heroes have lost interest in his labyrinths full of traps and other dangers, he decides to turn his creations into a competitive sport in order to attract adventurers seeking gold and glory. With the creation of the Dungeon League, travelers from all over flock to his randomly conjured deathtraps in order to acquire gold, defeat the opposition, and come out on top. Designed with local multiplayer in mind, Dungeon League re-contextualizes the dungeon-crawl setting and shapes it into an old-school RPG battle arena. From the standard deathmatch variants, territory capture, to the more unusual race gametype, which tasks players with dashing through checkpoints around the dungeon while taking swipes at the opposition, the game does a lot of cool things to the roguelike gameplay system. As you acquire gold and experience, you can level up between matches, upgrade skills, and buy new items from the league vendors. In traditional roguelike and MOBA fashion, character growth is all from the ground up in every game, so you'll have to prioritize which areas you want to focus on. In case it wasn't clear, Dungeon League is very self-aware with its approach to the dungeon crawler. There are several different classes to choose from -- such as the traditional archetypes like Warrior, Rogue, and Archer -- to more bizarre classes such as the rainbow-spewing Unicorn. It's a rush to fight through dungeons filled with nasty traps while cutting down hoards of monsters that get stronger with each stage. It'll take a lot to stay a step ahead of the opposing side and become the champion of the Dungeon League, so choose your class wisely. It's not often we get a unique take on the dungeon crawler, especially one that doesn't take itself too seriously. I liked how lighthearted things are in Dungeon League despite all the over-the-top action and bloodshed, and had a blast battling it out with friends. While there are some single-player options where you can battle waves of monsters, the real draw here is multiplayer, and Dungeon League is quite clever in its design. If you're looking for something a bit different that channels the old-school RPG aesthetic, then this is one you'll want to keep an eye on. Dungeon League [Steam Early Access]
Dungeon League photo
Out now on Steam Early Access
What happens when you turn hardcore RPG gameplay, with hints of roguelike elements, into a sport? Imagine having to grind and acquire loot in order to score points and one-up your competition. Sounds pretty wild for an action...

Monster Hunter 4 photo
Monster Hunter 4

Monster Hunter 4 Ultimate keeps the free DLC rolling in August


It's crazy how many missions there are
Aug 07
// Chris Carter
Monster Hunter 4 Ultimate is the gift that keeps on giving. Steadily since February Capcom has provided free DLC updates, ranging from Nintendo and Devil May Cry costumes to new missions. It's very un-Capcom-like, but there you go. August will bring 10 new quests, four challenges, a purple Palico, and more guild card options. After this, Capcom is teasing more free DLC for September.
Yakuza 5 photo
Yakuza 5

Still excited for Yakuza 5 this fall? Watch this developer interview series


Lots of hostess club talk
Aug 07
// Chris Carter
The PlayStation team visited Tokyo earlier this year to chat with a pair of Yakuza developers (General Director Toshihiro Nagoshi and Producer Masayoshi Yokoyama), in anticipation for Yakuza 5's digital worldwide releas...
Metal Gear photo
Metal Gear

Compare current, last-gen, and PC with this official Metal Gear Solid V gallery


Uh, last-gen looks fine
Aug 07
// Chris Carter
Just in case you wanted to compare versions before buying a specific edition of Metal Gear Solid V, Konami has provided a website with multiple galleries for every platform (PC above). Based on these screens, and it's no surp...
gamescom trailer photo
gamescom trailer

The Technomancer gets chased through Mars, is not Total Recall


Sci-fi RPG for PS4, Xbox One, and PC
Aug 06
// Steven Hansen
The Technomancer is not about a man who goes to Mars to have his eyeballs bulge out. Rather, "we watch our hero Zachariah attempts to communicate with Earth, as he is chased by Mars’ illusive secret police, tasked with...

Rise of the Tomb Raider is a little easier on Lara (but still kicks the shit out of her)

Aug 06 // Brett Makedonski
The most obvious example lies within the fact that Rise of the Tomb Raider places less emphasis on campfires. They're still necessary for fast travelling and general checkpointing, but they're no longer required to upgrade skills. That can be done on the fly, meaning that Lara can become a more formidable foe in the thick of the fighting. She also has the opportunity to use materials in the wild to her advantage. Rise of the Tomb Raider features a new crafting system (again, no campfire needed) that acts as further upgrades. The likes of berries and pelts can be collected and turned into items far more useful than berries and pelts. Hardly the first game to do it, but it'll place more emphasis on exploration and scavenging when that should be a pillar of Tomb Raider. Crystal Dynamics knows that was a drawback of 2013's game, and it's making right this time. Speaking with members of the development team at gamescom, they assured that there will in fact be more tomb raiding in Rise of the Tomb Raider. The early section we played was a critical path tomb, but there will be more optional ones -- they'll be more expansive and intricate, to boot. One of the more intriguing aspects of this is that Lara will have to become proficient in various languages to access certain areas. We saw her discover a religious-looking artifact that raised her Greek skill a level. It seems as if finding these along the way will be the only method of unlocking certain side paths. It can probably be assumed that these languages correlate to the many countries Lara will find herself visiting. The demo we played took place in Syria, and those events led to her winding up in Siberia (which was shown at E3). When asked where else she'll go, we were given the well-rehearsed PR-trained line of "We're not ready to get into that quite yet; right now, we're focused on talking about Syria." Though brief, the demo showed nicely showed what Rise of the Tomb Raider has in store. It's just as cinematic, dramatic, and action-filled as we'd expect. Lara's going to do plenty of rough falling, labored climbing, and "wow, you just barely made that" jumping. Even though it's an origin story, she should know by now that tomb raidin' ain't easy.
Tomb Raider preview photo
At least she might learn something
Lara Croft has never been the best archaeologist. Carefully digging for hours so as to not damage an artifact wouldn't make for a very good video game. Still, there's a disconnect when she knocks over human skulls that are pe...

Hover: Revolt Of Gamers photo
Hover: Revolt Of Gamers

Hover: Revolt of Gamers sure feels a lot like Jet Set Radio in action


It's still in alpha
Aug 05
// Chris Carter
The Hover: Revolt of Gamers Kickstarter was able to snag $116,398 back in April of 2014 (disclosure: I backed it), and the project is coming along nicely so far. The alpha version just got a substantial update, so I decided ...

Assassin's Creed Syndicate reinvigorates the series with a return to basics

Aug 05 // Alessandro Fillari
Assassin's Creed Syndicate (PS4 [Previewed], Xbox One, PC)Developer: Ubisoft QuebecPublisher: UbisoftRelease Date: October 23, 2015 (PC Q4 2015) Unlike its recent predecessors, Syndicate aims to do something a bit more streamlined during its trek through the streets and over the rooftops of Victorian-era London. While Assassin's Creed has had online gameplay components since 2010, Syndicate will follow AC: Rogue's example and focus purely on single-player gameplay. While online has been pretty neat for the AC titles, the developers wanted to make a single-player experience while putting all their resources into making it the sharpest game of the series. "We really wanted to get back to the basics. Our objective was to ship the biggest and liveliest city yet with London, and it was a big challenge, and we wanted to concentrate on building a massive single-player experience," said associate producer Andrée-Anne Boisvert. "Because of that, we were able to refine the core gameplay, adding in the rope launcher for easier traversal, refining the parkour, revamping the fighting gameplay -- so with all these things, we wanted the single-player to be really amazing." Of course, the most unique aspect of Syndicate is its focus on two protagonists with the brother and sister duo Jacob and Evie Frye. While we've already seen much of Jacob and his exploits in London, this marked the first time we were able to go hands-on with Evie, and it's evident who has the brains in this operation. Much like her brother, Evie is an assassin who must find the location of the Piece of Eden, all the while debilitating the Templar's control of the city. Though unlike her brother, she is a far more calculating and cunning assassin, and tends to shy away from the all-out brawls Jacob revels in. With many of her skills focusing on long-range assassinations and stealth, Evie is essentially the scalpel within London's Assassin order. At any time during open-world exploration, you'll be able to switch between the two and engage in missions at your leisure to reassert control of England's capital city. "We found it interesting to have the dynamic between these two; they have different personalities and different narrative storylines," said the producer. "That's something we wanted to focus on. We wanted to make sure that their personalities are reflected in the gameplay with their unique skills that they have." We finally got to put Evie's skills to the test during a key mission to strike at the Templar order. During a Blackbox mission within the Tower of London, Evie infiltrates the site to assassinate the Templar operative Lucy Thorne, who also has knowledge of where the ancient artifact is. Using skills and weapons such as the Voltaic Bomb, which shocks nearby foes, and the chameleon skill, which grants limited invisibility, Evie's approach is far more subtle. Much like its predecessor, Blackbox missions are open-ended challenges that feature multiple approaches to accomplish a single goal. Unity was the first to implement this mission structure, and Syndicate definitely plans to create more unique moments during these specific events. As Evie found her way to a vantage point within the Tower of London, she was able to discover three different opportunities to infiltrate the site and assassinate Thorne. Option one was to stalk the key-bearer and procure the master-key to enter the main tower solo; option two was to work with an undercover tower-guard to sneak into the tower; and option three was to rescue the local Constable and round up a group of loyal guards to battle their way into the tower. The third option was the riskiest and loudest approach, but it also allowed for Evie to utilize her stealth skills in unique ways, so I immediately went for it. The developers felt that with the two protagonists, there was room for much more variety and experimentation with the missions. "For Assassin's Creed: Synidicate, we wanted to make it a lot more about the freedom to choose your own path and ways through missions," said Boisvert. "We want players to be able to tackle the missions in the way they want to do it. Blackboxes are the way we have them do it, which is what we base the game on, giving players choices and offering many different ways to approach an objective for their playstyle." Using many of the traditional Assassin skills, such as Eagle Vision, parkour, and aerial assassinations and takedowns, I was able to sneak into the guard house to free the Constable, and we led a group of loyal guards to assault the main tower. While Evie isn't much for brawling and tends to focus more on the calculated strokes to achieve victory, she can easily hold herself in a scrape when it comes to it. The combat in Syndicate has seen a bit of an overhaul, which the developers felt was necessary after seeing how easily players were able to win encounters by waiting for enemy attacks and using parries. It seems over time the Templar order has finally wised up to the Assassins' tricks and plays a far more defensive game. They'll only attack when they see an opening and will guard many of your attacks. Evie and Jacob will have to utilize guard breaks and dodges to counter them, and parry only when the time is right. I felt far more active during combat, and it was the right move to switch things up. As the guards battled their way through the tower, I was able to gracefully move through the carnage while using Evie's knife throwing skills to make quick work of any oncoming threats. We finally came upon Thorne with her personal bodyguards. With the carnage filling up the central room, I was able to get the jump on Thorne for a quick assassination. At this point, the mission ended in traditional AC fashion with the central character and victim sharing a final moment before their death. But I didn't stop there. Afterwards, I booted up the mission again and went for the other options. The key-bearer was the stealthiest approach, as I was able to sneak through the tower area and assassinate the target with minimal casualties. As you can probably guess from reading this, I'm into the new setting. As one of the most requested settings from fans, Victorian-era London is a stark departure from the previous titles. Not only from the stylistic standpoint, with the dark and grimy streets filled with people who represent the best and worst of what society has to offer, but it's also the first AC game (outside of the present-day narrative) with its toes dipped into the modern era. As swords and axes become antiques, revolvers and rifles are much more common, making combat feel riskier than ever. "It's the first modern-day setting for an Assassin's Creed title [in regards to the core game setting], so it's the first time where we have a city that is so huge like London," said Boisvert. "Traffic is dense, we have carriages and other people walking on the sidewalks, and you also have the police which will chase after you when you cause trouble for others. It's a whole new dynamic for us. With the also the trains and boats, it make the city much more vibrant than any other title." I was pretty impressed with Assassin's Creed Syndicate. The game ran fairly well and I didn't notice any performance hiccups like the ones that plagued the previous AC title. I got the sense that Unity represented a major shift in how Ubisoft develops the series, and with Syndicate re-evaluating its priorities to focus more on the core game as opposed to the meta-aspects and supplementary content, I feel this entry could be a great turning point. I look forward to seeing more from the Frye siblings in the coming months, though I certainly hope the devs will figure out a way to work in Jack the Ripper, Sherlock Holmes, and Charles Dickens during the Assassins' trek through the city. To ignore them would be a missed opportunity.
Assassin's Creed photo
There's no place like London
It's not often we get to see a series recognize that things may have gotten off track. As many no doubt remember, Assassin's Creed Unity got hit hard with criticisms about its technical performance and odd design decisio...

Kamiya: Scalebound 'not a simple action game that Platinum is known for'

Aug 05 // Steven Hansen
[embed]297186:59795:0[/embed] Kamiya noted that Scalebound is, "a story about Drew...who has been transported from our modern world into this fantasy world," and by some held back plot point ends up in union with Thuban, the last of his kind. Very Dragonheart. Drew's devil may care attitude (and Devil May Cry Dante comparisons), "might be too early," according to Kamiya, who noted Platinum has released little information thus far. The "partnership between Thuban and Drew" is one of the many themes, both within the mysterious story and in gameplay. You're able to issue the AI-controlled Thuban basic commands which fall into 1) attack (at varying levels of scorched earth) and 2) fall back a bit. The latter is important because Thuban's stronger attacks can wipe enemies clean out of existence. If Drew downs them, he is able to crystallize them and collect the resulting red gems which can be used to customize Thuban. It's a bit weird you can actually change what kind of dragon he is, but hey, RPGs. "Pulse" drives the world of Draconis with its floating islands and colorful palette. It's also what powers Drew's Mega Man buster cannon-reminiscent pulse shot and the "colored accents on Thuban." I believe Kamiya called them green and I don't want to disagree, but they look pretty blue to me. I will ask my mother.  Aside from incentivizing you from not leaning too much on Thuban through the gem system, the demo continued past defeating the mantis boss in the trailer and into a much more narrow area where Thuban has to fly ahead and thus isn't free to use in combat. That means that, because of Thuban, "the world can't be too small," so there'll be plenty of open plains like the ones seen in the trailer. Other tidbits: Drew's transformation is "dragon mode" as it stands. Some trailer-like features montage showed off a large, NPC-filled city. There is also some sort of skill point system that seems like it's based on how well you perform combat. Drew also has access to a wide variety of weapons (halberds, enormous anime swords, etc.) that appear to be housed in a block-based inventory system (think Resident Evil 4). And, as learned yesterday, there's four-player co-op. "As kind of a policy for myself when I start creating a game, I am not creating to please everyone," Kamiya said. "My job is that you fall in love more and more with what I created." From what has been released, this feels like the most straightforward Platinum/Kamiya game. Basic action RPG stuff is appropriate for trade show reveals. Still, I think as crazy story details and mechanics are unveiled en route to the holiday 2016 launch (crossing back into the modern world? increased dragon skills and combo attacks?), I will get more and more into what is already a pretty, nice looking action game.
Scalebound at gamescom photo
Customizable dragon
First, note that I wanted to get Scalebound's Hideki Kamiya to say, "Ask your mom" on video, but gamescom meetings are too tight, too perpetually behind to get much good one on one in. Still, I got to see an extended playthro...


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