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Batman CE photo
Batman CE

Batman: Arkham Knight $200 Batmobile edition canceled


'Greatly compromised' statue
Jun 18
// Steven Hansen
Ugh, what is this, Batmantoid!? I just wrote about how the exclusivity of the retail-exclusive DLC expires a few months after release, but there's one other Bat-thing to note, which is that WB has canceled the $200 edition wi...

Shadow Warrior 2 goes even more over the top with co-op action

Jun 17 // Alessandro Fillari
Set after the events of the previous game, Lo Wang returns to battle armies of demons that have invaded our realm, and it's up to him and his new ninja warrior buddies to take them out. The plot is as ridiculous as the original, and probably more so with the addition of new characters and a much larger arsenal of weapons. The claws and throwing blades are extremely fast, and make quick work of the demons in incredibly gory fashion. One thing that was immediately clear was that the gameplay of Shadow Warrior has been considerably expanded. The corridor-shooter aspect of the original game has been ditched in favor of more open levels to explore. While not open world, there is much more room for exploration and traversal throughout the environments. Platforming and general movement has been enhanced to take advantage of the new lateral movement gameplay. Wang will no longer have to worry about managing his stamina, as his ninja abilities have given him enhanced strength and dexterity, allowing him to climb walls and run across rooftops with ease.  Moreover, the general structure of the game has been changed as well. With a new hub area, Wang and his allies will be able to acquire quests and upgrade their characters before venturing out into the missions. As the last game was largely a straight shot through a series of chapters, SW2 gives players more freedom in how they tackle objectives. This also allows players to revisit earlier missions much easier to re-engage past foes in order to build up Wang's strength. With the new character progression system, players will be flesh out the Shadow Warrior in very unique ways. Since the last game, the developers decided to seriously up the combat and character growth aspect with brand new RPG mechanics. As you battle enemies, you'll level up your weapons and acquire gems to augment your equipment, giving them elemental properties and buffs. While it's not Diablo-esque loot where you'll find near-infinite forms of the same weapons, the gems you find will give your gear some interesting buffs that will vary from character to character. Of course, you'll be revisting missions very often, and the devs decided to include new procedural content for the level design. Every mission (save for specific story events) will feature procedurally generated level design and content. Enemy positions, terrain, buildings, and weather conditions are all random, which will make repeat visits interesting. During one level, we came across a town with several buildings and mobs of foes to take down. The design itself was impressive, as it encouraged a large focus on vertical movement and flanking of the demons. Keep in mind that this was random, and it will feature an entirely different design. Furthermore, the level design will also take into account side-quests and other events that happen in real time, which will add more flavor. I only had a brief amount of time with Shadow Warrior 2, but I was plenty pleased with what saw. I sometimes get worried when action games go more RPG for their sequels, but the additions to the growth system and action only enhance the core sword/gun play. I was impressed with SW2. Lastly, co-op play looks to be a lot of fun, and though the new characters are mostly anonymous ninjas, each player in group will play as Wang in their own game, while the others appear as the newcomers. It's in a clever way of making sure everyone gets a bit of Wang. With release set for sometime next year across PC, PS4, and Xbox One, fans of the original will be getting more Shadow Warrior into their hands much sooner than they think.
Shadow Warrior 2 photo
Wang is back, baby
2013's Shadow Warrior reboot from Devolver Digital made a name for itself when it was released on PC. As most reboots of classic titles tend to go for a more gritty and toned-down vibe, the developers at Flying Wild Hog went ...

Hollowpoint photo
Hollowpoint

Hollowpoint gives co-op shooting a fresh perspective


Cover shooting from all angles
Jun 17
// Alessandro Fillari
Update: Cross-play for PS4 and PC will not be a feature for Hollowpoint.It feels like you can't go anywhere without seeing another co-op shooter set for release or being announced for the first time. Since the success of titl...
Hyrule Warriors photo
Hyrule Warriors

Everyone look under your Hyrule Warriors chairs!


Free costume
Jun 17
// Chris Carter
While everyone was off enjoying all of the new announcements that came out of E3, Hyrule Warriors got a really small update. How small? Well, Link now has an extra "Classic Tunic" costume for use in the game to celebrate...
Fable Legends photo
Fable Legends

Fable Legends has 'years of content' planned


Not a one-and-done
Jun 16
// Darren Nakamura
At the PC gaming show this evening, Xbox's Phil Spencer came out and introduced a few developers working on PC and Xbox One. One game in the presentation was Fable Legends, which I liked the last time I played it. In addition...

Fumito Ueda's new studio and another look at The Last Guardian

Jun 16 // Steven Hansen
[embed]294073:59057:0[/embed] Ueda didn't dish much while playing. It was as if time froze and the last few years of absence didn't exist. You'll have to "utilize the strengths and weaknesses of each of the characters," he said. That is dealing with Trico's animal nature, which can't be directly player-controlled, and the boy's limited physical abilities. Of course there was stuff already shown off in the trailer. The boy's delightful high-step running animation, along with a slow, adorable creep walk I didn't see yesterday. I also noticed for the first time what looks like a blue orb at the end of Trico's tail. And that second slow-motion jump where the boy grabs Trico's tail? Ueda fell to his death and respawned at right before the purple windmill thing got pushed down, so it's not a cutscene, you'll still have to make the grab. That fall was emblematic of the sense of height and depth Ueda likes to instill in his games. Trico serves as something of a "safety net" to help keep the boy safe, "overcome the psychological stress" of the fraught architecture. "ICO...was about the cooperation of the boy and Yorda," while Shadow of the Colossus was "about the dynamic interaction" between Wander and the monsters. The Last Guardian is the "best of both worlds," as if Shadow of the Colossus isn't a decade old. I kind of appreciate that lack as lip service paid to the lengthy development, however interesting a behind the scenes story it may be. George Miller just came back and made a new Mad Max after 30 years. Ten ain't shit. I'll likely have a pleasant time playing The Last Guardian next year, without mad hype or pent up disappointment. I hope Ueda manages to realize his vision after all the rigamarole, because his last two games are fabulous.
Timeless photo
Timeless
I had a chance to get another, slightly extended look The Last Guardian demoed by creative director Fumito Ueda himself. Ueda left Sony in 2011, though it was said he remained on in a contract capacity. Ueda explained the gam...

Just Cause 3 somehow makes explosions easier than ever before

Jun 16 // Brett Makedonski
Immediately after beginning, fellow editor Jordan Devore tethered three grapples to the crotch on a statue of an oppressive ruler, pulled it until the entire thing crumbled to pieces (dick tater, am I right?), hooked the statue's head to a helicopter, and flew it off a cliff to a fiery death. Yep, Just Cause 3 is pretty fucking wonderful. The third installment in Avalanche's over-the-top action thriller franchise has a plot, but you wouldn't know it from what we played. Now that he has a few kills under his belt, Rico's returned to the Mediterranean-inspired area that he left as a child to overthrow an evil dictator. Our sandbox was more concerned with defying physics with the parachute and grappling hook, and using the wingsuit to glide far over the land and sea alike. Ironically, the wingsuit moments provided a nice touch of tranquility as we floated over the gorgeous landscape. From that high up, everything looked so serene and peaceful -- it was almost impossible to believe it's the work of an oppressive regime. That was immediately cut short when the next thought was "this needs more explosions." Because Just Cause 3 prioritizes the ridiculous over the believable, Rico is a one-man demolition crew and his supply never wanes. Avalanche has equipped him with a never-ending supply of C4, meaning that explosions are never more than a second or two away. What's the best way to dismantle this factory or to put this bridge out of commission? Our good friend C4 does the trick nicely. A lot of the design decisions were seemingly made as a result of Avalanche shrugging its shoulders. Regarding infinite C4, a studio representative told us "Why not?" Likewise, a new helicopter stunt trick where you hang upside down from the bottom was implemented because "That's just cool." After playing Just Cause 3 for a half hour, it appears that the developer put anything in the game that would make for a good time. It's certainly not a bad direction to take. Another point of emphasis for Avalanche pertains to traversal. The developer wanted to create a world that's easy and fun to move around. That's why the wingsuit, grappling hook, and parachute seemingly offer an infinite amount of momentum -- because slowing to a crawl just isn't as thrilling. It's also the reason why cars can be saved in garages and then recalled anytime you're near one. Hey, if you're going to take the discreet way around Just Cause 3, you may as well do it in style. Regardless of method, getting around Just Cause 3 may take a bit longer than you'd think. Avalanche developers tell us that the world is at least as big as Just Cause 2, but the layout's inherently different. The third installment will feature lots of islands, archipelagos, and little towns (Just Cause 2 kind of did too, but we're just going with what we're told). Also, Avalanche says that all the towns feel varied from one another and have their own sense of culture, so to speak. We wouldn't know a ton about that, because we were restricted to the first area of the game. Zooming out on the map, we could see the other two regions. They were significantly larger, and, as we were assured, significantly more difficult. When that's all available, players will get to experience what might be the developer's biggest goal: To create a perfect flow through the world. When all is said and done, Avalanche wants you to be able to flawlessly travel anywhere you want, however you want, and have a blast doing it. While it was nice seeing first-hand that Just Cause 3 nails all the things you'd expect Just Cause to nail, it was almost disappointing that the demo was completely unstructured. Okay, the sandbox element works great, but what does it have to offer players who want a reason to press forward? We weren't given a glimpse at that. Hopefully it's as competent as the free reign component is. Really, the takeaway from our time with Just Cause 3 is blowing up a lot of stuff makes for an enthralling time. It's not a revelation necessarily, so much as it is a good reminder. As we concluded the demo by demolishing a water tower that towered over a military base, a rep for the developer told us with a half-grin on his face "we're not really into subtlety." That's great, Avalanche, because neither are we.
Just Cause preview photo
That's saying something
So many preview events obsess themselves with presenting a carefully crafted slice of game. Here's a chunk of gameplay that puts the title's best foot forward. Don't deviate too far off the path, stick to the rules, and a P...

It's truly fun traversing Assassin's Creed Syndicate's London

Jun 16 // Brett Makedonski
As these things go, our E3 demo was free of any sort of missteps that would hint at a repeat performance. No surprise there; these showings are almost always incredibly polished even though they're all in "pre-alpha." What is worth noting is that Ubisoft actually let us have hands-on time this year. In 2014, it was a one-on-one hands-off session while a developer played. That could be a small indicator that the publisher has more faith in this year's iteration. I was turned loose in a very small section of London, and I immediately felt a knowing comfort. Assassin's Creed isn't going to change that much, after all. Having just walked out of a pub, protagonist Jacob was on the ground and surrounded by three story (or so) buildings. Rooftops are the much preferred method of getting around, so it's time to start ascending. This is where Syndicate made its open-world pacing apparent. Rather than climbing the face of every structure, Jacob can shoot a grappling hook that will almost instantaneously transport him to any summit. It may seem like it wouldn't be all that noteworthy, as several titles have implemented the same feature in recent years. But, it does such a great job of opening up the Assassin's Creed traversal, it's impossible to ignore its significance here. [embed]294140:59097:0[/embed] Once on the rooftops, it was simple to shoot ziplines across to even further destinations. It's no longer necessary to go from roof to ground and back up when trying to cross a city. Now, pathfinding is incredibly simple because it just requires a quick tap of a button to fire across the chasm. These ziplines serve another purpose too, though. Partway between two points, Jacob can decide that whatever's underneath him needs a quick blade in the back of the neck. Performing air assassinations while gliding along proves to be quite satisfying, not to mention efficient. This particular demo tasked me with clearing out a relatively small compound, which was a great opportunity to test out the only new weapon I was shown. Jacob has hallucinogenic darts at his disposal, which make enemies easy to deal with. What's more, shooting them into a fire gives them an area-of-effect radius instead of only harming one target. I took out three people with one dart and then threw a knife to drop some cargo on the head of a fourth. It was a pretty great way to quickly and creatively dispatch a handful of enemies. That's when the faction leader began fleeing, necessitating commandeering someone's buggy to chase them down. With a terrified horse pulling me around with all the grace you'd expect from a panicked animal, I eventually caught up. This initiated a "gang war" where I fought alongside approximately ten others to kill those on the other side, which concluded the demo. For the few takeaways I had, I was left with more questions. What role would Evie play opposite of Jacob? Will either be playable under any circumstance, or do they each have scenes dedicated to them? How will gameplay differ between the two? What are Ubisoft's plans for the modern story? How will the boroughs of London seem unique? I had a lot of inquiries, but the developers were tight-lipped about almost everything, simply stating that oft-repeated line "We're going to be talking about that later." Frustrating as it is, it's par for the course. Information's always locked down until the publisher's ready to reveal. From what we saw, everything about Syndicate is very Assassin's Creed. That's not much of a revelatory statement, but it is what it is. The grappling hook -- the one thing that isn't very Assassin's Creed -- was undoubtedly the finest feature. It's not the type of change that will be at the forefront of someone's mind when they think about the game, but it's an improvement that will keep traversal from becoming too much of a slog. That's a welcome addition if I've ever heard of one.
AC Syndicate preview photo
And a whole lot quicker
Ubisoft finally had all the perils that come with annual franchise installments come crashing down on it last year with Assassin's Creed Unity. It was the most ambitious Assassin's Creed title to date -- with its insanel...

Dynasty Warriors photo
Dynasty Warriors

Legend of Zelda Hyrule Warriors 3DS has all DLC and new characters


Adding Wind Waker characters and stages
Jun 16
// Steven Hansen
Nintendo officially confirmed Hyrule Warriors 3DS at its event today. The team pegged it as a "re-imagining" of the Wii U game and noted that it includes all of the DLC characters from the original, as well as new characters and stages from the best Zelda game, The Wind Waker.
Mirror's Edge Catalyst photo
Mirror's Edge Catalyst

Mirror's Edge Catalyst release date is February 23, 2016


Play Faith's origin story
Jun 15
// Darren Nakamura
At EA's press conference today, Sara Jansson showed off a trailer for the upcoming Mirror's Edge Catalyst. Before getting it started, she dropped the release date: February 23, 2016. That's less than a year before we can (fi...

Dark Souls III confirmed for early 2016

Jun 15 // Jordan Devore
(Cool box art, Namco.)
Dark Souls III photo
Rise from your grave!
The leaks killed the surprise, but I'm still into it -- Dark Souls III is coming early next year to PC, PS, and Xbox One. "Hidetaka Miyazaki and his team" are on the project, according to Bandai Namco. A pre-rendered video p...

Tomb Raider photo
Tomb Raider

Rise of the Tomb Raider gets a November release date


Mind that falling ice Lara
Jun 15
// Laura Kate Dale
Hey everyone, Rise of The Tomb Raider is coming to Xbox One on November 10.  There's also a chunk of gameplay footage which we will have up shortly. The game appears to be both faster and more action packed than the last Tomb Raider, which is pretty cool to see.
Fill up my Cuphead photo
Fill up my Cuphead

Cuphead still looks amazing in this new trailer!


Don't deal with the devil
Jun 15
// Jed Whitaker
The above trailer for the cartoon-esque Cuphead was just unveiled at Microsoft's E3 press conference. The trailer shows off plenty of new enemies, including an evil carrot and a giant mermaid that Cuphead fights in an airplane.  Cuphead releases in 2016 exclusively on Xbox One.
Shy samurai photo
Shy samurai

Afro Samurai 2 reveal trailer should reveal some gameplay


Shy samurai
Jun 12
// Steven Hansen
Finally a trailer for Afro Samurai 2: Revenge of Kuma. But it's just a story trailer. I never played Tom Cruise's The Last Afro Samurai game, which released in 2009, but former Bandai Namco (and original Afro Samurai) p...
The Witcher 3 photo
The Witcher 3

The Witcher 3's already been played for ten millennia or so


That's right -- 10,000 years
Jun 12
// Brett Makedonski
CD Projekt Red's The Witcher 3 is the type of game that you can sink a whole lot of hours into. Open-world role-playing games tend to run on the long side. It took testers 25 hours to speedrun it, after all. Couple that ...
Hollowpoint photo
Hollowpoint

AI and robots took our jobs! Crackdown 2 dev's new co-op shooter


Hollowpoint
Jun 12
// Steven Hansen
When the corporations inherit the earth, will you be part of the safe bourgeoisie, or a poor with no job to do other than corporate dirty work? Hollowpoint, a 4-player co-op PS4 and PC game slated for this year, assumes the ...
Bloodstained: Ritual photo
Bloodstained: Ritual

Bloodstained: Ritual of the Night cracks $4.5 million, gets Shovel Knight crossover


He's looking bulky
Jun 12
// Chris Carter
Bloodstained: Ritual of the Night is sticking it to the man, with $4.5 million raised, making it the most successful game on Kickstarter. But IGA and his team aren't resting on their laurels just yet, as even more conten...
#Darksiders2 photo
#Darksiders2

Darksiders 2 remake confirmed, has a punny name


A lot of Vigil team working on it
Jun 11
// Brett Makedonski
Closing in on four months later, we can finally confirm the February leak of a Darksiders 2 remake. Nordic Games announced a 1080p remaster for PS4 and Xbox One. It's cheekily named Darksiders 2 Deathinitive Edition, whi...

My first three hours with Street Fighter V were immensely satisfying

Jun 11 // Alessandro Fillari
Street Fighter V (PC, PlayStation 4 [previewed])Developer: CapcomPublisher: CapcomRelease date: TBA 2016 Once Street Fighter V is released, it'll be looked back on as a point in the series for many firsts. For starters, SFV is the first title in the series that will be available on only one console, but will also feature cross-play with the PC release. This is a big thing, as each platform for the previous installments tended to build its own microcosm of players. Not only will they play against each other, they'll share the same patches and updates, which will keep them together and competing regardless of the platform they choose. Moreover, Capcom is ensuring that online play will smooth and swift as ever with its new proprietary netcode called Kagemusha. Using some sophisticated rollback-based netcode, the developers are invested to ensure that the online play is consistent and hassle free. This is also the first in series to utilize the new and ever-versatile Unreal Engine 4. Though there were some concerns about whether or not Unreal could handle a title as twitch-based as SF, given the past iterations of the engine had difficulties with rendering and maintaining a solid frame rate, thankfully my time with the new fighter has made me a believer in the tech employed here. Not only are the visuals incredibly sharp and full of vibrant colors and details, the performance is rock solid. Simply put, this is the best Street Fighter has ever looked, and these images, nor the trailers, can match having the game played right in front of you. But enough about the fancy visuals; you want to hear how it plays. Of course, with every follow up to a massively popular and well-loved title, there comes the ever important question: what did they change? As you could likely tell from the trailers, Street Fighter V looks very similar to its predecessor, taking advantage of the same mechanics, like EX moves for instance, but also the similar focus on defensive gameplay (SFIV's Revenge Gauge). Street Fighter V definitely maintains those elements, but does them in a way that makes them feel unique to this installment. For instance, the Super Moves have now been upgraded to the new Critical Arts, which still require full EX Meter. While many of the signature moves are the same (Ryu's Shinku Hadoken and Chun-Li's Hoyokusen, for instance), the Critical Arts are more deadly and flashier than the supers of past. What I was surprised most by was that it goes further and features echoes to past SF titles -- even some influences from Street Fighter III and the Alpha series. While I initially thought they were just call-backs relevant to the characters (particularly the appearance of Nash), I found that the developers have essentially incorporated many elements that were successful from past titles, sometimes re-contextualizing them in interesting ways. After playing SFV, it was readily apparent that the previous trailers and footage we've seen haven't done the game justice one bit. Especially when you realize that they've been keeping one of their game-changing mechanics a secret. And it's one of the most interesting, engaging systems the series has seen in a long time. With the new Variable System, fighters can take advantage of multiple tactics and abilities that stem from the V-Gauge, an evolution of the Revenge Meter. As they build up bars of the gauge from taking damage or executing special V-Skills (character-specific support moves activated with MP+MK), they can use moves such as the V-Reversal, a powerful counterattack activated while blocking and pressing all punch or kick buttons (at the cost of one V-Gauge bar). But once you max out the meter, you can activate the special V-Trigger (HP+HK), which brings out the fighter's true potential. Despite some speculation, V-Triggers are not stance changes. The Trigger puts the fighters in a unique state for a short amount of time, where they can take advantage of unique buffs and some modified moves. Each character has their own unique take on the Variable System, which not only adapts to their own style, but does a lot to flesh them out. During my three hours of play, I got the impression that Street Fighter V is planning on enhancing the in-game narrative a bit by reflecting more of personality in the gameplay than ever before. For instance, Ryu's take on the system is influenced by his experience as a world-traveled warrior, and during his time, he's educated himself on different fighting styles, giving him the knowledge on how to best confront whoever he faces. In order to give you a better idea of what the Variable System is like, I'll be giving you an overview of things for the four playable characters we know of so far. Starting with Ryu, his V-Skill, called Mind's Eye, brings the return of the legendary Parry mechanic from Street Fighter III. For the novices out there, Ryu can time his skill at the exact moment of contact to block off enemy hits with no chip-damage -- and yes, it can be used for successive hits. Though in order to keep it balanced, it's unusable in the air. Once his V-Gauge is maxed out, he can activate his V-Trigger Denjin-Renki, imbuing him with a powerful aura for a limited time and grants him the ability to charge up his fireballs, giving them guard break potential. Also, his fireballs are given lightning properties, and when they connect you'll see brief flashes of the enemy's skeleton. It's a neat visual callback to SFII. Chun-Li's Variable mechanics focus on her maneuverability and dexterity during battles. As one of the more agile and aerial gifted fighters in the game, her Variable moves play on her strengths in a big way. For instance, her V-Trigger ability Ren-Kiko puts her in a powered-up state and gives her special moves extra hits. Her V-Skill, called Ren-Kyaku, is essentially a command jump that allows her to manually jump in any given direction. While this may seem like an odd skill, this command jump causes damage while leaving the ground and gives her ease of movement for some exceptional cross-up potential. The guys from Capcom I played against used Chun-Li quite effectively, and I left in awe of her acrobatics. It even made me want to shout out 'eh, eh, eh!' during her air juggles. Next up, we have the return of Guile's mentor and best friend Charlie. Since his last appearance in Alpha 3, things aren't the same for Charlie, who now goes by Nash. His new look shows that he's a changed man after his experimentation and torture by the hands of Shadaloo, and many of his former abilities have been modified, adopting a focus on swiftness and gap-closing maneuvers. His V-Skill, known as Bullet Clear, allows for him to absorb incoming projectiles and turn them into energy for his V-Gauge. For his V-Trigger, Nash does something a bit different. While many other characters enter a timed state that enhance moves, his trigger allows him to instantly teleport to a desired direction at the cost of his V-Gauge. Though this may seem a bit hefty of a cost for a teleport move, his V-Trigger can open up foes to a world of hurt if timed during a barrage of projectiles, leaving them vulnerable from behind or even in the air. By far, I had the most fun with Nash. He feels totally different from before, as his previous incarnations borrowed from Guile's moveset, and I'm pleased to say that he's truly come into his own for SFV. Lastly, we have M. Bison. As the main villain for much of the series, he's seen a bit of an upgrade since his last appearance. While older and a bit slower than his previous incarnations, he's still got plenty of tricks up his sleeve. With a far more menacing appearance, the leader of Shadaloo uses his Psycho powers to a far deadlier effect. With his V-Skill, called Psycho Reflect, he's able to conjure up a field of energy to bounce back projectiles and force them back at his enemies. As a charge-focused character, also sporting a modified movelist, this comes in handy when dealing with projectile-heavy opponents. With his Psycho Power V-Trigger, his abilities come into full effect, granting him increased speed and damage for special moves, and replacing his standard dash with a short-range teleport. I was impressed with what the Variable system brings to the table. In Street Fighter IV, the Revenge Gauge was only used to build your Ultra Combos, which for a lot of the skilled players often went unused. Thankfully, Street Fighter V makes better use of the mechanic here by making it a more active element during fights. The system added a whole layer of nuance to an already tried and true system, and I was super pleased with how easy it was to pick up. Though you've likely seen the phrase "easy to learn, difficult to master" thrown out a lot for games, I feel SFV lives up to that in a big way. I suspect many of the pros and hardcore fans will have fun analyzing the depths of the Variable System. It should be stated again at how gorgeous this game looks in motion. The frame rate was solid, and the new visuals have given the characters a greater level of detail. Though in some spots, it's clear that the game has still got things to work on. During the London stage, which looks incredible by the way, the background visuals didn't quite match up with what was going on in the foreground. For one, the frame rate was a bit off with the background action, which became a major distraction during battles running at 60 frames per second. But of course, this title is still a ways off, and it'll likely be cleared up before release. I have fond memories of growing up with Street Fighter II back in the day, and although I've kept with the series since, there were only a few titles that really blew me away and actively got me to up my game in order to compete with friends. Now am I saying that SFV matches those moments I had as a kid? Of course not. I only played a few hours of an unfinished build without the complete roster, after all. But what I did play showed a ton of promise, and honestly, I haven't felt this excited about Street Fighter in a long time. It's a great feeling having a new game in the wings, and I'm just itching to get back into the thick of it. Be sure to check back with Destructoid during the week of E3. We'll likely see more exciting titles from Capcom at the show. It's certainly going to be a good lineup this year.
Street Fighter V photo
Kick, Punch, it's all in the mind
After nearly thirty years, the Street Fighter series has still been going strong. With more incarnations than most people can remember, the series is seen by many as the quintessential example of what the fighting game genre ...

Hellblade photo
Hellblade

Ninja Theory is tackling mental illness with Hellblade


Fear is the mind killer
Jun 10
// Jordan Devore
With Hellblade, a small team within Ninja Theory will attempt to tell a psychosis-infused tale about a Celtic warrior named Senua who is struggling to cope after a traumatic Viking invasion. It's still presented as a third-p...
Rodea: The Sky Soldier photo
Rodea: The Sky Soldier

Rodea: The Sky Soldier launch delayed


Now coming in October
Jun 10
// Kyle MacGregor
The wait for Rodea: The Sky Soldier has been a long one and it just got a little bit longer. NIS America has revised its plans, pushing back the upcoming Wii U and Nintendo 3DS action game's September launch until O...
Witcher 3 photo
Witcher 3

The newest batch of Witcher 3 DLC includes a quest and a Gwent set


Gotta collect 'em all
Jun 10
// Chris Carter
CD Projekt Red has committed to delivering some free DLC updates post-launch for The Witcher 3 fans. While they aren't spectacular (mostly small quests and cosmetic items), this is the exact kind of content that would be...
Dark Souls III photo
Dark Souls III

Dark Souls III confirmed to be real, releasing in early 2016


According to this art leak
Jun 09
// Brett Makedonski
The past week has brought about speculation that From Software would follow up this year's Bloodborne with a third installment in the Dark Souls series. There were even some mighty convincing screenshots that h...
Veecaloid photo
Veecaloid

WayForward alumni made a mobile game about a shapeshifting Magical Girl pop idol


It misses the mark though, sadly
Jun 09
// Chris Carter
Veecaloid Pop is out this week on iOS devices, and the level of commitment you'll need for it is described as "Flappy Bird-esque." That's about on point, as the only commands on-screen are "tap" and "drag." The object of...
Armikrog photo
Armikrog

Claymation project Armikrog gets an August release date


$24.99
Jun 09
// Chris Carter
Developer Pencil Test Studios has sent over word that Armikrog will debut on August 18, not quite its original "second quarter 2015" target. To accompany the new announcement is a video showing off the game's eerie art ...

There's no way I'm playing Fortnite with randoms

Jun 08 // Jordan Devore
[embed]293554:58880:0[/embed] I didn't come away with any major new insights. This is a meaty game meant to be experienced over a long period of time, and it's hard to get a sense of how justified that will be from preview events alone. At what point do you grow tired of smacking abandoned junk for resources? There's also the matter of putting a lot of care into your fort's design but not quite enough care to stop the masses from ripping everything apart. Or maybe you didn't craft enough ammo, and now you're being overwhelmed by bees and laser beams. The threat of the grind demoralizes. I'm fond of Fortnite, conceptually, but I wonder if people will connect with it the way Epic hopes. It being free to play on PC and Mac will help. If you're planning on playing, be sure to do so with friends who can hold their own, communicate, and adapt when things inevitably go awry.
Fortnite photo
The PC and Mac beta is coming this year
I don't know that I've ever previewed the same game twice, but that's the situation I'm in after seeing Fortnite again at a recent pre-E3 event. It was much the same as last year. But since many people are unaware of what the...

Batman: Arkham Knight photo
Batman: Arkham Knight

Nvidia gives Batman: Arkham Knight the Gameworks treatment


Look at all the settings you won't use!
Jun 07
// Zack Furniss
Like the previous games in the Batman: Arkham series, Arkham Knight's PC release will feature extra bells and whistles courtesy of Nvidia. If you don't have an Nvidia card, you'll always have this trailer to imagine wha...
Chickensword photo
Chickensword

Chickensword is fast, funny, and furious


A bird that kills at will
Jun 07
// Jonathan Holmes
As a comedic tool, juxtaposition can cut both ways. Was Attack of the Killer Tomatoes a cheap "opposite day joke" one-note-tune of a film, or an adorable commitment to pushing a ridiculous concept past the point of reason? L...
Dark Souls III photo
Supposedly releasing next year
Following a report that Bandai Namco would announce Dark Souls III later this month at E3, The Know has come out with a slew of supposed screenshots and information for the game. This is the same group responsible for that s...

E3 2015 photo
E3 2015

XSEED reveals E3 lineup full of hot new projects


Trails, Onechanbra, EDF, Senran Kagura..
Jun 05
// Kyle MacGregor
XSEED just revealed the games it's planning to bring to E3 this month and they're pretty exciting. First things first: There will be a lot of new reveals at the event, including The Legend of Heroes: Trails of Cold Steel...

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