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Review: Resident Evil 0 HD Remaster

Jan 18 // Chris Carter
Resident Evil Zero HD Remaster (PC, PS3, PS4, Xbox 360, Xbox One [reviewed])Developer: CapcomPublisher: CapcomReleased: January 19, 2016MSRP: $19.99 Zero begins with a rather interesting setpiece: a moving train. Rebecca Chambers, a member of S.T.A.R.S., is sent to investigate crimes in the Arklay Mountains -- conveniently located (and thus, linked) near Raccoon City and the original game's mansion. Here she meets Billy Coen, an alleged murderer and ex-Marine, and starts an "unlikely" partnership. You can probably tell from the setup that the tale is a pastiche of cheesy horror not unlike past games, but it's done just as effectively as before. Sure, the story never really makes much sense, even after the final credits roll, but you'll have a good time while you're along for the ride. Rebecca and Billy have a fun dynamic that is extended throughout Zero. The former can combine herbs and story-related chemicals, and the latter can take more of a beating and move heavy objects. It's not an original concept even for the era it was released in, but it works. This is mostly because of the "zap" partner system that allows both characters to be on-screen at the same time. You can opt to have your AI partner attack or stay idle, which is great if you don't want them wasting ammo. Swapping is as easy as pressing a button to start a second-long heartbeat transition to the other character. You can also control the AI with the right analog stick, which comes in handy for moving them out of harm's way. This idea is used in many different ways that chop up the game's pacing for the better. In some zones, Rebecca and Billy are split, working separately to exchange key items with one another through special devices like service elevators. In other areas, they're working in tandem to solve those wonderful box puzzles, where Billy is moving cubes and Rebecca is operating a device of some sort. Given that so many of Resident Evil's puzzles feature solutions born out of just one avatar, I like that Capcom went with something different here. There's another huge difference when it comes to Zero and all of the games before it: item management. In the past, players would mostly store their items in a magical gamey storage box of sorts, where you could access your armory and inventory wherever a box was located. Now, you can place items on the ground and store them anywhere on the map, no questions asked (well, outside of the single room item limit, which is inexplicably still in this remake). For instance, if you want to split a few typewriter ribbons off a stack of 10 and place them in a save room, you can. The same goes for weapons and herbs, or any key items you may pick up. [embed]332496:61804:0[/embed] Items now show up on the map, so there's no guessing as to where you put them. It's a more challenging system, for sure -- you don't have the infinite box to rely on, and sometimes you'll have to run through gauntlets of enemies if you happen to stash a key item and are required to run back for it. Its use does start to grate mid-way through the game, as it can get rather tedious to juggle everything. The mechanic isn't really re-used, but it helps cement Zero's unique identity (for better and worse) along with zapping, and the level designs mostly accommodate it. This is an old-school Resident Evil game at heart, back when "survival" was still a key factor of the series. Zero features limited ammo, save ribbons, and a lot of decision making, mostly in regards to inventory management. This is especially true given the zapping, because at any moment one character may be forced to fight a boss without the help of another, so ensuring that both cast members are fully equipped is key to your success. In terms of the actual "Remaster" moniker, a lot of the technical details are the same as before. The visuals and framerate have been updated, there's a new non-tank modern control method available, and you can swap between 16:9 and 4:3 resolution (even on consoles) -- but the cheesy FMVs remain untouched. Capcom really could bring back every entry pre-Resident Evil 4 just like this and I'd be happy. Thankfully though, it's slightly more than just a straight touch-up due to the addition of Wesker mode. In this special gametype only found in the remake (that's acquired by beating the game once), Billy is shoved to the side in favor of Wesker, who operates as Rebecca's partner throughout the game. This mode is meant to be silly. Wesker can use his superhuman powers he's flaunted since Code Veronica, including the ability to quickly dash across the room, and use a special energy attack to pop zombie's heads off. He can also mix herbs and doesn't have many limitations. They didn't go the full mile -- Billy is still present in cutscenes, as is his voice -- but it's a meaty enough change.  All of the old unlocks are also present, including additional costumes, weapons, and the Mercenaries-like "Leech Hunter." The latter is a mini-game of sorts that tasks players with escaping a modified version of the Research Center, and gets tougher as you play it. It's not as memorable as some of the true Mercenary modes in other games, but it's worth clearing at least once and should adequately test the mettle of series veterans. As a whole, Resident Evil Zero isn't one of my favorite entries, but with the amount of care that went into this remake, like Resident Evil HD Remaster before it, I'm really coming around. In fact, just get both if you don't have them already. [This review is based on a retail build of the game provided by the publisher.]
Resident Evil 0 HD review photo
Welcome, Wesker
For whatever reason, I didn't end up completing Resident Evil Zero back when it was released in 2002 -- in fact, it took me 10 years to truly dive into it. I think it just flew under the radar, but thankfully Capcom has opted...

Cave photo
Cave

Ubisoft's sending a 'lucky' contest winner to spend the night in a cave


Cave Story
Jan 18
// Brett Makedonski
Good things don't happen in caves. A best-case scenario has some bats buzzing through your hair. A worst-case scenario? Ummm, bears or dragons or satanic cults. OR, satanic bears riding dragons. Yeah, fuck that. Ubisoft wants...
Gunman Clive photo
Gunman Clive

Gunman Clive HD sold '10 times' better than the PC release of Gunman Clive 2


9,000 copies
Jan 18
// Chris Carter
Bertil Hörberg, the developer of the Gunman Clive series, has shared a post-mortem of sorts for recent entries in the series on NeoGAF. In short, he concludes that Gunman Clive HD has sold 9,000 units (not coun...

Here's what we know about Legend of Zelda: Twilight Princess HD

Jan 18 // Chris Carter
Confirmed info: Twilight Princess HD features a 1080p visual overhaul based on the GameCube edition of the original (left-handed Link). Three slots will be available for items, the GamePad can be used for inventory management, and you can now instantly switch to Wolf Link with the GamePad without pausing the game. The physical boxed edition nets you a Wolf Link and Midna amiibo for $59.99. Said amiibo will interact with the upcoming Zelda Wii U game in some form. This week, digital pre-order codes showed up on Amazon for $49.99. Multiple control methods will be supported, not just the GamePad. Pre-orders at specific retailers come with a music CD. There is an amiibo-based dungeon that requires the Wolf Link and Midna toy to unlock. Tears of Light sections are streamlined so they're less tedious, similar to the pieces of the Triforce in Wind Waker HD. They now require 12 tears instead of 16. Miiverse Stamps are in A new item called the Ghost Latern has been added. It will glow when a Poe is near, helping him recover Poe Souls. The wallet limit has been increased by default. Hero Mode is in, with double damage modifier and "no health-replenishing hearts." Using the Ganondorf amiibo will increase the damage level to quadruple.
Twilight Princess HD photo
And what's rumored
The Legend of Zelda: Twilight Princess HD is set to arrive in March worldwide, and as usual, Nintendo is being very guarded about what the remake actually entails. Here are some hard details announced by Nintendo.

Review: The Bug Butcher

Jan 18 // Jordan Devore
The Bug Butcher (Mac, Linux, Windows [reviewed])Developer: Awfully Nice StudiosPublisher: Awfully Nice StudiosRelease: January 19, 2016MSRP: $7.99 When I close my eyes, I now see aliens splitting apart into smaller aliens, again and again, until there is nothing left. I can picture exactly how they will move; when they'll strike. Clearly, this game has seeped into my mind. It only took a few short hours. As the titular exterminator, you're called into a research facility to clean up an infestation of creepy crawlers. Each of the 30 levels has the same basic premise -- "the only good bug is a dead bug!" -- but varying stage hazards, gimmicks, and enemy types keep the action engaging. Even after going back through most of the levels several times now, I'm yearning for more. It's all so very satisfying, and the scoring system and character upgrades further incentivize repeated playthroughs. I'll happily oblige. Every alien has a distinct look and movement pattern, but there are constants. They always enter the screen from above, telegraphing their descent so you aren't caught off guard. This is a game that rarely, if ever, feels "cheap." The majority of the bugs bounce around, touching down for a split second before going airborne again. Others hover from side to side, or stick to the ceiling. One pest crawls on the ground, waiting to pounce like a Facehugger. After taking enough damage, most will split into smaller beings that can quickly fill the room if left unchecked. This is important because, crucially, you can only shoot straight up. Positioning is everything. [embed]334931:61897:0[/embed] You'll have to keep an eye out for items that temporarily boost your damage or speed, and weapons like a laser beam, lightning gun, or rocket launcher. None of these last long, but they all pack a hefty punch and are enjoyable to wield. By keeping your combo up, you can also earn one-time-use abilities to, say, become invincible or freeze every alien in place if you're in a bind. Vanquished bugs litter the floor with coins, and there's a score-based, end-of-level payout. In the main Arcade mode, you can buy passive perks and permanent upgrades to make any weapons or abilities you might encounter mid-battle more useful. (To be clear: you always begin levels with your standard machine gun. Which is fine! It's quite good.) You're only able to equip a single perk at a time and, between the three choices, I prefer the one that lets you take a hit without dropping your combo. There's also Panic mode, playable alone or with a friend in split-screen, in which you try to survive for as long as possible. You can keep fighting until you're either out of health or out of time. For me, it's invariably the former. I have no problem scrambling to grab time extensions, but in doing so, I become too reckless. At any point, it's possible to pause the action to buy upgrades for your current run. Unlike in Arcade mode, these purchases aren't persistent across levels. The Bug Butcher gets chaotic, but rarely is it frustrating. Even when the screen is packed with enemies, you still have this overall awareness of where you should be standing, and when. The difficulty curve is spot on. It does a stellar job of making you feel mostly in control -- and, at times, over-powered -- without letting you sleepwalk to victory. You'll have to work for those high scores. I loved the responsive controls, and that's a big factor when examining an action-heavy game like this, but the presentation is also commendable. The art and sound design play pivotal roles. Bugs are squishy, just as you'd expect, while power-ups serve as a visual and auditory jolt of energy. The thumping electronic soundtrack is unrelenting, further helping to keep you in The Zone. If there's a major complaint to be made about The Bug Butcher, it's that there simply isn't more of it. [This review is based on a retail build of the game provided by the publisher.]
The Bug Butcher review photo
Do your part!
When I first heard about The Bug Butcher last year, I thought it looked like a nice modern take on the bubble-popping shooter Super Pang. But I held off. I have a regrettable history of playing games in Steam Early Access onl...

Review: Jotun

Jan 17 // Jed Whitaker
Jotun (PC)Developer: Thunder Lotus GamesPublisher: Thunder Lotus GamesMSRP: $14.99Release Date: September 29, 2015 Thora just died an inglorious death and she must now prove herself by battling jotun, giant elementals based on Norse mythology, to enter Valhalla. Along her adventure, players will learn the story of Thora's life, all spoken beautifully in her native tongue with subtitles. Easily one of the strongest and well done female characters I've encountered in a long time, Thora isn't rail-thin, sexualized, or disrespectful of her foes as she cuts them down.  Each level consists of three sections, two of which can be entered and exited at will. These sections each contain a rune that when collected opens up a third area where you'll be battling the jotun. If you're hoping to slay tons of enemies in each level, you may be disappointed, as Jotun focuses on the journey and atmosphere, rather than combat. Most of the time you'll be checking your map and exploring to discover statutes that confer the powers of the gods, health upgrades, and, of course, runes. [embed]333479:61894:0[/embed] A lack of combat isn't necessarily a bad thing, as the levels are drawn beautifully and are well designed. Also, Jotun has some of the best sound design I've heard in an indie game in some time; you'll hear birds chirping, branches crackling, and snow blowing, all while a beautifully-orchestrated soundtrack plays in the background. More so than any other game I've palyed, this attention to detail makes for an atmosphere that sells the "journeying through purgatory all by your lonesome" aesthetic.  If you're hungry for a fight, don't fret, as each level ends with a battle of a gigantic jotun. Jotuns are so large the camera has to pan to the point Thora looks like an ant by comparison. While each battle consists of chopping away at the feet of each jotun with your trusty axe, they all feel different enough to stay fresh. That said, the strategy for taking on each jotun is similar: avoid attacks, look for an opening, attack, rinse, lather, repeat. As there are only six jotun in total to conquer, the formula never gets stale.  Battling these gigantic foes are easily the best part of the game, as each one is hand drawn with an animation style reminiscent of Don Bluth's work from Dragon's Lair. The jotun are as beautiful as they are terrifying.  The difficulty scales well throughout the adventure, as the levels leading up to boss battles ensure each of the game's mechanics is understood and well utilized. The first level requires players to use heavy attacks to bushwhack through a forest level, a skill that is later required to defeat that stage's jotun battle. Another area involves climbing a gigantic tree while a huge bird periodically swoops down at Thora, requiring players to time dodge rolls, which of course is used in the ensuing battle with another jotun.  If you're looking for something laid back, beautifully drawn, and well orchestrated with some intense, but not overly difficult, boss battles, then Jotun is easy to recommend. It's a magical ride that I'm sure I'll revisit from time to time in the future. Even though the whole experience only lasts just over five hours, it is five solid hours. [This review is based on a retail build of the game provided by the publisher.] Tharsis (PC [reviewed], PS4)Developer: Choice ProvisionsPublisher: Choice ProvisionsMSRP: 14.99Release Date: January 12, 2016
Review: Jotun photo
The opposite of a foot fetish
The response to my review of Freedom Planet was pretty positive, as was the suggestion that I'd be reviewing some older Steam games we may have looked over, so here we are. Jotun slipped us by here at Destructoid when it released late last year, but I'm here to remedy that. This is little game with big heart, big style, even bigger enemies, and strong female lead to boot.

Platinum photo
It's all but confirmed at this point
Weeks ago, we learned that there is a Teenage Mutant Ninja Turtles game in the works from Platinum Games by way of Activision, in the same vein as The Legend of Korra and Transformers: Devastation. It made perfect s...

Review: Gravity Rush Remastered

Jan 15 // Josh Tolentino
Gravity Rush Remastered (PS4)Developer: SCE Japan Studio and Bluepoint GamesPublisher: Sony Computer Entertainment Japan and AsiaReleased: December 10, 2015 (Japan/Asia), February 2, 2016 (NA/EU)MSRP: $29.99 [Note: This review is based on the English-language version of the game released in Asian regions on December 10, 2015. We expect that there will be few if any significant differences between this release and the upcoming North America/EU releases.] The most striking part of Bluepoint's work on Gravity Rush Remastered is on the technical side. The game runs at a smooth, uninterrupted 60 frames per second, at a native 1080p resolution. Higher-resolution textures sport additional detail and sharpening while improved lighting and antialiasing brings out the color in the game's unique cel-shaded aesthetic. No one's going to mistake Gravity Rush Remastered for a "native" PS4 game, but it does look much like the way I (fondly) remember the Vita original, which is high praise considering that I can compare the two side-by-side and see just how much work went into the porting job.  While Bluepoint has made some considerable improvements to Gravity Rush Remastered's graphical quality and performance, it was more conservative in terms of content, opting just to add the original's three downloadable content packs as standard, and a gallery mode to check out concept art, character designs, and unlocked cutscenes. This may dilute the game's value proposition somewhat for existing Gravity Rush owners on the fence about double-dipping since the game is identical in content and design to the Vita version. [embed]334467:61883:0[/embed] If there's anything about the game that qualifies as "bad news," it's rooted in the fact that the content itself is unchanged. As such, the criticisms raised by Jim Sterling in his review of the original do stand, to an extent. The game's mission design never really lives up to the sheer joy of its central gravity-shifting mechanic, and no amount of frame rate improvement or antialiasing can change that. Combat and control in stressful situations can still be a little squirrely, though the better "feel" of a DualShock 4 controller, combined with the extra awareness afforded by a larger screen, makes it easier to compensate. Even players who enjoyed the tilt- and touchscreen-based features of Gravity Rush are accommodated, thanks to the DualShock 4's own motion sensing and touch panel (though these can be turned off if desired). The narrative is also much more proficient at establishing atmosphere and personality than at answering the questions it raises, and by the end of the campaign it can feel like one has just read an incomplete set of obscure foreign comic books, not knowing when or where the next issue will turn up. That said, I'm of the opinion that these rough edges are not nearly as serious in their impact as some may think, and to players in the right mindset, even add to Gravity Rush's considerable charm. The writing, dialog and story all emphasize Kat's character as a somewhat hapless amateur superhero (think "anime Ms. Marvel with a different power set") just getting started in her crime-fighting career, and she's exactly the kind of person who might whiff on landing a gravity kick and go flying into a pile of boxes. Just in the way that deliberately "slow" controls can improve the atmosphere of a horror game like Amnesia, occasional finickiness and flubs reinforce Gravity Rush Remastered's sense of character (albeit unintentionally). In the end, Bluepoint deserves credit for managing to bring out the best in an already-pretty-good game, allowing PS4 owners the chance to experience the charm of Gravity Rush unhampered by the limitations of its original platform.  [This review is based on a retail copy of the game acquired by the reviewer.] UnderRail (PC)Developer: Stygian SoftwarePublisher: Stygian SoftwareReleased: December 18, 2015MSRP: $14.99
Gravity Rush Remastered photo
Falling with style
Gravity Rush is and remains one of the coolest games on the PS Vita, even three years after its original 2012 release. Unfortunately for fans of cool games, the PS Vita didn't get into nearly as many hands as Sony was ho...

PC Port Report: Dragon's Dogma: Dark Arisen

Jan 15 // Patrick Hancock
Tested on: Intel i7-4770k 3.50 GHz, 8GB of RAM, Geforce GTX 970, Windows 10. Framerate measured with RivaTuner. First thing's first: the PC version has an option to turn off all Pawn banter completely. In case you think you might be missing something, just know that its gibberish like "IT'S WEAK TO FIRE" and probably also "A FORMIDABLE FOE!" As an aside, I kind of like how annoying the Pawns are. For whatever reason, I get a huge chuckle out of their loud, uncalled for shouts. The PC Port also supports 4k resolution, but as I do not have the capabilities to test this, I cannot comment on how it looks. My bet is that it looks very good. Most players who have played before will have one thing on their mind when it comes to the PC Port: the framerate. While I have not played the original, the framerate was evidently awful. There are three options for framerate in the options: 30, 60, and Variable. The PC port runs smooth as butter on my rig, easily going above 60 framer-per-second in towns and hovering around 60 FPS outside and in combat. The texture quality is, well, the game is from 2012 and it shows. They're a bit muddy, especially when viewed up close. Comparing screenshots and videos, I can't say they are much better than the original, but it's hard to tell without playing the other version myself. Regardless, I wouldn't say it looks bad. Just...not great. There's also some noticeable pop-in with objects. Generally they appear off in the distance, but occasionally when turning a corner, an NPC will magically appear right in front of your very eyes. Damn, this game does have some fancy magic! Key bindings can be remapped to your heart's content, but the same is not true when using a (non-Steam) controller. There are six different presets for controllers though, and you're bound to find something that fits your playstyle between them. The Steam controller works just fine, either using it as a traditional controller or rebinding the keys to your heart's content. I've found that binding "grab" to a back grip paddle makes fighting monsters as melee way more entertaining. It really feels like grabbing! Consumables can be assigned to hotkeys, but only numbers 1-5. It's incredibly simple to do: open up your inventory, select the consumable, then press the number key to assign it. Done! This makes things like pulling out a lantern or using flasks a breeze and is also an incentive to use a keyboard and mouse. The keyboard and mouse controls feel very tight, and aiming bows has never been easier. When switching between keyboard controls and a controller, the game automatically changes the on-screen prompts and recognizes the new input device. I've tested with with both the Steam Controller and a wired Xbox One controller. There are plenty of graphics options, including the ability to change the field-of-view, something not seen too often in PC ports, let alone ports of third-person action games! Regardless of FOV, the camera pans out while a weapon is active, so there's always plenty of room to see what is happening on screen; the FOV slider affects non-combat view more than it does combat view, from what I can tell. Other graphical options that PC players have come to expect are here and can be tuned to fits any player's setup. Remember, Dragon's Dogma is a few years old at this point and shouldn't really be taxing to most gaming PCs these days. One issue is that the graphics can only be changed from the main menu. Once you load a save, most graphics settings are locked in. As for the "double dippers" who are curious if this is worth a second investment, it depends. If you bought it and never spent much time with it because of technical issues, definitely pick it up again. The same goes if you never got a chance to play the Dark Arisen content for whatever reason. If you've had your fill of the game and its expansion originally, then I'm not sure there is much here, except the opportunity to play a smooth game and not a PowerPoint presentation. This is a wonderful port from Capcom. It could have just easily just plopped this on the new platform with little to no care and called it a day. The fact is though, there are many features that are exclusive to the PC version and it runs at a stable framerate. Plus, it's not being released at full price! No, it's not perfect, but for $30 it's hard to say no to such a great RPG. [This PC Port Report is based on a retail build of the game provided by the publisher.]
Dragon's Dogma PC photo
They hold the advantage!
Why didn't anyone tell me Dragon's Dogma was so amazing?! I missed out on the original back in 2012, and I hadn't really heard much about it in the first place. I knew, vaguely, what it was, and had even downloaded it vi...

Valkyria Chronicles photo
Valkyria Chronicles

Man the Valkyria Chronicles Remaster is beautiful


'New' story trailer
Jan 15
// Chris Carter
If you somehow missed out on the amazing Valkyria Chronicles in the PS3 era (maybe you weren't born yet), and missed out on the great PC port recently that's been sold for dirt cheap every other week, you'll get your ch...

Review: The Aquatic Adventure of the Last Human

Jan 15 // Ben Davis
The Aquatic Adventure of the Last Human (PC)Developer: YCJYPublisher: YCJYReleased: January 19, 2016MSRP: $9.99 The Aquatic Adventure of the Last Human tells the story of the last surviving human being, thrown into an unknown year in the distant future via a wormhole. All that is left of our civilization on Earth has been entirely submerged under the ocean. Crumbling cities, broken machines, and other remnants of human civilization are still present, slowly decaying in the sea. The world is now thriving with sea life, as huge fish swim about the dilapidated structures and aquatic plants grow out of control. The only clue about what happened in the past are holo-tapes containing the last recorded information of humanity from the year 3016. This is not a story of hope. As the last one left, you have no way of repopulating the world. Humans had their time, and it's over now. The only thing left to do is try and figure out what happened and live out the rest of your days attempting to make the most out of your present situation. [embed]334534:61880:0[/embed] The player character passes the time aboard a submarine, exploring the serene ocean depths, floating among the thriving sea life, and looking out at remnants of the past. There seems to be very little danger in the surrounding waters; groups of angry giant clams here and there, some pipes spilling out corrosive gases, a few floating sea mines, but for the most part it's smooth sailing. That is, until the last human encounters The Worm. Much like Shadow of the Colossus, there are very few threats in the world of The Aquatic Adventure aside from the bosses. The game compensates by making every boss fight unique, challenging, and memorable. Conquering these massive sea beasts will require puzzle-solving skills, strategy, quick reflexes, and most of all perseverance. The submarine will most likely be destroyed many times before a boss will finally be defeated, but with enough observation and planning, any obstacle can be overcome. Thankfully, the submarine's abilities will take some of the edge off of the difficulty of boss fights. A damaged hull will slowly repair itself automatically over time, so as long as the sub stays out of danger long enough, it can come back full force in the heat of battle. Upgrades can also be found scattered throughout the sea, offering new weapons, tools, improvements to the hull, and more. So if a player is having a particularly rough time with a certain boss, a little exploration might result in better equipment to make the fight a bit easier. There are eleven boss fights in total, but most of them can be fought in any order the player chooses. In the vein of Metroid, new areas can be opened up with upgraded equipment. Every time a new item is acquired, it's usually a good idea to fully explore the map to figure out all possible options for progress and decide which boss to take on next. Although there are a few instances where the player does not have a choice, and the only option for escaping is to fight their way out. The real heart of The Aquatic Adventure of the Last Human comes from the graphics. While the thought of exploring a large map with very few threats may seem uneventful, I almost didn't even notice most of the time due to the entrancing sprite art covering every inch of the map. The environments and sea life are so detailed and well animated that they seem to come to life in movement. Everything looks painstakingly hand drawn, with personality oozing out of every object. I had to spend a few moments in each new area just admiring everything around me, from the tangles of seaweed and peaceful (yet sometimes startling) sea creatures to the ruined edifices and malfunctioning electronics. While it looks beautiful even in screenshots, I honestly don't think still images do this game the justice it deserves. To add to the whole charming ambiance, the wonderful electronic soundtrack helped to capture the beauty and strangeness of an underwater world, while also ramping up the tension during boss encounters. Other visual effects added to the charm as well, like how the screen slightly tilts depending on the direction the submarine is moving, the subtle flickering of text to indicate it's being viewed on a monitor of some kind, and what looks like handwritten text which appears upon arrival to a new area. All of these little details add up to give The Aquatic Adventure its own unique flair. If I could offer suggestions for improvement, I do think there needs to be more map functionality. Especially for a game where backtracking is important, it would have been nice for certain obstacles to be highlighted on the map, like green lines to indicate vines which need to be chopped or grey bars to specify doors that can be opened. Of course, obstacles leading to secret areas can be kept hidden from the map, so that only the keenest explorers will find them. I might have also liked a manual save option, for those instances where I was killed by a part of the environment, requiring me to navigate large parts of the map all over again to get back to where I left off, although the fast-travel system did help with that somewhat. Lastly, I did encounter a few annoying bugs while playing, but thankfully they were fixed very quickly. I really enjoyed my time with The Aquatic Adventure of the Last Human. It may be a bit on the short side, especially for players who are able to take down the bosses with relative ease, although most players are probably looking at about six to seven hours of playtime. But in that short amount of time, it manages to pack a satisfying amount of action, tranquility, and exploration into a concise, captivating adventure. Just don't be afraid to dive too deep into the ocean depths, no matter what horrors might lurk in the dark abysses below. [This review is based on a retail build of the game provided by the publisher.]
Aquatic Adventure review photo
Steve Zissou will outlive us all
Unlike many others out there, underwater environments tend to be some of my favorite areas in video games. So when something like The Aquatic Adventure of the Last Human comes along which takes place entirely underwater, I ca...

Rise of the Tomb Raider photo
Rise of the Tomb Raider

Rise of the Tomb Raider minimum PC requirements


Can your PC run the new Tomb Raider?
Jan 14
// Steven Hansen
Very fine game Rise of the Tomb Raider is headed to PC this month, January 28, after releasing on Xbox One in November as a timed exclusive. It's still not coming to Sony's PlayStation 4 until closer to the end of the year. I...
Arslan on Steam photo
Arslan on Steam

Koei Tecmo's Arslan: The Warriors of Legend is coming to PC


Details on the 'early purchase' bonus
Jan 14
// Jordan Devore
Arslan: The Warriors of Legend is headed to Xbox One, PlayStation 4, and PlayStation 3 (digital only) on February 9, 2016. That was already known, my dear reader, but here's something new: the tactical action game will releas...
Bayonetta 2 photo
Bayonetta 2

Bayonetta 2's price is getting halved next month


You're also getting half the Bayonetta
Jan 14
// Brett Makedonski
Bayonetta 2, a Wii U exclusive and our Game of the Year in 2014, does a lot of things very well. Its combat is free-flowing and challenging; its characters are wacky and memorable. This is a well-rounded game that's held in h...
Isaac photo
Isaac

The Binding of Isaac: Afterbirth might be coming to Wii U after all


And maybe the New 3DS?
Jan 14
// Chris Carter
Although Nicalis has been hesitant to actually confirm The Binding of Isaac: Afterbirth on Wii U,  it looks like it may be coming after all. Tyrone Rodriguez sent out an ominous tweet last night noting "it's lonely ...
amiibo photo
amiibo

Info for 'amiibo dungeon' spotted on Twilight Princess HD Amazon listing


Amazon France
Jan 14
// Chris Carter
I expect some controversy to come out of this for sure, given the talk about amiibo functionality as of late. According to the Amazon France product listing for The Legend of Zelda: Twilight Princess HD, there's an amiib...
Disney photo
Disney

See how a Disney Infinity figure is made, and by proxy, a terrifying 3D printer process


Olaf rises from the depths of Styx
Jan 13
// Chris Carter
Disney is sharing how they actually craft their figures for Disney Infinity, and the process looks really damn rad. First an artist comes up with the concept, then they 3D print it, and from there it's molded and washed,...
Saiconauts photo
Saiconauts

Psychonauts 2 campaign closes with $3.8M in funding


Psycho killer, run run away
Jan 12
// Steven Hansen
Double Fine took to new crowdfunding/investment platform Fig for the development of a sequel to the beloved Psychonauts. The project reached its funding goal of $3.3 million five days before the close of the campaign before c...
Respawn photo
Respawn

Titanfall dev working on 'new 3rd person action/adventure IP'


Job listing for unannounced project
Jan 12
// Steven Hansen
Titanfall's coming up on two years old, huh? While all the AI robots toil away on deserted servers, developer Respawn is hard at work on Titanfall 2, which may find better longevity while no longer an Xbox console exclusive. ...
Odin Sphere date photo
Odin Sphere date

Odin Sphere: Leifthrasir has a June release in North America


Scrumptious
Jan 12
// Jordan Devore
Atlus is launching Odin Sphere: Leifthrasir this week in Japan, but there will unsurprisingly be more waiting involved for the Western release. The 2D action-RPG is hitting PS3, PS4, and PS Vita in North America on June 7, 2016. Details on the European release are unknown at this time. For now, though, there's a new website full of oh-so-pretty Vanillaware artwork.

Review: Assassin's Creed Chronicles: India

Jan 12 // Chris Carter
Assassin's Creed Chronicles: India (PC, PS4, Xbox One [reviewed]) Developer: Climax StudiosPublisher: UbisoftReleased: January 12, 2016MSRP: $9.99 In this tale players will assume the role of Arbaaz Mir -- a cocksure assassin who has just stolen the Koh-i-Noor diamond, a Piece of Eden. The year is 1841, and Arbaaz is caught up in your typical Assassin vs. Templar antics in the brand new setting of India. The narrative mostly takes a backseat, with various puzzles and combat (or rather, the option to avoid combat) challenges to face along the way, and little in the form of exposition or world building. It's...serviceable, much like China, in that the story doesn't really leap out of the screen, but it also doesn't get in the way. India keeps inline with China's unique visual style that looks like it could be housed in an art gallery, but with more vibrant hues and beautiful pastels than the last iteration. Often times I'd stop and ogle at the landscape, which is something I rarely do in recent 2D titles -- but then again, Ubisoft usually nails it in that department (Rayman, Child of Light). In case you're wondering, it's still following the same stealth platformer format from China, so don't expect a whole lot. Levels are very linear in nature, even if specific sections do have a number of different solutions (like whistling to distract guards, going around them entirely with the grappling hook, and so on). Once again the actual platforming mechanics are sound, and the "stealth button/run button" format translates unusually well to the 2D plane. That smoothness starts to grate though once you've made your way through similar looking labyrinthine halls, fighting the same types of enemies over and over. [embed]333470:61826:0[/embed] India still discourages combat and proclaims stealth king, which will probably polarize a few of you out there looking for constant fights. The game punishes you with a low health pool and a limited amount of combat tools, so if you are adverse to stealth you may want to sit out for this series. Personally I revel in the ability to not go in guns (or blades) blazing, so the style suit me quite well, especially with the increased emphasis on the grappling hook. Once the story is all said and done there's a New Game Plus, and a "New Game Plus Hard" option to storm through. Thankfully though Ubisoft added in another element to India in the form of challenge rooms, which are basically in the same surrealistic "VR" style as past entries, with time-based objectives to complete. Sure it's the same old song and dance for Assassin's Creed, but it's nice to have something extra to do, even if there's only six of them. Assassin's Creed Chronicles: India, isn't a whole lot different compared to China, which is either a good or a bad thing depending on your prior experience. It sports a slightly less interesting character and setting, but the core experience is replicated, and the addition of a few gameplay tweaks as well as the aforementioned challenge mode ensures that it's on the level. [This review is based on a retail build of the game provided by the publisher.]
Assassin's Creed review photo
Hide and Sikh
When the Chronicles series was announced, my response was mixed. I mean, it's cool that we're getting to see new settings outside of the usual suspect after all, but by that same token, I'd rather see those new areas in a fully-fledged 3D game. These Prince of Persia inspired 2.5D gaidens (including last year's China) are the next best thing though, albeit with some provisos.

Ni-Oh photo
Ni-Oh

Ni-Oh is evidently targeting 60fps at 1080p


Tell me more
Jan 12
// Chris Carter
Koei Tecmo is really pushing its boundaries hardware-wise, with its first ever lead PS4 project Attack on Titan, and now, Ni-Oh. According to 4Gamer, the publisher is going to attempt 1080p/60fps on PS4 for the action game. T...
For Honor photo
For Honor

For Honor will definitely have a campaign element after complaints to Ubisoft


Rainbow Six
Jan 12
// Chris Carter
For Honor producer Stephane Cardin has provided an update of sorts for the project by way of Ubisoft's YouTube channel, and development seems to be coming along nicely. One big revelation however is that Cardin and his ...
Psychonauts 2 photo
Psychonauts 2

The first Psychonauts 2 story info is starting to emerge


Raz needs to deal with some old wounds
Jan 12
// Laura Kate Dale
Since Psychonauts 2 recently got announced, many fans of the first game have been wondering where the plot of this new game might be heading. Thanks to a reddit AMA with Tim Schafer, we now know a lot about the plot of Psycho...
A Thief's End photo
A Thief's End

It'd be 'really hard' to bring Nathan Drake back after Uncharted 4


They killing him tho?
Jan 11
// Steven Hansen
Expanding further on Naughty Dog's lack of plans for the Uncharted series after this year's Uncharted 4: A Thief's End, co-director Neil Druckmann told The Sun about the plot of A Thief's End, "But with the end of this story,...
Dragon Quest Builders photo
Dragon Quest Builders

Dragon Quest Builders will not support PlayStation TV


This thing is so confusing
Jan 11
// Chris Carter
When you pick up a game on Vita, it should inherently just be supported on the PS TV, right? Well that's not the case in a number of instances, and it's really starting to get confusing. For instance, just recently, Square En...
Dragon's Dogma photo
Dragon's Dogma

Capcom is listening to requests for a Dragon's Dogma sequel


Dark Arisen PC port feedback matters
Jan 08
// Jordan Devore
We're a week out from the PC release of Dragon's Dogma: Dark Arisen. Capcom also has the free-to-play Dragon's Dogma Online (in Japan, anyway) for PC, PS3, and PS4. What are the odds we'll get a full-fledged sequel? Better th...
Deadbolt photo
Deadbolt

The Risk of Rain team's new game is Deadbolt


Stealthy action with the grim reaper
Jan 08
// Jordan Devore
Two years ago, I professed my love for Risk of Rain on this site. It ended up becoming one of my favorite roguelikes, right up there with my all-time bestie, Spelunky, and just thinking about it now makes me want to go back f...
Zelda photo
Zelda

The producer of Hyrule Warriors Legends sure can rock a scarf


New overview video
Jan 08
// Chris Carter
Although we've mostly just had clips leading up to the release of Hyrule Warriors Legends on 3DS, producer Yosuke Hayashi is rocking that amazing collector's edition scarf to bring you a 17-minute overview this week...
Hellblade release photo
Hellblade release

Hellblade will release on PS4 and PC at the same time


Digital only
Jan 07
// Steven Hansen
Ninja Theory's (Enslaved, DmC) upcoming moody action game Hellblade will have the same release date on PS4 and PC, the company announced today on Twitter. The actual date has not been revealed. That might go a good way toward...

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