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First-person shooter

Destiny DLC review photo
Destiny DLC review

Review in Progress: Destiny: House of Wolves


Den of puppies
May 19
// Chris Carter
Destiny was one of the weirdest releases in recent memory. It was so unbelievably ambitious, but when it dropped, it was basically a fraction of what Activision advertised. As time went on many tweaks were made to the ga...
Old Doom 4 photo
Old Doom 4

Doom 4 used to look nothing like Doom


So this is why it's taken so long
May 18
// Jordan Devore
Ahead of its full reveal next month, Bethesda let out a couple seconds of footage for the new Doom. It looks cool to the extent that a snippet like this can look cool. Also, crucially, the footage is evocative of the series. ...
Cat Lart, Mall Cop photo
Cat Lart, Mall Cop

Asshole cat simulator Catlateral Damage out next week


PC, Mac, Linux, Ouya
May 18
// Steven Hansen
I went to bed at like 7PM last night without cleaning up after dinner because I am always tired. This morning, while trying to work, I had to clean up because my cat (he's so cute, yes he is, yes he is) kept jumping on the l...
House of Wolves photo
House of Wolves

Destiny: House of Wolves will launch at 10AM PST tomorrow


Pre-load today
May 18
// Chris Carter
Tomorrow, Bungie will deploy the new House of Wolves expansion for Destiny at 10AM PST. It will include the Prison of Elders arena mode, the new Strike, more PVP maps, and a new story, with the Trials of Osiris PVP mode ...
Halo 5 photo
Halo 5

343: Spartans were stolen kids sent in to 'clean up the ugly'


Lucky it's not real, eh?
May 15
// Vikki Blake
In the latest instalment of its viral promotional campaign HUNT THE TRUTH, Halo 5: Guardians developer 343 Industries has revealed "dark" information about how the Spartan Program came to be.  A (fake) interview by (fict...
Overwatch gameplay photo
Overwatch gameplay

Zen balls, angelic babe revealed in Overwatch gameplay


Some of my favorite things
May 14
// Jed Whitaker
Zenyatta and Mercy gameplay videos have been posted by the official Overwatch YouTube channel, and boy does the game look fun! Zenyatta uses his magical floating balls to attack instead of a gun, while Mercy has a magic stic...
Destiny DLC photo
Destiny DLC

Destiny: House of Wolves' launch trailer is out


Yes, people still play Destiny
May 14
// Alissa McAloon
Destiny: House of Wolves comes out next week, which means its launch trailer time. The trailer compiles most of the information Bungie has released via livestream over the last few weeks and gives players a quick overvi...
Rainbow Six Siege photo
Rainbow Six Siege

Rainbow Six Siege will arrive on October 13


Recent fan feedback taken into account
May 14
// Chris Carter
Rainbow Six Siege will arrive on October 13, 2015 on the PC, PS4, and Xbox One, Ubisoft announced today. In recent Siege-related news, the publisher has been hard at work combing through recent feedback regarding the alpha te...
Destiny photo
Destiny

'Late-breaking technical issue' delays Destiny's latest update


Will the delay keep the wolves from your door?
May 14
// Vikki Blake
[Update: It appears as if the issue is under control and will be patched today.] A "late-breaking technical issue" has delayed the roll out of the latest Destiny update. Patch 1.2.0 was supposed to lay the foundatio...

Early Access Review: Black Mesa

May 10 // Nic Rowen
Black Mesa (PC)Developer: Crowbar CollectivePublisher: Crowbar CollectiveReleased: May 5, 2015MSRP: $19.99 Now that I've had a chance to replay the original (selectively edited) Half-Life through the incredible reproduction effort of Black Mesa (which had its first part released roughly three years ago), I'm not sure that choice was so wrong. In the end I think I broke even. Half-Life was a monumental game that will always be rightfully remembered as a masterpiece for its time, but its probably not as fun as you remember it (headshots on the other hand are, and forever will be, a timeless source of joy). First thing's first, the Crowbar Collective has done an astounding job of dragging Half-Life into the modern age. This is not a mere port like Half-Life Source which used all the same assets as the original with a bit of spit and polish added in the form of a higher resolution and some dynamic lighting. Black Mesa is a remake, built from the ground up to fully realize the vision of what Half-Life could be on modern machines. More than a straight remake, the Crowbar Collective has played with the nuts and bolts of the game. Black Mesa rebuilds, trims, and expands different parts of the original for a smoother experience, while still staying true to what fundamentally made Half-Life what it was. There are new puzzles to work through, new and expanded areas to explore, and the availability of ammo and supplies has been bumped and nudged by a team that has spent ages agonizing over the pacing of the game. Action scenes are frantic and aggressive, with plenty of ammo doled out to deal with the additional enemies and larger set-pieces provided by Black Mesa. But when the action slows down and Gordon is guided towards evasion and caution, supplies dip to an almost survival horror level of scarcity. The push and pull of tension and action, going from a rat in the walls to a one-man army was one of the most intriguing things about Half-Life, and Black Mesa nails it better than the original. Some areas like the On A Rail sequence that infamously overstayed its welcome in the original, benefit from editing. Sometimes more isn't always better and Black Mesa makes some smart cuts getting rid of the fluffier and more frustrating aspects of the original. All of the edits are an improvement to the game. In fact, I'd say they could have probably brandished the razor around a bit more. Maybe we were just more tolerant of rampant amounts of bullshit back in 1998. Or, I suspect our memories of Half-Life benefit from a healthy helping of nostalgia and a lofty appreciation for everything that game did for modern game design. Half-Life basically wrote the book on immersive storytelling, first person exploration and strategically minded A.I for enemies, it had to be fun, right? Kind of? There are great times to be had in Black Mesa. When the game works, you can easily tell why Half-Life is so highly regarded as a classic. But then there is a looming dark side; a great number of hours when the game stubbornly refuses to be fun. The overly long underwater sequences that have you searching about in the darkness for some nook or cranny you missed as the last of your oxygen bubbles out of your lungs. The obnoxious clunkiness of trying to just MOVE around on physics enabled debris, let alone when the game demands you try to make a specific jump or escape from a screen rattling auto-turret under those conditions. The arbitrary insta-kill traps and monsters that force you back into loading screens and more than a couple “gotcha” moments that you couldn't hope to avoid without active precognitive abilities. Even with careful editing and a mind towards evening out the pace of the original, Black Mesa still traffics in an almost unconscionable amount of backtracking and finagling. There were several sequences where the solution to the predicament I was in was so awkward and stilted that I was sure I was doing it wrong. Of particular disdain was a protracted sequence set in a waste disposal facility that merged all the “joys” of water exploration, insta-death traps, pinpoint jumping between moving conveyor belts and confusing map design into a single ultra dense black-hole of anti-fun so terribly dark and spirit crushing that I'm still not sure I fully escaped from it. Maybe I'm being tough on it, but I remember Half-Life being smarter. I remember liking its world and characters better. Maybe it's age or maybe games have just moved on, but this time around I was more exasperated than amused by the shenanigans of the Lambda research team. The game has one joke -- you wander up to some poindexter in a lab coat, he says something silly/smug/abrasive, then immediately runs headlong into bullets/fire/devouring jaws (whatever option would make what he said seem more ironic). I like to imagine Freeman giving the leftover blood smear a knowing smirk each time. Granted, it's a funny goof the first two or three times it comes up, but when you're nine hours deep into the game and Professor Egghead is still predictably blundering into the crossfire, the dismemberment gets a little rote. I think its interesting that almost all of my criticism for Black Mesa is directly related to content from the original Half-Life. Every other effort is fantastic. This game looks great, especially considering its roots as a community driven mod. The soundtrack of original compositions is fucking banging. Every edit and change they made to the game was for the better. It almost makes me wish Black Mesa wasn't a remake-with-cuts of Half-Life. I wonder if the team would have been better served making their own thing, or maybe a “inspired by the events of Half-Life” complete re-imagining of the original game. The way I see it, there are two potential audiences for Black Mesa. There are the players who missed the original in its heyday because they were too young, or didn't have a PC, or thought Freeman's goatee on the box art made him look like a barista stooge, but love Valve's other games and want to check out the legendary classic that started it all. Then, you also have the true-blue fans of the original, the generation that cut their teeth on Half-Life and remember it as a wonderful and mind expanding experience who would love to recapture the joy of those heady days. I'm in the slightly uncomfortable position of telling both of those camps that they can probably take a pass on Black Mesa, even though I truly respect the work that the Crowbar Collective team has done with it. If you want to play a great Half-Life game that has aged fairly well, Half-Life 2 and its accompanying chapters are fantastic and Valve practically gives them out every Steam sale. Those games have all the best parts of the original Half-Life, while cutting out most of the chaff that bogs it down. If you didn't play Half-Life back in the day, I can't really imagine someone enjoying it as a game. Maybe as an academic curiosity, but not as a play experience. If you absolutely loved the original, you may very well find something worthwhile in Black Mesa. It really is the singular best way to play Half-Life. That said, you could also find something you don't like. A terrible truth, an awful secret, the knowledge that one of your favorite games is actually kind of a pain in the ass to play. It might be best to leave those pleasant memories as they are. There is still more Black Mesa to come; the game is in early access and right now the story concludes on a cliffhanger right before the Xen levels, where Freeman is thrust into an alien world of annoying platform jumping and floating alien bastards. The Crowbar Collective is actively working on that final chapter and plans to include it in the full release. Considering that even the most stalwart fans of the original generally concede that “the game was perfect (except for the Xen levels)” I don't think those last levels will really swing my personal opinion on the game. I will say this though, I can't wait for whatever the Crowbar Collective does next.
Black Mesa photo
Half as good as you remember
Half-Life was like a magic trick. It was a game you could show to people who weren't gamers and they'd get into it, a gateway drug. A real game (not some glorified puzzle book like Myst) that had the cinematic flair and prese...

Destiny DLC photo
Destiny DLC

Destiny's Prison of Elders will have new modifiers, more boss fights, and tons of combat


More ways to do the same old thing
May 06
// Alissa McAloon
Bungie has finally revealed more details for Destiny's upcoming co-op arena, Prison of Elders. The various announcements were made this morning through a live Twitch playthrough of one of the prison's stages. The main th...
Old Blood, New Eggs photo
Old Blood, New Eggs

Wolfenstein: The Old Blood has some awesome Easter eggs


Fallout, Skyrim, and Quake!
May 06
// Jed Whitaker
The Wolfenstein series is no stranger to Easter eggs and the just-released Wolfenstein: The Old Blood is no exception. Captain Eggcellent shows us just a few of the eggs he has found in the first 45 minutes of gameplay, incl...
Need speed photo
Need speed

New Need for Speed coming 2015, Titanfall and Plants vs Zombies 2016


Who needs to be surprised this E3?
May 05
// Steven Hansen
Electronic Arts is adding to its holiday lineup (sports, Battlefront) with a new Need for Speed, according to EA financials. The company decided to chill on yearly Need for Speeds after going from developers Black Box to Crit...
Destiny photo
Destiny

Destiny: House of Wolves' newest teaser trailer is needlessly vague


Actual details are coming tomorrow
May 05
// Alissa McAloon
Destiny is using the term "teaser trailer" a little too literally. The series' newest reveal teaser gives players a glimpse at the Prison of Elders, a co-op battle arena coming in the game's House of Wolves expansi...

Review: Wolfenstein: The Old Blood

May 05 // Chris Carter
Wolfenstein: The Old Blood (PC, PS4, Xbox One [reviewed])Developer: MachineGamesPublisher: Bethesda SoftworksReleased: May 5, 2015 (Digital), May 14, 2015 (Physical - AUS, EU, NZ)MSRP: $19.99 The Old Blood is a genius idea on paper. Set as a prequel to The New Order, anyone can pick it up and find themselves on equal footing. When coupled with the budget price of $20, that prospect is made even more appealing. The team was also able to provide some slight enhancements to the engine due to the core focus on the PS4 and Xbox One editions -- it's nothing that noticeable, but it is smoother overall if you really look at things up close. So what is it, exactly? You're basically getting more New Order set the tune of two "episodes," once again starring the heroic B.J. Blazkowicz. The whole bloody affair is roughly eight hours long, filled with secrets and the return of the perk system, which are both implemented to encourage multiple playthroughs. Just like its predecessor, The Old Blood runs at 1080p and 60 frames-per-second on both consoles. In the first episode, "Rudi Jäger and the Den of Wolves," you'll quite literally return to Castle Wolfenstein, as you attempt to obtain a document that sets up the events of the previous game. It doesn't go quite as planned of course, and you'll encounter a few new enemy variants like a sniper, as well as some puzzle-like encounters, and a good mix of stealth and action scenes. It's not mind-blowingly different and it's a tad slow at the start, but it does feel like a proper expansion, and the labyrinthine tunnels of the castle work well when juxtaposed to the mostly open areas from New Order. [embed]291497:58425:0[/embed] The second half, "The Dark Secrets of Helga Von Schabbs," is a little less traditional. Well, okay, it has zombies in it, so it's a lot less traditional, but perfectly fitting for the gaiden "B-movie" feel Old Blood is going for. While the first episode is good in its on right, the town of Wulfburg in the follow-up episode is something completely different from what you're normally used to with MachineGames' reboot. There are a few really tense scenes, and the mystery of Helga and her adventures to uncover occult objects kept me engaged throughout. All of the classic FPS mechanics return, like the glorious multi-weapon wheel that outshines the two-gun limitations usually found on consoles. There's also a few new weapons like the melee-centric pipe and the explosive Kampfpistol, and existing guns have been refined, to the point where everything feels more viable. The perk system is still attached to challenges like stealth takedowns or weapon-specific kills, and is just as inspirational when it comes to driving players to experiment with new playstyles. The old adage "if it isn't broken, don't fix it" works here. Where Old Blood truly shines is its brevity. Both episodes are laser-focused, and don't waste as much time as some missions in the original. Both Castle Wolfenstein and Wulfburg are expansive enough to justify an entire game, and the development team does a good job of managing the pacing between stealth and action. I will say though that both core villains are a little less compelling than Deathshead, the experience is a tad more linear, and there's less character development here in general. Wolfenstein: The Old Blood operates just like an old school PC expansion should, and if you liked New Order, this is a no-brainer. In fact, due to the pulp feel of the second half I even slightly prefer it to the original, and the two interconnected plots are incredibly easy to swallow in an afternoon. [This review is based on a retail build of the game purchased by the reviewer.]
Wolfenstein review photo
Remember when PC expansions felt expansive?
Wolfenstein: The New Order was a refreshing reboot for a series that has a history of having many different development teams at the helm. After a five year hiatus, MachineGames came in and made the franchise its own, pu...

Wolfenstein photo
Wolfenstein

Wolfenstein: The Old Blood's new video is a pipe dream


Not in the impossible sense
May 04
// Brett Makedonski
We haven't gotten our grubby little hands on a copy of Wolfenstein: The Old Blood yet. Chris expects to have to buy that at midnight. However, we did get our grubby little hands on this widely-available gameplay video i...
Wolfenstein review? photo
Wolfenstein review?

Where is our review for Wolfenstein: The Old Blood?


We'll be buying it at midnight
May 04
// Chris Carter
Wolfenstein: The Old Blood is set to release digitally tonight, but Bethesda Softworks hasn't given us a copy yet. It's supposed to arrive "sometime at launch," but that isn't fast enough, so we'll be buying it tonight at mid...
Star Wars Battlefront photo
Star Wars Battlefront

Bullet point: Star Wars Battlefront has 12 multiplayer maps


You know, aside from DLC
May 04
// Jordan Devore
In writing about designing the lava-spewing planet Sullest for Star Wars Battlefront, EA DICE let it out that the game will contain 12 multiplayer maps. "Some of the maps support our epic modes like Walker Assault, while othe...

Space Beast Terror Fright is still my favorite Aliens game

May 04 // Rob Morrow
[embed]291473:58423:0[/embed] It's a nicely balanced starting point and does a very good job at maintaining a creeping sense of uncertainty each time you board a ship, while ensuring you have enough tools to stay alive for the time being. Battery life, motion tracker capability, and ammo count appear to be constants at the beginning of each run; however, the one inconstant I've noticed is the required number of DataCores you'll be tasked with finding and downloading. The required number changes for most every new run -- sometimes the number is as few as six, at other times it can be as many as 20 or more. At the beginning of each run you'll leave the security of the ship's airlock and enter into the infested vessel. You'd do well to stay on your toes from the very outset in SBTF, as you never know when or where the first wave of bloodthirsty killing machines is going to spawn. I've had rare experiences where I was blindsided within a few moments of exiting the airlock and I've also played through sessions where I didn't get my first contact until several minutes into a run. In some instances the alien spawns feel triggered by the player's proximity, in others, they give the impression that they may be set to occur after a certain amount of time has passed. As such, the spawn points and spawn times feel strikingly unpredictable, which helps a great deal to ensure that every run feels different from your last. I've mentioned the basic tools the game starts you off with, but one of the most useful assets in increasing the odds of your survival is the ship itself. Its numerous hatches can be sealed off strategically to prevent attacks from the sides and the rear, as well as to create multiple layers of security by locking down several hatches in a corridor; however, it should be specified, these are only temporary lines of defense. Once the hoard begins attacking your hatches you'll need to start planning your escape route as the aliens will quickly cut through the barriers. Alongside the sealable hatches, the ship also features powerful, AI-controlled turrets, which can be found scattered throughout the map. Once activated, these can be incredibly helpful allies in a firefight as well as competent sentries that will stand watch over sections of the map. As touched upon earlier, the central mechanic to progression in each run is the collection of the downloadable DataCores that are randomly spread throughout the floor of the ship. These serve two purposes. The most obvious is that they provide a framework for measuring your progression in the level and the second is that they are the means with which you'll be adding vital upgrades to your suit and equipment. The rewards for downloading DataCores are selected at random. You could luck out on your first download and pick up a helpful map that displays the layout of the floor you're exploring or you could get something relatively minor, like a slight increase to your light's battery. However, if you're really fortunate, you might get one of the most helpful upgrades you can have early in a run, the DataCore Pathfinder. Even without a map, this powerful upgrade is incredibly helpful for efficiently directing you to the nearest DataCore and is much better than the primitive positioning technology you start out with. Even if you don't get one of the better drops at the beginning of a run, more often than not, you'll get something fairly useful when downloading a DataCore. Whether it's a marginal but useful boost to battery life, an increase to the rifle's ammo carrying capacity, or an incremental upgrade to the suit's download speed, something usually drops to maintain the feeling that the character's abilities are improving. As you explore the ship and begin collecting the required DataCores, your HUD will alert you when breaches are detected and when sealed-off doors are compromised. While the information won't give you an exact fix on where your foes are located, it is a very helpful early warning that trouble's not far away. Your basic motion detector can also help out when enemies get close to your position. While the stock version of the detector won't show the aliens' precise location, it will tell you roughly how many meters away from you they are; so, by checking each of your possible exit points against that information you can make an educated guess which doorway might be your best bet for escape. The most beneficial upgrade to have in these stressful situations is the one for your motion tracker. If you happen to have that installed, enemy movement will be displayed on the map as pulsing white blotches, giving you a very good idea on where they are, where they're going, and where you should be moving next to avoid them. Once you've collected all the necessary DataCores, your positioning system will switch over from locating them and begin guiding you to the ship's reactor. Hopefully by this point you've acquired a good deal of the game's more helpful upgrades, because getting the reactor shut down and making your escape can be the most difficult part of the run and every little advantage you acquired up until this point will be needed. After locating the vessel's reactor, you'll need to activate a switch so that the protective walls surrounding it will begin to rise, exposing the four control panels necessary for disabling the system. At this point in a run, things usually start to get dicey. While you're preoccupied with deactivating the panels, this gives the space beasts that have spawned throughout the ship ample time to make their way to you, so be prepared to hold your position and keep the panels deactivating. If you move away from one for even a moment, you'll have to start the process all over again. If you've survived long enough to deactivate the four control panels, the ship will start an anxiety-inducing countdown timer letting you know how many seconds you have left to shoot your way through the hoards as you race back across the ship to the airlock. It's an edge-of-your-seat thrill ride of a finale and feels tremendously satisfying once you finally make it to the extraction point alive. The Early Access build of Space Beast Terror Fright is everything I loved about the original demo and much, much more. Since coming to Steam the game now sports local 1-4 player local co-op (online is currently in the works!), new level styles, adjustable muzzle flare brightness, and a slightly less ball-crushing game mode to ease in the newer players. Space Beast Terror Fright is priced at $14.99 and is available for PC.
Space Beast Terror Fright photo
I got 99 problems but a breach ain't one
[Disclosure: The developers put my name in Space Beast Terror Fright's random name generator along with a bunch of other people who showed interest in the game early on. As always, no relationships, personal or professional, ...

AGAIN! photo
AGAIN!

No scope dinos for a dollar: Three years fixing a broken game


AGAIN!
May 04
// Steven Hansen
Ya got me. I noticed an email subject in our tips line, "In 2012 we released one of the worst games on Steam." Always lead with your best foot first. At least that's what my uncle always told me (he made and sold prosthetic ...
Phantasmal Early Access photo
Phantasmal Early Access

Lovecraft-influenced roguelike Phantasmal creeps onto Early Access


Sanity-eroding survival horror meets procedural generation
May 01
// Rob Morrow
New Zealand-based indie studio Eyemobi has released its Kickstartered survival horror roguelike Phantasmal: City of Darkness onto Steam Early Access. If you're unfamiliar with the project, Phantasmal is d...
Magnet gun photo
Magnet gun

A cancelled Half-Life episode included a magnet gun


Polarizing
Apr 30
// Brett Makedonski
Everyone who yearns for more Half-Life content might take solace (or find frustration) in the fact that more has been created. However, it's also been scrapped. And, at least some of it had the intent of introducing a ne...

Great alternative hamburger toppings that wouldn't go so well in a first-person shooter

Apr 30 // Steven Hansen
EGG "Egg" is short for "eggscrement," as it is the foul (hah!) byproduct of most poultry. In America, egg typically comes from the chick-hen, named for being the ladybird amore to the male cock. But just because egg comes from a chick-hen's buns doesn't mean it doesn't belong on yours! A nicely fried egg over easy with a drippy yolk makes for a great treat when biting down on a hamburger. It ain't a burger if you don't have to wash your hand after! Why it wouldn't go good in a first-person shooter? You have to crack an omelet to make a few eggs and executive types are more likely omelet someone work on wall textures than devote the processing power necessary for shell splattering particle effects or new viscous liquid engines -- and that's just in the butt-fresh, pre-cooked state. While the egg would serve as a good "Easter Egg" (hah!) in a grenade lob animation, the only scramble I want in my multiplayer shooters is towards a flag that needs to be captured. TOMATO CHUTNEY Have you seen what's in your grocery store ketchup? The All-American spread has been perverted by some strange new system wherein quality and safety become secondary to profit. And so ketchup becomes a slurry of high-fructose corn syrup, tomato flavoring and "spice." Take beck-up the ketchup! Or substitute it with a sweet, fresh tomato chutney. The onion, vinegar, and brown sugar will get you where you need to be. Why it wouldn't go good in a first-person shooter? Sounds foreign? GUACAMOLE No, not the 2D platformer, Guacamelee! We're talking the foodstuff for which it was named. I wanted to go "avocado" here -- a fine burger topping in and of itself -- but why not go-uacamole all the way! There are quite a few spreads that make surprising burger fixings. I recently mixed guacamole and an even spicier Calabrian pepper spread and loved the unexpected kick to my 'burg.  Why it wouldn't go good in a first-person shooter? The only spread first-person shooters seem to care about it bullet spread when discussing weapons such as shotguns. Also another spread they like are sheets. You know, like for accounting all the money they're making. Making guacamole, even if you throw the ingredients in a food processor, requires some manual dexterity to deseed peppers, deshell tomatillos and garlic. If you tried to make guacamole in the next big first-person shooter, it'd probably end up like playing Surgeon Simulator while the your enemy makes a nice spread of their own -- you! From your gutshot abdomen stirred up by your sucking chest wounds. JETPACKS My co-workers, public transit companions, and dentist have always expressed a universal thought when asked on a date: "Yeah, when pigs fly." The desire for airborne swine transcends race, social classes, and the irresponsibility of my request based on my familiarity or lack thereof with the responder. While not a "topping" per se, eating a hamburger (named for the gentle ham, the most ground-bound of all the lord's creatures) while in the air would be a noble gesture to the beast from which we derive so much pleasure. Why it wouldn't go good in a first-person shooter? No, no, no. Tightly controlled lanes of combat and no-more-than-two-story buildings are the "name of the game," and the game they are the name of is the first-person shooter. Jetpacks would require a complete design overhaul to account for them and do you know how hard that would be? I already know the buttons for shoot gun, aim gun, throw bomb, damn it. Look at Titanfall, languishing with no one playing but Nic Rowen and the "story-mode" robots. They think he's one of them. They don't even know he is alive. They trade self-deprecating asides about their faulty coding and sometimes run menial errands -- oil changes, circuitry hacks, taxes -- like he isn't even there. The idea of putting a jetpack into a first-person shooter is preposterous. That's what the sprint button is for. Are we supposed to just throw the stamina gauge baby out with the we-must-have-jetpacks-and-a-new-gauge-for-fuel bathwater? It's like putting a pineapple on a burger. Redundant, stupid, dunderheaded. Let me know in the comments if you have alternative hamburger toppers!
Hamburger toppings photo
Lettuce think outside the gun!
I recently picked up a controller to play some Mortal Kombat X with my lawyer after we finished working out (not sexual!) in the basement of his hilltop home. While he'd signed, sealed, and delivered (legal jargon) some Morta...

Battlefield Hardline photo
Battlefield Hardline

Battlefield Hardline is getting a 'Community Test Environment' on PC


Go test things
Apr 29
// Chris Carter
I haven't heard much buzz from people regarding Battlefield Hardline -- I think a lot of people were burned out after how broken Battlefield 4 was (myself included). Overall though I find it to be a serviceable shoo...
Halo 5 box art photo
Halo 5 box art

Halo 5: Guardians' box art has two Spartans lost in each other's eyes


Box art posts are the worst
Apr 28
// Brett Makedonski
Halo isn't a rom-com, but you wouldn't know that just by looking at the cover art for Halo 5: Guardians. Two larger than life Spartans peering into each other's visors, into each other's eyes, into each other's souls. A ...
Brutal Doom Mod v20.0 photo
Brutal Doom Mod v20.0

Paint it red: Brutal Doom v20.0 gets a release date and a gruesome new trailer


Who's up for a bit more of the old ultra-violence?
Apr 27
// Rob Morrow
Modder SGtMarkIV has released a blood-drenched announcement trailer for the upcoming version 20.0 of his appropriately titled Brutal Doom mod, which is scheduled to release on June 5. According ...
Big bad wolfenstein photo
Big bad wolfenstein

PSA: Wolfenstein: The Old Blood is almost 40GB


Up for pre-loading on Xbox One
Apr 27
// Steven Hansen
How much room is left on your Xbox One? I have no idea. I don't think I've had to delete anything yet, but I also don't use it that much. Anyways, I ask because the standalone Wolfenstein prequel, The Old Blood, comes out next week and is eligible to pre-load if you've already pre-ordered it on Xbox One. Which is good, because the $20 game clocks in at a big, bad 37.14GB.
Reverse-Censoring photo
Reverse-Censoring

Publisher reverse-censoring upcoming FPS for Japanese audiences


Bigger guns, bigger boobs, bigger everything!
Apr 27
// Fake News (So You Cannot Sue)
On July 15, gamers in the U.S. and Europe will get their hands on the highly anticipated first-person shooter The Kill Squad. The title, developed by Gunner Games, will also see a release in Japan but players there will have ...
CoD photo
CoD

Hands on with Call of Duty: Black Ops III multiplayer


Complexity and simplicity collide
Apr 26
// Robert Summa
During my recent visit with Treyarch, I was lucky enough to get my hands on the multiplayer for Call of Duty: Black Ops III. After sitting through a presentation that seemed dizzying at times with the amount of changes and la...






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