Note: iOS 9 + Facebook users w/ trouble scrolling: #super sorry# we hope to fix it asap. In the meantime Chrome Mobile is a reach around
hot  /  reviews  /  videos  /  cblogs  /  qposts

Impressions

The Banner Saga photo
The Banner Saga

The Banner Saga feels at home on PS4


Barring a couple of control confusions
Jan 11
// Zack Furniss
Kyle plunged into the icy depths of The Banner Saga almost, aw jeez, exactly two years ago. Somehow I never took that same jump, even though vikings, strategy RPGs, and Oregon Trail all put together in a neat little box is My Kinda Thing. Now that it's on consoles, I've finally taken a stab at leading too many people too far across a land that's much too wide on PS4.

Looking at it like $13 DLC, the Shovel Knight amiibo is worth it

Jan 10 // Chris Carter
The primary function of the amiibo, as you may have heard, is co-op, but there's so much more to it than that. Tapping a figure to your GamePad base will in fact open up the "Custom Knight" character, which looks like the main hero at first glance, but is actually so much more. Instead of gaining powers by way of Relics and Meal Tickets, this hero levels-up as you play, and saves its data to the figure itself. Skills are granted randomly, and include both Shovel and Plague Knight powers, as well as a few extras. The extras are hefty too, as each Custom can equip a Relic (as well as swap between them with L/R like Mega Man X), a charge move, special effect (like a fire trail), gesture, color, and costume. It's literally like playing as a brand new character. As for co-op, it works very well. Two players share the screen, and if one hits a transition phase, the other will teleport to their location and begin the next screen. The game is designed so that most bonus areas and such are one screen, so you don't need be jumping on top of each other constantly. If someone dies, they can revive at any given time by taking half of the surviving player's health. In terms of jumping, players can actually boost off of each other vertically with a downwards thrust, and you can even enhance that boost by having the lower player leap in the air. It reminds me of the Chip 'n Dale Rescue Rangers NES game in all the best ways. Oh, and any supported controller can be used for either player (nice), and 10 challenges are added to the game as a result of the amiibo, including five that are specific to co-op play. So what are the aforementioned caveats? Well, to play with two Custom Knights, you'll need two amiibo. On paper it kind of makes sense (storing the information in separate figures, or as a form of DRM) but on another, it really doesn't (why can't the Wii U just store a local file?). Secondly, the Plague Knight campaign is not supported in any form, full stop -- so don't get too excited at the prospect of Custom and Plague joining forces. Though, it stands to reason that if the Shovel Knight amiibo is a smashing success, they could make more to suit the character roster. And I really hope they do, because it would make the game that much better. As far as $13 DLC goes, the Shovel Knight amiibo is pretty impressive. It not only adds co-op to the affair but it also re-ignited my interest in the single-player campaign with the Custom Knight. The concept of granting one individual character a level-up system is pretty unique, and since it rounds out the total roster to three, it adds even more content to this already packed game. At this point the Wii U has the definitive version of Shovel Knight.
Shovel Knight amiibo photo
There's a few caveats though
I managed to pick up a Shovel Knight amiibo yesterday for the US launch, and I couldn't resist giving it a go immediately on Wii U. Despite the fact that I've completed the campaign roughly 10 times since its launch (not counting the Plague Knight add-on), I was surprised to find that I fell in love with it all over again.

Heroes of the Storm's Lunara sure is fun

Dec 17 // Chris Carter
[embed]327377:61557:0[/embed] She also has a straight-forward set of moves. Her Q is a slightly delayed explosion, her W can be detonated after hitting an enemy with an auto-attack for an extra slow, and her E calls out a Wisp, which can be controlled for scouting. Her kit is fast and furious, and you'll be doing lots of constant clicking with slow cooldowns and poison, damage over time auto-attacks. Positioning is everything with Lunara, because while she can do a ton of damage overall, she's very squishy, and only has one proper escape outside of her raw speed. When it comes to Heroics, I favor her second choice (Leaping Strike), which is a two-charge attack that causes her to leap in the air over her opponent (rendering her unstoppable) for a quick damage spike. This is an escape of sorts, but it can also put you in harm's way if you leap incorrectly (watch the above video at 3:38 for an example). Her other Heroic is a tad less interesting, as it merely damages enemies in a straight line, and doesn't mesh with her mobile playstyle. As for her abilities, I tend to take a few specific ones every time, which increases her utility a bit. At the first level mark I pick up the skill that grants you vision for enemies during the auto-attack poison duration, which, when coupled with her Wisp, helps out your team quite a bit (especially if you're playing cloaked heroes). Speaking of the Wisp, I always take the skill that makes it cost zero mana and grants it a shorter cooldown period. That way, I can constantly use it to scout out camps or objectives -- it took me a bit, but I got in the habit of using it every time it was up, and micro-managing it around the board using the mini-map. It's really hard to tell if a character is balanced when it hasn't even been out a week yet, but Lunara is very fun to play, and my favorite new character since Kharazim. It's important to note though that she works better with planned out team compositions, as she has almost no wave-clearing ability or utility. She is a pure single-target damage dealer. And really, that suits my playstyle just fine.
Heroes of the Storm photo
15,000 gold or $9.99 ($4.99 with sale)
Lunara arrived in Heroes of the Storm this week, and I boosted her up to level 5 in one night alone -- she's that fun to play. As an assassin she's capable of tons of damage (I'm usually top Hero Damage in unranked play)...

PaRappa on PS4 photo
PaRappa on PS4

I'm glad I got PaRappa the Rapper 2 on PS4


What a delightful experience
Dec 16
// Jordan Devore
PaRappa the Rapper 2 holds up so well! As you might have seen, the PlayStation 2 rhythm game became available this week on PS4. It's a classic tale about a rapping dog with a lifetime supply of noodles who really just wants a...
Don't Starve: Shipwrecked photo
Don't Starve: Shipwrecked

My first five days in Don't Starve: Shipwrecked did not go swimmingly


Drowning, yes, swimming, no
Dec 11
// Zack Furniss
I've always wanted to do one of those 'survival diary' types of writings, even though that's hardly an original idea at this point. And what better time to start than now that Don't Starve: Shipwrecked has come to Steam Early...
Review: Gamevice photo
Review: Gamevice

Review: Gamevice for the iPhone


Like the Vita's controls for your iPhone
Dec 09
// Jed Whitaker
Mobile gaming is becoming closer and closer to console gaming, and with the line thinning the only thing missing is phones coming with dedicated controllers. That is where the Gamevice comes in, to try to fill that hole by turning your iPhone 6 into a fully-fledged gaming console. While it does the job well, it certainly isn't without some minor flaws.
Destiny Sparrow Racing photo
Destiny Sparrow Racing

Destiny's SRL Sparrow Racing is a middling and shallow diversion


Out for three weeks
Dec 08
// Chris Carter
Bungie laid out its plans going forward for Destiny today. Instead of providing full expansion-like experiences, they're going to be focusing on micro-events, like the Festival of the Lost Halloween activity at the Tower a fe...

Beyond: Two Souls is very much the same game on PS4

Dec 08 // Vikki Blake
Ellen Page and Willem Dafoe lead an otherwise unremarkable cast in the tale of Jodie Holmes, a seemingly ordinarily girl blessed - or cursed, depending upon your viewpoint - with an extraordinary secret. Abandoned by her adoptive parents (all the hallmarks of a superhero origins tale, I know) and essentially brought up by Dr. Dawkins, her parent-by-proxy at the paranormal agency at which she lives, Jodie’s tale is at once both a Teenager Simulator and an episode of the X-Files, her life inevitably dictated by the fiercely protective entity, Aiden, inexplicably linked to her. The story unfolds as we step into non-sequential chapters of Jodie’s life, watching - and occasionally orchestrating - the girl’s passage from child, to teen, to woman. The vignettes focus on the key moments of her life that shape both her growth and her relationship with Aiden, but also those rites of passages familiar to all of us who’ve rebelled (if unsuccessfully) growing up.   While Page’s portrayal of protagonist Jodie Holmes is perfectly fitting in a perfunctory kind of way, her story fails to resonate fully, possibly because the choppy, Lost-esque out-of-sequence storytelling means you rarely grow with her, your time together boxed into disparate adult/child/adult/child again chapters that feel oddly insular.  There’s also very little consequence to the decisions you directly influence. Regardless of what you choose to do - or don’t do - to your emotionally-frozen father or those assholes in the bar, the story marches on regardless, with only a handful of actions having a meaningful impact on the story before you.  It’s here where we welcome one of the PlayStation 4 version’s new, and most requested, features. If you were put off by the original game’s pick ‘n’ mix story delivery you can now choose to explore Jodie’s tale in the full chronological order. While the original time-jumping version is (naturally) still available, it offers a fresh take to those who who’d like to take an alternative - and perhaps more comprehensible - route to the game’s finale.  [Image courtesy of Digital Foundry] The original PlayStation 3 game occasionally spluttered with the weight of Quantic Dream’s boundary-pushing, but the PS4 remaster performs sweetly. Sony are keen to ensure we know about the 1080p rescale and enhanced graphics - which include motion blur, bloom, field of depth and boosts to the game’s celebrated lighting/shadowing effects - are what sit at the heart of this remaster, and to be honest, the game delivers here in every sense.  Whereas the PS3 version occasionally hiccuped with visual noise and juttery transition, for the most part, the PlayStation 4 version handles the strain with little discomfort. Two years ago there was little we could critique about the graphics (come on, it looked amazing on a near-end-of-life console) and now, able to compare the new with the old, we can see the tangible improvements. The lighting looks and feels organic, with the corresponding shadows smoother and more blended. Most marked perhaps is the introduction of camera-sensitive field-of-depth lens, a tool that naturally softens the fore- and backgrounds with beautiful results, albeit occasionally at the cost of sharpness.  Though it does run at 1080p, PlayStation 4’s version of Beyond hits that marker by compromising on your ratio, presenting a 1920x817 resolution with a cinematic framing. While the assets are left mostly untouched and recycled from the PS3 version, in some places - such as the Embassy, for instance - a side-by-side comparison (thanks, Digital Foundry!) shows that though most PS3 assets have been recycled, in some instances the graphics have been replaced or improved, with wallpaper and flooring textures in particular benefiting from the refresh.  As you might expect, however, the things that might have frustrated us the first time around - Aiden’s cumbersome control scheme, for instance, or the spoon-fed narrative waypoints - remain untouched. I didn’t enjoy my time operating as Aiden in 2013, and nothing’s changed. Aiden can now (kind of) communicate with you via the speaker in your controller, but if it’s designed to heighten immersion, for me it simply achieves the opposite. And once again, the possibilities here - your natural curiosity to explore as Aiden, perhaps, or your desire to take control of an undesirable - are curtailed. The pacing still feels mismatched and uneven, with some chapters whizzing pass in minutes, and others feeling like they’re been (unnecessarily) drawn out for hours ... particularly as the gameplay’s irregular prompts are sometimes painfully overt, whereas in others they’re frustratingly absent.  Also new, besides the spiffy graphics and all, is the Telltale-esque stats page at the end of each chapter. Though some may flinch at the spoilerific alternative story branches that hint at opportunities you may not have known was possible, for me, it gave a tantalising glimpse at the alternatives, and offers huge temptation to jump back in and replay alternative routes… as well as ascertain what were the popular - and not so popular - decisions taken by other players facing the same dilemmas. Whilst the things that bugged me before still annoy me, I wasn’t sorry that I replayed Beyond: Two Souls. Regardless of the execution, Beyond remains an ambitious project, and I’m all for developing playstyles that deviate from what what’s become the norm, particularly if doing so attracts hitherto “non-gamers” to our beloved pasttime. Quantic Dream’s stunning visuals and engaging narrative mean the game just falls on the right side of boring - it’s just the rehash of those QTEs and the curiously disjointed storytelling that frustrates, not the tale nor the presentation itself.   If you enjoyed it on the PlayStation 3 and relish the chance to revisit Jodie's story, now boosted by enhanced visuals and the new Experiments expansion - as well as the chance to live Jodie's life chronologically - then you won't be disappointed. But if you intentionally side-stepped Beyond: Two Souls the first time around, there’s probably little here that will tempt you back... particularly if you like your storytelling charged with meaningful agency. For those who missed out last generation and remain intrigued by Quantic Dream’s unique and ambitious game? I can’t say it isn’t pretty. It’s just a shame that that’s all it is, really.  
Beyond: Two Souls photo
It's pronounced A-DEN, Jodie, not I-DEN!
When Beyond: Two Souls released at the end of 2013, it epitomised not just the lofty ambitions of creator David Cage, but also the capability still lurking in the PlayStation 3’s ageing infrastructure. But whilst it&r...

PC Port Report: Helldivers

Dec 07 // Nic Rowen
Helldivers (PC)Developer: Arrowhead Game StudiosPublisher: PlayStation Mobile Inc.Released: December 7, 2015MSRP: $19.99 If you were foolish like me and never played Helldivers on the PS4 when it came out, it's a top down four-player co-op shooter with an emphasis on teamwork and coordination. You play as a squad of Helldivers, a group of all-purpose space-marines, representing the peaceful (and not at all totalitarian, xenophobic, or belligerent) world of Super Earth as they “defend” their sovereign nation-planet against the scum of the galaxy. Cyborgs, giant bugs, and robots all threaten the future well-being of Super Earth (by not giving up their resources and getting in line fast enough), and it's your squad's job to either bring them democracy or hot death (note: there is no “democracy” button on your controller, just a trigger). The titular Helldivers have access to all the typical space-marine gear: machine guns, flamethrowers, miniature walking mechas, as well as specialized “stratagems” that can be called in from headquarters to be airdropped into the field. Stratagems range from supply drops and reinforcement respawns, to orbital bombardments and quick-deploying auto-turrets. All you have to do is stop firing, take a knee, tap out a quick series of directional movements (think the Konami code, but for strafing runs instead of 30 extra lives) and toss out a drop beacon. A total snap while fending off never-ending hordes of flesh-devouring bugs the size of school buses, right? Of course, being the biggest badasses Super Earth has to offer, the Helldivers are the most lethal thing on the battlefield -- even to each other. If you're not accidentally clipping a buddy with a spray of machine gun fire, or (oops) crushing half of your squad underneath a poorly placed supply drop, you're not bringing democracy to the front lines hard enough. Helldivers plays collateral damage for laughs, and stacks the deck in favor of hilarious live-fire "happy accidents." Mostly, these quirks add to the charm of Helldivers and only get frustrating if you happen to be playing with a madman who can't keep his grenades to himself or seems to be executing squad members on purpose. [embed]324957:61443:0[/embed] Thankfully, multiplayer support on the PC version is every bit as smooth and easy as the PS4 version. Hosting a game or joining one in progress is effortless and linking up with friends or kicking a toxic player is just as simple as it should be. Helldivers features built-in VOIP (which is actually enabled as an open mic by default as I found out accidentally to my teammates delight and my embarrassment. You can, of course, set it to push-to-talk if you prefer) but there are also quick-response radio options ("roger," "negative," etc.) if you're the type that doesn't like to talk into a mic, but still wants to coordinate with the rest of the team. The game has a very breezy, low-commitment feel. Unlike other multiplayer games where you can get roped into long, shitty matches, it's easy to pull up stakes and move on to greener pastures in Helldivers. Loading screens are mercifully short, inventory management and menu dithering is curtailed by a brisk timer that starts to count down as soon as one person readies up (so you're not stuck waiting on that one guy who wants to try out every cape option he has before dropping), and the actual missions are fast paced, "get in and get out" affairs. After spending a lot of time with MOBAs and games like Evolve this year, where a bad match can handily flush a half hour of precious quality game time away, I've really enjoyed the speed and ease of Helldivers lobby system. To top it off, every round I've played in the pre-release beta has been nice and stable with nary a hiccup. As always, the full release will put the game to the real test, but I'm optimistic that it will do just fine from what I've seen so far. In addition to the standard PC release, there is also a Digital Deluxe version available for $39.99 if you want to go wild. It comes stuffed with a boatload of DLC weapons, stratagems, vehicles, and extra swanky capes if you want your Helldiver to look his or her best. Personally, I feel like the regular game has enough content to unlock and play around with that you probably don't need to jump into the deep end right off the start. Small DLC packs of specific weapons and items just like the PS4 version are on the way, so you can probably wait and just cherry pick your favorites for a couple of bucks if you really want a particular outfit (or personal mecha, you know, just as an example and not something I plan on picking up as soon as its available). This is a great version of a great game. Pick it up, get some friends together, and do your part to keep Super Earth free, happy, and secure (by making every other planet broken, miserable, and reduced to a pile of ashes). [This PC Port Report is based on a press beta build of the game which was provided by the publisher.]
Helldivers PC photo
Airdropped into my heart
Earlier in the year, Conrad Zimmerman gave the PS4 version of Helldivers his highest recommendation. He praised it for its brutal and unrelenting action, and its dedication to pitch-black humor and decidedly laissez-faire att...

The Curse of Issyos is the Ninja Gaiden of Greek mythology

Dec 05 // Ben Davis
The story of The Curse of Issyos follows Defkalion, a fisherman from Issyos who hears the voice of Athena warning him about a curse affecting the isle. Worried about the safety of his daughter, Defkalion hurries back home to protect his only remaining family member. On his quest, Defkalion will have to fight off hordes of monsters and giant bosses, including cyclopes, hydras, and minotaurs, with a limited arsenal of weapons. He can swap between a quick, short-range sword and a slow, long-range spear. I vastly preferred the spear myself, but the sword can be useful in certain situations. There are also arrows which can be fired by holding up and attacking, in order to pick off pesky enemies from afar. As usual for a Locomalito game, the biggest hurdle is the level of difficulty. He likes to use old-school difficulty mechanics. Players will need to beat the game with three lives and four continues, and finish each level under the time limit. Some extra lives can be found as well. It's a hard game, but it feels very fair. You have plenty of time to watch and react to new enemy types, and bosses tend to project which attacks they're about to use, so there's nothing that should really take the player by surprise. It's all about watching and learning, and then skillfully pulling off attacks at the right moment. I was able to make it all the way to Medusa's lair on my first attempt, but I never made it to the end. Victory seemed so close, though, I could feel it! The Curse of Issyos will be available December 15 for PC (or right now, for anyone who has donated to the developer), and can be downloaded for free over at Locomalito's website.
Curse of Issyos photo
More free games from Locomalito
The Curse of Issyos is the newest game from indie developer Locomalito, known for releasing a ton of cool freeware games like Hydorah, Maldita Castilla, and L'Abbaye des Morts. He started this particular project back in 2010,...

The Uncharted 4 beta is live, have a quick look at its tutorials and storefront

Dec 03 // Chris Carter
[embed]324044:61354:0[/embed] You can watch the tutorial for yourself in the video above, and skip to 3:20 for all of the menu junk, like the storefront, skins, taunts, loadouts, skills, and what have you. It's...okay so far. I played a bit of multiplayer from 2 and 3, but I never really got into all that much -- I don't see that changing here outside of a fleeting bit of fun. To check out the beta for yourself, you need a copy of Uncharted: The Nathan Drake Collection for the PS4. As of a few minutes ago though, there are some "session errors" being reported -- likely from a flood of people getting in after they realized it was live. Sony also will be reporting downtime on the official forums. We'll keep you updated if anything changes. For now you can just watch the tutorial over and over, haha.
Uncharted 4 beta photo
'Get yo drank on,' Drake
The Uncharted 4 beta is now live, and set to run until December 13. After it launched I was able to get in immediately, and was plopped into an intro section that showed off the new engine, as well as a few pointers for the m...

Dragon's Dogma runs wonderfully on PC

Dec 03 // Patrick Hancock
Tested on: Intel i7-4770k 3.50 GHz, 8GB of RAM, Geforce GTX 970, Windows 10 Dragon's Dogma: Dark Arisen is officially releasing on PC on January 15, so there will still be optimizations and tweaks between now and then. Honestly, though? I've encountered no technical issues whatsoever.  Here are the options included in the PC version: [embed]323834:61344:0[/embed] As you can see, the graphics menu has just about all the options players should expect, including a field-of-view setting. Playing with everything cranked up, I was able to run the game at a consistent 60 frames per second, including during the in-game cutscenes. As I mentioned, I'm only a couple of hours in, and nothing has gotten too crazy yet. Playing on a keyboard and mouse feels rather comfortable, and I'm generally not happy with third-person action games using this control scheme. The keyboard keys can be remapped, so if the defaults don't tickle your fancy, change them! The individual controller buttons cannot be changed, but there are six different control schemes provided. The game also automatically detects the controller (in my case, an Xbox One gamepad) immediately and even adjusts the button prompts. A small, but dedicated detail involves the screenshot feature. Players can pause the action and go into a specific "Share" menu option to get a screenshot (as I have done, above) to move the camera about and get a nice image. The PC version will automatically take a Steam screenshot when the Take Photo button is pressed. I expected the game to save it to some random location in My Pictures, but the developers went so far as to program Steam screenshots into this feature -- awesome! We'll have a full PC Port Report on Dark Arisen's official Steam release in January, but as of now, the outlook is very good!
Dragons Dogma PC photo
Smooth like butta
At some point, I downloaded Dragon's Dogma onto my PS3, but never got around to playing it. I'd scroll through and tell myself "some other day." Well, apparently that other day is the day it comes to PC. I hear tell that...

Battlefront DLC photo
Battlefront DLC

Star Wars Battlefront's Battle of Jakku DLC is just okay


But at least it's free
Dec 02
// Jordan Devore
Oh thank goodness, more content for Star Wars Battlefront. While The Battle of Jakku hasn't seen a wide release yet (that's happening on December 8), the free new DLC is now available for folks who pre-ordered the game. It's ...
Alienware photo
Alienware

One month later, the Alienware Steam Machine is still a nice accompaniment to the PC


But again, not a replacement
Dec 02
// Chris Carter
Back in October, I had the chance to test out the new Alienware Steam Machine's mid-range model (i3 Dual Core, 8GB DDR3, 1TB HDD), and was fairly pleased with the results. As the hardware manufacturer even noted before launch...

Lara Croft GO's new expansion is sadistic

Nov 29 // Kyle MacGregor
The team at Square Enix Montréal has been listening to feedback, and "The Shard of Life" expansion is targeted squarely at players who wanted something more complex out of the base game. Comprised of 26 new puzzles, the free update has a high floor in terms of difficulty, picking up right where the main story left off and ratcheting up the tension from there. The Shard of Life sees Lara descend into a new ancient burial chamber, the Cave of Fire, where she comes across a new obstacle, immortal enemies, en route to pilfering the grotto's hidden treasures. The invincible creatures can be stunned, but will eventually rise back to their feet (or insert turn of phrase that better applies to snakes). This adds a new dimension of challenge, requiring players to approach puzzles from different vantage points and hastening the window of opportunity for certain obstacles to be surmounted. In addition to adding a new dimension of challenge (these immortal enemies often make it so precise movements must be made, narrowing the window of opportunity for you to get by them), they inject a new element to puzzle solving, where their felled-bodies might hold a switch down, but only for a certain amount of time before they start moving again and alter the landscape. While I confess I wasn't among the virtuosos who completed Lara Croft GO without breaking a sweat, The Shard of Life never feels unfair. That said, I've probably spent more time dealing with some of the individual rooms in the add-on content than I did with entire stretches of the original game. It definitely has me thinking more, as each puzzle is a multi-step process with nary an easy solution. At times, there's a bit more mental gymnastics involved than I might have preferred, considering I was comfortable with the campaign, but it's difficult to get too broken up over some mild frustrations in a sizable, free update to an experience I already love and enjoy. If you've yet to try Lara Croft GO, it's currently 40 percent off via iTunes and Google Play for $2.99.
Lara Croft GO impressions photo
But I still love it
Lara Croft GO might just be my favorite mobile game of the year. Having played through the campaign twice now, I can safely say there isn't much I'd change about Square Enix Montréal's minimalist puzzler -- though...

Ghostbusters photo
Ghostbusters

The Ghostbusters board game is like a mini Arkham Horror


With multi-mission campaigns
Nov 27
// Chris Carter
Every so often we cover board games here at Destructoid, mostly from our tabletop expert Darren Nakamura. But when the opportunity presented itself to check out the brand new Ghostbusters game, I sprang at the chance. Ha...
CronusMAX Plus photo
CronusMAX Plus

The CronusMAX Plus V3 allows interchangeable PS4, Xbox One, and Wii U controllers


I put it to the test
Nov 26
// Chris Carter
For weeks now, readers have been asking about the CronusMAX Plus. With its grand claims of using "almost any controller on any console," a lot of people wanted to know if it worked, especially given the pricey $50 price tag for what essentially amounted to a fancy dongle. After some initial issues, it ended up taking me by surprise at how well it worked.

Batman: Arkham Knight's Catwoman and Robin DLCs aren't worth playing

Nov 25 // Chris Carter
[embed]322485:61248:0[/embed] At some point there was probably a kernel of a good idea with the Catwoman’s Revenge DLC, but ultimately, it feels rushed like the others. There's almost nothing interesting about the premise: Catwoman, one day after the events of Knight, wants to steal money from The Riddler, who is in jail. We get it, Catwoman likes to steal things, and there is no added depth for either character, nor is there any satisfying conclusion, mostly because the core villain isn't actually present outside of an interlude under the guise of a "prison phone call." It took me about 10 minutes, all told, across two challenge maps (one Predator, one combat), with one very short 30-second puzzle involved. Flip of a Coin is slightly better, but not by much. In this episode, Robin takes on Two-Face at some point following the retirement of Batman, with the help of Oracle by way of remote assistance. There's a slightly interesting dynamic afoot during the DLC, where Oracle assures Tim Drake (whom she is dating) that he can not only measure up to Batman's legacy, but end up coming out of it better than Bruce did. The [albeit mostly played out] duality of Two-Face is also shown quite well with a location that's half destroyed, and half pristine. But again, like every other episode before it, the sheer brevity of the adventure halts any meaningful discussion or character advancement. Players will basically auto-pilot their way through two small Predator maps and two combat rooms for about 20 minutes, all of which operate in the exact same manner as Knight. Unlike Catwoman, Tim feels exactly like Batman gameplay-wise, minus the bullet shield gadget from Arkham City, which is only used briefly during a very staged encounter. To add insult to injury, the final boss fight with Two-Face isn't a fight at all, but a quick one-button QTE. There also isn't even an ending tying together Tim and Bruce's relationship or narrative -- it boots out immediately after the QTE. If this is the last Arkham game from Rocksteady, the poor Season Pass definitely assists in tainting its legacy. There's almost nothing here of worth nearly five months later, and certainly nothing even close to justifying the $40 cost.
Batman photo
Holy Season Pass, Batman!
As I've said before, Batman: Arkham Knight's Season Pass is probably the one of the worst pass prospects in gaming right now. Besides an alright Batgirl DLC, there's a heap of mediocre challenge missions, sub-30 minute "...

A guided tour of Life is Feudal: Your Own's many, many loading points

Nov 23 // Joe Parlock
Our utterly fascinating journey begins when entering a multiplayer server. I chose a heavily populated one (around 60 out of 64 potential players), and was treated to a nice, incredibly lengthy loading screen. But that's alright, the loading screen taking the better part of five damn minutes isn't a problem! Just take a look at those suave jet blacks and those imposing yellows as they come together beautifully in a visual feast slap bang in the middle of the screen. Isn't it just delightful? Note how the relevant information. such as how close the loading is to being complete, is relegated to being dark grey text on the black background. It’s a bold move that screams “I’m absolutely taking form over function, but when your form is as sweet as mine who really cares, eh?” Now I know what you might be thinking: this piece isn’t technically a true loading screen. But don't you worry, we're accepting of all hangups, slowdowns, waiting periods and roadblocks here! Look at this abstract art dancing around the screen. Look at how those blues and whites gently give way to a more rustic and earthy brown. You may have mistaken this for a delicious artisinal blueberry muffin, or maybe a painting by Johan Sebastian Mozart himself. In reality, this is  actually the world popping in incredibly slowly all around you! Unable to move, all you can do is stand and absorb the waves of colour as they cascade over you. You may have already sat through the initial loading screen, but Life is Feudal loves to just spoil you with how much waiting you're allowed to do before having to play the game! With time, those lighter areas might’ve gradually become a tree or a patch of grass, but in those few minutes it was something so much more: it was a discussion of the nature of reality, and the futility of seeking perfection. All I can describe it as is ‘inspiring’. And now we come to the main event, the one I've been most eager to show you. To do literally anything within Life is Feudal, you are rewarded with this low-key progress bar, slowly scrolling from left to right. Want to chop a tree, make an axe, or even just pick up some grass? Don’t be silly, nobody wants to do that, we all just want to gaze longingly at the progress bar in all of its sluggish, beige splendor. Some critics might argue that this bar is a metaphor for the unyielding capitalist society we find ourselves in, where even the smallest and most insignificant of actions requires hard toil. Life may be feudal, but does it really need to be this difficult? Alas, the beige progress bar seems to suggest so. And so here we are at last, the very end of our tour, and the thing that I believe might well be the most exciting statement Life is Feudal's makes. Should you ever find yourself tiring of the artistic genius that is the game’s many loading screens, and should you ever want to to stumble wearily away from the deep philosophical questioning of its progress bars, Life is Feudal will leave you with one parting message: life is nothing but waiting. Our fascinating journey begins when entering a server. I chose a heavily populated one (around 60 out of 64 potential players), and so got to sit through a nice, minutes-long loading screen. Look at those suave jet blacks and imposing yellows coming together beautifully in an absolute visual feast slap bang in the middle of the screen. And look at how the actually relevant information is relegated to being dark grey text on the black background. It’s a bold move that screams “I’m absolutely taking form over function, but when your form is as sweet as mine who really cares, eh?” Now this one isn’t technically a true loading screen. However it will become clear in time why I’ve included this in our tour. Just look at this abstract art dancing around the screen, merging blues, whites and browns. You may have mistaken this for a delicious artisanal muffin, but it’s actually the world popping in incredibly slowly. Over time, those lighter areas might’ve become a tree or a patch of grass, but in those few minutes it was something so much more. A discussion of the nature of reality itself. All I can describe it as is ‘inspiring’. And then we come to the main event. To do anything within Life is Feudal, you are treated to a low-key progress bar, slowly scrolling from left to right. Want to chop a tree, plow a field, or even just pick up some grass? Don’t be silly, nobody wants to do that on this tour, we all just want to gaze longingly at the progress bar in all of its beige splendour. Some critics argue that this bar is a metaphor for the unyielding capitalist society we find ourselves in, where even the smallest and most insignificant of actions requires hard toil. Life may be feudal, but does it really need to be this difficult? Alas, the beige progress bar seems to suggest so. And so here we are at last, the very end of our tour, and the thing that I believe might well be the most exciting statement Life is Feudal makes. Should you ever find yourself tiring of the artistic genius that is the game’s loading screens and wanting to stumble wearily away from the deep philosophical questioning of its progress bars, Life is Feudal will leave you with one parting message. That is right, my most esteemed guests. Even closing the game and ending your presence in their world will give you another wonderful loading screen. Hauntingly similar to the first, yet instead of the welcoming bearded gentlemen bringing you into his world, you are given a dragon-headed longboat to guide you far, far away. I hope you enjoyed your tour of what might be the most poignant, emotive piece of digital art created this decade. Truly, Life is Feudal is an artistic cornerstone, a piece to be held up for generations to come who seek to learn how to most effectively waste a player's time.
Life is Feudal: Your Own photo
This game has to be performance art
Life is Feudal: Your Own finally released on Steam last week after a hefty period in early access. The idea is great: take survival sims like Rust and The Forest, and add a pinch of Mount & Blade to make the ambitious med...

Heroes of the Storm photo
Heroes of the Storm

Heroes of the Storm's Cho'gall is freaking weird, but feels balanced


Rolling out today
Nov 17
// Chris Carter
Earlier this month, Blizzard announced a two-player hero in the form of Cho'gall for Heroes of the Storm. In essence, the primary player would control movement and their own set of abilities with Cho, and another would take care of Gall, who is attached to the former -- almost like a permanent Abathur hat. It makes for an interesting playstyle, but of course, it has its drawbacks.
Van Helsing Final Cut photo
Van Helsing Final Cut

Van Helsing's Final Cut is the most 'Incredible' yet


Unless you've already played
Nov 15
// Patrick Hancock
Recently, NeocoreGames released The Incredible Adventures of Van Helsing: Final Cut on Steam, a compilation of the three games in the series. Past titles have varied in quality; the first game was good but buggy, the sec...
Guild Wars 2 photo
Guild Wars 2

Guild Wars 2: Heart of Thorns won't change your opinion of Guild Wars


But if you want more, it's there
Nov 14
// Chris Carter
My experience with Guild Wars 2 has been very similar to a lot of people I've met over the years. We all agree it's a wonderful, beautiful take on MMOs, and delivers on its promise of a subscription-free game. But at the...

Xenoblade Chronicles X is sprawling and unforgiving, and I love that

Nov 14 // Chris Carter
Xenoblade Chronicles X starts off with a straight-forward premise: humans have been pushed off Earth by aliens in the future, and only one "ark" is said to have made it to a far off new planet. It's a Macross-esque setting where humans are fairly advanced with their weaponry and warfare, including the Skells (mechs). From there, your character (male or female) awakens in a pod, is greeted by your first party member, and the adventure begins. I really mean "your adventure," because early on, the story mostly takes a backseat beyond a brief rundown of the situation on this new planet. This is something I'm completely okay with because of how Monolith Soft has crafted each gigantic map. There are hundreds of locations to find, secret dungeons to delve into, and enemies to battle -- and nearly all of it rewards you for your efforts. Seeing gigantic, screens-high enemies towering over me induced Final Fantasy XI Notorious Monster flashbacks, you know, in a good way. Your primary source of damage is by way of auto-attacks, but combat gets much deeper once players start unlocking more abilities. Flanking options, bonus effects (for those who patiently wait for double cooldowns), and the power to instantly switch between melee and ranged attacks are a few mechanics that pop up. Dashing is also enabled in combat, which makes for some awesome fights when popping off an enemy appendage with a rifle, and running in with dual daggers to slash at their exposed body. [embed]320860:61101:0[/embed] I'm over 20 hours in so far and still don't have access to the Skells. Very early on there's an option to buy one for an exorbitantly unattainable price, but you still need a "license" to pilot them, which I haven't obtained yet. I've already seen this design choice turn off some prospective players out there after hearing impressions from the Japanese release, but I have to say, it doesn't bother me. Movement is fairly swift, as players can sprint indefinitely and leap high into the air like a superhero. It's very easy to get from place to place, and fast travel -- it still exists. Stay tuned for our review at the end of the month.
Xenoblade Chronicles X photo
Our review is coming later this month
I've played MMOs with smaller zones than Xenoblade Chronicles X. The scale here is absolutely breathtaking, and a mite surreal once you realize that you're playing on the Wii U, where the development team couldn't even optimize the game on a single disc. Here's a few thoughts after spending a ton of time with the experience.

Star Wars Battlefront's full version hasn't really swayed me

Nov 12 // Chris Carter
Firstly, I have to say I'm surprised at how smooth the EA Access build has been. I've had no issues connecting to any matches, and online play has been very smooth. There's also plenty of people in the program, and nearly every match I've played has filled up immediately. Additionally, nine modes in all is enough to keep people interested without having the unfortunate effect of splitting the community. In addition to the modes I already covered, another addition really stood out -- Hero Hunt. It's a 1v7 mode essentially, where one player takes the place of an iconic hero, and defends themselves against a group of standard soldiers. Whoever kills said character becomes one next. It's pretty fun, mostly because of how formidable each hero is. I love that it's constantly changing up the hero after each kill, as it forces players to adjust their tactics The other breakout mode is Fighter Squadron, which is an entirely vehicular based affair, similar to a Star Fox skirmish. It's a far better way to handle ships than the lame "power-up" style pickups in the core modes, and there are even hero ships like the Falcon involved. AI is also built in to make it feel more full and "epic," which I'm mostly okay with since it feels more arcadey than anything. As for the rest of the modes they're pretty standard fare (team deathmatch, escort), and across all of them I noticed the same stilted animations from the beta. It feels cheap, even in comparison to DICE's recent efforts like Battlefield 4. Voicework for standard grunts and heroes alike also feels rush and hastily injected. Pop-in is a major issue, and one of my soldiers even grew hair in the intro -- it was hilarious, but when it happens in-game it's just annoying. [embed]320256:61076:0[/embed] Thankfully the offline modes have been fully unlocked as well, allowing me a much bigger taste in comparison to the one horde mode mission in the beta. As a note, all of the following supports online and split-screen play, the latter of which sees a small drop in quality as well as the framerate, but is still presented in a very much playable state. The first of the two modes is "Battles," which are essentially team deathmatch confrontations with AI built in. There are only four maps to choose from (Hoth, Tatooine, Endor, and Sullust), and both support regular or hero battles -- the latter of which allows players to control a named character (Luke, Han, Leia, Vader, Palpatine, or Boba). It's...straight-up Kill Confirmed from Call of Duty. After downing a foe they'll drop tokens, which you'll have to collect to score points. Do that 100 times and the match is over. If you want you can turn off your AI support, which makes the gametype even more like a horde mode than it already is. Sadly, the AI is a bit dull even on the "master" difficulty, so they never really take the gameplay to the next level. The same exact four maps are available in Survival mode, which delivers enemies in waves like a traditional horde experience. It's a fun distraction, but it doesn't ever go the full mile, heavily relying on nostalgia, like the classic soundtrack from the original trilogy. Ultimately, both modes feel the same. The former is framed more as a versus match, but still places multiple AI opponents in each arena with you -- it just isn't presented in a wave-based format. For those of you who were holding out hope for a more involved single-player component in lieu of a campaign, prepare to be disappointed. I obviously need more time to deliver a final verdict, so stay tuned for a full review sometime next week. In the meantime, you can download the game now if you're in the EA Early Access program or you happened to get a free token recently.
Star Wars Battlefront photo
EA Access impressions
I wasn't all that smitten with the Star Wars Battlefront beta, but today the full game launches for EA Early Access members, with a 10-hour time limit caveat. Now the game is free of content locks, with all modes available for play in addition to the offline component, which features split-screen support and bots. The final build hasn't really changed my mind all that much.

Divinity: Original Sin - Enhanced Edition is comfortable on console, if a little slower

Nov 03 // Zack Furniss
Split-screen co-op functions much like ToeJam & Earl from back in the day: both players share a screen when they're close to one another, but if they drift far enough away, the screen splits and each player has their own camera to control. This can be jarring if you separate and rejoin multiple times in rapid succession (imagine someone flailing their hands in front of your face really fast to obscure your vision) , but it otherwise works surprisingly well. I also didn't anticipate being able to wander so far away from you partner. There were multiple times in the ten or so hours we played where he would be in town and I'd be fighting enemies on a distant beach. Controlling characters works better than expected in that it actually works without making me want to throw my controller into the toilet in exchange for a mouse and keyboard. You can move your character around with the left thumbstick, or you can click it to create a small cursor. This effectively allows you to maneuver your avatars like a point and click RPG and is blessing when you want to go to the bathroom while you traverse to the other side of a map. Combat is easy enough to handle, with multiple radial menus and shortcuts providing quick-enough means to an end.  An RPG can live or die by its inventory, and Divinity: Original Sin was never exceptionally manageable in the first place. While the presentation is pleasant (little chests, barrels, and gore piles show up as a cute lil' grid when you look through them), picking up items can be a tad tedious. Holding down the X button brings up a search circle around you so that you can look at multiple items simultaneously, which minimizes minutia but still isn't completely ideal. If you hadn't played the PC version before you'd probably think it was a little slow but nothing out of the ordinary. Unfortunately, even with hands-off experience I know how much faster that can be, and in a game as large as this one, poor inventory accessibility goes from a wrinkle to a wound after awhile. Moving items out of your way is probably the offensive activity here. Instead of just clicking and dragging it out of your way, you have to hold down that search button, choose the item, go to a separate small menu, choose move, and then determine where you'd like to place said item. That is entirely too many commas and clauses to complete an action that you'll do often. It does work better if you use the point and click control scheme, which I found myself utilizing often. Overall, I wouldn't call these controls unwieldy so much as inconvenient. But if you can manage to acclimate to these puppets' strings, there's a fantastic game underneath. Divinity: Original Sin - Enhanced Edition is one of those rare fantasy RPGs that has charm, charisma, and doesn't feel completely generic. Now that almost every NPC is voiced, the world feels even more alive and personable. The co-op conversations, in which your main characters can agree, disagree, argue, and jest with one another, eventually leading to traits that have a tangible effect, are perfect for couch sessions. Turn-based combat doesn't seem like it would flow as well, but it does. Each time my brother covered an orc in oil and I set him ablaze, we high-fived like a couple of douches. The environmental/elemental battles always find a way to remain exciting. I'm no Chris Carter, so I can't finish a 100 hour game in two days. There's still a garbage dump's worth of shit that I haven't in Divinity. So far, the extra quests and dialogue feel right at home, and the addition of dual-wielding has made my rogueish spellcaster even more formidable. Even after the little that I have played, though, I'm confident in saying that this one's worth your time. Just remember to pick up every shell on the beach and send one to your brother's inventory every time he checks his phone. See how many shells you can send before they notice. Have fun!
Divinity: Original Sin photo
Couch co-op clickiness
While playing through the lukewarm Sword Coast Legends last week, I kept telling myself there was a light at the end of the tunnel. Once I finished my slog through the Sword Coast, I could revisit Rivellon in Divinity: O...

Xbox One controller photo
Plug and play on Windows 10
Finally -- Microsoft is releasing the wireless Xbox One adapter for PCs. After years of waiting I can eschew all of the wires that have been sitting in my desk drawer, or more specifically, four micro-USB cables to hook up fo...

Star Wars: The Old Republic's latest expansion marks the best the game has ever been

Nov 02 // Chris Carter
Let's start with some of the enhancements the expansion has made globally, outside of the confines of the new storyline. I immediately created a new character and found that there have been a ton of concessions to make it less of a slog. For starters, XP gain has seen a stark increase across the board, so you don't have to do nearly every mission on a planet to move on to the next one -- instead, you can essentially follow the core storyline and that's it. This is how it always should have been structured, as most of the sidequests are rather dull. It's also much easier to see what is and isn't story related (narrative quests have a purple tint). Gear statistics have now been simplified so you don't find nearly as much trash, and fast travel is enhanced thanks to instant access to flight paths. Companions have been severely streamlined when it comes to gear as well (in a good way), so you can basically choose whoever you want and fit them into any role you wish. Here's the biggest change: you can basically do everything, including required Flashpoints (dungeons), by yourself. It's silly to say since this is technically an MMO, but Old Republic has made a ton of concessions for solo players. For the most part when I embarked upon my journey to max out at level 50 years ago I played alone, but there were a ton of sections where I needed assistance or was required to grind to progress with the story. With the dawn of Knights of the Fallen Empire, that need is basically eliminated. In this way, it now truly feels more like a Knights of the Old Republic 3. In the past it was ludicrous to ask someone to pay a subscription fee to experience that by yourself, but it's much easier to swallow for free. As previously mentioned, the new narrative is actually quite good, and feels like a true follow-up to KOTOR. To start the Fallen Empire storyline (which now goes to level 65), you'll need to have a maxed out 60 character. By subscribing (and thus gaining access to the expansion), you'll net one max boost, so you can breeze past the previous Hutt Cartel (previously 55) and Shadow of Revan (previously 60) add-ons. From there it's dead simple to start up the campaign, as you only need to queue up the mission on your ship. Missions in Empire are now more pointed. They don't feel like a shoehorned-in excuse to justify an MMO and a subscription fee -- they feel like quests from a classic BioWare RPG. Everything is much more cinematic and imposing, and the dialogue feels more meaningful. They're also completely removed from the gamey elements of Old Republic, almost like a separate mode entirely, devoid of grindy, time-wasting activities. In essence, this is something worth paying for, especially if you have some free time and want to go through it in a month before unsubscribing again. Over half of the Empire chapters have been released, and others will subsequently be released over time. It's something I would normally get kind of miffed about (gotta keep people subscribed somehow), but given all the other improvements, I just took to creating another class instead. It took BioWare long enough, but Star Wars: The Old Republic's 4.0 build really feels like what the game should have been like at launch. Whether you're a new player jumping in for the first time or a disenchanted veteran who's cautiously interested in subscribing again, The Fallen Empire is worth a shot. [This impressions piece is based on subscription time purchased by the reviewer.]
Star Wars photo
'Knights of the Fallen Empire'
Man, I'm surprised Star Wars: The Old Republic is still trucking along. You have to give it to BioWare (and to some extent, EA) for staying with it after its mixed reception at launch, so-so expansion packs, and its tran...

Alienware Steam Machine photo
Alienware Steam Machine

Review: Alienware Steam Machine


SteamOS has a ways to go
Oct 29
// Chris Carter
PC gaming is in the midst of a cultural shift. No, not necessarily the "Steam Machine" revolution, which Valve is trying to heavily push, but a movement away from the tether of a dedicated platform into the living room. In a ...

League of Legends' Kindred sports a killer kit and beautiful design

Oct 28 // Chris Carter
[embed]317933:60896:0[/embed] "Kindred," a new jungler, is actually two characters -- Lamb and Wolf. Their dichotomy is rather interesting, as they symbolize aspects of death, with stark color contrasts to boot. While Riot Games could have half-assed the theme it really went all out, and the animations for Kindred are some of the best in the game, especially when it comes to Wolf's spirit tail effects. I also love dual characters as they have so much potential in terms of interesting skins. So what can they do? Well, Kindred is really more of an active Champion, more so than a lot of others currently on offer. Their W, which doubles as an area-of-effect attack, requires players to constantly move around to build stacks, which triggers health regeneration after attacking. Once you've launched a shot the stack resets, so you better be clicking a mile a minute to keep it up. Given the fact that their E is a slow and their Q is a vault that hits multiple foes, Kindred is a rather versatile Champion that can do a lot more than jungle. This goes double for the pair's ultimate, which creates an area-of-effect space where nothing can die (read: drop below 10% health), friend or foe, for 10 seconds. It's clearly situational and best used when losing a teamfight, but it can completely change the course of a match. By virtue of playing Kindred, players can select a Champion to "hunt" by clicking on their portrait. After killing that target, you'll gain a permanent stat increase, and a lengthy cooldown will be in place for the same player -- though you can switch it up at will. Jungling is also a ton of fun, as you can kite enemies with your range and vault ability, allowing for some interesting early game play. Their E is also perfect for setting up ganks while roaming. While Kindred is a beast, Riot might be gearing up for a nerf at some point. It's very easy to gain an advantage over lesser players by hunting them constantly, as all you need is roughly two or three people to pick on throughout the match to gain the upper hand, stat-wise. This stacks very well with armor penetration gear. In the meantime the Champion requires a ton of skill to play and relies on a good team to shine, so pick the duo up if you haven't already.
League of Legends photo
Two characters in one
It's getting to the point where I'm starting to get lost when selecting a Champion in League of Legends. Sure, the newest kid on the block, Kindred, has a giant floating mask for an icon and the list is in alphabetical order,...

First impressions for Blizzard's impressive inaugural FPS, Overwatch

Oct 27 // Chris Carter
First off, it must be said that Overwatch has one of the most comprehensive tutorials in any first-person shooter I've seen. Yes, it's mostly remedial, but newcomers and casual fans alike will be appreciative. It brings you through everything from basic movement to shooting, and even a rundown of the UI, which is basic to begin with. In fact, there's even an overlay on every ability that shows you the key you need to press to trigger it. At first glance, Overwatch looks like a basic shooting experience. Each class has their own type of weaponry ranging from rifles to dual pistols, and there's a melee attack. There is no ADS or iron-sight mechanic, but Overwatch does have controller support. Where the game starts to diverge from your typical formula is the class-based gameplay. The starting character (Soldier 76) has an ability called Biotic Field, which is basically an area-of-effect healing station you can throw on the ground, and a rocket power. Beyond that, there's one more power -- ultimates. This aforementioned class can use a Tactical Visor to home in on a selected target. There are also four different classifications for each character:offense, defense, tank, and support. When choosing a class at the start of a match, the game will inform you of your current team makeup, and suggest other possible choices if your team doesn't have enough firepower, for instance. This has the potential to make for a sticky wicket when it comes to the overall meta (expect lots of balancing), but for now it seems rather fair. It's also very easy to view the information chart for each class in the character select screen, and players can even switch heroes in the initial spawn area. My current favorite character, Reaper, exudes style. Instead of reloading, he throws his guns down on the ground. Instead of dashing, he goes into "wraith form" and becomes invincible for a few seconds (though this means his sprint is on cooldown). Finally, Reaper's ultimate allows for him to damage all nearby enemies. It's leaps and bounds different from playing Reinhardt, who is a slow melee character that can charge across the screen and deploy a frontal shield. [embed]317786:60888:0[/embed] In essence, there's a ton of different styles at play here. Soldier 76 operates like a "typical" shooter would play out, and Tracer (who can teleport), feels more like someone out of Team Fortress. Barring the suggested difficulty ratings of certain characters and team composition recommendations, there's a lot of leeway here in terms of how open the game is for people who don't typically like shooters. For reference, teams consist of six players each, and there are currently two game modes in tow (Payload and Point Capture). The latter is just as it sounds, with an attacking and defending team, while the the former is an escort mission on a fixed path.Although these are new characters (in other words, not based in an existing universe like Heroes of the Storm), I really started to recognize their faces and mannerisms a few hours in. I don't think everyone will catch on, but I wouldn't mind seeing most of them in other titles. Blizzard has already said that we may see them in Heroes if Overwatch is successful. Overwatch is not a "me-too" class-based shooter. Blizzard has put a ton of work into every facet of the experience, from the pinpoint fast-paced engine to the individual designs of each character. The cast is diverse, inside and out, and I'm really looking forward to diving into more as the beta progresses and the finished product hits. The beta starts today and will be rolling out in waves, but Overwatch currently does not have a launch window in sight.
Overwatch photo
I'm in
You could say I've been a long-time Blizzard fan. I was right there in 1992 with The Lost Vikings, the company's second game, all the way through the SNES era into Warcraft and Diablo. Over the years I've generally played eve...


Auto-loading more stories ... un momento, corazón ...