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Far Cry Primal photo
Far Cry Primal

Get up to speed on Far Cry Primal with this '101' trailer


'Unlimited creativity'
Feb 09
// Darren Nakamura
Some people follow news on Far Cry closely, taking in every nugget of information out there. Others might be vaguely aware of Far Cry Primal's existence and premise, but don't know much else past that. This video is for the l...

Review: Dying Light: The Following - Enhanced Edition

Feb 09 // Zack Furniss
Dying Light: The Following - Enhanced Edition (PC [reviewed], PS4, Xbox One)Developer: TechlandPublisher: Warner Bros. Interactive EntertainmentReleased: February 9, 2016MSRP: $19.99 The Following doesn't weave into Dying Light's main campaign. To start the expansion, you choose it separately in the main menu. You can drag your character's progress and inventory back and forth between the two campaigns at any time, but you can't just go to a fast travel and warp from one to the other. Once you begin, a short cutscene cuts to the chase: your character, Kyle Crane, has become aware of a route leading out of Harran. In this wild outback area, there's a cult that claims to have found some kind of immunity to the zombie virus. As this would benefit your cadre of survivors, you set out to investigate. The new area, called the Countryside, is huge. Techland claims that it's larger than the entirety of the original game, and I'd agree with that after playing to 100% completion. Since there are numerous open fields, it's not quite as packed as the urban environments in Dying Light proper, but I found this to be welcoming. It's not all open, either: you'll go from farms, to beaches, to graveyards, to caves, to factory areas, so you're constantly being stimulated in a new way. With a larger map, the customizable buggy goes from novelty to necessity rather quickly. Using a new Driver skill tree, which you level up by doing racing competitions, ramming zombies, maintaining top speed, and jumping off of ramps, you'll be able to improve your ride and add gadgets such as electrical pulses and UV lights. Since there are always zombies to squash under your wheels, this tree levels up rapidly. The buggy starts off entertaining, and gets better as you tinker with it. You can craft better tires, brakes, engines, and the like to make it faster and more responsive. I'm a sucker for driving in first-person games as it is, and driving in The Following might be the best incarnation I've played to date. A crossbow has also been added to your arsenal, which is a nice way to take out biters without attracting a horde. There are four different bolt types that you can use: normal, toxic, impact, and stun. I generally stuck to the normal arrows, especially when I snuck around the new Volatile caves. In Dying Light, Volatiles are the creatures that only come out during the night and can kill you within seconds if you aren't paying attention. In The Following, you can go directly to their nests to try to thin out their presence in certain areas. If you go in during the day, the caves will be littered with these bastards, and sneaking through with a crossbow was about the most tense this game can get. Going during the night is the safer bet, but I found it less thrilling when the odds weren't stacked against me. Another welcome addition is the Freaks of Nature, giant versions of the more devious types of infected strewn throughout the Countryside. The game recommends that you only try to fight these jerks with friends in co-op sessions, but if you find their weak point (or bring a really good gun like a cheater [me]), you can take them out solo. They offer special blueprints to create ever-more-vicious weapons. Usually you'll find these Freaks when you're on another mission, and suddenly a health bar will appear on the top of the screen a kick-ass John Carpenter-esque song will start pulsing. As far as the missions and story go, they're handled much better than the original game. This time, Techland is less interested in trying to make you care about certain characters and more interested in getting you to find out more about the cult. Instead of being a scary group of folks that are out to kill you, you're tasked with earning their trust so you can learn their secret. This leads to a mission structure where the side quests must be completed in order to progress in the main story. I didn't have a problem with this, because the side stuff, as before, is generally more intriguing than the actual story. Looking back on it, there aren't many story quests in The Following, but it all feels interwoven in a way that encourages you to scour every last bit of the Countryside. The only quest that I had trouble with was the penultimate one that involves some timed driving, and if you have no health packs, you're sort of fucked. I eventually persevered, but it was frustrating to be locked into the finale and unable to make it easier.  The final mission has some curious implications about the overall plot in Dying Light, but the ending shoots that momentum right through the head. I'm still hoping a sequel comes out of this, but I'm a little confused as to where it would go now. At this point, I must mention a caveat: I found Dying Light to be too easy about halfway through the game, so I played The Following on hard. I usually don't like to blather about the "right" way to play a game, but if you're going to play this expansion, I urge you to play hard mode.  Instead of the usual "enemies do more damage, and you do less" type of difficulty, Techland's version of hard is an improvement in almost every way. Medkits are no longer an instant heal, and instead provide healing over time. If you want to craft something or look at your map, you can't pause the game any more. Survivor sense doesn't show you every little item in every little room, so you have to more carefully observe your environments. If this sounds tedious, I promise that it makes the game both more immersive and more rewarding. Since this is part of the Enhanced Edition, which owners of the base game get for free (minus the expansion), there are a litany of other improvements to be found. There are daily bounties and a new Nightmare difficulty that have been added to rack up tons of experience, which you'll want for the new legendary levels. After maxing out a skill tree, points that would've gone to that tree now go to your legendary rank. You can spend these points on various buffs: 50% more firearm damage, more crossbow damage, better health regen, and other bonuses. There are a total of 250 of these points to earn, and they make you incredibly powerful. You'll earn them pretty slowly unless you play on Nightmare mode. In my 22 hours with The Following, I reached level five. Clearly, I need to jump back in there already. The Following was larger than I expected, and it maintains a high level of quality throughout. Being pared down from the bloat of Dying Light earns it more moment-to-moment excitement, and I greedily consumed it over the weekend. The last few minutes have me pondering the future of what's clearly going to become a franchise, and I'm ready for whatever Techland brings next. [This review is based on a retail build of the game provided by the publisher.]
Dying Light review photo
It should still be called Far Die
Dying Light surprised the heck out of me last year. While I mostly agree with Chris about the various faults and clichés found within (you can read my thoughts here, from back in my before-Destructoid days), it wa...

Amazon photo
Amazon

Amazon unveils new CryEngine-like Lumberyard


It looks interesting
Feb 09
// Chris Carter
Amazon hasn't really taken off in the game space yet, even after acquiring the recently-on-fire Double Helix, but it's still trying. Its latest project actually looks pretty damn cool -- a new in-house engine called Lumberyar...
Downwell photo
Downwell

Downwell is definitely coming to Vita and PS4


Also a bunch of other indies
Feb 09
// Chris Carter
Indie champion Downwell is preparing to make a move beyond the PC and mobile realms. In addition to its Android release earlier this year, Devolver Digital is preparing to publish the game on PS4 and Vita. This has been ...

Review: Arslan: The Warriors of Legend

Feb 09 // Chris Carter
Arslan: The Warriors of Legend (PC, PS3, PS4 [reviewed], Xbox One)Developer: Omega ForcePublisher: Koei TecmoReleased: February 9, 2016MSRP: $59.99 One of the chief problems with Arslan is that it assumes, to some extent, that you're familiar with the source material. This will likely be a problem for a lot of you out there as it's a relatively obscure anime. I'm pretty surprised to see that it's been localized, truth be told. It isn't that hard to follow though, as the gist is mostly set up for you in the first few chapters. The titular Arslan is the 14-year-old crown prince of a kingdom who is forced to step up after one of the worst wars his country has ever seen, and he'll have a little help from his friends. That's all a given. But the ins and outs of each character, their idiosyncrasies, and backstories -- much of those are lost in translation, literally. With a history spanning three decades across multiple manga volumes and anime adaptations, there's lots parse. The encyclopedia menu option helps but it's merely a band-aid. That's not to say a certain type of person can't get get drawn into the world -- far from it -- as that's exactly what happened to me. Arslan is more flashy than previous games from Koei Tecmo (with the obvious exception of Pirate Warriors), but it also touches on a few heavy-hitting subjects, albeit on a tertiary level, like slavery and freedom. The anime cutscenes are wonderfully integrated, and there's often a seamless transition to gameplay. Note that it's fully voiced in Japanese and subtitled, with no dub track. [embed]334572:62104:0[/embed] As expected, the same two-button combo system holds up. Combos flow effortlessly once you pick them up, and the efficacy of multiple abilities ensures that you're not just flailing about wildly mashing buttons. There's also the added bonus of blocking and evading, as well as the classic "musou" super attack and a special that's unique to each character. Once I started to unlock more of the cast, I was surprised at how little Omega Force resorted to cloning, accentuated by said special abilities. For instance, Narsus (an outspoken critic of the status quo) wields a paintbrush. Well, a magical paintbrush that can set traps, queue up earthquakes, and cause rainbow explosions. Daryun, Arslan's right hand, is a pole-arm-wielding fiend reminiscent of Warriors characters like Guan Yu, but he sports some of the most interesting animations yet in the series, specifically his prowess on horseback. Elam, an unassuming young kid, ended up being one of my favorite characters. His bow skills surpass most ranged characters in action games today. One dude uses a lute! And the list goes on.  Switching weapons by way of the d-pad also serves to mix up your tactics on the fly. The "Mardan Rush" mechanic is also a standout feature, rallying an entire battalion as a single unit, causing all sorts of mayhem and kill-counts in the thousands in just seconds. There are also several fun RPG elements to Arslan. You can equip up to three skills by way of "cards," which can be earned by completing specific objectives or just playing the game, or by synthesizing your collection. This is fun to do on higher difficulty levels, but it's not something you'll have to micro on normal or below, so don't get too worked up.  But all of that flash and panache comes with a tradeoff: the boss battles are more tedious than you're probably used to. A "shield" system is in place here, which requires players to whittle down a meter until they can do proper damage. The tactic is usually the same, in that hammering on them as much as possible is paramount, saving your musou to deliver the blow after cracking it, and repeating. It would be more of a crushing feeling if nearly every level weren't such a joy to play through. If you can stomach a few minor issues that add up over time, Arslan: The Warriors of Legend will be your huckleberry. True to Warriors form there's plenty of collectibles to find, new weapons to discover, online and offline co-op, and a free-play mode. Like nearly every Omega Force game before it, I'll be playing this one for quite some time. [This review is based on a retail build of the game provided by the publisher.]
Warriors review photo
Dynasty anime
Koei Tecmo is killing it in the beat-'em-up action space. While a lot of detractors erroneously claim that all Warriors games are "mindless button mashers," the studio has managed to keep the series interesting for nearl...

The Divison photo
The Divison

Ubisoft didn't take 9/11 into consideration when making The Division


The subject apparently never came up
Feb 08
// Kyle MacGregor
Ubisoft recently held a press event for Tom Clancy's The Division in New York City, which is also the setting for the upcoming third-person shooter's post-pandemic survival story. The Division takes place in the wake of what ...
Firewatch photo
Firewatch

Get real printed pictures from Firewatch's photo mode


What else is on that old Kodak?
Feb 08
// Brett Makedonski
When Firewatch releases tomorrow, it'll have a neat little bit of functionality that blurs the line between video game and real life. Photo modes traditionally are used as a passive feature to memorialize something ...
Plague Inc on Steam photo
Plague Inc on Steam

Plague Inc: Evolved leaves Early Access soon


Spread disease with a friend
Feb 08
// Jordan Devore
After nearly two years and some 800,000 copies sold, Plague Inc: Evolved is ready for a full release on Windows, Mac, and Linux. That'll happen next Thursday, February 18. "By the time we launch, 18 major Evolutions (updates)...
Cookie Clicker photo
Cookie Clicker

Cookie Clicker wants back in your life


Version 2.0 is here
Feb 08
// Jordan Devore
Sorry about this. A new version of Cookie Clicker launched today with a revamped ascension system, quality-of-life improvements, and a cookie dragon, among many other additions. I'm telling you about it because I am a bad man...
And another one photo
And another one

Somehow DJ Khaled fits perfectly in The Witness


You smart. You very smart. We the best.
Feb 08
// Jed Whitaker
I've been playing through Jonathan Blow and gang's The Witness of which I have very mixed feelings -- unlike Brett who gave the game a perfect score in his review -- but that hasn't stopped me from falling in love ...

Review: Assassin's Creed Chronicles: Russia

Feb 08 // Chris Carter
Assassin's Creed Chronicles: Russia (PC, PS4, Xbox One [reviewed]) Developer: Climax StudiosPublisher: UbisoftReleased: February 9, 2016MSRP: $9.99 I was never really a fan of the modern settings in Assassin's Creed -- at least, the action sequences, because the walking simulator IT department bits from Black Flag on were cool -- but that doesn't mean they can't be done. As such, I was keen on seeing what Climax Studios could do with a tale set in 1918, this time shadowing assassin Nikolai Oreov and the quest for a Bolshevik artifact. The pulp animation cinematics are stunning, but the showstopping elements end there. The cast is simply not memorable, including Nikolai, who is doing "one last job" before he abandons the Assassins and finds a new life for his family elsewhere. It's a good hook but Russia never fully sells it, particularly given the underplayed performances. I don't need a charismatic, wisecracking Nolan North per se, just something to connect with. Russia also desperately wants you to know that "he's old," which should be meaningful, but we got a better angle on that storyline with Ezio in later core games anyway. That feeling of familiarity permeates throughout some of the other elements of the game. The Schlinder's List-esque monochrome and red aesthetics looked dope at first, but started to wear after a few levels. Outside of the blazing red and orange sky, a lot of the areas look too similar, even if it serves to differentiate all of the interaction zones (all those hidden little hovels). Though it does have the added benefit of cordoning off secret areas by purposefully not brightening them, which is rad. [embed]339981:62172:0[/embed] Beyond that, you can expect more of the same compared to the past entries in the trilogy, which is to say great things. The 2D switch-off works wonderfully. The controls are so responsive, and the tools available are not only effective, but succeed in not overwhelming the player. I love that you can approach levels with either a gung-ho or pacifist style, or anything in between, and the running slide assassination ability is still just as satisfying. Unique to Russia, yanking off grates Arkham style with a winch and using phones to distract guards is silly, but it works when juxtaposed to the serious art style. I'm a bit torn on the gunplay however, because while the art of sniping does technically fit the quiet nature of the universe, it wasn't done in such a way that elevates it beyond an arcadey shooting gallery. There are a few sequences where distraction is key, like a mini-puzzle of sorts, but in most cases you're just blasting away at folks until no one is left standing. With six challenges to do (just like India) and a New Game+ option, Assassin's Creed Chronicles: Russia has plenty to offer for a bite-sized package, but it fails to live up to the bar set by its predecessors. The loud and powerful styles of China and India simply trump the final piece of the pie, which goes out with a muted rebel yell. [This review is based on a retail build of the game provided by the publisher.]
Assassin's Creed review photo
Once more, with guns
Assassin's Creed Chronicles had a nice thing going on with China and India, delivering some of the classic stealth action the series is known for with a striking new art style and a shift to 2D action. Now Ubisoft i...

N++ photo
N++

Precision platformer N++ headed to Steam


And possibly other places
Feb 08
// Jordan Devore
N++ released last year as a PlayStation 4 exclusive and, considering how dang good it was and how much of a following its predecessors N and N+ had, not nearly enough people played it. Hopefully that'll change this year when ...
Street Fighter V photo
Street Fighter V

Necali goes full creeper in newest Street Fighter V CG trailer


Launch is near
Feb 08
// Chris Carter
Chun-Li laces up, Ken fixes his hair, Ryu gazes longingly at the sky, and Necali is creepy as all getup in the new CG trailer for Street Fighter V. I'm not a fan of the animation outside of that hand-drawn effect that the gam...
Fallout 4 photo
Fallout 4

This Mirelurk war in Fallout 4 does its best Starship Troopers impression


Mods away
Feb 08
// Chris Carter
More Fallout 4 machinima and mods are steadily pouring out from the community, some of which are better than anything the core game is offering. Rather than just throw a bunch of creatures into an arena and let things pl...
Clueless Gamer photo
Clueless Gamer

Clueless Gamer returns with guests for Doom


Last video was Fallout 4
Feb 08
// Chris Carter
Conan O'Brien hasn't had a Clueless Gamer video in a few months (that was Fallout 4 back in November), but he's back to promote Doom, and have a fun time doing it. NFL players Josh Norman and Von Miller join his antics, ...

Review: Firewatch

Feb 08 // Steven Hansen
Firewatch (PS4, PC [reviewed])Developer: Campo SantoPublisher: Panic Inc., Campo SantoReleased: February 9, 2016MSRP: $19.99 Henry is sad. Why else retreat to the woods of Wyoming to become a fire lookout? It starts in Colorado when Henry, plastered, tries to hit on a woman at a bar. She feels so bad for him she gives him a pity date that turns into a relationship. These bits are done purely with text and music, interspersed by full three dimensional segments of Henry walking out of an elevator into a parking garage and getting into his beat up, fire-engine red pickup. Not unlike Kentucky Route Zero, a high mark in the adventure game genre, Firewatch opens with opportunities for the player to partially define Henry's character. When your girlfriend Julia wants a dog, do you accept the beagle she falls in love with, or insist you get a German shepherd (for protection)? When she asks about children, do you ask her to wait? These choices are not superficial; they are real-life important. More than affecting the outcome of that relationship (you already know he is escaping to the Wyoming woods by the mid-80s), they take on personal meaning in how you sharpen elements of Henry's character.  Mixing these text-adventure-style segments with Henry's dutiful trek into the woods makes them more poignant because you already know how it ends. Badly. Yes. But with a surprising complication. Julia, by then Henry's wife, comes down with early onset Alzheimer's. I didn't expect to be hit that hard by two white text options, but the decision to keep minding her around the house 24/7 or put her in a home was not easy -- and I don't even know what she looks like. While Julia and the relationship are defined in broad strokes, the choice doesn't feel as abstract as choosing to save a character and let another die in The Walking Dead, for example. These are familiar, real-world issues. As Henry settles into his role as lookout, ascending his tower after an eight mile hike, he is met by the voice of Delilah, his boss, who communicates with him via walkie-talkie. This makes up the bulk of the gameplay: walking around, chatting with Delilah via radio. It is a welcomed evolution of the stationary choice-based dialogue trees (you use the triggers so you can walk, talk, and probably even chew gum at the same time). Their conversations are natural thanks to strong dialogue matched by each character's voice performance. Delilah's constant cursing and groan-inducing puns are met by Henry stammering "p-p-p-panties" on the way to keep those aforementioned nude teens from setting off any more fireworks in light of the extreme fire warning. The chemistry is natural as they alternate jabbing back and forth and opening up with one another, though still I found it difficult to bring up my abandoned wife the first few times opportunity arose. Silence is a viable dialogue option. Henry, though, is not just defined through player-guided dialogue. Everything about the production furthers his character. He is not a camera on wheels. You see shorts-clad legs when you look down or his large, meaty hands as he exerts himself clambering up a one meter lip. He is human, average, and the animation work reinforces that. Firewatch is filthy with telling details like these. Some pieces just add flavor (in the confiscated bundle of bottle rockets, one is called the Screaming Wife, and all have original artwork), but it all works towards a cohesive tone. [embed]339920:62167:0[/embed] Art director Olly Moss' color palette is not just pretty to look at. The exaggerated hues work towards the overall tone, from the warm oranges to vivid, dark evenings, while the stylized look is readable, moving away from obfuscating photorealism. I rarely got lost in the unfamiliar woods (though there is a paper map Henry physically pulls up and scribbles notes on). The area is designed and the story paced with just enough backtracking to breed familiarity with the territory, while the relative isolation still leaves it frightening, especially as the story moves away from potential drama-cum-romcom into a thriller.  Most impressive is the thematic cohesion. Firewatch is broadly about guilt, which metastasizes here as isolation-induced paranoia when things turn frightening. After day one on the job Henry comes back to his tower to find the place smashed into. The teens, maybe? Or that silhouette of a hiker spotted on the way back home? While Henry has Delilah on the radio, isolation is what drove him into the woods, perpetuating a cycle of guilt leading to self-imposed loneliness shared by the major characters. The same nagging doubt, decision-questioning, and fear is externalized in the second act as outside forces appear to be stalking Henry and monitoring the conversations between him and Delilah. At which point, incidentally, their carefree, innocent flirting now seems lurid. Something to be ashamed of for the still-married Henry. Let's not forget guilt, internalized anger that can lead to isolation. Ambient sound design shines brightest here, as everything from the weirdly strong rattle of a chain link fence to scurrying in the distance invokes fear -- especially after Henry is sucker punched unconscious on the way to do some fishing. It was here for me Firewatch accessed fear on a Hitchcockian level. No monsters. Only one encounter with some kind of assailant. Still the surveillance, the mystery, the vulnerability and the isolation left me wandering around always checking my six rather than frolicking through gorgeous woods. Music, art, and dialogue quickly established the forest familiar, giving me nostalgia flashes of camping as a kid and first stepping out of the car, dwarfed by redwoods, twigs crunching underfoot. Then that comfort is stripped away. The analog inputs (pulling up the walkie-talkie or map, spinning the same "1234" tumblers to unlock every single park lock box with Henry's paws) combined with unique animation and believable voice work help ground Firewatch, which manages both restraint and maturity in its story without ever going full mumblecore "walking simulator." The warmth of the budding relationship between two voices with natural chemistry is undercut by harsher realities and the drawn out segments of feeling stalked and vulnerable are legitimately stressful. The result is a tight, taut human tale well worth the trek.
Firewatch, with me! photo
A watched fire never kills you
The drunk, nude teens bathing in the lake at sunset summed up Firewatch neatly: "you're just some sad man out in the woods." Kids always know just where to cut. If you could translate the insult quadrant of their brains you'd...

Shantae: Risky's Revenge photo
Shantae: Risky's Revenge

Shantae: Risky's Revenge Director's Cut is finally coming to Wii U soon


Great news
Feb 08
// Chris Carter
According to WayForward, Shantae: Risky's Revenge Director's Cut might hit Wii U soon. The game has moved into the submissions phase in both Nintendo of America and Nintendo of Europe, and the publisher expects everything to ...
Journey to the West photo
Journey to the West

Minecraft just got Journey to the West skins


For Pocket Edition and Windows 10
Feb 08
// Chris Carter
To celebrate the Year of the Monkey, Mojang just dropped some Journey to the West skins for the Pocket Edition and Windows 10 versions of Minecraft. "Red Boy" and "Guanyin" are free, but the rest (Princess Iron Fan, Lord Hund...
Hitman photo
Hitman

The Hitman beta starts this week, get a quick look at it


Oh that Agent 47
Feb 08
// Chris Carter
Hit "don't call it a reboot" Man is set to arrive in March (but not fully, since it's episodic -- gaming!), but before then you can get a taste of the beta. It drops on February 12 on PS4, and PC on February 19. Sorry Xbox On...
Dark Souls III photo
Dark Souls III

Come watch Dark Souls III's opening cinematic


Scholars of the First Spoiler
Feb 08
// Joe Parlock
Bandai Namco and From Software have released the opening cinematic of Dark Souls III. Be warned, though, as it obviously contains massive spoilers for both the story and, presumably, at least some of the bosses. They're ver...

Review: Unravel

Feb 08 // Caitlin Cooke
Unravel (PC, Xbox One, PS4 [reviewed])Developer: Coldwood InteractivePublisher: Electronic ArtsReleased: February 9, 2016MSRP: $19.99 Unravel’s story begins with an elderly woman making her way up to bed as Yarny, the game’s darling protagonist made from red yarn, comes to life downstairs. His adventure begins just outside of the cottage, roaming through the garden and into the beyond in search of lost memories made by the family that once inhabited the house, unraveling himself along the way. Yarny is able to roam freely throughout the cottage, a landing area for the ten chapters in the game which are accessed through framed pictures. Each photo transports our hero to the area it was taken where he encounters fragments of lost family memories, pictures frozen in time. At the end of each chapter he places the memories into a photo album that starts to come to life, weaving pictures into a story. [embed]339641:62166:0[/embed] To capture all the memories you guide Yarny through various terrain and strategize on how to make it past obstacles without unraveling him too much, as he only has limited amounts of yarn before reaching another spool. At first the game throws a lot of yarn techniques and mechanics at you quickly, but with time they start to become second nature. Coming up with clever solutions using environmental props along with grappling, swinging, climbing, rappelling, and tying knots for points of resistance are key to making it through. The yarn puzzles are fairly easy to figure out without being too simple -- each task is fairly small and broken up, not requiring long chains of thought but at the same time being challenging enough to feel rewarded when making it through. There were a few areas I was stuck on for longer than I’d like, but for the most part I found them to be fun and clever. Surprisingly, the levels never felt repetitive and the game was kept fresh by experimenting with the yarn’s mechanics in new environments. Outside influences also give a bit of flavor, requiring additional thought behind the puzzles -- for example, landslides, animal chases, and active machinery all play additional parts to the game beyond the yarn. Because the yarn is finite and will stop unraveling if you use too much, being cautious with solutions is critical to making it past obstacles. Yarny will get visibly distressed and emaciated if you pull too far away -- but don’t worry, you won’t kill him, he just won’t stretch any farther. If you find yourself in a particular bind (literal or no) you are able to reset back to the last save point by holding the down button. This is an extremely useful and necessary feature as it is quite possible to accidentally get yourself in an unsolvable situation. Spools act as save points along with providing the additional thread, and are fairly regular throughout the levels, however there are some small stretches that can wear thin if you’re not careful and make too many mistakes. Unravel as a whole is a whimsical and endearing adventure, pulling you further into the atmosphere through the intricate textures and bright effects. In one of my favorite levels you make your way through a snowy farm, rolling pine cones to make snowballs. The environment was so realistically captured and joyful that I felt I was right there with Yarny rolling around in the snow. Textures and light within the environment are slightly exaggerated, but in that magical way that makes fond memories stand out brighter. Everything from a log to a puddle comes to life beyond what’s contained in reality, almost like watching the most beautiful sceneries replay in your head. There’s a certain sadness to the experience that I can’t quite explain, perhaps lost nostalgia and a lingering familial longing that tugs at the heartstrings. It’s not necessarily "sad" or depressing in the traditional sense, but a thoughtful tale that brings forth various emotions throughout that will vary depending on the player’s personal history and connection to the story. These emotions are certainly drawn out even further by the sepia tones and lovely violin accompaniment, along with the self-discovering nature of the game. Unravel cherishes the best moments in life while recognizing the hard battles we sometimes face as families, all wrapped up within delightful gameplay and stunning scenery. The atmosphere is so compelling that I couldn’t help but feel like a piece of my own story was wrapped up in the game with the rest of the photo album. It’s rare but a special thing when a game manages to impart a story that touches strings deep in the heart, and Unravel manages to meet and exceed this feat. Get ready to have all the feels. [This review is based on a retail build of the game provided by the publisher.]
Unravel review photo
Simply beautiful
At first glance Unravel feels akin to LittleBigPlanet with its adorably miniature yarn-clad mascot, but don’t let it fool you. It’s a heartfelt story with little communication beyond imprinted memories, woven with...

3DM photo
3DM

Pirating group 3DM had an internal meeting, decided 'not to crack for a year'


To see the impact
Feb 08
// Chris Carter
After an "internal meeting," piracy group 3DM (the same group that couldn't crack Just Cause 3) has decided that it will not crack any single-player games "for a year," so that it can "look at the situation in a year's t...
The Division photo
The Division

Ubisoft deliberately keeping PC version of The Division 'in check' with consoles


PCMR 4EVA
Feb 08
// Vikki Blake
[Update: Ubisoft has released the following statement regarding the PC version: "It has come to our attention that a comment from one of our team members has been perceived by some members of the community to imply the...
Battalion 1944 photo
Battalion 1944

Is it about time to revive the WW2 shooter?


Apparently so
Feb 07
// Kyle MacGregor
Years ago, World War II shooters were everywhere. Then the bubble burst. Activision, EA, and all the pretenders trained their sights on more contemporary settings, quickling transitioning series like Call of Duty, Medal of Ho...
Visage photo
Visage

Visage is attempting to expand on P.T. at a much deeper level


The Zackest game there ever was
Feb 07
// Zack Furniss
If you want to get Zack Furniss's attention, mentioning Phantasmagoria, Silent Hill, and P.T. while having a Babadook-lookin' homie in your game is sure bet. SadSquare Studios is attempting to crowdfund Vi...
Titanfall photo
Titanfall

Report: Titanfall 2 will include single-player mode


Retelling American war stories in space
Feb 07
// Kyle MacGregor
Titanfall 2 hasn't been revealed yet, but a sequel to Respawn Entertainment's 2014 shooter is in the works and is planned for release "sometime late this year or early next," according to the series' lead writer Jesse St...
Street Fighter photo
Street Fighter

It looks like Street Fighter V whitewashed Sean


From Sean Combs to Sean Astin
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Though we likely won't know for sure until the full game is released on February 16th, right now it appears that Brazilian Street Fighter III brawler and little brother to Street Fighter V's Laura has gone through a radi...
Song of the Deep photo
Song of the Deep

Thirsty for details about Song of the Deep? Drink up this video


Not my best headline
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Us folks at Destructoid didn't attend PAX South this year, so we've been keeping our collective eyes on any information that continues to dribble out now that it's over. Windows Central attended the event, and was able t...
DCUO cross-play photo
DCUO cross-play

DC Universe Online rolls out cross-platform play


PS3, PS4, and PC
Feb 06
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As of this week, DC Universe Online now supports cross-platform play between PC, PlayStation 3, and PlayStation 4. That means you'll be able to play alongside folks who own the game on a different platform, "including in grou...

Review: A Boy and His Blob

Feb 06 // Brett Makedonski
A Boy and His Blob (Linux, PC, Mac, PS4, PS Vita, Wii, Xbox One [reviewed])Developer: WayForward TechnologiesPublisher: Majesco EntertainmentReleased: October 13, 2009 (Wii), January 20, 2016 (Re-released on other platforms)MSRP: $9.99 WayForward's take on A Boy and His Blob is intentionally vague and that's possibly its best quality. In an opening sequence reminiscent of EarthBound, a child is woken in the middle of the night to a crash outside his window. After a brief bout of exploration, Blob is discovered. From there, it's just adventuring for the sake of adventuring, and saving the world for the sake of saving the world. Blob is billed as the greatest asset, a shapeshifter who can perform about a dozen different functions. For example, Boy feeds Blob a jellybean and Blob turns into an anvil. Or a soccer ball. Or a trampoline. Over the course of 40-some levels, variations of this sequence play out hundreds (maybe thousands) of times as the main function of this puzzle platformer. You wouldn't think it from the game's title, but Blob is actually a tertiary character. If it were named more accurately, this would be called A Boy and His Jellybean Wheel. A disconcerting amount of time is spent in a time-frozen state clumsily navigating a menu of the level's eight-or-so pre-assigned jellybeans. After a jellybean is thrown and Blob (hopefully) performs his duties, it's only a matter of seconds until you're forced to again pull up that menu. That process sucks the life out of A Boy and His Blob. Even though most of the game's levels are notably short, they often feel like arduous endeavors because the pace grinds to a crawl. Puzzle solutions are usually easily identifiable -- in fact, there are often giant signs pointing out the answer -- but their execution is needlessly slow and sluggish. [embed]338372:62152:0[/embed] Making matters worse, there are many many instances when Blob simply won't do what you want. Blob has a tendency to shift shapes just ever-so-slightly not quite where intended. It's annoying at first, but becomes a detriment in later levels. That combined with stiff and unresponsive platforming controls often leads to starting the section over from scratch.  And, that's all when Blob is actually on-screen. It's not uncommon for Blob to be missing altogether, either because it was left behind or it hopped into an abyss. When this happens, the game would like for the balloon jellybean to be tossed, causing Blob to eventually float to your position. Mercifully, however, there's a call button that can just be impatiently pressed over and over until it balloons your way automatically, slowly but surely. What A Boy and His Blob has on its side are intangibles, of sorts. They're plucky attributes that significantly and understatedly enhance a game, but don't necessarily make a game. For instance, there's no denying A Boy and His Blob's innocent aesthetic, unspoken emotion, or charming spirit. Those are the qualities that make the game more tolerable than it would otherwise be. Without much option of anything besides leaning on the NES version's method of using Blob (a non-playable character) as the means of gameplay execution, WayForward's take on A Boy and His Blob is frustratingly imprecise and inaccurate. But, by deviating a bit and adding the jellybean wheel, it killed any momentum and turned the game into a slog. That is truly the worst of both worlds. [This review is based on a retail build of the game provided by the publisher.]
A Boy and His Blob review photo
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A Boy and His Blob, a 2009 "re-imagining" of the NES game of the same namesake (and recently re-released on current platforms), is an interesting case study. When does retro game design and a devotion to source material becom...


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