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

Tokyo Game Show

I played Criminal Girls 2 and wasn't sexually aroused at all

Sep 17 // Steven Hansen
[embed]300696:59909:0[/embed] While Criminal Girls 2 is promised to be deeper and more challenging, I played a Japanese build haphazardly attacking things without strategy and that worked fine for the 15 minutes I played. Making a Japanese RPG "more challenging" doesn't sound like a good thing to be given how much "challenge" can equate to grind/leveling versus anything skill based. Eventually I reached an oasis in the dungeon, a save point, and was able to see the full anime portraits of the women all huddled together in a velvety room. From there I went to the "punish" menu and "punished" the two that looked the least like children. The purple smoke that obscured the women in the western release was not present, while the sexy moans when you smack them were present. The touch screen UI seemed cleaned up to a rhythm game style tap with circles getting smaller on either side of the vita touch screen (and, at the end, two circles, because you punish them together now, I guess). It was light for the demo, the circle showing vanilla leather whip. Even fog-free and full of moaning, no boner. Dressing tedious game mechanics with trite sex stuff seems like it shouldn't sell. I mean, why not just seek out the sex stuff and play a better game? It feels a bit like that bit about places of business that are things like, "Tattoo parlor & taxes" or "General hospital & cow slaughterhouse." Obviously this is not for me.
Criminal Girls hands-on photo
Mostly because it's kind of boring
While Japan is exoticized elsewhere as a land of weird sex stuff, Criminal Girls 2 doesn't feel that foreign, given that the original game got a western release. And it's probably the perviest game I came across (not literall...

PES 2016 made us laugh, but it's no Rocket League

Sep 17 // Brett Makedonski
[embed]311321:60427:0[/embed] STEVEN: Soccer, originally derived from the socks worn by the players, is cool. At E3 2015 a very old Pelé spent two hours on the EA stage telling an anecdote about calling soccer "the beautiful game," which is not really a thing people say, except for ironically, like calling coffee "morning mud." I mean I guess to do something ironically someone has to have done it genuinely.  Brett played as the Foot Locker-striped Jeeps and I played as Roma. I didn't know Jeep was an Italian brand. I feel bad typing it without us getting paid. Let's call it "Jorp." As much as we joke, having a sport play out without commercials (because the players and stadiums are the advertisements) is kind of amazing. On the other hand, I don't want to see a Sizzler logo on a San Francisco Giants jersey. The entire NFL is one constant running advertisement. I think in the modern era of sports subscriptions that block commercials, I'd rather take the blank periods than see all the advertising on folks.  I recognized Buffon from the 2006 Italian World Cup team (and a few other soccerers). He has a great head of hair and thousand yard stare in Winning Eleven. This is the first calcio game I've played since a few FIFAs ago but they still feel the same? Maneuvering tiny any people over a giant pitch like electronic football from far away. BRETT: The real joy didn't come so much from our unskilled controlling of these little athlete men, but in the replays that followed. The one goal that was scored saw Tevez running away from the goal, shooting it behind him, the ball ricocheting off several players including the keeper before finally being tapped in. All the movements were spot-on, but completely silly upon review given that these are representations of the finest footballers in the world. Like, Tevez would never just dart straight out of the box in that attacking situation. Similar comedy struck on the occasions when we committed to the idea of committing hard fouls. Rather than try to gracefully steal the ball, we'd end up stalking our prey before chopping them down at the legs. The replays confirmed that, yeah, we probably earned those yellow cards. Didn't manage to get a player sent off, though. STEVEN: Well Brett really likes Yellow Card so it was appropriate. How about the fact that we couldn't figure out how to skip the replays? Maybe it was the Share button to skip. I think we hit every other one. But yes, not skipping them lets you appreciate how....goofy these things look up as they strain to approximate human movement and the nuances of some of the greatest athletes in the world (after school teachers, nurses, and firemen). That goal was some bullshit, though. I took like six respectable shots on goal and got nothing, you had weird physics bounces and four assholes tripping over themselves and a chip shot. That is sports, mind, It's why it's so gif-able. Rocket League is still the better soccer game, though. It's more realistic. You have to control individual movements instead of electronic football floating. FIFA and PES feel more like real-time strategy games to me. Baseball has the advantage of being a one on one sport, football of the quarterback being most important, and basketball gets to shrink everything down for intimate and more detailed five on five. BRETT: Sure, PES 2016 isn't going to be the next video game du jour and find widespread acclaim like Rocket League has. It's just a good soccer game that good soccer game players will love -- just as they have with previous PESes. Those folks probably already know that. They're the ones who can make those replays look like actual soccer, but I get more of a kick out of our style.
PES preview photo
This preview brought to you by Jorp
Who would have thought that Tokyo Game Show, rife with interesting and weird games as it is, would lure Steven and I to try Pro Evolution Soccer 2016 (or, Winning Eleven 2016 as it's called here)? The Konami booth h...

I waited an hour and a half to play Gravity Rush PS4

Sep 17 // Steven Hansen
[embed]311208:60428:0[/embed] Look at this collector's edition! I haven't touched one since Catherine and didn't expect to go for one again, but I'm getting real into this. The original box art, expanded across a giant box, a very nice figure, and then that new, minimal black and white art. So good. Maybe I should just buy some real big Gravity Rush art to hang. Gravity Rush is already my favorite-looking game and it has translated perfectly to PlayStation 4. Anime blends into French comic aesthetic. Distinct regional skies are vibrant, varicolored oil paintings. Pointed line work serves as draw distance, as if the world was alive, sketching itself out in front of you as you soar about with the most invigorating locomotion. The controls, too, felt fine. The DualShock 4 accurately replaces the Vita gyro and if you're anything like me you "aim" the direction of gravity shifts with the sticks, anyways, and that's maybe even a little easier with full-size analog sticks. I'll happily play the first again when it comes to PS4 (February 9, 2016 in the states) and thank existential crises that, two years after it was first teased, we finally got a trailer for Gravity Rush 2 (and 2016's goty, c'mon). [embed]311208:60429:0[/embed]
TGS hands-on photo
Because I am stupid and I love it
I was surprised at Tokyo Game Show. It wasn't that there were melon-breasted anime women making out with each other in a trailer casually playing all about Sony's booth. It was that the line for Gravity Rush (Gravity Daze her...

New Resident Evil is a fast-crawling, alright third-person shooter

Sep 17 // Steven Hansen
Until I actually played it, I was feeling Gears of War hints. There's the close, over-the-shoulder view (arguably equally established by Resident Evil 4, but the former gets the mental nod in the context of a third-person competitive shooter), the general griminess of the place, and the claustrophobic tightness of the map, and the "Brained," a rock climbing pick ax looking thing good for one-hit melee kills. And then I played the thing and there is none off that lumbering; it felt more like Counter-Strike speed. [embed]310837:60379:0[/embed] The regular walking speed is quick, sprint is quicker. Even the crawl is fast, which is incredibly strange looking. There's a cover system, too, which is a bit like Gears' run. If you're aiming at a structure that supports cover, it will be outlined blue. Pressing X will automatically send your character running for cover and then snap in. Zombies are kind of just milling about (I think they just kind of spawn from goopy puddles in the floor) and you do get points for killing them. They can kill you, too, but are non-threatening enough that you can run past them. I did get killed by one, though, while I was already hurt and trying to crawl-retreat from bullets. It clocked me in the face. So they add something to the matches. The one life, no respawn mode I played is "one of the main modes," which emphasizes the focus on small, quick games. We were playing 3-on-3 and the game will go up to 5-on-5 with more modes to be announced later. Umbrella Corps is a bit more fast and floaty than I expected, but that did give it a somewhat novel feel. I've always preferred smaller player count shooter multiplayer, too. The whole thing feels...fine. A bit faceless with the tactical, bug-eyed non-persons, but not completely bog standard boring, either.
TGS hands-on photo
Coming to PC, PS4 early 2016
Next year is the 20th anniversary of Resident Evil (Biohazard here in glorious Nippon) and the only Resident Evil game dated for 2016 at the moment is the newly announced Biohazard: Umbrella Corps. It is an online, competitiv...

First hands-on with Metal Gear Online had us going back for more

Sep 17 // Steven Hansen
The demo stations were set up to accommodate 16 players (8 on 8 split between teams Liquid and Solid) with four pre-fab classes. Given how much meticulous, stealthy Phantom Pain I've been playing prior to arriving in Tokyo, I immediately went non-lethal, armed with nothing but a non-suppressed sleep pistol and a grenade that identified nearby enemies. I skulked around a bunch in a wide arc across the map hardly encountering anyone, which is likely because everyone else was running around trying to kill dudes, as you wont to do in a team deathmatch setting. I died to roving D-Walkers and machine guns. I was yearning for a bit of one life, no respawns, but I adjusted, switching to a sniper class mid-game. At one point I got CQC pulled from my sniping vantage point, which stunned me. The opposing player Fulton ballooned my ass off the battlefield. [embed]284642:56558:0[/embed] BRETT: Fultons, active camouflage, D-Walkers, turret nests -- really, the list goes on and on. There are so many ways to play Metal Gear Online that it's kind of overwhelming. Like, I finished second on our team one match, but did so entirely through gun kills. It felt disingenuous. The next round, I knocked a guy out and dropped a molotov cocktail on his head. That was infinitely more satisfying. One of my early deaths came while I was trying to figure out my secondary weapon: a stuffed kitten. How does that even work? I understand AI getting distracted, but these are humans I'm playing against. I took a bullet to the head immediately after setting it down. The kill cam showed my murderer running over to the cat and enthusiastically clapping at its cuteness. Kojima, you magnificent bastard. STEVEN: Was it a stuffed puppy? There's a husky plush (assumedly inspired by the wolf-ish D-Dog buddy from The Phantom Pain) you can set down like a mine, but instead of it blowing enemies up, if they get to close they get distracted by how cute it is. In MGS4's online, it was a nudie mag you could set down to distract. It's good for getting non-lethal kills without resistance (or freezing someone up and sniping from afar), and then you could Fulton. You get extra points for the latter (and points for stuns). That first game was split one win to one win and instead of a third match it came down to total points being tallied. And yeah, my best match was the last of the four. I came in second by way of points, first by way of kills. I actually didn't pick up on it, but there are points tied to nailing "Objectives," though I wasn't sure what they were. There's also a bounty system and extra points for offing someone with a bounty on their head. I only noticed because a bounty got put on me at one point, though nothing came of it. But in that last match I basically opted for a large machine gun and brute forced people with 100-bullet clips. I was mowing down small crews in doorways, people jumping onto D-Walkers. It was a little less fun, but I assume when the game comes out and people have more of an idea what they're doing that becomes a less viable strategy (especially because you die pretty quickly if you are getting accurately shot up). BRETT: For every thing I figured out, I feel like there were three things I didn't. Metal Gear Online is obviously much more than your standard tacked-on multiplayer mode -- although it can definitely be played as such. I spent a considerable amount of time in one round just gunning people down from the relative safety of a guard's nest vantage point. Again, it felt wrong. Comeuppance was swift and just when a D-Walker figured out my strategy. Confused as I was at times, I was also undoubtedly elated. How many times in your many conventions have you found yourself going back to replay a demo? It's probably the first for me, as far as I can remember.  STEVEN: I can't think of one. I also love that the cardboard box remains an item even though players would know to be suspicious. It did have some weird utility in previous Metal Gear Online for instant ducking, but here it was just idiots (like me) running around in it upright while cycling through loadout items. Probably the best thing about The Phantom Pain's edition of Metal Gear Online is not having to deal with a fucking Konami ID/MGO ID and that whole awful log-in process that eventually locked me out of playing the damn thing when I couldn't remember all my info. That kind of bullshit is Konami. Glad we'll still be able to enjoy another phase of weird Kojima Metal Gear after he's gone.
Tokyo Game Show hands-on photo
Getting shot up trying to stealth
While Metal Gear Solid V: The Phantom Pain isn't an insignificant time sucker as is, it did launch missing its competitive online multiplayer component, Metal Gear Online, which was delayed until October 6 on consoles and January 2016 on PC. Brett and I got our hands on the thing at Tokyo Game Show and immediately ran back in line for a second go like giddy schoolchildren.

Dark Souls @ TGS photo
Dark Souls @ TGS

Dark Souls III looks good at Tokyo Game Show

Albeit familiar
Sep 17
// Jordan Devore
I'm with Chris in that I don't see myself getting tired of From Software's action-RPGs anytime soon. Fatigue hasn't set in yet. That said, the opening areas of Dark Souls III aren't exactly fresh. See for yourself! This footage from TGS 2015 covers the same stuff Steven and Chris previewed.
Nioh photo

Lookin' real good, Nioh

Sengoku action-RPG about slaying demons
Sep 17
// Jordan Devore
What stands out to you at Tokyo Game Show 2015? Nioh, yeah? It's got that Onimusha / Souls thing going for it, which is a damn good thing to have. More details have come out for the Koei Tecmo and Team Ninja action-RPG, as re...

It's mostly Ratchet and very little Clank at Tokyo Game Show

Sep 17 // Brett Makedonski
[embed]311251:60420:0[/embed] Ratchet caused a racket though, armed to the teeth as if he were a guard at the on-ramp. Barrages of missiles and wild melee attacks brute forced the way through the demo. Nuts that serve as a currency spilled out of everything and magnetized their way to the lawless lombax. Clank's presence was diminished even further during the second half of the demo. Dropped into a hellish pit against some sort of Rancor-esque boss-thing, Clank clearly wanted nothing to do with it. Ratchet swung, swung, swung away at the feet of the monster, as it reared up and down but did very little harm. It was kind of like getting under a Souls boss and doing way more damage than you probably deserve to. It didn't stay like that forever, though. Two times during the fight, he disappeared and summoned swarms of battle toads before coming back to the fray. Toward the end, he spit fire at me so I pulled out a flamethrower and we had a neat back-and-forth of slowly jumping over walls of flame while facing the other. His health meter plummeted a lot quicker than mine, so I was the victor -- no Clank required. In all likelihood, Clank will prove to be more useful and prevalent in the final game. This demo was probably skewed a bit too far in its omission. Ratchet was the star of the day, and his platforming and action work quite well. Once Clank gets properly added into the mix, the 2016 installment should feel right at home alongside all the other games in the series. 
Ratchet and Clank photo
Par for the course, right?
As far as the action bits go, Clank generally takes the backseat while Ratchet is doing his thing. Sure, Clank facilitates some of it, but it's a tempered role. He's a sidekick who knows his job. That makes the relationship w...

Metal Gear Online TGS footage breaks down modes, characters, classes

Sep 17 // Steven Hansen
There's also: Cloak and Dagger "Attackers win by recovering the Data Disc and uploading it at the Evac Point within the time limit. Defenders win by preventing the upload. Attackers are armed with only non-lethal weapons while defenders only have lethal weapons. This is an elimination mission. Once eliminated, you cannot return to the battlefield until the next round." Comm Control "Attackers must capture Comm Links to download confidential intel. If the attackers complete the download within the time limit, they are victorious. If the defenders are able to prevent this within the time limit, they are victorious. Comm Links can be captured by staying within the effective range of the Comm Links until they change ownership." Stages include: Jade Forest – African Jungle Outback. Composed of natural jungle and a desolate village.Red Fortress – Soviet Military Base in Afghanistan. A hilltop base with a peripheral view of the surrounding desert.Gray Rampart – A dam and its environs. The stage contains two regions on either side of a river, with the dam and bridges connecting them.Amber Station – A gas refinery on a harbor. The stage contains several multi-level structures.Black Site – The infamous US military base nine years after the events of “METAL GEAR SOLID V: GROUND ZEROES”. It contains a multi-level base with mostly flat and spacious surrounding areas. Classes: Scout – With advanced scouting capabilities, the “Recon Class” specialties are long-range combat and support functions. Movement speed and strength are average making this a great choice for beginners.Enforcer – With great strength, the “Heavy Class” specializes in powerful weapons. However, movement speed is slow making this class less effective in close quarters. This class is for intermediate players.Infiltrator – Fast moving, the “Infiltration Class” specialty is close combat such as CQC. Due to the strength being low, you should avoid a head-on battle. This is a class for experienced players. Tips: Unique Character – When “Unique Character” is selected in mission settings, one player on each team is assigned at random to play as a unique character. Unique characters such as Snake and Ocelot have significantly higher abilities compared to regular player characters. They also have exclusive weapons and actions, providing opportunities to try different play styles. Abilities – Equipping abilities enhance performance of your character or your weapons. Each ability has 3 levels. Buddy – Players can join up with a “Buddy”. When your Buddy Gauge reaches 50% or greater, you can respawn at your buddy’s location. Once the buddy gauge reaches 100%, you can equip the E-RB WORMHOLE GEN. from your support weapons. This device can be placed and entered to instantaneously travel to your buddy’s location. Interrogation – Restraining an enemy with CQC and holding down the CALL button performs an “interrogation”. If the interrogation is successful, you gain intel on the enemy team’s location, which is automatically shared with your buddy. Weight and Mobility – Weapons and items have weight associated with them. Based on total weight, your “mobility” rating ranges from Level S to D, affecting your movement speed and weapon sway. When editing your loadouts, keep the mobility rating in mind. Party – If you join a party, you will be able to join the same match as the party members. You can access the Party Menu from the Freeplay environment. Experience Points – Based on your performance during the match, you gain experience points. Earn experience points (XP) to raise your character level. If you raise your level, you can obtain new weapons or abilities as a reward.
Tokyo Game Show photo
Playing as Ocelot explained
Konami's website has added the new Metal Gear Online gameplay debuted at Tokyo Game Show. There's even a breakdown of the things that Brett and I didn't understand in our earlier hands-on preview, like the Bounty Hunter mode...

Star Wars Battle Pod is an immersive, flashy, and elaborate arcade cabinet

Sep 17 // Brett Makedonski
[embed]310990:60396:0[/embed] It's not just the game that impresses here -- the actual cabinet itself does, too. Blowing air vents and rumble features that are synchronized with the action add to everything. The overwhelmingly large convex screen taking up the entirety of your peripheral vision certainly helps too. For the third time in this article, I'm using the word "experience" because Star Wars Battle Pod is more that than a game. Unfortunately for me, I'm kind of bad at it. Giving it a few different shots, I couldn't manage to clear any of the (approximately) three minute missions. Everything was going smoothly enough until "Mission Alert" flashed across the screen, meaning that there's an objective to fulfill -- defend a transport, blow up the Death Star...that sort of thing. I failed here each and every time. Oh well, it was still a hell of a ride. My go at Star Wars Battle Pod was at Bandai Namco's headquarters in Tokyo, where a free cabinet was set up. Those in the United States can give it the old college try, as it's in several Dave & Busters locations. That won't be gratis, of course; online reports seem to indicate that it's $4 per play. Steep, but maybe worth it for Star Wars fans to at least check out. There are likely diminishing returns across more runs, as Battle Pod shows its hand immediately. But hey, if the force is strong with you, who am I to stop you?
Star Wars photo
And fans will probably love it
While everyone's waiting for that one Star Wars game this fall, there's another new(ish) experience meant to transport you to a galaxy far, far away. It won't scratch the same itch, but it's immersive, flashy, and unabas...

Cosplay photo
Girls boys and beasts
There are so many good looking people at Tokyo Game Show that it's hard to focus on the more important six new seasonal varieties of Boss coffee that we haven't tried yet. Granted, these are professional cosplayers and booth ...

Miracle Girls Festival is fairly standard

Sep 17 // Brett Makedonski
[embed]311207:60413:0[/embed] Still, that familiarity (with the gameplay presentation, anyway) smacked me in the face and ears when I demoed Miracle Girls Festival. Button prompts flying from every which direction confused until they didn't anymore. Eventually there's a rhythm (ha!) you fall into. At least I felt connected to the music through my interaction. But, the honeymoon was short as Miracle Girls Festival ranked me as "standard" after all three songs I played. Cold. Not as chilly as all the times it flashed "worst" at me, but frigid nonetheless. The tracks were brief (probably two minutes, tops) so the onslaught of insults didn't stretch too long. Slightly ironic that Miracle Girls Festival repeatedly called me standard when it's the one cobbled together on the frames of other works. In doing so, it's completely predictable. Not that the fact will bother Project Diva fans, but it is. I can name-call too, Miracle Girls Festival.
Miracle Girls Festival photo
As am I
Sega's Miracle Girls Festival borrows from all over the place. The rhythm game features girls from a number of different anime, and it employs the same engine as Project Diva titles. If you're familiar with all of t...

Ghost in the Shell photo
Ghost in the Shell

Ghost in the Shell shooter adds words to its title ahead of western release

Class-based multiplayer shooter
Sep 17
// Steven Hansen
Ghost in the Shell Stand Alone Complex First Connection Online is being called Ghost in the Shell: Stand Alone Complex – First Assault Online for its 2016 western release. Yes, that's a push back from the earlier 2015 ...

Monster Hunter Stories takes the series in an entirely different direction

Sep 17 // Brett Makedonski
[embed]311169:60408:0[/embed] Because of the language barrier (the demo was entirely in Japanese), it was unclear to me if this is solely a random event or if there are patterns you can pick out. Fortunately, the rest was easy enough to figure out just from familiarity with turn-based games. Replenishing health was necessary a couple of times via healing potions; otherwise, attacking was the way to go. All that was training for the quest's final boss: some sort of giant, unhappy dragon. His health bar was obscured by question marks, so all I could do was fight on and hope that he was near death. It added a nice sense of tension. I fought alongside my humble looking monster in hopes of taking down this formidable-looking foe. We didn't stay side-by-side the entire time, though. Eventually, something called my Kizuna Stone filled up and I could hop on top of my monster for a particularly powerful group attack. This was accompanied by a slick animation to verify that, yes, whatever was happening was indeed special. A few of these, some solo attacks, and a couple rock, paper, scissors victories later and the dragon was defeated. We did it, monster buddy. It may be more Pokemon than Monster Hunter, but Stories is undoubtedly entertaining. It's breaking the series formula to try something new, but piggybacking on franchise popularity. At least it's thematically consistent. After all, piggybacking's kind of the entire point in Monster Hunter Stories.
Monster Hunter Stories photo
Ride or die
In a lot of ways, Monster Hunter Stories doesn't necessarily feel like Monster Hunter. It shouldn't; it's different. The Monster Hunter series that has grown an immense following basks in constant action and team-or...

TGS Gallery photo
Look at the people and stuff
Tokyo Game Show feels pretty good this year. Sure, it's a far cry from the extravagance of ten years ago and before, but it's not the all-mobile wasteland it was doomed to be according to some Internet dudebros. It feels heal...

Digimon photo
Presentation's mega-slick, too
When in Rome, do as the Romans do. When in Tokyo, make it rain yakitori. That was my modus operandi at Bandai Namco's office. Rather than strangely assaulting passersby with a meat barrage, I limited my chicken chuckin' (cluc...

New PS4 colors photo
New PS4 colors

Tokyo Game Show: New PlayStation 4 colors on display

Yum! PS4 is the new iMac
Sep 17
// Niero Desu
Here's a close-up look at the PlayStation 4 new faceplate colors (homie), shown alongside the four new Vita colors and Sony's Morpheus PlayStation VR wares. The faceplates are very nice-looking, with a build quality that...

Fumbling anime fighting with Saint Seiya: Soldiers' Soul

Sep 17 // Steven Hansen
I think my favorite thing about Saint Seiya is that I can say its title to the tune of Outkast's "Hey Ya!" Also it looks pretty pretty. Not quite as clean as some of Namco's other anime games, like the current One Piece and Naruto titles, which look gorgeous. But still good. Has that Killer is Dead extreme sheen and mild grunge to it. BRETT: I guess my favorite part about it is how I beat you at it. By the skin of my teeth in the final round, but a W's a W. I'm not quite sure how I did it. It probably has something to do with the fact that neither of us had a real clue how to play. A pre-fight intro screen was gracious enough to share all the controls, and it was convoluted enough to make me say "Hahaha, fuck this" out loud. I don't consider myself well-versed in fighters, and that goes doubly so for 3D fighters. In my layman's opinion, I thought it felt slow, but not in a bad way -- more of a moving chess match kind of way. The pace is likely the reason I was able to string together a few nine hit combos, which were satisfying even though I have no idea if they were impressive or not. Probably not, to be honest. It felt good when my golden boy blocked your dumb Kratos chains, too. STEVEN: Yeah, I was using a pink lady with green hair who, actually might've been a very pretty and slim man, according to pre-fight dialogue. Regardless, she had these Ivy Soul Calibur whip things going and I spent the first match just ranging Brett because it was easy to do and exploit, but that proved pretty boring so I tried to figure out other things to do. Figuring out the block button was essential, but I'm still confused about the supposed throw combination and also the specials. I do enjoy that 3D fighter running style -- "like chickens," you noted -- which is very anime-like (and definitely faster than something like Tekken). That general style of fighter (I lump Gundam Versus and Dissidia types in there, too) is interesting me, but not something I ever got into. I last spent notable time in a fighter with vanilla Street Fighter IV (I later tried to get into Persona 4: Arena, but not even Persona love could hold me). I'll mess with more Samurai Gunn, Towerfall, Duck Game, Smash Bros. these days. Had a bunch of stages, though, Saint Seiya. And a pretty good roster. I feel like a lot of fighters skimp on that recently, probably for DLC (Mortal Kombat X comes to mind). BRETT: Who knows if that roster is a blessing or a curse. For all we know, it's unbalanced as all get-up and there are glaring exploits. Probably not though, right? The meta's something that people can figure out when it releases very soon. We had fun, got a few chuckles, and ran around like chickens. Chalk that preview experience up as a success, I say.
The Fighting Animes photo
PS4, PC fighter
The Saint Seiya series has been going strong for nearly 30 years in Japan. Those elsewhere might know it as Knights of the Zodiac. Brett Makedonski and myself don't know it from Adam, though the maintained '80s anime art styl...

We are here! photo
Ongoing coverage of J-games all weekend
Pale American guys blogging about Japanese video games is a thing that is happening!  It hasn't stopped raining in 24 hours, hence our sloppy Mary Poppins cosplay and moistness. If you've never trekked into Tokyo Game Sh...

Dark Souls III date photo
Dark Souls III date

Dark Souls III gets April 2016 release date

In the Americas and Europe
Sep 16
// Steven Hansen
Bandai Namco announced here at Toyko Game Show 2015 that Dark Souls III will be releasing in April of 2016 in North and South America as well as Europe. That puts the latest entry in the Dark Souls series just a year after th...
Not playable photo
Not playable

The Last Guardian is making a...unique appearance at TGS 2015

Not quite 'playable'
Sep 16
// Steven Hansen
After The Last Gaurdian's modest resurrection at E3 2015, quiet. Understandably, some people are unsure about the veracity of the thing, strung along for so long. Team ICO's new company, Gen Design, tweeted about the PS4 gam...
Lost in Harmony photo
Lost in Harmony

Valiant Hearts creator teams up with Wyclef for Lost in Harmony

'Mystical and brave'
Sep 16
// Darren Nakamura
Valiant Hearts' director Yoan Fanise worked at Ubisoft for 14 years before leaving earlier this year to form his own studio, Digixart Entertainment . Today at Tokyo Game Show, the fledgling company revealed its firs...

Tokyo Game Show 2015 press conference schedule

Sep 16 // Steven Hansen
TUESDAY, SEPTEMBER 15 Sony Japan press conference @ 4:00PM-5:30PM JST (12AM-1:30AM PDT)YouTube stream, Niconico stream Here's a list of what Sony will have on-hand at TGS. This does not include unannounced games. The Sony Japan conference should have some announcements (and better have Gravity Rush 2). PS4 Odin Sphere: Leifthrasir Star Wars: Battlefront Street Fighter V Arlan: The Warriors of Legend Pro Evolution Soccer 2016 Star Ocean 5: Integrity and Faithlessness Exist Archive: The Other Side of the Sky Call of Duty: Black Ops III Destiny: The Taken King Tearaway Unfolded The Tomorrow Children Uncharted: The Nathan Drake Collection Naruto Shippuden: Ultimate Ninja Storm 4 God Eater: Resurrection Jojo’s Bizarre Adventure: Eyes of Heaven PS Vita Airship Q Minecraft: PS Vita Edition Tokyo Xanadu God Eater: Resurrection THURSDAY, SEPTEMBER 17 Okay, now we're into detailed, fan-centric company streams, stage shows, and the like. Here is where we're most likely to find tidbits about things, which may be interesting, and a tidbit about a bigger release is even closer to news. But completely new games? Doubtful. Credit Gematsu for many of these individual publisher itinerary translations. There are more things scheduled at the aforelinked page, but I've removed re-runs and less news-worthy events. (See: Atlus' three-day Persona proceedings -- and no, it's not playable) 11AM-11:50AM JST (7PM PDT, September 16) Sega Title Presentation (Niconico stream) -- Title Presentation by Sega Group’s Development Manager – Featuring Osamu Ohashi, Takaya Segawa, Kikuchi Masayoshi, and Naoto Hiraoka 12:00PM JST (8PM PDT, September 16): Metal Gear Solid V: The Phantom Pain Special Stage (YouTube stream)  -- Focus on Side Ops and Forward Operating Base Online (a prelude to the later Metal Gear Online demo) 12:00PM JST (8PM PDT, September 16): Hyrule Warriors Legends (Niconico stream) -- Gameplay stream and news from the producer, Yosuke Hayashi. 12:40PM JST (8:40PM PDT, Sept. 16): News for Konami's Jikkyou Powerful Pro Baseball series. (YouTube Stream) 1PM JST (9PM PDT, Sept. 16): "Coming Soon" from Sega (Niconico stream) -- idk 2:00PM JST (10:00PM PDT, Sept. 16): Romance of the Three Kingdoms 30th Anniversary and Romance of the Three Kingdoms XIII Special Stage (Niconico stream) -- Producer Kou Shibusawa on XIII and a 30th anniversary commemorative project. 2:40PM JST (10:40PM PDT, Sept. 16): Metal Gear Online (YouTube steam) -- "Playable debut," not sure if publicly or just a live demonstration, but if the former, we will play the hell out of it. 4:00PM JST (12AM PDT): Arslan: The Warriors of Legend (Niconico stream) -- Producer Shigeto Nakadai introduces gameplay. FRIDAY, SEPTEMBER 18 11AM-11:40AM JST (7PM PDT, September 17) Sega TGS 2015 booth lineup (Niconico stream) -- All of this stuff. 12:00PM JST (8PM PDT, September 17): Dengeki Bunko: Fighting Climax Ignition New Character “Shiba Tatsuya” Gameplay Introduction (Niconico stream) 1PM JST (9PM PDT, September 17): Attack on Titan (Niconico stream) -- Producer Koinuma Hisashi and director Kitamura Tomoyuki unveil first gameplay for new Attack on Titan game. 3PM JST (11PM PDT, Sept. 17): Pro Evolution Soccer 2016 Media Tournament (YouTube stream) -- Gaming media versus soccer media in what is effectively a promotion for Pro Evolution Soccer, hmm, weird. SATURDAY, SEPTEMBER 19 10:30AM-11:30AM JST (6:30PM PDT, September 18): Star Ocean: Integrity and Faithlessness (Niconico, YouTube) 11:15PM-12:05PM (7:15 PM PDT, September 18): Just Cause 3 Summer of Chaos at TGS & Extreme Edges New Titles Introduction Broadcast (Niconico, YouTube) -- Will include Hitman and Deus Ex: Mankind Divided. 12:00PM JST (8PM PDT, September 18): Final Fantasy XIV Official Producer Letter Live in Makuhari (Niconico, YouTube) 12:30PM-1:00PM JST (8:30PM PDT, September 18): Square Enix's "secret" (Niconico, YouTube) 1:45PM-3:15PM JST (9:45PM PDT, September 18): Final Fantasy XV Active Time Report at TGS 2015 (Niconico, YouTube) - See you in Japan!
TGS 2015 photo
What to expect when you're expecting
Lord on a skateboard, Tokyo Game Show 2015: Hey, There's Something to This Whole Mobile Gaming Thing is here to wash away industry sins with a waterfall of hype airdropped upon the unwashed masses. It tastes of Mountain Dew ...

Q-Games photo

The Tomorrow Children looks so dang cool

Tokyo Game Show overview
Sep 16
// Jordan Devore
The Tomorrow Children was among the first games to make me want to buy a PlayStation 4 sooner than later. While Bloodborne ultimately pushed me in that direction, I'm still captivated by Q-Games' uncanny game about exploring,...
Nioh photo

Team Ninja's new samurai action-RPG is badass

Nioh lives on with PlayStation 4
Sep 15
// Jordan Devore
While Koei has been kicking around ideas for a game called Nioh since before the PlayStation 3 days -- take a look at this trailer from 2005! -- the project is only now coming to fruition. During Tokyo Game Show this week, it...
Summer Lesson photo
Summer Lesson

Tekken team's Summer Lesson returns for TGS

VR demo for PlayStation 4
Sep 15
// Jordan Devore
Summer Lesson is a "VR character communication demo" for Project Morpheus (now simply PlayStation VR) developed by the Tekken team. There's a new trailer out of Tokyo Game Show. Unlike Josh, I will probably never interact wit...
Bloodborne expansion photo
Bloodborne expansion

Bloodborne's expansion looks nuts

Put that thing out of its misery
Sep 15
// Jordan Devore
Some of us are going to face this monstrosity in Bloodborne's first and hopefully not final expansion, The Old Hunters, in late November. Please wish us luck. I'm having Bloodletting Beast flashbacks. You've probably seen the...
Project Setsuna photo
Project Setsuna

Square Enix unveils Tokyo RPG Factory's Project Setsuna, and hot damn is it pretty

Arriving for PS4 and Vita in early 2016
Sep 15
// Kyle MacGregor
Back at E3, Square Enix teased something called "Project Setsuna," a console RPG in development at a brand-new studio, Tokyo RPG Factory. Apart from having nice concept art, it was a mystery. Well, today during Sony's Tokyo G...
World of Final Fantasy photo
World of Final Fantasy

World of Final Fantasy looks chibi as f*ck

Except when it's busy being a Pixar film
Sep 15
// Kyle MacGregor
Today at Sony's Tokyo Game Show media event, Square Enix showed off World of Final Fantasy, a new spin on the popular franchise that aims to appeal to children in just about every way possible. In addition to sporting a...
13 Sentinels photo
13 Sentinels

13 Sentinels: Aegis Arm revealed for PS4 and PS Vita

Coming from Atlus
Sep 15
// Laura Kate Dale
Atlus and Vanillaware today revealed their newest game at Sony's Tokyo Game Show press conference, 13 Sentinels: Aegis Arm for PS4 and Vita. A trailer for the game was shown off during the press conference, which looks pretty god damn interesting. So, who's interested in this awesome looking new IP?

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