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Splatoon photo

Splatoon launches free web app SplatNet

They didn't forget about us!
Oct 05
// Jordan Devore
It's been a bit of a wait, but Nintendo has localized SplatNet at last. The Splatoon web app lets you see which maps are coming up next in the rotation, look over your loadout and stats, and peek at what your friends are up t...
Dead Star photo
Dead Star

The developers of ReCore sure are keeping busy

Armature announces Dead Star
Oct 05
// Jordan Devore
Dead Star is a top-down space combat game in development at Armature, the Austin studio formed by some key folks who worked on Metroid Prime 3: Corruption under Retro Studios. It has ten-on-ten multiplayer with dogfights, out...
Rocket League photo
Rocket League

Celebrate Halloween in Rocket League

Play this month to earn gear
Oct 05
// Jordan Devore
Halloween will be here before we know it -- especially if you're a Rocket League fan. If you play the game between October 18 and November 2, you'll be able to earn spooky customization items as post-match drops whether you w...
Zelda: CRY Force Heroes photo
Zelda: CRY Force Heroes

Tri Force Heroes' new tell-all trailer brings the puns and tears

Crying princesses, typical Nintendo
Oct 02
// Jed Whitaker
I really wish I hadn't seen this new tell-all trailer for The Legend of Zelda: Tri Force Heroes because now I'm both incredibly pumped and disappointed. I'm pumped because I didn't realize the game has online matchmakin...
Splatoon photo

It's cars vs. planes in the upcoming Splatfest

For some reason
Oct 02
// Jordan Devore
Splatoon has covered some thoughtful topics with its Splatfest events: cats vs. dogs, sleeping vs. eating, art vs. science. Next Friday, October 9 at 9:00pm Pacific in North America, players will compete against each other to...
Rocket League science photo
Rocket League science

The cars in Rocket League handle differently

See how they compare
Oct 02
// Jordan Devore
I've seen ridiculous feats in Rocket League that I'll never be able to compete against, but every little tip helps. YouTube user Reelly Plays has begun testing some aspects of the game that you might not have picked up on -- ...
Unbox photo

I like the look of this 3D platformer about, uh, boxes

Self-delivering cardboard boxes
Sep 30
// Jordan Devore
If we can be bread, we can be anything. Looks like sentient boxes are next. I don't pay much attention to what's happening on Steam Greenlight these days, but the occasional game still rises from the depths and onto my radar....
Halo 5 photo
Halo 5

When Master Chief dies, humanity gets real sad

Or did he?
Sep 28
// Brett Makedonski
Whether it's true or not, ONI is reporting that Master Chief has died in the line of duty. It's not unlikely, as our helmeted hero certainly has had his fair share of bullets and grenades lobbed at him. Frankly, he's been pu...
Gears of War photo
Gears of War

Gears of War is twice as efficient this weekend

How about another 32x weekend?
Sep 25
// Brett Makedonski
Everyone on the grind to level 100 in Gnashers Gears of War Ultimate Edition will want to take note of this weekend. The Coalition is really trying to push the Hill-type games, and there's some extra incentive to spend y...
Halo 5: Guardians photo
Halo 5: Guardians

Okay, this Halo 5 cinematic is cool

Blue Team is back
Sep 23
// Jordan Devore
It's reassuring to know that I can still feel something while watching a Halo cinematic. This scene leads into Blue Team, the second mission of Halo 5: Guardians, which sees Master Chief and his crew clear out an ONI research facility overtaken by a rogue Covenant faction.

Destiny is looking better than ever after one week of The Taken King

Sep 21 // Alissa McAloon
Rather than draw background from the original hodgepodge of a story, The Taken King builds off the plot from The Dark Below expansion. After killing Crota in the Crota's End raid, the Hive prince's daddy Oryx is out for revenge. Oryx stomps into the solar system with a massive spaceship and an army of Taken soldiers. The return of the Hive monarchy also means Eris Morn is once again a major player, and she's somehow gone even further off the deep end this time around. The difficulty of The Taken King spans largely from Oryx's Taken army. The Taken are just that; familiar enemies that have been stolen and corrupted by Oryx to present new abilities and new challenges. Taken Phalnaxes now fire bursts of energy from their shields that send you flying through the air, and sometimes to your death. Taken Psyons spontaneously divide and multiply, and Taken Minotaurs are invisible. And yes, Invisible Minotaurs are just about as terrifying as you'd think. Additionally, Oryx's army has invaded Destiny's year one content. While running strike playlists, the enemies will sometimes be replaced with their Taken variants. You'll be spending a lot of your time running strikes to grind up your light level, and Taken invasions thankfully keep that from getting dull. The first few minutes of The Taken King introduce more narrative bliss to Destiny than the game saw in its entire year-one cycle. Characters that once only populated the tower and sold the occasional item now drive the story of Destiny forward. Bungie finally took full advantage of the vocal talent it had on roster by letting Nathan Fillion's character Cayde-6 take point. Cayde's screw-the-rules approach to taking on Oryx often clashes with the more uptight ideas of the Warlock and Titan vanguard. This bit of rebellion propels the story forward and makes the whole experience way more engaging than Destiny's original "select mission, shoot aliens, don't ask questions" approach to storytelling. Aside from the overhauled light level system, the best change to come to Destiny year two is how missions are handled. Before, any story mission was just highlighted on the world map, while multi-part quests were handed out as bounties. Some of the early plot missions are still delivered this way, but the majority of missions are instead given as quests. A new quest tab in the menu is home to a variety of quests that range from crucible objectives to extended story missions. Exotic weapon quests now show up here, rather than taking up a precious bounty slot. Quests are usually multi-step experiences that require players to complete an objective and then report back to a character in the Tower or Reef. The system works wonderfully to deliver a steady stream of objectives and direction without being intrusive or demanding. The new subclasses are also pretty cool. I main a Warlock and the Stormcaller class is almost too much fun. It's hard to resist cackling like an idiot when your Warlock is gliding around chaining lightning bolts between enemies. I haven't been able to Stormcall in PvP yet without getting my butt handed to me, but I'm sure someone a bit more skilled could easily dominate with it. The Titan's Sunbreaker class is just as fun. Hurling flaming hammers at enemies, both in PvE and PvP, can quickly turn the tide of battle in your favor. I still haven't rolled a Hunter, but I've been in fireteams with some using the new Nightstalker class. Their super ability, Shadowshot, allows them to silence, slow, and tether enemies to a fixed point. Used in conjunction with any of the other two new subclasses, Shadowshot is a thing of beauty. So far, The Taken King has brought a lot of improvements to the overall Destiny experience. If you haven't taken the leap and tried Destiny yet, now might be the time to do it. I know I'm a bit more in love with the game than Chris Carter, but maybe this will be the expansion to change his mind. His review will be coming in the near future, but in the mean time, check out Destructoid's reviews for Destiny and its first two expansions, The Dark Below and House of Wolves.
Destiny: The Taken King photo
Warlock is still the best class
It's almost been one week since Oryx got his claws into Destiny and things couldn't be better. The Taken King expansion, along with the 2.0 patch released earlier on, reworked Destiny's entire leveling system and quest progr...

I've never seen a horror game quite like Noct

Sep 21 // Jordan Devore
Noct photo
Creepy thermal imaging
I've heard of Noct. Looked at it. Read about it. But, somehow, I didn't realize until today that it's built for multiplayer. Publisher Devolver Digital even describes it as "a 2D top-down multiplayer survival horror game." Wh...

Rocket League photo
Rocket League

Throwback cars are next for Rocket League

'Unusual' map layouts planned
Sep 18
// Jordan Devore
The next batch of Rocket League DLC is gearing up for an October release on PC and PS4. As always, some of it will be free, some paid. Everyone is getting variants of the maps Urban Station (set at night) and Utopia Coliseum ...
Halo 5 unlocks photo
Halo 5 unlocks

Halo 5's multiplayer unlocks come in card packs

The REQ system explained
Sep 18
// Jordan Devore
Halo 5: Guardians will use digital cards to dole out weapons, armors, vehicles, animations, boosts and other unlockable items in multiplayer. We've known as much. But in a blog post this week, 343 Industries spoke about this ...
Unreal Tournament photo
Unreal Tournament

Looks like it's time to try Unreal Tournament

Pre-alpha season begins
Sep 18
// Jordan Devore
Epic Games has opened its pre-alpha season for Unreal Tournament. The latest version of the PC game is the team's "biggest release to date," adding Skaarj and Necris characters, three maps, a new progression system, and offli...

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.

Splatoon map photo
Splatoon map

Splatoon's Hammerhead Bridge drops tonight

More free content updates
Sep 17
// Jordan Devore
The Splatoon community has outpaced me. I can hold my own on the original maps, but the last couple? Not a chance. Here is another, Hammerhead Bridge, to add to that list. It joins the rotation tonight at 7:00pm Pacific.
Plants vs. Zombies photo
Plants vs. Zombies

Meet the six new Garden Warfare 2 characters

Three plants, three zombies
Sep 17
// Jordan Devore
A part of me doesn't want to hear any more about Plants vs. Zombies: Garden Warfare 2 knowing full well that it's not releasing until spring 2016. I was way into the original. I'll be way into this. The cast includes six new ...

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...

Counter-Strike photo

These are the new Counter-Strike: GO hitboxes

Animations also revamped
Sep 16
// Jordan Devore
The next time you play Counter-Strike: Global Offensive, it's going to look and feel a little different. In a patch released this week, Valve added new animations for character movement, weapons, ladder climbing, and bomb defusing (shown on the left) as well as more accurate hitboxes (shown on the right). Bonus: players and guns should no longer poke through walls. They finally did it!
Rainbow Six Siege photo
Rainbow Six Siege

Play across ten multiplayer maps in Rainbow Six Siege

...but there are more to come, it seems
Sep 16
// Vikki Blake
Rainbow Six Siege will launch with ten playable maps.  Talking to PCGamer, level designer Benoit Deschamps said that the team originally had over 50 ideas for different environments, but had to narrow down the optio...

Review: Castle Crashers Remastered

Sep 11 // Jordan Devore
Castle Crashers Remastered (PC, Xbox One [reviewed])Developer: The BehemothPublisher: The BehemothReleased: September 9, 2015 (Xbox One)MSRP: $14.99 It didn't help that I was alone for most of the journey. Not only does the pacing plod as you methodically take out enemies by yourself, but certain fights aren't balanced well for solo play. When everyone's out to get you -- just you -- and they can collectively launch a volley of projectiles that stun, over and over again, it's hard to retaliate. My way around this was and still is to juggle foes in the air, but it's not fun feeling like you have to resort to such tactics. Of course, Castle Crashers is best played with companions -- even if it's just one other player. But I have a lone Xbox One gamepad and despite The Behemoth's promised matchmaking and network improvements for Remastered, my attempts at online co-op were sluggish. Even when slowdown wasn't an issue, it was hard to find other players around my character's level. While I opted to start fresh, you don't have to. If you played Castle Crashers on Xbox 360 and upload that save data via Xbox Live Gold, you can bring over your progress to Xbox One including weapons, animal orbs, and characters (but not including things like gold and consumables). That's terrific. So is the initial pricing for Castle Crashers Remastered. It's free if you're a Gold subscriber who owned the original game on Xbox 360. You have through September 20, 2015 to claim your copy, after which point the game will cost $5 with the loyalty discount. [embed]310233:60324:0[/embed] To be clear, Remastered is not a remake. It's more of a touch-up than anything -- a way to keep Castle Crashers easily accessible and relevant as the industry moves away from last-generation consoles. It's smoother (with a frame rate doubled to 60FPS) and better-looking (with five times larger textures). But this is a game from 2008 at its core. While the character designs remain charming as ever, certain backgrounds and other elements don't hold up as consistently. Bonus characters and animal orbs that were previously obtainable as DLC are now integrated, and the shallow, button-mashing mini-game All You Can Quaff is gone. In its place is a far superior time-waster called Back Off Barbarian. I didn't get it at first, but now I really dig it. You hop around a tile-based world and try not to get squished by other characters. The twist is that movement isn't as straightfoward as pressing up to move up. Instead, adjacent tiles are color-coded to match the Xbox controller's A/B/X/Y buttons. So depending on where you are at on the board, you may have to hit Y to move up. Or maybe X! You have to think fast to survive for as long as possible. Once Back Off Barbarian gets going, it's nerve-wracking in all the right ways. As much as I enjoyed the new mini-game, it's hardly enough of an incentive to justify paying full price for Remastered. It's a similar situation with the visual upgrades and behind-the-scenes tweaks. If you can snag the loyalty discount, by all means, go for it. An eventual Steam version is also planned, but release date and pricing details haven't been announced yet. I maintain that Castle Crashers is a good game. Great, even, if you're playing cooperatively. But seven years later, I'm not nearly as smitten. I just can't endlessly grind battles like I used to. [This review is based on a retail build of the game provided by the publisher.]
Castle Crashers review photo
Bring friends (or lots of potions)
In 2008, Castle Crashers rekindled my dormant love of beat-'em-ups. It had imaginative characters, strange and varied locales, and the four-player co-op was great at encouraging friendly competition. There wasn't much else li...

Splatoon photo

It's art versus science in the next Splatfest

New weapon drop tonight
Sep 11
// Jordan Devore
Of all the Splatfests to miss, it had to be the Transformers one. Damn. I would've loved to get an Autobot shirt even if it meant losing to Decepticon apologists. The topic of the next Splatfest isn't as noteworthy, but I'm a...
Destiny trailer photo
Destiny trailer

The Japanese version of Destiny's Taken King trailer is way better

He just wants us to play this with him?
Sep 10
// Brett Makedonski
The live-action spot for Destiny's The Taken King is okay, but Japan does it better. Just watch this masterpiece. There's overwhelming enthusiasm (borderline verbal assault) happening in a laundromat. There's yelling in...
Destiny photo

Everyone plays it cool in Destiny's Taken King live-action spot

Until the big dude shows up
Sep 10
// Brett Makedonski
Equipped with a gun, an aloof attitude, and some one-liners, this Guardian dares to wander into the lair of Oryx, The Taken King. This murderous bastard holds a bit of a grudge because you killed his son. It's an understanda...

It's not easy running an airship in Guns of Icarus Alliance

Sep 09 // Jordan Devore
I tried Alliance last month at PAX and while I enjoyed what I played, my goodness was there a lot to take in all at once. It was my first time with Guns of Icarus, after all. My duties were relatively simple -- help mark far-off ships and structures, hop from gun to gun, shoot bad guys until they explode -- but even that proved chaotic. Acclimating to the different types of weapons and their variable ammunition (and bullet drop!) proved difficult at first, especially when the ship's layout was still unfamiliar to me. Efficiency is crucial to surviving. Sometimes, our guns were on fire, on account of the many ships shooting at us. Other times, while backing off of a turret (because it needed to reload or, uh, it was on fire), I fell to my death. It didn't happen early on like I thought it might, but after the first fall, it became a habit. Despite Muse Games CEO Howard Tsao's best efforts as our pilot, we died. A lot. Still, it was exhilarating -- each airship we brought down felt like a feat, as it should. There's depth to the combat, which I appreciate (and will appreciate far more once I'm proficient with the systems). Alliance has been a long time coming -- reworking the game to function with AI has been challenging -- but progress is being made. Kickstarter backers are now testing the prototype. In its latest Kickstarter post, Muse Games wrote that it will be "adding progression to characters and factions. There will be a world map and a grander sense of the Guns of Icarus universe where every battle will shift the course of history. At the end of each season of conflict, you'll have the opportunity to have your deeds immortalized in the lore of the game, and have glory bestowed upon your clan and faction. While not all of these features will be available immediately, we'll be seeing more and more of them enter testing as we continue to push towards launch in 2016. Last but not least, there will also be new unlockable ships, new weapons, new tools, new clothes, decals, and more!" It's still going to be a bit of a wait, in other words. I hope everything comes together as promised.
Preview photo
But it sure is rewarding
I always liked the sound of Guns of Icarus Online. It's a competitive multiplayer game in which players work together to control a steampunk airship and take on other teams. Someone physically steers the vessel, while others ...

Halo 5 photo
Halo 5

Halo 5's multiplayer won't be a democracy

Or a cheerocracy
Sep 09
// Brett Makedonski
We've written recently about some changes in Halo 5: Guardians that fans will have to get used to. Another of those has surfaced. 343 Industries will be in complete control of what maps get played in multiplayer. Josh &n...
Destiny photo

Destiny's Taken King Achievements are uninspired

Two other ones updated, also
Sep 08
// Brett Makedonski
Destiny's The Taken King expansion has seen its share of excitement since its reveal. And, by "excitement," we mostly mean scorn. The one-year add-on has had people upset about its price, it has had people upset about a...
Evolve photo

Turtle Rock gives the lamest PR answer about Evolve's pre-order DLC

'We understand [it] was confusing'
Sep 08
// Brett Makedonski
Evolve's pre-order campaign was, without hyperbole, a shitshow. Jordan weighed in when the game was first announced, and opined that it was way too early to pre-order the game. By the time it released, there was more than $60...

Bleszinski: I never said LawBreakers wouldn't come to consoles

Sep 07 // Brett Makedonski
But, Bleszinski's adamant that his studio, Boss Key Productions, is too small to handle a console version. Someone else would have to do it. "We're 40 people. Even if we wanted to do a console version, we couldn't right now," Bleszinski commented. "If one of those potential console partners (Sony or Microsoft) reaches out -- and they reach out all the time -- we meet with them, and let's keep the dialogue going. It's just that we wouldn't be able to do the port ourselves. We'd need a really great partner that could knock it out of the park, keep it 60Hz, nail the controls, and make it fantastic." Consoles might seem like an odd destination for LawBreakers, as its roots are firmly planted as a keyboard and mouse shooter. Bleszinski originally thought so too, but realized that there may not be many necessary concessions for it to come to consoles.  Bleszinski elaborated on this realization by saying "Some of the Epic engineers came over and we had a conversation where I was like 'Good luck porting this to consoles.' One of them looked at me and said 'Titanfall's crazy wall-jumping, wall-running, and verticality, and that works on PC and console.' With the right amount of aim-assist and the right amount of little tricks, I could see it working. I wouldn't want to do the cross-platform play, though. I don't think the effort's worth the outcome there." Any amount of success for LawBreakers doesn't seem like it'll be enough for Bleszinski and Boss Key to take on any sort of console port. He wants to stick to that size of 40 employees. "I want to keep the company as small as humanly possible. There may be a time where if this becomes League of Legends big, fingers crossed, where we would need to grow, but that would be a few years out. That would be a best-case scenario. That would be a very good problem to have, but if that's the case, the first 40 to 50 employees will be very happy because we will have crushed it. But, we're going to stall as long as we can on that." Bleszinski justified this mindset by saying "The bigger a company gets, the more accountability happens, the more things get overthought. When that happens, creativity suffers. I'm not saying great things can't come out of big companies, but I'm saying that it's harder than in small companies."
Cliff Bleszinski photo
But Boss Key won't do it
Ever since Cliff Bleszinski announced he was working on an arena shooter, it has had "PC-only" in most people's minds. It's definitely PC first and foremost, but that doesn't mean that it's restricted to PC. Bleszinski's very...

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