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EDF 2 Vita photo
EDF 2 Vita

Earth Defense Force 2 strikes Vita this autumn


Go back to space!
May 29
// Kyle MacGregor
Everyone knows about Earth Defense Force 2017. For many of us, it was our first introduction to Sandlot's series of campy shooters, which involves saving the world from giant alien bugs. But that isn't where EDF got its star...
Corpse Party Vita photo
Corpse Party Vita

Corpse Party: Blood Drive creeps west this fall


More Vita love from XSEED
May 29
// Kyle MacGregor
Corpse Party: Blood Drive, the third chapter in Team GrisGris and 5pb.'s horror series, is on its way to North America, XSEED Games announced today. Unlike the original game and Corpse Party: Book of Shadows, Blood...
Samurai Warriors photo
Samurai Warriors

Sadly, those Nintendo costumes will not appear in Samurai Warriors Chronicles 3 in the west


Boo
May 29
// Chris Carter
Samurai Warriors Chronicles 3 will arrive next month on 3DS and Vita in the west, but they won't be bringing along a really cool piece of content on the former platform -- Nintendo costumes. In the original Jap...
Lego Jurassic World photo
Lego Jurassic World

Lego Jurassic World isn't as 'completely safe' as they'd like you to think


Damnit, Newman
May 29
// Brett Makedonski
Look, Jurassic Park people. Just because you have this wrapped up in a Lego veneer doesn't mean the outcome's going to be any different. We've all seen the movies. Why should we expect vicious dinosaurs won't attack this time? Fool me once, shame on you. Fool me twice, shame on me. Fool me a third time, and I never should've watched Jurassic Park III.
Shooters photo
Shooters

Assault Android Cactus looks like the next solid twin-stick shooter


And there's co-op!
May 27
// Jordan Devore
Assault Android Cactus? Didn't that come out ages ago? No, that was merely the initial Steam Early Access build. Some of us -- myself included, now that I've seen this latest trailer -- are waiting for the finished release t...
The Binding of Isaac photo
The Binding of Isaac

The Binding of Isaac: Afterbirth to have daily challenges


Now I can suck daily
May 27
// Zack Furniss
In the months since November 2014, I've slowly developed some semblance of skill in The Binding of Isaac: Rebirth. While I've still got quite a lot of playing to do if I wish to earn the Platinum God achievement, I'm impresse...
PS Plus for June photo
PS Plus for June

PlayStation Plus scores Metal Gear Solid V: Ground Zeroes next week


A Hideo Kojima Game
May 27
// Jordan Devore
Fair amount of PS4 love from PlayStation Plus next month including, hell yes, the turn-based strategy title Skulls of the Shogun. But folks who held out on Ground Zeroes are in for the best treat of all. It'll be nice to have...
Deals photo
Deals

Sony debuts new PlayStation Plus deals program with a sale on Bloodborne


PS3, PS4, and Vita deals through June 1
May 26
// Jordan Devore
As a response to feedback from fans, Sony has started a new members-only deals program called PlayStation Plus Specials. Typically, games are discounted for everyone on PlayStation Network, but PS Plus subscribers save even m...

Review: Stealth Inc. 2: A Game of Clones

May 25 // Conrad Zimmerman
Stealth Inc. 2: A Game of Clones (PC [reviewed], PS3, PS4, PS Vita, Wii U, Xbox One)Developers: Curve DigitalPublisher: Curve DigitalReleased: October 13, 2014 (Wii U), April 3, 2015 (Xbox One), April 7, 2015 (PS3, PS4, PS Vita),  April 30, 2015 (PC)Price: $14.99 In Stealth Inc. 2 the player controls a quality assurance clone, created for the purpose of testing products in dangerous situations and intended to be disposable. After surviving a test meant to kill them, the clone becomes aware of their nature and breaks loose into the facility, where they discover other trapped clones and an employee determined to kill them in service of a high productivity rating. To free the other clones and escape the PTI Complex, the player must traverse six zones where products are being tested. Each contains test chambers, progressively complex environmental puzzle stages focused on a different product. Test chambers are completed by accessing one or more terminals which open a path to the exit, while avoiding death by way of traps including mines, lasers, whirring blades, and the constantly shifting walls of the facility. That last one is a favorite of the game. Stealth Inc. 2 frequently employs traps which are unforseeable, mostly by crushing the player with walls and usually mocking them after doing so with pithy text. It's a game where level memorization is fundamental to play, an element reinforced by the rank-based scoring system which grades on completion time, number of deaths and the number of times spotted by enemies. While it does occasionally feel a bit mean-spirited, regular checkpoints within a test chamber usually mean that little ground is actually lost when it happens, softening the blow. [embed]292743:58667:0[/embed] The first zone, a testing area for night-vision goggles from which the player initially escapes into the larger facility, introduces basic elements common throughout the remainder of the game. The player's clone can run, jump, and cling to certain ledges, while encountering environmental objects (like pressure switches, force fields, and infrared beams), enemy turrets and robots, and the simple lighting system which determines how visible the clone is. Zones after this introduction each provide an additional piece of equipment around which all test chambers in the zone will revolve. The products vary in their range of function and the simplest objects generally provide the broadest possibilities. The Inflate-A-Mate, a small device which may be thrown and then enlarged remotely to become a rectangular block, is the most utilitarian by far. It can function as a weight for buttons, a platform for climbing or standing on, a wedge to stop moving walls, and a barrier to block lasers or create shadows. It can even be thrown over enemies and expanded mid-flight to crush them or provide a boost for high jumps. The other gadgets may not have as much range, but they have enough to justify ten stages in which to explore them, at least. The "Me Too" lets the player create a second clone, with both clones responding simultaneously to commands and allowing for one to be killed without consequence. A pair of teleporter beacons enables instant relocation for both the player and enemy robots, while a portable light illuminates paths and activates special switches. The least interesting of the gadgets, the "Jack Boy," allows the player to assume control of robots, provided they can sneak up on them and successfully time the use of the device. And while it's fun to control the enemies, the very fact that the robots are the only element the gadget interacts with gives it limited application. It doesn't take long to realize that for an entire zone you will tag the back of at least one robot per test chamber because that's all your gadget does. It's forgivable, especially as there is clever level design at work. Determining the proper approach to clearing a test chamber, where to throw gadgets and what objects to interact with first, is an enjoyable process if you don't mind the occasional bit of trial-and-error learning. A few stages verge on maddening in their difficulty, but these are rare and Stealth Inc. 2 is a moderate challenge, though total completion will require thorough and riskier exploration of stages to free hidden clones. Completing the eight required test chambers in a zone rewards the player with that zone's gadget for use in the facility overworld, necessary to enter the next zone and providing ways to reach collectible items and bonus test chambers. Completing zones also opens up the facility to provide easier access between previously explored areas and aid in the hunt for these extras. The previous Stealth Inc. had no such overworld; levels were instead selected from a menu. The addition does give the game a greater sense of cohesion by minimizing interruption of play and serves the sparse plot with more opportunities for taunting from the scientist (the necessity of which is questionable), but not much more than that. Moving from one door to the next is rarely compelling. There are few enemies and those that exist present little to no challenge, making these passages mostly consist of stuff to clamber over on the way to something worthwhile. It seems like the overworld should be fun, too. As the player accumulates more of the gadgets, the potential is there for complex puzzles requiring the use of multiple items. The way equipment works winds up limiting a lot of that potential, as only one tool can be in the field at a time anc changing tools returns any thrown objects. Stealth Inc. 2 is by no means a bad 2D puzzle platformer, but it doesn't stand out in a genre which has had some impressive entries in the past year. Attempts to improve the experience of its predecessor by adding an overworld feel more like padding than an increase in scope and many of its levels necessitate foreknowledge to complete them successfully. Still, there are pleasures to be found in discovering the many facets of the tools and the puzzles do an admirable job of squeezing out their individual potential in clever ways. [This review is based on a retail build of the game provided by the publisher.]
Stealth Inc. 2 Review photo
No trace in the crowd
When Stealth Bastard released four years ago as a freeware title, it was easier to get excited about 2D puzzle platformer games. In the time since, Curve released an expanded version to Steam and ported that game to consoles,...

Net High photo
Net High

Yep, Marvelous was teasing social-oriented Net High with that time bomb site


On the Vita
May 25
// Chris Carter
Yep, that time bomb related tease last week from Marvelous was indeed related to Net High, an upcoming Vita game. It's set in the year "20XX" and involves a world where the "Neo Communications Act" has been implemented. Smar...
Seaweed Kanji photo
Seaweed Kanji

Persona 4: Dancing All Night cross-dressing DLC trailer


Seaweed Kanji
May 22
// Steven Hansen
Sad that this has to be DLC -- Marilyn Monroe Kanji for all -- but better than nothing. Maybe for us it will be all packed in. Also, Seaweed Kanji tease at the end.
Don't Starve photo
Don't Starve

If you buy Don't Starve on Wii U soon, you'll get a free gift copy


Not bad
May 22
// Chris Carter
We already knew that Don't Starve was heading to the Wii U on May 28 (June 4 in Europe), but now we can confirm that developer Klei Entertainment has sweetened the deal a bit. If you buy the game for $14.99 before J...
Utawarerurmono: False Mas photo
Utawarerurmono: False Mas

Utawarerurmono: False Mask is a visual novel, strategy RPG hybrid


3D!
May 21
// Steven Hansen
Aquaplus has released its first trailer for Utawarerurmono: False Mask, the unexpectedly 3D hybrid visual novel and strategy game coming to PlayStation 4, PlayStation 3, and PS Vita in Japan on September 24.  
Sword Art Online photo
Sword Art Online

Sword Art Online: Lost Song is getting PvP this month


Out in Japan
May 21
// Chris Carter
Sword Art Online: Lost Song, the PS3 and Vita follow-up to Hollow Fragment, has been out in Japan for a few months now, but it'll get a few updates on May 28. The biggest update is easily the PvP arena, but it'll also gain ne...
ATLUS photo
ATLUS

Lost Dimension finds Europe on August 28


One month after North American launch
May 21
// Kyle MacGregor
Lancarse's Lost Dimension is coming to Europe on August 28, NIS America announced today. The tactical role-playing game debuted on PlayStation 3 and Vita in Japan last year and is on its way to North America on July 28, ...
Dancing All Night photo
Dancing All Night

Margaret, Human Teddie playable in Persona 4: Dancing All Night


Don't wanna dance on Maggie's farm
May 20
// Steven Hansen
One more blonde mess of Persona 4: Dancing All Night news. The Velvet Room's Margaret will cut a velvet rug in Dancing All Night according to a recent Famitsu preview. Margaret can be unlocked for use in the game's Free Dance...
Lewd Kanji  photo
Lewd Kanji

Atlus listened! Persona 4: Dancing All Night gets sexy Kanji DLC


Atlus doesn't shrug
May 20
// Steven Hansen
I've heard Atlus shrugs, but not this time. I was pretty vocal in my disappointment with Atlus' choice to have a ladies pack of swimsuit DLC free with pre-order of Persona 4: Dancing All Night (and purchasable down the line)....
Samurai Warriors photo
Samurai Warriors

Samurai Warriors 4-II and Chronicles 3 are coming westward this year


The latter is for 3DS and Vita
May 20
// Chris Carter
Are you ready for more Samurai Warriors? No? Too bad! Koei Tecmo has just announced the localization of a pair of games from the series.  Samurai Warriors Chronicles 3 is up first, which will be available exclusivel...
PSN sale photo
PSN sale

Sony's Extended Play Sale makes it worth it to wait on buying DLC


Sorry day one suckers
May 19
// Robert Summa
For those that generally loathe the idea of DLC and season passes, Sony is offering quite the incentive to jump on the extra content train. Set to run until May 25, the Extended Play Sale is marking up to 80% off for what is ...
High fashion photo
High fashion

Danganronpa: Ultra Despair Girls gets limited edition


Want to rock a game tie and eye patch?
May 19
// Steven Hansen
Danganronpa Another Episode: Ultra Despair Girls is coming to North America and Europe this fall. It's a weird little third-person megaphone shooter with light puzzle elements set between the first and second games in the mai...
Gust RPG photo
Gust RPG

Atelier studio's new JRPG looks dark and wonderful


Introducing Yoru no Nai Kuni
May 17
// Kyle MacGregor
Koei Tecmo subsidiary Gust is best known for its work on Atelier, a series of role-playing games with an express focus on alchemy and crafting, but the studio's latest creation appears to be something else entirely. It's call...
Dancing photo
Dancing

Atlus shows off Persona 4: Dancing All Night swimsuit gameplay


Still disappointed, Atlus
May 15
// Steven Hansen
I already wrote about why I was disappointed in Atlus over this swimsuit DLC for Persona 4: Dancing All Night, but I know not everyone shares my overbearing principles* and would like to see the swimsuit trailer, so I will do my civic duty and post it here, on-line. *my overbearing principles involve seeing Kanji in a speedo. How the hell does he not get a swimsuit costume?
LEGO photo
LEGO

LEGO Jurassic World releases alongside the new movie on June 12


Walk the dinosaur
May 14
// Jordan Devore
Jurassic World opens on Friday, June 12. I'm skeptical, but I'll probably wind up seeing it anyway for the trained raptors. TT Games' LEGO Jurassic World, which spans the four films, releases the same day for all major conso...

Review: Not a Hero

May 14 // Steven Hansen
Not a Hero (PC [reviewed], PlayStation 4, PS Vita)Developers: Roll7Publisher: Devolver DigitalReleased: May 14, 2015Price: $12.99 BunnyLord, a rabbit from the future, is running for mayor to prevent humanity from some sort of possibly bee-related extinction on a campaign of hunting down and murdering various crime bosses. His mayoral bid starts with his campaign manager, Steve, and gunman join the cause with rising poll numbers. The health bar shared by Not a Hero's nine playable characters is only a few ticks. It regenerates rather quickly when you're not being shot, but you're often being shot, and one bad volley of enemy fire can kill you immediately. This frailty, which feels more "retro" than the pixel art in and of itself, is mitigated with a cover system, the crutch of the contemporary third-person shooter. Movement here is just as key as shooting, so there is a slide button that you can contextually release before pieces of cover to snap to safety. Shooting while in cover automatically exposes you and enemies can still come head-on and give you a thwack lest you think you can reload in absolute peace. You can play sheepishly -- and cover is helpful when you're down to the last tick of the health bar -- but are not encouraged to. Shots at close range do critical damage while sliding into enemies will knock them out and allow you to perform executions. The result is a cover-supported game rather than a cover-based game. It's there to be used when you're not slide tackling and brutally stabbing folks to death room to room. Your tactics are as brazen as the boss' campaign, which includes perpetuating the war on drugs, rescuing pandas, giving bees to the children, and shooting a not-insignificant amount of police officers. Established trends voters are for. [embed]292134:58536:0[/embed] There are power ups and limited secondary weapon pickups to go along with the nine characters, all of which except the last two feel distinct from one another. There were some power ups I tended to avoid, especially after unlocking an assassin with a devastating, but slow to reload, double barrel shotgun. Coupled with the quick reload power up, the only one not limited to one magazine worth of ammo, it's hard to beat. That same character is quick with a rapid slide which did end in some undue-feeling fall deaths. When I had to jet down a descending series of rooftops, it felt about as precarious as playing a 3D platformer. You can change direction midair which is great for busting out of a window and then busting into one on the floor below, but occasionally I found myself careening forwards to death despite feeling like I'd moved the stick the other way. Having multiple buildings to flit between and different points of entry keeps every multi-floored stage from feeling like a Donkey Kong zigzag to the top, but running or sliding in between any open spaces that weren't perfectly in line with each other just feels a bit off. Additionally, there's just the three visually distinct areas -- the first two of which are even more similar outside of the color swap -- that fall in line with Not a Hero's general flattened action tropes and references. First, it's the Eastern European shipping underbelly. Then it's off to the "urban" (read: dark skinned enemies) area, in an apparent reversal of the first two seasons of The Wire. One of the player characters is Spanish, named Jesus. He wears bright pink, is in a permanent hip thrust animation, and sounds more like Al Pacino doing a Cuban accent in Scarface. Meanwhile the black guy pulls extra magazines out of his afro. On the other hand, the rest of the cast are regional UK in-jokes. The most visually distinct area is the Yakuza-boss-run, an Asian-themed one (much of it related to a sushi restaurant run by bossman Unagi) that also introduces one-hit-kill samurai and ninja, as well as triad folks doing combat barks sometimes not in English, sometimes with thick accents. It also introduces timed door locks which are antithetical to momentum and are often situated at hall ends, meaning you've already done all the murdering on the way there and are waiting for nothing to move on to the next level. And while BunnyLord makes for a unique employer, the extreme irreverence is sometimes amusing and sometimes feels like a forced @dril imitation. There's a bit too much, "Look, it's so random!" at times, like a deadpan presentation of Borderlands 2. More importantly, BunnyLord gives post-mission and pre-mission monologues back to back and to keep the comedic timing you can't just read the text boxes more quickly. It's either wait for the slow text crawl hoping for payoff or just skip it entirely and go shooting. I often went with the latter. Each stage has three optional objectives, too, that go towards determining BunnyLord's political station. Apparently mayor doesn't cut it. But while I completed most everything in the first two areas on my way up from mayor to prime minister to King of England to Global Megalord, I'm stuck as mayor overall. The third act ratchets up the difficulty a lot. I almost spent as much time in the last and third from last stages as I have everywhere else. And I still haven't been able to complete any of the side-goals in the last level, which is basically a boss fight followed by a level, with no checkpoint. It's a bit of a pain, but given how quickly I breezed through a majority of the game, perhaps those more challenging, borderline frustrating bits add to the longevity of what is a pretty lean little game. Translating cover shooters into 2D makes for a good  mix of contemporary and classic sensibilities. It's nice to play a shooter where avoiding enemy bullets is a bit more necessary and I like the tools Not a Hero provides with its slick cover system, mechanically varied cast, and constant chain of slide kicks and executions. [This review is based on a retail build of the game provided by the publisher.]
Not a Hero review photo
I can be your hero, baby
Roll7 has received much adulation distilling skateboarding into pixel-based 2D fun with OlliOlli so it's not surprising that the team has been able to do the same with cover-based shooting. But OlliOlli's pixels belie the pol...

Lost Dimension photo
Lost Dimension

Lost Dimension will launch on July 28 with free DLC


First character trailer released
May 13
// Alissa McAloon
It's a good news day for fans of the upcoming tactical sci-fi RPG, Lost Dimension. In addition to the announcement of a July 28 release date, Atlus has announced that $20 of DLC will be given away for free during the tw...
Deals photo
Deals

PlayStation TV price cut in half at GameStop


$39.99 "Vita" time?
May 13
// Dealzon
Remember when the PlayStation TV was selling for $99.99 back around its October 2014 release date? Well now it's all the way down to $39.99 today in a seemingly random half price deal at GameStop. PlayStation TV is $39....
Steins;Gate photo
Steins;Gate

Steins;Gate will arrive next month in Europe on PS3 and Vita


US date for Sony platforms unknown
May 13
// Chris Carter
As I've said in the past, Steins;Gate is a pretty fantastic anime that surprised me quite a bit. I don't want to spoil anything, but it involves a [kinda] mad scientist and time travel. The game is also great, and has be...
Color Guardians bossfight photo
Color Guardians bossfight

Learn why the Color Guardians final boss is so poorly designed


Spoilers: it's everything
May 12
// Darren Nakamura
In my review earlier, I wrote a couple of paragraphs talking about how the final boss fight is so poorly designed that it brings the entire experience down. It feels like the developer didn't playtest the fight at all, becau...

Review: Color Guardians

May 12 // Darren Nakamura
Color Guardians (Mac, PC, PlayStation 4 [reviewed], PlayStation Vita)Developer: Fair Play LabsPublisher: Niffler LtdReleased: May 12, 2015MSRP: $14.99 Color Guardians is a cutesy runner, but its manner of dealing with obstacles is what sets it apart from others in the genre. Each of the three playable Color Guardians can change color at will between blue, red, and yellow. Combined with the three lanes where the action takes place, players are basically choosing among nine different states to be in. Going from any one state to another takes only three button presses at most; often it is fewer than that. The reason for switching between lanes is obvious; sometimes there is a rock in one lane that needs to be dodged. Changing color is necessary for nearly every other interaction. To start, the color orbs littering the environments can only be collected by a character of a matching color. Over the course of the game, new objects and obstacles are added, most of which require a certain color in order to function or bypass. With that setup, one could imagine level design that requires finger gymnastics resembling the input of an old school cheat code, but it starts out more plainly. To ease players in, the first few levels don't require fast color switches and they don't even use yellow. It's a decent primer for what to expect, but it takes too long to get to the good stuff. [embed]291885:58487:0[/embed] To make up for that, some extra mechanics are thrown in so that the early levels aren't totally mundane for those who catch on quickly. To get full credit for collecting a color orb, the Color Guardians not only have to be that color, but they also have to be spinning, achieved by pressing the button that corresponds to that color. Additionally, points are awarded for switching colors or lanes, on top of the base points for collecting orbs. The theory behind these two mechanics is commendable. They allow for open-ended scoring. Even if one player spins into every orb perfectly, another can do that with an extraneous color change thrown in to score just a bit higher on the leaderboard. Risk switching to the wrong color before switching back, get rewarded with a better score. The high score on a given level is theoretically unlimited. Though it sounds like it could be tackled with elegance, in actual play it just leads to a lot of button mashing. With a string of red orbs to collect, one could treat it like a dance, rhythmically alternating between red and blue. It turns out to be easier and more effective to continuously smash both buttons nearly simultaneously, with the button for red coming just after the button for blue. It's not very satisfying. Thankfully, this is alleviated in the later levels by virtue of difficulty. Once things really start moving and the levels require constant switching between lanes and colors, there is less room for high score chasing. There are some clever sections that subvert expectations, like where players want to switch to an off color in order to intentionally miss a jump. Color Guardians is at its best toward the late game when simply getting through is a challenge. This is all brought to a grinding halt by one of the most poorly designed final boss fights I can remember. Throughout the regular levels, success can be found through training. The levels are designed, so tricky situations can be navigated by building muscle memory of the same button presses. Turning that design philosophy on its head, the last level is basically Random Number Generator: The Boss Fight. Without going into too much detail about how the fight works, it puts players in a situation where even if they execute everything correctly, there is at best a 67% chance of landing a hit and at worst a 0% chance. Yes, not only is it governed by a random number generator, it also contains situations where landing a hit is literally impossible. To beat the boss, three sets of two hits need to land, where each set must be completed in quick succession. I could write an essay on how this fight is so poorly designed. I might actually do that. For now, I'll just say that the last fight alone took me around three hours to complete. The actual winning run was only about five minutes. It just took that long to finally roll all the right dice. When it comes to art design, I normally applaud the use of color. Color Guardians takes it too far, with its ultra-saturated primary color palette. It's almost nauseating. The uncanny perma-smiles on the protagonists faces don't help much either. I was prepared to give Color Guardians a solid "meh" at first. Its central concept is GOOD and it shines when it lets itself do that without any room for button mashing, but that only happens during the last third of it. Building up to that is a fairly dull experience, not without challenge but certainly without excitement. If it had ended just before the final boss, it would be a forgettable runner that underdelivers on a good idea. After that terrible fight, I actively disliked it. Play this if you like a challenge and have patience to get to the good stuff, but don't even bother finishing it. [This review is based on a retail build of the game provided by the publisher.]
Color Guardians review photo
Color me bad
I put a lot of value in elegance. Solving a math problem in an unconventional way using two steps is inherently cooler than doing it in twenty steps. A single shot from a sniper rifle taking down a faraway target is more impr...







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