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Star Wars Battlefront photo
Star Wars Battlefront

Han Solo, Emperor, and Leia heroes datamined through Star Wars Battlefront beta

You'll find them quite operational
Oct 08
// Chris Carter
Thanks to a dedicated dataminer, we now know that Star Wars: Battlefront will sport three additional heroes -- Princess Leia, Han Solo, and the Emperor. Files have been located similar to the other announced heroes so fa...
PS4 price cut photo
PS4 price cut

PS4 gets official price drop in USA and Canada

Just in time for Christmas!
Oct 08
// Mike Cosimano
Today, Sony announced a permanent price cut for the PlayStation 4 in the United States and Canada. The system will be available for $349 USD in the US and $429 CAD in Canada, and will apply to all the upcoming holiday bu...
Guitar Hero Live photo
Guitar Hero Live

Guitar Hero Live developers muse on the toughest songs in the game

Hangar 18 is on there
Oct 08
// Chris Carter
With Guitar Hero Live only a few weeks away, developer Freestyle Games is sharing its opinions on the most difficult songs in the game, to give players a heads-up of sorts. Said list includes "Hangar 18" (Megadeth), "Cry...
WWE 2K16 photo
WWE 2K16

2K details Digital Deluxe Editions, Season Pass, and add-ons for WWE 2K16

Get ready to rumble
Oct 08
// Vikki Blake
2K has detailed the contents of WWE 2K16's Digital Deluxe Editions, Season Pass, and DLC add-ons... no, wait, I mean "individual content packages." The Digital Deluxe Editions will cost $90 on Xbox One and PlayStation 4, and ...

Destiny's Taken King expansion alienates casual fans more than Year One did

Oct 07 // Chris Carter
People often note that "I haven't given Destiny a chance" when I talk about its shortcomings, and I kind of die on the inside hearing that. I have every Year One Exotic, every piece of raid gear (both armor and weapons, including primaries) for all three classes, and I've completed all of the Year One Moments of Triumph. As of this week, I'm working on my third Exotic sword and fourth Oryx clear. Let me explain my situation a bit. I have a group of MMO friends that I move from game to game with. When we settle on a title, we go in, and surgically crush its PvE content into oblivion. Sometimes we splinter off and try different games, but after each expansion, people usually move back to Destiny for a while. Destiny isn't an MMO by any stretch of the imagination, but other dungeon crawlers like Diablo fall into our purview too, so it's fair game. Yes, it is fun to play with friends, despite its many, many shortcomings. But thankfully, The Taken King, along with the drip feed of Year One quality-of-life updates, has made Destiny much more enjoyable. But I say that with the perspective of a hardcore raider. A lot of my casual friends are not having a good time. Let's look at why. End-game content still doesn't have matchmaking After taking an impromptu Twitter poll earlier this week, I saw that many players still hadn't partaken in a lot of endgame activities, mostly because they couldn't find anyone to play with. Raids, Nightfalls, and all of the post-game quests do not have any matchmaking capabilities. Instead, they're left to try their luck on sites like or reddit Fireteams. As an outgoing person, I'm completely okay with filling out a team member or two using these tools, but most people want an in-game solution. Bungie could address this in a ton of different ways. Yes, endgame content is by definition tough, so matchmaking may be hard to do, but what about actually making the game Open up the Tower to more players, and have the lounge area actually do something. Make it a hangout for players "looking for groups," complete with billboards and a full-on LFG system built in. Players could look at terminals, post what activities they want to do along with their Light level and class, and it could automatch accordingly. This would alleviate the issue of matchmaking in one fell swoop. Raids are still the only way to max out your character Certain players don't want to raid because they aren't comfortable, and I don't blame them. Bungie doesn't make anything clear for newer players in terms of what to expect from raids, or how to acclimate to the pressures of a six-man group. Many of those issues could be solved by a training session of raid mechanics, on top of a "Sherpa" system that could be built into the Tower groups idea. Because in the end, players will need to best King's Fall to get the good stuff -- the post-level-300 items, which will be necessary for the presumed Hard Mode version. Some 310 Exotics can be picked up here and there from bonkers questlines (more on that later), but for the most part, players will find themselves stuck teetering below 300 without going to face Oryx. I definitely think, as a raider myself, that raid gear should be special, but many multiplayer games out there have equivalent gear that can be earned with enough tokens. Right now, the vendor gear only goes up to 280. It could stand for an increase. The new Light system that takes weapons into account encourages dishonesty With Year One, players had a Light level that was indicative of the armor they wore. It was simple to understand after a few hours of max-level play, and you only needed to manage four pieces of gear to maintain it. Now, Destiny has three more equipment slots with Light on them (Ghosts, class items, and Artifacts) and weapons also play into your Light ranking. Things can get real confusing real fast, but I'm noticing a trend where players "fake" their Light and switch back to their weapons of choice. For instance, some people might have a Light 280 shotgun, but a particular mission almost exclusively calls for sniping. Since players only have a 220 sniper and would "look bad," they equip the shotgun, pass for 280 Light, and switch back once the mission starts. Now, the old way wasn't perfect either -- armor was limited in that you could only wear pieces that had higher Light ratings on them. This has been alleviated by the ascension mechanic, which lets you rank up gear of your choice by sacrificing other items to it. But tying that same principle to weapons has had mixed results. Since Light influences how much damage you do and how much you take, even just a few points can make a mission that much tougher. By limiting players who may not be comfortable with certain loadouts, Bungie is forcing people to use specific pieces of gear, and that changes the entire way the game is played. It's the same problem, amplified. All the new system has done is made the game more elitist by adopting a Gearscore mentality. Having played MMOs since Ultima Online, I'm used to it, but many people are turned off by it. Allowing more flexibility with the weapon side of things would help. Some of these new quests are off-the-wall hardcore Now, this is actually my favorite aspect of The Taken King. There is so much more end-game content now, with hidden tidbits like the Black Spindle quest or the aforementioned Exotic sword questline. But all of those come with a price -- extreme amounts of grinding or crazy-high difficulty ceilings, both of which aren't viable options for casual fans. Take the Exotic sword mission. After completing a bunch of busywork, players will eventually come to an impasse -- the grinding step. Here, they'll have to down over 500 enemies with abilities in line with the element of their sword of choice, and attain 10 special resources, hidden within drops of Helium Filaments, Spinmetal, or Relic Iron. Oh, 10 resources, that's not bad, right? Well, it really is. For this particular quest, you'll have to acquire resources within resources, which are said to drop at a roughly 5% rate. For my first sword, it took me over two hours straight of grinding, and I knew the routes from playing so much of Year One. For my second sword, it took five hours. Then you have to do a Strike that requires everyone to be roughly 300 Light (20 more than raid-ready). If my group wasn't so hardcore, I wouldn't even go for the third. Bungie has claimed in the past that it doesn't want to make players grind, but it has introduced such a boring task here that so many people won't do it out of principle. Which is weird, because the Exotic sword is an essential item for a number of reasons and completely changes the way you approach most content (I highly recommend getting one for the Court of Oryx -- to quote a great 20th century philosopher, "it is... so choice"). The Black Spindle isn't easy for casual players to get, either -- the quest nearly requires a full three-person fireteam of raid-ready team members. And forget doing the Court of Oryx's third tier by yourself, or even with a public group. Destiny is still growing as a game, and it's not quite there yet It's clear that Bungie still doesn't know what to do with Destiny. On one hand, the developers claim "they don't want to revisit legacy content," but many of the old Strikes have been re-done with a Taken flair. To go ever further, these select Strikes have been hand-picked for a zombification of sorts, while others are eliminated entirely lest you play the useless, no-incentive legacy playlist. Bungie also notes that it wants to be welcoming to new players, but gates most of its meaningful content behind a lack of matchmaking services and grindy, exclusive questlines. The game is much better than it was, but it has a ways to go. In some ways, the entire Destiny experience feels like a beta test for the sequel, which is reportedly going to drop next year.
Thoughts on Destiny photo
There's more dependency on groups now
Destiny has noticeably improved since The Taken King dropped. This is partly because there's a lot more to do than just grind the awful Prison of Elders activity from the last bad expansion, but additionally, the game has gotten much more hardcore. It's great news for me and my group of comrades, but I've been seeing a lot of people cut back on their playtime lately.

Horizon Zero Dawn photo
Horizon Zero Dawn

Horizon Zero Dawn is going to be more than just a game

Remember that dino hunter thing from E3?
Oct 07
// Chris Carter
Horizon Hero Dawn came as a surprise to many after it was unveiled earlier this year at E3. Starring a female hero, the game seems to feature a clashing theme of low and high-tech equipment and enemies. Guerilla Games is...
Street Fighter V beta photo
Street Fighter V beta

Street Fighter V testing cross-platform play soon

Second global beta test starts Oct. 22
Oct 07
// Jordan Devore
Later this month, Capcom will beta test cross-platform matches in Street Fighter V. There are a lot of details to sift through, so let's get to it. The game's second global beta test is scheduled to take place from October 22...
Rock Bugs 4 photo
Rock Bugs 4

Are you having issues with Rock Band 4? You're not alone

Issues and some fixes here!
Oct 07
// Jed Whitaker
[Update: A Harmonix spokesperson reach out to us to issue the following statement:  “The Rock Band experience is as important to Harmonix as it is to our players. We are passionate about Rock Band, and we'll suppor...
Destiny photo

A Destiny and Backstreet Boys crossover music video is exactly what my morning needed

Oct 07
// Alissa McAloon
I woke up this morning with the very specific goal of writing about something that wasn't Destiny. Then this Backstreet Boys music video happened and changed everything. The Destiny crew Husky Raid uses in-game dances, a...
Deus Ex photo
Deus Ex

Here's a pretty good recap of Deus Ex's story so far

Prepare for the next game
Oct 07
// Chris Carter
For the 15th anniversary of Deus Ex, Eidos Montreal has whipped up a special "story so far" featurette. It provides a brief synopsis of the overarching theme of the series, and should give you a good idea of what to expe...
Resident Evil photo
Resident Evil

Haha, the commentary in this Umbrella Corps video

Resident Evil spin-off
Oct 07
// Jordan Devore
Steven played a little Umbrella Corps at Tokyo Game Show and he was right -- the fast crawl does look ridiculous, and zombies aren't much of a threat in this competitive third-person shooter. With today's footage, Capcom tried its hand at eSports-style commentary. It does not go well.

Review in Progress: Metal Gear Online

Oct 07 // Chris Carter
Metal Gear Online (PC, PS3, PS4 [reviewed], Xbox 360, Xbox One)Developer: Kojima ProductionsPublisher: KonamiRelease: October 6, 2015 (Consoles), TBA 2016 (PC)Price: $59.99 (PC, PS4, Xbox One) $49.99 (PS3, Xbox 360) After downloading the free add-on (if you own the original game), players will be greeted with a whole new main menu. That's because it's a completely new title, and in no way feels tacked-on to the core Phantom Pain experience. In fact, there's very little in the way of interaction between the campaign and MGO. You'll start off within the character creation module, which takes the shape of your avatar from the core game, and a choice -- players can adopt the scout, enforcer, or infiltrator class (standard, heavy, and light, essentially). Your first character is locked in after your choice, but after a few hours of play you'll unlock two new loadout slots and plenty of cosmetic pieces of gear, including goofy hats. There's also a really cool freeplay mode that allows you to try out your loadout and equipment at will, which has plenty of ground to cover, featuring a diverse jungle location. I wish more games had this feature, as it's incredibly easy to tweak a loadout, go into freeplay, try it out, and tweak it some more. Online play itself provides you with a few options, including automatch (traditional matchmaking), "select" (filter any map or mode), and "create" (complete with a password feature for private games). It's a pretty open-ended system with plenty of choice, but it seems to be P2P-based, so expect online issues depending on the connection on top of any problems Konami has with the servers. For the most part, my time with the game in the past day or so has been rather smooth. You're only getting three gametypes currently, including a ticket-based mode (read: lives), a data theft variant, and capture the point. It's all stuff you've seen before, but the deciding difference is the Metal Gear charm that injects itself throughout MGO. For instance, killing enemies will reduce the opposing team's ticket count, but Fultoning them after using non-lethal force will net you more points. Making lots of noise will also show up on the radar, so it's up to players to use stealth as much as possible to maximize their kills. [embed]314102:60630:0[/embed] After a few hours, I really started to pick up on quite a few new tactics, which is very similar to how Phantom Pain plays out. MGO really is a skill-based game, with plenty of nuances to learn, and an emphasis on stealth prowess. Bounties for more points even show up on players who do well, and I've seen many matches where top people complete entire rounds with no deaths -- hell, without even being seen, really. There's also a lot of little touches, like the "Team Liquid" and "Team Solid" monikers, and the power to change the soundtrack to legacy Metal Gear music.  But there's one major shortcoming that I can see rather clearly right now -- a lack of diverse modes. It's very easy to feel isolated after going back into freeplay mode, and the three gametypes do tend to blend together at times. In short, you're really going to get as much out of MGO as you put in, and the skill of the enemy team definitely plays a factor in terms of how much fun you're going to have -- think of them almost as mini-Metal Gear boss fights. I need some more time, but my initial impressions of Metal Gear Online are positive. It really feels like a Metal Gear Without the complete mess of the Guns of the Patriots Konami login scheme, of course.
Metal Gear Online photo
It's not over yet, Snake
Kojima's departure from Konami has left me all sorts of worried for the future of Metal Gear Solid -- a series that I've enjoyed ever since I laid eyes on the first NES game over 20 years ago. For now though his legacy i...

Fallout 4 photo
Fallout 4

Hey, egghead! Come watch the newest Fallout 4 trait video

Or we'll pants you and give you a swirly
Oct 07
// Brett Makedonski
The latest in the seven-video-long Fallout 4 S.P.E.C.I.A.L. series is for everyone who thinks they're smart. Not street-smart. Like, academia-learned, "I've read a book or a million"-smart. Intelligence is the trait of ...
Rise of the Tomb Raider photo
Rise of the Tomb Raider

Here is what's in Rise of the Tomb Raider's season pass

Well, kind of
Oct 07
// Brett Makedonski
It was just last week that we learned Rise of the Tomb Raider would have a season pass. We likely weren't meant to know quite yet, as it was a "oops, it suddenly showed up on a retailer's website"-type of thing. At the t...

Review: Dragon Quest Heroes: The World Tree's Woe and the Blight Below

Oct 07 // Chris Carter
Dragon Quest Heroes: The World Tree's Woe and the Blight Below (PS3, PS4 [reviewed])Developers: Omega ForcePublisher: Square EnixReleased: October 13, 2015 (US), February 26, 2015 (JP)MSRP: $59.99 Following a very cool opening cinematic, you're greeted with the same iconic designs from Akira Toriyama that we've all come to love over the years -- yes, this might be an Omega Force game, but it's still a Dragon Quest joint. The visual style has translated excellently to this new endeavor, and although I'm sure some will find the realistic regalia meshed with bright goofy enemies jarring at times, it looks even better in action. It's great to see the timeless designs for enemies like the skeletons and slimes still hold up. There's also a lot of detail present, such as the aforementioned skeletons taking off their heads, or golems losing their bricks at times. The writing and story however, are very basic and not indicative of the typical Dragon Quest experience. There's plenty of fun puns (a slime says things like "Goo and help him" a lot) so it is charming, but the dialogue itself never really has any chance to evolve from start to finish. What you see in the first 30 minutes or so is what you get, and it follows the same sort of heroes' "ragtag band" journey schematic throughout. It is a hack and slash game after all, but I expected a bit more. Getting right into the action, players are presented with two control schemes -- one is a standard Warriors setup, and the other literally allows players to mash one-button combos with ease. Given that you can choose between these and a male or female main character to start, new players will relish how easy it is to acclimate. Said combo system takes its cue from Warriors in that specific rotations of light and heavy will lead into new moves (such as a wave-clearing area-of-effect or a vertical launcher), but there's more variance here than meets the eye when it comes to weapon nuance. For instance, swords can parry, staffs impact a wide area, and then there's all sorts of outliers like boomerangs, fisticuffs, whips, axes, bows, deadly fans, and magic. If you're curious, yes some fan favorite characters pop up, ranging from heroes who appeared in Dragon Quest IV through VIII. Players can also block, make use of a fully-featured jump (not just a useless hop), and utilize a rather generous dodge in addition to the classic Musuo power mode after charging up. [embed]312829:60648:0[/embed] Due to the exaggerated nature of the dodge, it makes the proceedings a bit more action-oriented than a lot of games in the past, and leads to a less rigid style of gameplay. Plus, using Musuo mode when combined with Toriyama's designs basically turns you into a Super Saiyan. You can also get more advanced with air dashing, double-jumping, summoning minions (which can go into offensive or defensive mode), party member toggling, and queuing up spells both in combat and in non-action sequences. As for the AI who follows you into battle (there's a real-time party switching element with L2), not enough work was done considering that it's a rather essential element. The AI is mostly involved with the battles at hand, sure, but they tend to loiter far too often, and it can take you out of the game. Maybe it's to actually entice you to switch more often to fire them up, but I wish there were a Gambit system of some sort that allowed you to control their general actions. It's not just the party system that makes Heroes feel like a real RPG though, as the game sports a world map, a pretty deep stat and customization mechanic, skill trees, and shops. You're free to upgrade your armor, magic, and items, and visit the alchemist to create and synthesize new gear. Players can also chat with their party at the bar, use the church to pray and save the game, and eventually get an airship. The sidequests feel right at home and like an authentic Dragon Quest game, and trophies reward players directly -- a system more developers should implement. But while sidequests are generally fun, missions are shorter battles that are often a bit too linear. In other Warriors games you're usually completing multiple objectives on large, sprawling maps with plenty of side areas, but here in Heroes they feel more like arenas that sometimes only span a few screens. Thankfully the bosses are more involved as a result, sometimes featuring flying enemies or multi-foe fights. I won't spoil them here but suffice to say they all have strategies and weak points to discover, and are sufficiently formidable. You'll need to actually switch between party members and think tactically. Alongside of the more bite-sized quest structure though is a complete lack of multiplayer. Yep, that's right -- there's no split-screen or online play of any kind. Whereas it was easy to introduce people into the world of Zelda with some co-op Hyrule Warriors sessions, Heroes is definitely a tougher sell, as the vast majority of Warriors games are shipped with heavy multiplayer elements for a reason. It does have all of the current DLC from Japan bundled in though, which is a plus. Dragon Quest Heroes almost feels like a fully-fledged action RPG, but there are a few things holding it back from greatness. In the end though it still has its charms, alongside of a beautiful art style and a buttery smooth framerate. If you really dig Warriors games and can go at it solo, you'll likely enjoy it.
Dragon Quest review photo
That name though
Close your eyes. Imagine you're stuck on a deserted island for a year -- yes, in this situation, a year is a certainty. If you could only have one game with you for that entire period (and have a working power source, bear wi...

Hella kewl photo
Hella kewl

Life is Strange officially concludes on October 20

It's not a lake, it's an ocean
Oct 06
// Jed Whitaker
Last month, Dontnod Entertainment stated when it expected to release the final episode of Life is Strange, entitled Polarized, but those plans were not 100% set in stone.  Today, the official Life is Strange Twitter...
PSN store credit photo
PSN store credit

Spend $100 on PSN, get $15 back

Promo valid today through November 3
Oct 06
// Jordan Devore
Sony is running another one of its cash-back promotions for PlayStation Network. This one kicks off today and carries through November 3, 2015. If you spend $100 in that time, you'll get a $15 store credit "on or before" Nove...
Super Meat Boy photo
Super Meat Boy

Super Meat Boy devs tease a Wii U port

'Wii haven't forgotten about U'
Oct 06
// Brett Makedonski
Super Meat Boy made its way to PlayStation 4 and PS Vita today, but those might not be the last platforms it hits more than five years after its initial release. Team Meat still has its eyes on a Nintendo console. In a s...

I'm not too impressed by the Star Wars Battlefront beta

Oct 06 // Chris Carter
Today, I had the chance to play the beta on PS4, and I came away with some mixed thoughts. Right now in the beta there are three modes available: Drop Zone, which supports 16 players, Walker Assault, which supports 40, and Survival (a two-player gametype that can be played offline or online). The former is a gametype that sees two teams of eight battling it out for pods, which randomly drop from the sky and inhabit the battlefield one at a time. It's up to each side to locate the pod, capture it, and maintain ownership until a timer runs out. Once it's done, power-ups will pop out, and it's onto the next one. I actually liked the objective-based feel of Drop Zone quite a bit, and the timers feel spot-on to add some form of tactical depth to each match without feeling like a slog. Walker Assault might be 40 players, but it will allow 10 in a lobby to initiate a match. It's here that I witnessed a fairly keen matchmaking system, which drew in players gradually and located games that were mostly full first before dropping me into an empty lobby. This asymmetrical mode sees rebels defending Uplink objectives to call in Y-Bombers from imperials. It has more of a classic Star Wars feel to it, most notably due to the inclusion of AT-ATs, AT-STs, and Tie Fighters (which are essentially killstreak power-ups now, picked up on the battlefield) into the proceedings. Although we only started with 10, it gradually escalated to a crazy 20-on-20 match, and that glorious Battlefront entropy was in full force. As for the gameplay, again, there are no microtransactions, and you'll have to unlock everything through credits. There is some rank-gating involved, but not nearly as bad as other online shooters (at least, so far), and the credit system allows you to buy, for the most part, the exact equipment you want -- from rifles, to thermal detonators. The game uses a card system for equipment (which isn't nearly as kooky as Titanfall's Burn Cards) that lets you customize which slot each piece of gear falls into (L1/LB or R1/RB, with an additional slot for Triangle/Y). I really dig the option to default to first- or third-person at any point as well. I don't miss classes or squads. [embed]314178:60645:0[/embed] The game feels...a bit cheap at times in terms of its gunplay. It looks beautiful (it can go 4K on PC) and runs smoothly, especially when you're gazing up at the sky and watching ship battles take place before your eyes, but there's a certain clunky feel to combat. Weapons really lack impact or "oomph" all around, and I experienced a bit of lag at times. You can chalk part of that up to being a beta, but the game is right around the corner after all. Survival mode lists four potential locations on the menu (Hoth, Sullust, Endor, and Tatooine), but only the latter is playable the moment. AI battles are also shown, but aren't active in the beta as well. It's horde mode, in essence, with a gradual ramping up in difficulty with each wave. It's here that I was able to experience most of the perks (which are unlocked from the start), such as a vertical jetpack boost, grenade launcher, and a temporary boost for your primary, all of which have cooldowns involved. To be blunt, without a second player, this mode gets old quick. After just three waves I wasn't really feeling it, as there isn't a whole lot of deviation from the horde formula, and the fact that you're a grunt rather than a hero character really puts a damper on things. I don't expect to get much play out of this outside of the occasional session with a friend or my wife by way of local co-op. For diehards, though, you'll probably enjoy tackling the various challenges like "no death" runs. So there's the Star Wars: Battlefront beta so far. It's not bad by any means, but I'm not sure it's worth the full asking price. When the actual game launches next month we'll have a better idea of all of the different modes involved, but again, solo players will probably want to wait for a price cut straight out of the gate.
Star Wars Battlefront photo
But I'm not disappointed either
There seems to be a healthy amount of skepticism surrounding the upcoming release of Star Wars Battlefront, and I don't blame people. After all, EA is involved -- always lurking in the shadows, ready to strike at consumers. T...

PS4 photo

Sony's latest ad makes it look like you own Destiny on PS4 when you don't

Thankfully, it's easy to turn off
Oct 06
// Brett Makedonski
Yesterday, plenty of PlayStation 4 users stumbled across Destiny in their game library. That's unusual considering that they don't actually own Destiny. Is this some sort of free trial? Maybe, fingers crossed, a mistake ...

Review: Transformers Devastation

Oct 06 // Chris Carter
Transformers Devastation (PC, PS3, PS4, Xbox 360, Xbox One [reviewed])Developers: Platinum GamesPublisher: ActivisionReleased: October 6, 2015 MSRP: $49.99 So let's get right into the thick of it -- the action. As you'd expect from Platinum Games, Devastation has a sound bedrock, with a combination of ranged and close-combat maneuvers. Basic abilities include trigger-based aiming, a combo system with light and heavy attacks, a super button, and of course, the power to transformer at will into various vehicles. Combos can even involve transformations on the fly (signified by a blue light with a short window), a slam move can be initiated by transforming mid-air, ranged attacks are capable of headshots, and attacking at top speed breaks enemy shields. As you can see, there's a lot of advanced mechanics at work here. The most technical of all abilities includes the addition of Witch Time (frame-perfect dodging that slows time), a concept taken wholesale from Platinum's own Bayonetta, which I'm totally okay with. Everything feels incredibly smooth. The combos available are just enough to keep action veterans interested without overwhelming newer players. With three difficulty levels to choose from (appropriately balanced, mind -- with three at the start, and two more later), there's something for everyone. Other small touches like NPCs frequently fighting alongside of the player character, 2D sections, and vehicular-based chases or race segments help break up the combat a bit. There's a light amount of exploration involved within Devastation's mission-based structure, similar to most of Platinum's previous work. It's mostly linear, but at various points spokes of that linear wheel will break off, allowing for some form of deviation. That includes conspicuous gates that lead to new chests, or short twitch-based puzzles that provide a reward at the end. I actually really dig this flow, as you can skip a lot of combat sequences if you wish -- just note that many zones will wall off areas until you defeat all the foes within, so you can't just rush through the whole game. [embed]314115:60629:0[/embed] Much to my surprise, all of the playable characters have different styles. Grimlock is more of a grappler, Bumblebee is quicker and doesn't pack a punch, Sideswipe has access to a quicker dash, and so on. They're not wildly different to the point where you'll have to relearn every single facet of the game, but they're nuanced enough that there's actually a reason to pick different Autobots. Devastation also sports an appropriate Saturday morning cartoon narrative that would fit nicely into an afternoon special block. The voices are either spot-on replications (including the campy Teletraan-1), or actual members of the original cast. The gist is that Megatron is yet again after another massive power source, and it's up to the Autobots to save the day -- so don't expect anything new here -- but again, the nonstop action helps propel players from start to finish. There are a few shortcomings, though. For starters, the game is priced at $50, and feels somewhere in-between a full retail release and a downloadable game. There's a lot to sift through here, but I could have gone for more characters, secrets, and unlockable modes (a challenge mode is basically it). Additionally, the RPG systems in place feel like a half-measure, particularly the loot system. While the equippable upgrade chips are a nice touch (and are coupled with a fun little crafting mini-game), managing loot is a nightmare. Throughout each mission, you'll likely acquire something in the neighborhood of 10 weapons, most of which are garbage or only marginally better than what you're using. To really take advantage of these duds, you'll have to synthesize them into better parts, but it's far too much of a chore to do that constantly when you can just forge ahead to more action. The loot system should have been scrapped entirely or pared down far more than its current incarnation. While not a deal-breaker, it could have been handled a lot better. I'm not even sure if there are G1 fans out there anymore. It shouldn't be a deciding factor when picking up Transformers: Devastation though, as it's a great action romp by any right. Just be ready to deal with a few nitpicky issues.
Transformers review photo
None shall fall
I've been a fan of Transformers since I was old enough to understand what television was. The bright colors and toy lines drew me in, but I've been a fan ever since. It's not merely nostalgia that fuels that fire -- it's...

Joe Mad (Darksiders, Battle Chasers) has answered your questions

Oct 06 // Jonathan Holmes
[embed]314164:60637:0[/embed] Kevin Bowyer: Wii U version? Loved Darkstalkers II for the Wii U. Joe Mad: It’s not currently in the plan, unfortunately. We are a small team on a tight budget, so we had to be choosy about which consoles to launch on. Doesn’t mean it won’t happen further down the road though. Jesse Johnson: How does he feel about the new apple flavored skittle? I feel it ruined the candy as a whole. I'm a bit pissed really. Joe Mad: I actually really like it (sorry!). I usually buy Darkside Skittles (because I like to pretend it says Darksiders) but for some reason the yellow skittle in the blue ‘Tropical’ bag is one of my favorites. Pineapple I think? ThePich: How does that armor bra on the redhead work?  Joe Mad: I honestly have no idea. Magic, probably! [embed]314164:60638:0[/embed] Dango: Who are these Darksiders that the games are named after? Joe Mad: It was meant to describe the Horsemen, but really encompasses the game as a whole, since even the ‘good’ guys are ‘dark’ characters. You seek the aid of Dead Lords and go on quests for Demons. Angels are corrupt. It’s not your typical ‘save humanity’ hero story! Cosmonstropolis: What's your go-to while pooping? What book are you currently reading?  Joe Mad: Usually, if I’ve forgotten to bring my phone into the bathroom with me, I’ll just grab at whatever’s nearby—shampoo labels, toothpaste, etc. But I’m currently reading The Lies of Locke Lamora and The Black Company. And don’t worry, I always put my phone back in my pocket before I touch anything nasty. Swear! Barry Kelly: With a very ambitious game and what appears to be a very frugal budget and development time, which changes in the industry over the last few years do you most attribute to being able to deliver a project like this? Better experience? A tighter, closer knit team? A more focused and defined game design and scope? Better development tools? etc  Joe Mad: All of the above! Our small team is very experienced, and we’ve all worked together for years. We carefully scoped this game to be manageable for our team size and budget from the onset. You’d be surprised what a small dedicated team can do when it’s a passion project. Alex Heat: Darksiders 3 when? Joe Mad: We get this question a lot. The information is out there, but for those that don’t know, Vigil Games was dissolved when THQ went bankrupt, and Darksiders was sold to Nordic Games. They own it now, and seem very committed to continuing to do great things with the series (Check out the Deathinitive Edition, coming out in October!) We are just as curious/excited as you guys about the possibility of a DS3! It’s out of our hands! [embed]314164:60643:0[/embed] Ahr Ech: Why is the guy from Berserk just standing in the background of that header?   Lex: Same reason why Miss Fortune is in the front maybe? Joe Mad: Heh. Not taking the bait! Keiichi Morisato: What is your favorite Zelda game? Joe Mad: Gameplay wise, Ocarina of Time. Art wise, Windwaker! John Seiler: Are we going to see new collections of the old Battle Chasers book along with new comic stories? I really liked the issue that Adam Warren did and would love to see other writers and artists take a stab at that world. Really, I just miss that world. Joe Mad: Thank you. Yes, I plan on making all the old books available again in physical form. Stay tuned for details! Brandon Dunlap: From what we see from the game play videos there will be 3 active players and everyone else will be reserved, will there be an on the fly swap feature in combat, and why did you choose to go with 3 active characters, and not 4? Joe Mad: There’s more weight to choosing your party makeup when you’re forced to pick 3 (out of 6 available characters). You can switch them out at any point when you’re in town prepping for your adventure. It also speeds up the combat a bit, the pace feels better. And visually, it allows the characters to all be larger on screen. So, lots of reasons! [embed]314164:60639:0[/embed] Adolfo Arredondo: Have you thought about selling Battle Chasers action figures? Cartoonish like Disney Infinity or more detailed? Joe Mad: Yes! There’s no solid plan at the moment, but it’s something we all geek out about, so hopefully we can make it happen before too long! Anthony Griego: Any chance we will see Akimon in the game? He was one of my favorites and I was always bummed he was *spoiler* killed! Joe Mad: Actually, Akiman is very much alive, it was Bengus who we saw get blasted (though there’s no proof he’s actually dead). I will for sure touch on these guys in the books again—as far as the game, we will have to wait and see. Toshiro Miphony: Will Battle Chasers the game be released as timely as Battle Chasers the comic? If so, I can't wait until it's released in 2021. Joe Mad: No, it’ll be on a tighter schedule. Mastersith40: Will Liquid! return to color the comics? Joe Mad: I would really love for this to happen. Both Aron Lusen and Christian Lichtner have gone on to become video game art director rock stars, so they are out of the comics biz these days. But I will use all my powers of persuasion (and guilt!)  to try to lure them back when the time comes… [embed]314164:60640:0[/embed] churchofvirus: Why no physical copy of the game at any backer level? This turns off a large amount of potential backers. Joe Mad: We would really love to do these! We decided against it for Kickstarter since we were strongly cautioned against it by some of our good friends who had large successful KS campaigns. It mainly comes down to (very unpredictable!) shipping costs, production costs, and managing order fulfillment (among other reasons).  Maybe we can make it happen later down the road. I’d love one sitting on my shelf too! Mike Payne: Of your own work, what sticks out in your mind as some of your favorite pieces? what's your least favorite?  Joe Mad: I definitely think my BC era stuff is among my best as far as comics go. I was really happy with the splash art I did recently for Battle Chasers: Nightwar. Sadly, I tend to hate most of my stuff shortly after I do it, so I don’t latch on to specific pieces very often. And of course, I absolutely hate all the older stuff I’ve done, like Excalibur, Deadpool, and a lot of my X-Men stuff (sorry guys!!! ). I was just going through growing pains still as an artist back then, and I only see the bad when I look back on it, never the good! Mike Payne: When you started to bring anime into your style were you ever unsure about it? Did editors ever make you doubt your style choices? Joe Mad: No, actually the editors were very supportive! It was some of the fans who really, really hated it and made me doubt, lol! Specifically on the Uncanny X-men stuff. I’d get comments on the dumb hairstyles, missing nostrils and giant eyes quite often. Back then, we still had fan mail in the form of letters, so I would have these huge piles of hate mail that I eventually stopped going through in order to preserve my sanity! [embed]314164:60642:0[/embed]  Jonathan Holmes: I'd love to see Battle Chasers crossover with other games, like Darksiders, Shovel Knight or maybe Skullgirls. Is it possible? Do you want me to get you in touch with those guys? The Skullgirls team just announced just announed a party based RPG, so it could be a perfect fit.  Joe Mad: Oh man, Shovel Knight rocks. You don’t know how bad we wanted to make a Metroidvania game (cannot wait for Chasm!). An intro would be awesome. I definitely wouldn’t rule out a Darksiders crossover. We are still good friends with those guys (which is why they let us use the Chaoseater in Battle Chasers!) And Indivisible looks fucking gorgeous. I’m backing it for sure.
Battle Chasers photo
Comics, game development, and Skittles
The Battle Chasers: Nightwar Kickstarter is in its final days, and to help celebrate its resounding success, comics legend Joe Mad, creator of Battle Chasers and Darksiders, has answered a boat load of questions from you, the...

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Phantom Pain DLC

Metal Gear Solid V adds $0.99 horse armor, human outfits

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Try something else
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Battlefront PC specs

Why the hell does Star Wars Battlefront recommend 16GB of RAM on PC?

That seems excessive
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Humanity's the underdog
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James Franco and Lenny Kravitz touch butts in Guitar Hero Live trailer

The game launches October 20
Oct 06
// Chris Carter
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Review: NHL 16

Oct 06 // Brett Makedonski
NHL 16 (PS3, PS4, Xbox 360, Xbox One [reviewed])Developer: EA CanadaPublisher: EA SportsRelease: September 15, 2015MSRP: $59.99 In a genre plagued by incremental increases, this is NHL 16's greatest offering: An on-ice trainer that goes above and beyond. Hockey is a sport that's notorious for its inaccessibility to newcomers. Putting the biscuit in the basket is easy enough to understand, but where should my forwards be positioned when in the defensive zone? What kind of check should I execute when skating backward toward my goal? This training aid helps refine gameplay on-the-fly. It kind of teaches hockey, but more importantly, it teaches how to play NHL 16. For instance, when skating into the offensive zone, a cone will appear that indicates what part of the shooting lane is open and what part is blocked. A target may show up in the corner of the goal to tell you the smartest place to aim. Or, when playing defense, a box will cordon off part of the ice at your zone. Sticking to this area and covering the man in the box is what you're supposed to do. That's how hockey is played; NHL 16, simulation of hockey as it is, wants you to play it just like hockey. Those are two examples, but this on-ice trainer permeates every second of gameplay until you don't want it to anymore. It's a good thing too. I imagine EA had grown tired of players wildly out of position trying to line up huge hits. That's not how hockey looks, and it's not how a digital representation of the game should look. [embed]314010:60626:0[/embed] To its credit, the trainer doesn't stick to a low-level understanding of hockey. If it detects a seasoned player is at the helm, it'll start to adapt so as to offer more nuanced and advanced suggestions. Basically, everyone has something they can learn from this feature and it's incredibly unintrusive despite constantly being on the screen. It's the best part of NHL 16 because it actually enforces an understanding of doing what you're doing. The rest? Well, it's what NHL 15 should've been. Maybe it's unfair to hearken back to a previous game as a reference point, but fuck it. We make the rules around here. The on-ice product in NHL 16 is again solid and it includes the modes that last year's game should have shipped with. The actual hockey-playing in NHL 16 feels extremely similar to NHL 15. There are surely some physics and AI tweaks making ever-desired strides toward realism, but they feel mostly nominal. The game still plays well outside of the occasional rare physics bug. And this. Whatever the hell that was. With regard to the modes, they were mostly done right this time 'round. Be a Pro allows the simulation of shifts until it's your time to hit the ice again. (Curiously, the coach-assigned goals and ratings often seem off. Like, how do I have two goals and an assist, but a "C" ranking on offense for the game?) Likewise, the EA Sports Hockey League has been largely straightened out. Gone are the days of maxing out player skill through real-world currency. Now, everyone has to define their aptitude via a class of player that they pick. It's a smart design decision for the game's leading cooperative mode -- not to mention a surprisingly ungreedy one. Be a GM rounds out the most interesting modes that NHL 16 has to show. In it, you eschew the skates for a suit and tie. You're in control of an NHL franchise, and it's up to you to trade, manage, and motivate players. Games are simulated via a coach's drawing board where major events become markers like a "G" for a goal scored. The fascinating facet of Be a GM lies within the morale system. It's a bit paper-thin, but NHL 16 asks you to make unique speech decisions for different players. Over time, you learn what motivates your guys. Your star's ego might be too fragile for you to just outright yell at him; you may have to baby him instead. NHL 16 isn't perfect, but it's a substantial improvement over what released last year. Mind you, that's not some sheer brilliance; it's just because of general competence. The NHL franchise seems back on track, and it has even introduced the wonderful on-ice trainer. But, that trainer aside, it's tough to shake the feeling that NHL has just caught up instead of innovating. EA Sports spent this iteration making up ground. It was a necessary move, but not one that instills confidence that the developer has grown comfortable with the generational shift in consoles. [This review is based on a retail build of the game provided by the publisher.]
NHL 16 review photo
Training wheels
In the mandatory initial matchup in NHL 16, I was forced to choose between last year's Stanley Cup Final contenders. I had to back either the Chicago Blackhawks who I very much dislike, or the Tampa Bay Lightning who I am ver...

PS4 photo

Metal Gear Online PS4 release trolled by ancient PSN update procedures

Par for the course
Oct 06
// Chris Carter
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