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sequel

Castlevania photo
Castlevania

No plans for Castlevania: Lords of Shadow 2 on next-gen


Konami and MercurySteam are more focused on the future
Jan 09
// Alessandro Fillari
During our session with Castlevania: Lords of Shadow 2 back in December, we got the chance to sit down and talk with the game producer Dave Cox about the expansions and innovations the sequel has made over the original. We le...

Castlevania: Lords of Shadow 2 is bold and uncompromising

Jan 09 // Alessandro Fillari
Castlevania: Lords of Shadow 2 (Xbox 360, PC, PlayStation 3 [previewed])Developer: MercurySteamPublisher: KonamiRelease: February 25, 2014 Lords of Shadow 2 does well to try and ease players back into the action. In the opening level of the game, which takes place in the past during Dracula's prime, his castle is being raided by humans looking to vanquish him in the name of God. This epic and fairly ambitious area serves as the tutorial, where players learn the ins and outs of the combat and traversal gameplay. The controls are largely untouched, but feel much more tight and responsive than the previous game. Eventually, the Prince of Darkness succeeds in wiping out the army of Paladins and their man-made titan, but not before being surprised by the appearance of his son, Alucard. This sets the stage for what follows in a story that transcends the bonds of family and time itself. Immediately after the twist ending of Lords of Shadow, we find Gabriel Belmont, now known as Dracula, in a weakened state. After his resurrection from his defeat in Castlevania: Lords of Shadow - Mirror of Fate by the hands of his own kin Simon Belmont and Alucard, he ventures out into the modern world looking for answers. With the promise to free him of his immortality by Zobek, a central villain from the previous game, Dracula must reacquire his powers and strength to defeat the army of Satan and prevent his return to the modern world. It's clear that everything in Lords of Shadow 2 is going for a much darker tone, and far more personal storyline. As the end of the former Belmont's story, MercurySteam plans to tell an uncompromisingly dark and sinister tale of redemption. And when it gets dark, it really gets dark. That includes placing players in positions that would disturb and trouble many. When Zobek realizes that Dracula won't last long in his weary state, he places the Prince of Darkness in a secured room, along with a frightened and helpless family of three. From here, players enter a first-person view and must go about slaughtering and feeding on each of them to replenish the Prince of Darkness’ powers. As you can imagine, this scene is very tough to stomach, let alone play through -- and the game pulls no punches as killing off one member of the family will cause the others to panic and become paralyzed with fear. It was sickening, painful, and heartbreaking to witness; however, this scene is incredibly effective in illustrating that Dracula is NOT the good guy of this story. I can already tell this sequence will be controversial, and may cause some to feel conflicted about the main character, but this was something that Konami and MercurySteam were very sure of conveying in their story. "That scene caused a lot of discussions between us and the marketing guys, as they believed we went too far," said Producer Dave Cox while discussing the feeding scene. "But we thought this wasn't going to be a Twilight or True Blood vampire, this is going back to what vampires used to be. Scary, evil. This is a character that has feelings and has emotions, but this is a guy who is not afraid to do horrible things." Not long after restoring his powers, we regain control of Dracula and must explore the modern world. As we progress further with our playthrough, things begin to open up. Gone were the awkward and jarring chapter breaks from the previous games, replaced with a more organic, natural flow. More and more, the linear progression faded and we were presented with choice and room for exploration. This title is not a simple improvement over the original, it is an evolution from years of design work and refinement that attempts to create a world that is alive and without limits. As many fans know, the original Lords of Shadow moved away from the famous Metroidvania style and flowed in a more traditional linear progression and focused heavily on set-piece moments scattered around the various levels;  his of course was the first thing that MercurySteam wanted to do away with. "We wanted to present everything seamlessly," said Dave Cox while discussing the world design. "In the beginning it's a very linear experience, but as you progress and explore the world it becomes more and more open. We did a lot of research with the fanbase, got the fans involved and asked for their opinions about what they wanted to see for the sequel. Almost every single person said they wanted to explore more and return to previous areas for new content." Castlevania: Lords of Shadow 2 sees a return to the open-ended approach in the vein of series titles following the Metroidvania design formula. While the developers were keen to move away from that label, they sought to evoke the same level of gradual open-world progression and exploration seen in titles like The Legend of Zelda and Batman: Arkham Asylum. Lords of Shadow 2 takes things much further by including the connection between two unique open worlds. Yes, there are two open-world settings to explore, each one possessing a unique setting and content such sidequests, NPC characters to interact with, and lore journals to collect. While fans might anticipate callbacks to the inverted castle of Symphony of the Night, the two worlds presented are wholly unique and independent from one another. As Dracula's Castle is set seemingly in the past, you'll encounter enemies and allies alike from that time period. The enemies range from humans, to the undead, that use traditional swords and magic to battle Dracula. Moreover, the layout of the castle represents a classic gothic style in keeping to series aesthetic. However, things change once Dracula is within the open world of the city. In the modern day, Satan's army has taken to the abandoned and derelict streets of the city, utilizing more advanced means to battle Dracula. These include giant robots, firearms, explosives, and power armor for the weaker minions. During the span of 10 minutes, our session saw Dracula battling waves of Paladins while exploring and completing side-objectives in his castle, and then transporting himself back to the modern day where he battled Lycans and Satan's Acolytes controlling mech suits complete with missile launchers. It was mind-blowing to say the least. You'd think something so different stylistically couldn't work, but it does. In many ways, the developers at MercurySteam sought to make a sequel that solved all the issues and criticisms of the original. As they were hampered by technical limitations for the first game, they spent the first nine months of development crafting a brand new engine to handle the scope and vision of their epic story. One of the benefits of the new engine allowed for the inclusion of a fully controllable camera. One such issue that has thankfully been fixed was the severe frame-rate issues of the original, which were often times below 20FPS during gameplay. With the performance of the new engine, the game now runs at a solid 30FPS without visual hiccups hindering the experience. With the solid frame rate, players can marvel at the stunning art direction that evokes the series' past while showing a new spin on the classic style. Although many of the new features present in the game may put off some fans, at its core, Lords of Shadow 2 is functionally the same as its predecessor -- yet it includes far more depth and content. In particular, the talent at MercurySteam wanted to include a larger focus on skill and variety to experience. One such area that benefits is the combat, which is more refined and tighter than ever. Though Dracula's powers are vast, he will still need to utilize dodging, blocks, and other strategies to wear down his enemies. The focus system from the previous game returns, where performing efficiently in combat can earn magic power to fill up both Light and Dark magic meters. "It's a thinking-man's hack-n-slash," Cox explained. "That's how I've always described it." A key element that MercurySteam wanted to include in combat is a greater level of variety and focus on tactics. Dracula is now armed with three central weapons, including his iconic whip. The light magic-focused Void Sword can freeze enemies and heal the Prince of Darkness' wounds, and the dark magic-powered Chaos Gauntlets can break enemy defenses with flame attacks. Like the original game, the use of light and dark magic plays a key role in combat. With both forms of magic, Dracula can heal himself and increase attack power of his moves. As the sword and gauntlets require light and dark energy to work, there is greater incentive for players to utilizes Dracula's offensive and defensive skills to exploit the benefits of the focus system. The Prince of Darkness also possesses an arsenal of relics to assist him in his fight against Satan's Acolytes and the Belmont clan. As a more advanced version of the sub-weapon system, relics function on a cooldown system and are powered by Dracula's blood energy. The daggers make a return in the form of the shadow daggers, but a brand new relic called Stola's Clock allows Dracula to manipulate time. During combat he can create a temporary circle on the ground where time is slowed along with anything else in it. This allows for some interesting chances for combos and crowd-control. It's pretty easy to become overwhelmed, unfortunately not for all the right reasons. While you have a number of options during combat, the action can get hectic and visually busy at points, which can become a distraction. Hopefully, the developers can tone it down a bit before release. It's not often you're playing as Dracula -- the vampire in fiction -- and the developers wanted to truly make players feel as if you were controlling a supreme creature of the night. "We wanted to tell Dracula's story, we wanted to present a character that had depth and depiction and wasn't just another Bela Lugosi depiction of the character," said Dave Cox. "From the previous Castlevania titles he was a one-dimensional character. We wanted to present a character that had shades of grey." In addition to his prowess in combat, he possesses many unique and interesting abilities that take advantage of his vampiric status. The fan-favorite Mist form returns and lets players enter special areas and evade waves of enemies while traversing through the world space. Another skill is Possession, which allows players to control the minds and bodies of enemies for their own benefit. Surprisingly, stealth can be a much better option when traversing through new locations. As some enemies possess skills and items which can prove fatal to the Prince of Darkness, it's best to get the jump on them whenever possible. During an early segment from our session, Dracula snuck his way into a massive pharmaceutical factory controlled by Satan's army and came across a special enemy utilizing modern weaponry. Using his powers, Dracula possesses a small rat and sneaks past this foe to use a special stealth takedown to enter its body and venture further in disguise. Of course, when things get too tough in a fight, Dracula can call upon his powers to transform into a dragon and unleash a massive attack on all nearby foes. Unfortunately, while you don't control this beast, you do get to watch a short but satisfying cutscene of him morphing into a massive beast and unleashing his fury. When you view both games side by side, it's clear that they both contain different design philosophies and ideas. While one game was limited by technology and time, the developers found no constraints for the sequel and were left unshackled by the past. In many ways, and if I may be so bold, Castlevania: Lords of Shadow 2 represents the Symphony of the Night of the Lords of Shadow series. In terms of sheer expansion and game-changing elements. It's like night and day. So to speak. In a year with so many heavy hitters, it's best not to underestimate MercurySteam's new and final entry in the Lords of Shadow series. With a campaign spanning over 20 hours, improved world design, and a strong reverence for the source material that's still not afraid to tell its own story; Castlevania: Lords of Shadow 2 is a title to watch out for. Even in the first few hours, its ambitions could not be contained by the tutorial and opening segments. Konami and MercurySteam certainly have a winner on their hands, and this game is poised to become one of the biggest surprises of 2014. As this is the conclusion of the Lords of Shadow storyline, they have every intent to make sure it will not go out quietly into the night.
Castlevania: LoS 2 photo
Dracula Unchained
In 2010, Konami took a chance on the obscure Spanish development studio MercurySteam to create a reboot for one of the most adored and quoted game series ever. While Castlevania: Lords of Shadow went on to become a popular se...

CoD Ghosts' future photo
CoD Ghosts' future

BOO-hoo: Call of Duty: Ghosts might not be a trilogy


'Cause ghosts say "boo"
Nov 07
// Steven Hansen
Call of Duty: Ghosts has done decidedly less well than usual with critics. Gaming everyman Chris Carter called for a stop to annualization. Call of Duty fan Jim Sterling even gave it a 5. Still, the litmus test for CoD succes...
Terraria 2 photo
Terraria 2

Re-Logic reveals that development has begun on Terraria 2


'I really want you to have infinite worlds.'
Oct 03
// Darren Nakamura
It's a great time to be a fan of 2011's hit open-world game Terraria. Just two days ago, update 1.2 released, adding a huge amount of content for free. Today, Andrew "Redigit" Spinks of Re-Logic has announced even juicier new...

Jimquisition: Time To Get Paid

Aug 26 // Jim Sterling
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Jimquisition happens every Monday!
Payday 2 is a success, because the people making and publishing it weren't completely stupid. What sorcery is this? Yes, it's one of those episodes where we celebrate one game getting it right and not stuffing everything up. Speaking of stuffing, Jim at last unveils the Dragon Dildo ... and does things with it. Terrible things.

Dishonored photo
Dishonored

Arkane hints at what's next for Dishonored


The studio is 'keeping an eye out for ways to do multiplayer the right way'
Aug 15
// Jordan Devore
Arkane Studios has -- for the time being, anyway -- wrapped up Dishonored, now that The Brigmore Witches DLC is out. The stealth-action title has done well enough to be considered a full franchise by publisher Bethesda and it...
Metal Gear Rising photo
Metal Gear Rising

Konami survey asks about potential sequel to Revengeance


What are we going to say? No?
Aug 02
// Jordan Devore
Not to get our hopes up too much, but Konami is currently hosting a survey about Metal Gear Rising: Revengeance that, after going through a bunch of highly specific questions, gauges interest in a follow-up game. You'd like o...
Tomb Raider photo
Tomb Raider

Upcoming Tomb Raider comic to 'lead directly' into sequel


The story continues next year
Jul 23
// Jordan Devore
Having only recently finished up my first and only Lara Croft adventure outside of Guardian of Light, it was heartbreaking to remember that at 3.4 million copies sold as of March, Tomb Raider didn't live up to publisher Squar...
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Jimquisition happens every Monday!
Must every new videogame become a sequel-spawning franchise? Is it through necessity, or simple avarice that mainstream game development makes it so? A little dash of jarnalizm, a spoonful of introspection, and two massive barrels of furious indignation bore to the core of this subject, in the only way Jimquisition knows how -- brutally. And without mercy.

The next great indies photo
The next great indies

Broken Age, Below, and more: The games of HORIZON


A parade of indies
Jun 20
// Liz Rugg
As previously discussed, Venus Patrol and MOCAtv's "alternative E3 event" HORIZON was pretty interesting both conceptually and in how it was executed. But what about the games?! That's why we're even here, right!? A few of the larger announcements to come out of the event have already been covered here at Dtoid, but what about those smaller, beautiful indie games HORIZON promised?
Guacamelee DLC photo
Guacamelee DLC

Drinkbox talks Guacamelee DLC, possibility of sequel


Chupacabracadabra!
May 31
// Darren Nakamura
Guacamelee! came as a bit of a surprise to me, as I generally don't enjoy brawlers, but the goofy charm and streamlined Metroidvania elements came together to be something genuinely special. Fortunately, the title did really ...
SMB2: The Movie Sequel photo
SMB2: The Movie Sequel

Mario movie has a pseudo-official comic sequel


Like Luigi said, "Nothing's impossible"
May 27
// Tony Ponce
The Super Mario Bros. movie 20th anniversary celebration continues! After holding a special midnight screening of the pleasantly schlock film, during which John Leguizamo delivered a special pre-recorded message to attendees,...
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Confirmed: Game sequel in development right now


Devolver Digital CFO spills the beans
May 14
// Jim Sterling
Today, Devolver Digital has confirmed that a sequel to a game you like is in development as we speak. This exciting news, delivered by CFO Fork Park via Twitter, could be taken as absolute confirmation that Shadow Hearts IV i...
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ZombiU sequel prototype in development


But survival horror NEVER SUCCEEDS EVER WAAAAH!
May 14
// Jim Sterling
Wii U launch title ZombiU may be getting a sequel, at least if Ubisoft's prototype version is deemed successful. Ubisoft Montpellier has an early version in the works, according to creative director Jean-Philippe Caro.  ...
Blood Dragon sequel? photo
Blood Dragon sequel?

Far Cry 3: Blood Dragon may get a sequel


Michael Biehn may have made a goof
May 06
// Chris Carter
Far Cry 3: Blood Dragon went from an April Fools joke, to sort-of-kind-of a thing, to a real release. It pretty much came out of nowhere and wowed gamers of all shapes and sizes, which naturally leads to the burning question ...
Hot-Blooded Tough Guy photo
Hot-Blooded Tough Guy

Japan to get its own River City Ransom 3DS sequel


Pompadours all up in this mother
May 04
// Tony Ponce
A fresh-faced dev called Combit Studios recently announced plans to do a proper River City Ransom sequel for Western audiences. If you happen to live in Japan, that news probably wasn't anything special, considering you get a...
River City Ransom 2 photo
River City Ransom 2

Deja vu! River City Ransom sequel coming next year


Indie dev Combit Studios is working closely with IP holder Million Co.
Apr 29
// Tony Ponce
A sequel to classic NES brawler River City Ransom? Hmmm... now where have I heard that before...? That's right! Back in 2011, a Japanese studio called Miracle Kidz was working on just such a project for PC and home console di...
Soul Sacrifice sequel? photo
Soul Sacrifice sequel?

Talks are ongoing for Soul Sacrifice sequel, says Inafune


It'll likely be for the Vita if plans move forward
Apr 25
// Jordan Devore
Speaking to IGN, Soul Sacrifice designer Keiji Inafune shared his interest in working on a sequel to the upcoming PlayStation Vita game, which shouldn't come up as much of a surprise. The same could be said of countless ...
Bulletstorm 2 photo
Bulletstorm 2

Bulletstorm sequel would have been 'a big risk'


Former People Can Fly boss talks Bulletstorm and Gears
Apr 23
// Jordan Devore
Speaking to Eurogamer, People Can Fly founder Adrian Chmielarz has expressed the Bulletstorm sequel that could have been, and why the studio moved on to Gears of War: Judgment instead of seeing the project through to com...
Assassin's Creed  photo
Or until everybody is already murdered
With the Assassin's Creed series getting new instalments annually, there are, perhaps, those who will grow tired of franchise -- if they haven't already. Since Assassin's Creed II, there's been a new title in the main series ...

Review: Cognition: An Erica Reed Thriller - Episode 2

Mar 26 // Fraser Brown
Cognition: An Erica Reed Thriller - The Wise Monkey (iOS, PC [Reviewed])Developer: Phoenix Online StudiosPublisher: Phoenix Online StudiosReleased: January 30, 2013MSRP: $9.99 ($29.99 for all episodes) Still reeling from her showdown in Boston's Old Meeting House, Erica is not given a moment of respite. Minutes after The Wise Monkey begins, her colleague and romantic interest, Sully, is brutalized and kidnapped right in front of her eyes, the latest victim of The Wise Monkey serial killer. While the many unanswered questions over her brother's murder and the events of the day before still fill Erica's mind, her main concern in The Wise Monkey is the rescue of Sully, and she has a new boss -- an intolerable man in an appalling pastel blue suit -- breathing down her neck. There's no timer counting down to Sully's demise, but the personal nature of the investigation, as well as the fact that it appears as if nobody else is doing anything about it gives agency to the adventure. It's quite a bit shorter than the previous episode, but it's also more focused. During much of The Hangman, Erica was dealing with the dramatic shift in her abilities, and there was a large amount of exposition -- this time it's all about taking down a serial killer. Erica's new boss, McAdams, is a bit of a shit, but he makes it clear that rescuing Sully should be a top priority for everyone. So, it's a tad strange that Erica has no back-up or aid whatsoever. In fact, the two times she needs help from the FBI, she has to break the rules, potentially losing her job, when she is pretty much ignored. Even her mentor and sometimes partner, John, is of absolutely no help. In fact, the fat, donut-gobbling fellow spends the entirety of the game sitting at his desk. It's an odd shift from the previous game, where Erica spends quite a bit of time working out the case with her colleagues, each time getting a new puzzle to solve in return for their assistance. Barely any of the characters established in The Hangman get more than one short bit of dialogue, actually. Erica's IT buddy doesn't even feature at all, his desk sitting empty with a sign saying "AFK." I found most of the characters to be two-dimensional at best, so I had hoped to see them fleshed out a bit more this time. I guess making them completely unimportant barring Rose, Erica's psychic mentor, and Cordellia, her comrade in misery -- and even they get only the smallest of roles -- is one way to solve that problem. The upside is that this forces Erica to be something of a lone hero, a role she handles with aplomb. Her dialogue and Raleigh Holmes's performance makes up for the lack of other interesting characters quite a bit, and Erica spends much of the game in a believably frustrated state. She clearly doesn't have time for bullshit, and when she's not getting angry at suspects, she's making sarcastic remarks about some of the idiots she has to deal with. A particularly memorable scene sees Erica interviewing the ex-roommate of a suspect, who unfortunately happens to be an irritating new-age forgetful ditz and tarot fan. A lot of the scene is played for laughs, and it may have felt tonally out of place in a thriller if it wasn't for Erica's obviously thinning patience, having to put up with this idiot when she has a friend to rescue.   One of The Wise Monkey's most obvious improvements are the puzzles, which I found hit or miss in the first episode. Erica's cognition abilities are far more prominent, and they make for the most intriguing head-scratchers. On top of the abilities she uses in The Hangman -- all of which return -- she gains a new power where she is able to see the past via interacting with multiple inventory objects. It's put to good use over the course of the game, and gives greater meaning to some of the items she picks up. Outside of the cognition puzzles, everything else is logical, though not without some degree of challenge. I confess I was stumped for a wee while a couple of times, and not due to unnecessary obfuscation. My only real complaint in regards to this aspect is the not-insubstantial amount of backtracking, with several puzzles running across multiple scenes, and some areas being used with quite a bit of frequency, leading to them outstaying their welcome. The case itself is a grisly investigation, with the victims' corpses being horribly desecrated, and one with far more compelling twists and turns than its predecessor's. Its climax will undoubtedly leave some unsatisfied, however, although I suspect it will be a matter of taste, as Cognition episodes seem to revel in cliffhangers and creating more questions.  Though The Wise Monkey is not all it could have been, it's a strong second episode. Much of it, however, felt almost like filler. The murder of Erica's brother and The Hangman case remain effectively untouched throughout most of this installment, and it does worry me that it has now set up even more mysteries while answering absolutely nothing. I don't doubt that it will all tie together somehow, but Cognition throws so few bones to the player that even the enjoyment of speculation is fruitless. 
Cognition episode 2 photo
A gruesome second outing
The coffee in Boston's FBI offices must be a really special kind of black sludge, capable of turning ordinary investigators into relentless machines. Or maybe Special Agent Erica Reed has just transcended the need for rest or...

Runescape 3 announced photo
Runescape 3 announced

Runescape 3 pops into existence this summer


And you won't even need a new account
Mar 23
// Fraser Brown
My first foray into the world of Runescape was a less than successful one. I was a wee bit lost, chopping wood and not really knowing what to do with it, when I asked a friendly looking chap for a bit of advice. He promptly ...

Preview: Anomaly 2

Mar 20 // Sterling Aiayla Lyons
The preview build that I got to look at featured the first handful of levels in the game, including three tutorial levels, the first three missions, and a prologue level. The absolute first thing that popped out at me was the production level that Anomaly 2 has over its predecessor. The menu feels slicker, the pre-mission dialogue is fully voiced, and even the in-game cutscenes are choreographed with a lot more flair. The prologue level opens up shortly after a helicopter crash, following the small surviving team as they try to recover data to a weapon that can help humanity reclaim Earth from the alien invaders that have conquered it after the events of the previous game. The level opens with a monologue setting the scene of the world's state. There also feels like there's more dialogue between units when the squad leader, controlled by the player, manages to link up with the other survivors of the crash. This opening level also introduced me to the big new mechanic that Anomaly 2 has. The units can now transform into a mech form on command, offering a greater emphasis on strategy and real-time reaction. The prologue introduces the first new unit, the Assault Hound, which has a Gatling Gun that fires faster the longer it keeps attacking. When the squad encounters aliens held up on both sides of a narrow canyon, this unit turns into a flamethrower-wielding Hell Hound. While the concept of a rate of fire that increases over time is retained, this form is more capable of attacking on both sides of itself at the expense of range. The three tutorial missions reintroduce the two staple gameplay mechanics from the previous game. At any time, the player can hit a button, or scroll back on a mouse scroll wheel, to zoom out to a tactical view to alter the planned route through a level. This functions pretty much identically to how it did before, right down to the interface. The other returning mechanic is the ability to arrange the layout of your squad, which once again functions almost identically. There are small changes, primarily with the squad interface, to allow you to transform units from the menu as well as selling, buying, and upgrading them. Upgrading a unit will enhance both forms of it, so there's no need to worry about paying twice per unit for a single level of upgrade. The presentation of the tutorials are really phenomenal as well. They take place in a virtual reality simulator in a truck of a moving convoy, as they head on a mission to infiltrate New York City and rescue a trapped scientist. Because of the hostile nature of the world, there are a lot of scenes during the tutorial where the simulator almost gets destroyed when the convoy is assaulted. The "graphics" glitch out, with sound and communication stuttering during these moments, and it helps add weight to the sequence. After the third tutorial, you're given free reign outside of the simulator as you push towards the building the scientist is trapped in. A hint of this can be seen in the prologue mission, but the alien dominance is really shown in the level design. Though the recognizable buildings of a city like New York are shown, they're all run down, and dilapidated, covered in the snows of what looks like a perpetual winter. All across the levels are alien structures, much resembling metallic roots, or tendrils, sticking out of the ground, and pulsating as if collecting energy or something else. The world feels more than just war-torn. It really feels beaten, and the units of your squad absolutely feel like they're the last ones fighting in the world. Of course, presentation is one thing, gameplay is another, and the gameplay here feels just as solid as in the previous games. Strategically planning a good route, managing skilled use of commander abilities, and squad arrangement are all still very important to victory as well as earning a good score. Since there are more real-time elements available, players can indulge in a faster-paced game if they feel like it. If not, any of the real-time elements can also be accessed through some way that also pauses the game, and allows time to think about the strategy. The levels also feel more dynamic than I remember from the first Anomaly. New aliens burst forth from the ground in the middle of missions and at times, force a last moment re-planning of my route through a level, or other times, require me to transform my units suddenly. I'm sure that most of this is scripted for when your units pass certain points in the level, but the effect is still cool. It's hard to say how "deep" this aspect will be in the full game, however. From the mission selection map, it looks like the game may encompass a global scale. At the very least, it seems as if the game will span across the continental United States, and possibly some areas to the south. Hopefully, this remains true, and the single-player manages to have a nice chunk of content and a lot of levels to go through. If all else fails, the multiple difficulty levels will add replay value, especially with the scoring system. Anomaly 2 is slated for release sometime later this year, and it's a game I recommend you keep an eye out for.
Anamoly 2 preview photo
Anomalize harder!
Anomaly: Warzone Earth had one of those experimental ideas -- controlling the troops that rush past towers rather than the defensive structures themselves -- that turned out to be really cool in practice. I don't know for cer...

PaRappa the Rapper photo
PaRappa the Rapper

Voice of PaRappa the Rapper petitions for a sequel


WE GOTTA BELIEVE!
Mar 08
// Tony Ponce
PaRappa the Rapper needs the world, and the world needs PaRappa the Rapper. A piddling two games is not enough for the floppy-eared dog, and no one feels that more strongly than the man behind the dog: Dred Foxx. Foxx recentl...
Zombie Tycoon 2 photo
Zombie Tycoon 2

Prepare for zombie war in Zombie Tycoon 2


Will the student finally become the master?
Mar 06
// Raz Rauf
Back in 2009, the small Canada-based Frima Studio developed a quirky little title named Zombie Tycoon where you assumed the role of mad scientist Brainhov and undertook his quest to rule the world with formula Z-fueled zombi...
The Blackwell Epiphany photo
The Blackwell Epiphany

The Blackwell Epiphany is set to answer questions


And will be the darkest game in the series
Feb 22
// Fraser Brown
The Blackwell series of adventure games have been going on since 2006, with Dave Gilbert and Wadjet Eye Games developing five spectral detective romps featuring writer Rosa Blackwell and her ghostly buddy, Joe. Well, four wit...
Metal Gear spin-offs photo
Metal Gear spin-offs

More Metal Gear spin-offs may be on the way


Straight from Kojima's mouth
Feb 22
// Chris Carter
Are you ready for more games based in the Metal Gear universe? VG247 recently spoke to franchise father Hideo Kojima, who confirmed that more Metal Gear spin-offs may be coming. In regards to the prospect of more spin-offs, K...
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Batman: Arkham 3 is due for release in 2013 [Update]


Arkhaaaaaaaaw MAH GAWD!
Feb 12
// Jim Sterling
[Update: According to the rumor mill, Rocksteady won't be involved in this one. According to my Twitter feed of random people saying random things, the less-spectacular Spark Unlimited may take the helm. Hmmmm.] Warner Bros. ...
Curious domains spotted photo
Curious domains spotted

New Legacy of Kain and Wolfenstein domains registered


Vae Victus! Mein Leben!
Feb 11
// Jason Cabral
Thanks to the secret ninja teams of CSC Corporate Domains, we now know that Square Enix has registered a domain linking to a possible new entry in the Legacy of Kain series. The domain in question, WarForNosgoth.com, makes di...
Dreamfall Chapters photo
Dreamfall Chapters

Dreamfall Chapters appears on Kickstarter


It's already half-way to its goal
Feb 09
// Fraser Brown
Dreamfall Chapters was revealed by Ragnar Tørnquist late last year, to the delight of everyone that had been driven mad by Dreamfall: The Longest Journey's unsatisfying cliffhanger ending after it was released sev...

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