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Dark Souls III confirmed for early 2016

Jun 15 // Jordan Devore
(Cool box art, Namco.)
Dark Souls III photo
Rise from your grave!
The leaks killed the surprise, but I'm still into it -- Dark Souls III is coming early next year to PC, PS, and Xbox One. "Hidetaka Miyazaki and his team" are on the project, according to Bandai Namco. A pre-rendered video p...

Rock Band 4 is doing a new fun thing you wouldn't expect

Jun 15 // Brett Makedonski
Between those dueling stages was an innocuous, decidedly less interesting room. But, what it lacked in flair, it made up for in substance. Some posted up nearby talking Filipino politics, but those who ventured inside found the biggest change to Rock Band in years. Guitar solos aren't what they used to be. Trepidation was abound. Shredding in Rock Band is such a staple. Now it's different. Accuracy has been replaced with creativity. I couldn't help but think that's a musician's move right there. I also couldn't help but be a little dejected that there's less skill involved with the instrument that I spent the most time trying to perfect. Down the hall, Pearl Jam's "Alive" started playing, and Eric Pope couldn't hide his disdain. I thought about firing it up to figure out how these new solos worked. I refrained and chose "Cult of Personality." In everyone else's hands, this is a plastic guitar; in my hands, it's a pipebomb. Things didn't pan out quite as I wanted. Rather than rhythmically dissecting the song until the solo hit, I was met with five minutes of solo. That's a dev mode thing -- perks of the preview event. I guess that's adequate time to figure out the ins and outs of the new format. I was mostly right, but not entirely. [embed]293727:59016:0[/embed] A small group had formed after a few minutes. Someone made a comment about the five buttons on a Rock Band guitar. The timing couldn't have been more perfect. A Harmonix representative sprung into action to correct the misstatement and pitch the Freestyle Solos -- a system that reminded everyone there are ten buttons on these axes. Intricate notes have been left by the wayside for colorful patterns. Blue means to play in first position (normal notes); orange indicates you need to slide up the neck and play on those five forgotten-about buttons. An algorithm decides exactly what gets played, whether it be sustains, eighth notes, sixteenth notes, or just wildly tapping without any strumming. One of the patterns mandates you just play anything. Make noise, anything works. While it sounds somewhat insane, it mostly works. The solos come together in a way that's satisfying -- as if you were actually playing the solo. However, substituting that for nailing a classic solo isn't a trade-off that I necessarily appreciated. It just feels like maybe it's a bit too easy now. That's not the only concern. Harmonix has made a point of framing Rock Band 4 as a party game that anyone can pick up and play. But, I saw many of my peers struggling to integrate the solos into the gameplay they already knew. When I asked the devs how long they expected it'd take for casual players to grasp Freestyle Solos, they thought it'd go pretty quick. I estimate it'll take slightly longer than very casual players want to commit. In that event, the mode can be turned off, which seems like a less than optimal solution. For those who have the patience to learn it but aren't dedicated enough to excel at the old solos, Freestyle may be a fine compromise. Wailing on those solos makes you feel really good even when you're performing a relatively simple task. It makes for a nice little illusion for anyone who doesn't want to look past it. 
Rock Band preview photo
'Play Freestyle!'
Everywhere I looked, my peers seemed to be having fun. Mere minutes before, everyone couldn't stop talking about how cold that Santa Monica rooftop was. It was the opposite of fun. Now, that had melted away, a distant memory ...

Xbox One photo
Natively playable on Xbox One
Phil Spencer just dropped a bombshell at Microsoft's E3 presser. Xbox One will be backwards compatible with Xbox 360 games. By this holiday, 100 titles you've already purchased will be playable on Xbox One. Microsoft used Mas...

The Walking Dead photo
A mini-series
During today's E3 YouTube stream, Telltale Games announced The Walking Dead: Michonne. It's a three-episode mini-series starring the titular character from the comic/TV show, and will explain what she was up to after being mi...

Nindies@Home photo
Starting today you can download these
Nintendo has just announced a new intiiative to cater to indie games called Nindies@Home. The basic idea is dead simple -- starting right now until the oddly specific 8:59 AM PST on June 22, you can download demos for select ...

Fallout 4 photo
You can play Donkey Kong on your Pip-Boy
Tonight at Bethesda's E3 2015 press conference, game director Todd Howard demonstrated Fallout 4, which begins before the bombs fell. The character creator takes place in a mirror and adjustments happen in real time. And, yes...

Doom at E3 photo
IDDQD
[Update: watch the trailer here!] Bethesda showed off its first footage for the new Doom today at its inaugural E3 conference in Los Angeles. Executive Producer Marty Stratton took the stage, stating that Doom ...

Roy's not quite our same boy in the new Super Smash Bros.

Jun 14 // Chris Carter
First off, it has to be said that Roy is even less similar to his Fire Emblem brethren in this game. He wields his sword backwards, which provides him with a unique set of animations, as well as different hitboxes for his attacks. Roy is a much more close-combat oriented fighter than Marth or Lucina, with nearly all of his attacks, including his neutral-B charge move, sporting a smaller distance. There's no tipping here -- Roy does most of his damage up close with the hilt, and feels completely different right off the bat. In addition to his neutral charge he also has his patented upwards slash, counter, and forward/backward sword combo. Don't dismiss him as a clone though, as all of these moves have different timings and animations to get used to. Take his Up-B -- it's a tad slower, but it hits multiple times, so you don't have to worry about executing it perfectly. Everything else is best used close-up, due to the lack of a tip-damage bonus. As a general rule, Roy is also speedier, so you won't be able to acclimate as a Marth or Lucina main immediately without getting a feel for how he moves. Oh, and his grabs are much better at setting up combos. Out of all of the Fire Emblem characters in the game, he likely has the most depth. While Ryu is a sexier brand new addition and Lucas is a fan favorite, I think Roy will end up being the best part of this DLC drop today as more veterans get their hands on them. Out of all three, he's my personal favorite. In fact, he really puts Lucina in an odd spot, as she feels less relevant when compared to both Marth and Roy's uniqueness. Yep, the crowd still chants "Roy's our boy" -- amazing.
Roy Smash photo
He's changed for the better
When playing Super Smash Bros. Melee, I always tended to side with Marth. I dug his aesthetic, his animations, and his moveset over Roy. But with the release of his DLC incarnation in the new Super Smash Bros., Roy is now my boy.

Lucas goes big and goes home in Super Smash Bros. 4

Jun 14 // Jonathan Holmes
First, the cosmetic changes. Lucas now has alt shirts that feature his dog Boney, a baby drago, and even Mother 3 antagonist The Masked Man. Again, if you've played Mother 3, that will all mean a lot more to you. I don't want to spoil anything, but I think it's fair to say that seeing Lucas in that last shirt is a lot like seeing Luke Skywalker lounging around in a Darth Vader bath robe. It cool, but also a little creepy if you think about it for too long.  As for how Lucas plays, he seems to have all the same basic moves that he had in Brawl, but many have seen drastic changes. PK Magnet, his down B, is now much bigger, comes out a lot faster, does more damage, and can heal Lucas a lot more than before. Absorbing a fireball from Mario heals Lucas by about 12% now. It looks like he can only heal a total of 30% damage or so per stock, but more than that might be bordering on over powered, especially in light of how much more deadly this attack is as an offensive maneuver. Lucas's up smash also seems to have a larger hit box than it used to, traveling farther up and out than before. It's hard to say if that's just how it looks though, as Smash 4 is much more flashy than Brawl in general. We're also hearing that his rope snake throw/tether has longer reach than it used to, though he can't seem to use it to grab opponents in the air. It also looks like he can't combo for as many hits with his neutral air.  So that's a little about how Lucas looks in Smash Bros. 4. PK Magnet seems to have gotten the biggest buff in his arsenal so far, and the rest of his moves seem solid enough to keep him competitive. Sadly, he's already been banned from EVO, so we won't see how tournament level players handle him there, but I'm sure it won't be long before some professional Smash 4 player shows us more of what Lucas has to offer. 
Smash Bros. photo
It's hard out there for a PK imp
Lucas is one of those characters that people will play no matter how good or bad he is in a given Smash Bros. game. Mother/Earthbound fans are like that. Just look at the comments in the announcement post for Earthbound Begin...

Ryu is gunning for top tier in the new Super Smash Bros.

Jun 14 // Patrick Hancock
First, let's discuss Ryu's stage, Suzaku Castle. In short: it's wonderful and weird. The music is great and speeds up when things are getting down to the wire. The default mode will definitely not be tournament-legal, since it has a walk-off on the right side. For general entertaining play, however, it's superb. Strategies will change depending on the side the fight is happening on, and since there's a lot of open space on the left side, you can expect some serious ledge play at times. There are two platforms on the left, one on top and one on the bottom. The top one has no grabbable ledges, but the bottom one does. The ledges on the bottom platform are a bit wonky, as characters who come up towards the center of the platform will snap to a ledge that seems way too far to snap to. Players will also only snap in the way they are facing, it seems. Here's a GIF to demonstrate what I mean: As for the character, the first thing I did was take Ryu into the Training mode. He's got at least twice as many attacks as a standard character, and I need to know what they are and how they act before I go into a match. From here on out, I will refer to his light attacks as the attacks executing by tapping the button, and heavy attacks as the ones where the player has to hold the attack button. There's apparently a medium somewhere in the middle, but I'll be damned if I can pull it off intentionally. Holding the attack button doesn't even feel like truly "holding" it. I was worried that having to hold down a button for an attack would feel weird, but it is still very quickly executed. Now I'm worried that I'll "hold" the attack button for too long when I want to do a light attack! You really have to consciously tap the button to execute a light attack. In general, heavy attacks are the ones that come out for me when I'm not thinking. Ryu is definitely a thinking-man's character. Throwing out attacks isn't going to cut it. In each scenario, players must think "okay, light or heavy?" and then execute properly.  Let's start with the special moves. Hadoukens are a great way to cover an approach or force the opponent to make a move. You can not spam Hadoukens, as there can only be one out at a time. The Shakunetsu Hadouken can be activated by performing a half-circle forward motion and an attack button. This Hadouken is slightly stronger than holding the special button down (8% compared to 7%) and will carry the opponent with them over 5 hits. It's great for edge guarding since it takes the enemy for a ride. Shoryuken is a great recovery move and can be a kill move at high percents. It kills Mario at around 105% with no Rage, for example. Personally, this is my go-to kill move in combos, but I'll speak more on that later. Also, it's possible to input down-forward twice to execute this move, instead of doing the normal Dragon Punch motion of forward, down, down-forward. [embed]293924:58985:0[/embed] The Hurricane Kick, despite being called "hugely destructive" by Sakurai, is rather lackluster as an attack. It does less damage (9% if inputting the command) if the opponent is very close to Ryu, and more damage if they are hit during the spinning phase (13%). It pushes the enemy vertically, and doesn't kill Mario until around 130%, and that's with no Directional Influence. As a recovery move, however, the move is wonderful. Ryu can act after it, allowing him to Tatsumaki to gain horizontal ground, and then Shoryuken to go vertically. Finally, his Focus Attack. This is easily the most interesting special move Ryu has. While charging it Ryu has one hit of super armor. While charging, Ryu will flash twice, once for each increasing level. If the player hits the opponent before it flashes once, the opponent will be knocked back. If he hits them after it,  they go into a crumple state, just like Street Fighter IV. The second flash happens a split second before it is fully charged, which means it's a level 3 Focus Attack, which leads to a longer crumple. Also, if released in level 1 or 2, the Focus Attack will be absorbed by shields. Releasing a fully charged Focus Attack will still crumple a shielding opponent. Most importantly, Ryu can dash-cancel the focus attack while charging or after a hit. If an uncharged Focus Attack hits a shield, Ryu can also dash-cancel the lag. In Street Fighter IV, this was known as an "FADC," or Focus Attack Dash Cancel. This allows a guaranteed hit on crumpled opponents. It's super satisfying to pull off a FADC into a kill move like Shoryuken. It's also a good psych-out move to dash-cancel a charging Focus Attack, similar to how Sonic can cancel his Spin Dash. It's important to note that when inputting a Street Fighter command to perform a special move, it must be done in the direction Ryu is facing. If you wanted to do a Shakunetsu Hadouken backwards, for example, it would instead register as a Tatsumaki (quarter-circle back). It is not pleasant when you're expecting one move to come out and get another, so keep this in mind! Ryu's normals are incredibly varied thanks to his unique ability to have TWO OF EVERY TILT. Some of the more useful ones I've been using are his strong forward-tilt, Collarbone Breaker. It does not completely destroy a fresh shield, but it comes very close to doing so. His heavy up-tilt is also very useful and does 12%. Other than that, I've been using both version of his down-tilt a whole lot. The reason I use his down-tilt is because it can be cancelled into any of his special moves on hit. This is my go-to setup after a successful crumple, as well. Basically, I look for opportunities to FADC into a heavy down-tilt which I cancel into a Shoryuken. In case you forgot, I'm still talking about Super Smash Bros. here. As for some other notable moves: His forward smash is incredibly powerful (22% fully charged) and moves him forward, making it have a deceptively long range. His down air spikes, but only if Ryu is close to the opponent when it connects. His up smash and up air are good at keeping opponents airborne, but have short ranges. Literally all of his special moves help with his recovery. Both his Focus Attack and Hadouken give him a little vertical boost, so use them to surprise an opponent while recovering! So, what's Ryu's weakness? Well, other than the fact that players may flub inputs from time to time, I would say Ryu's biggest downside is his throw game. None of his throws are kill throws, and they don't seem to lead into any combo opportunities. Regardless, I think Ryu is going to be a very viable fighter at a higher level of play, and is a blast to experiment with no matter how good you are at the game. Also, always play as the pink Ryu to pretend like you're Dan Hibiki.
Ryu Smash Impressions photo
Watch as I Tastumaki to my death
Remember the first time you went online with Street Fighter IV with your favorite character, Hakan, and fought about 100 Ryus in a week? And they all spammed Hadoukens and always woke up with a Shoryuken? Wouldn't you like to...

What I want from Fallout 4

Jun 13 // Nic Rowen
Better stealth I'm going to take for granted that better gunplay is a given for Fallout 4. The awkward, inaccurate shooting of Fallout 3 was probably the most common complaint about it, and New Vegas' attempt to address it with a janky iron-sights system was so rough and amateurish that it felt like a hacked together mod. Fallout 4 will obviously have to do better in the guns-and-ammo category, so I'm not going to waste my breath begging for it. What I will beg for though, is better stealth design. Some of the best moments in Bethesda's games have emerged from the shadows. The Thieves Guild and Dark Brotherhood had the best quests in Oblivion and Skyrim, encouraging many players to roll up at least one sneaky character. I know I personally spent a huge chunk of my time in Fallout 3 trying to skulk through super-mutant camps, silently seeding the area with mines and booby traps before pulling down on some mutant and watching the chaos pop off as his buddies came running. When done well, the tension and power dynamics of stealth can provide some of the best gameplay around. Bethesda seems to know this. It includes so many quests and options in its games that encourage you to be a sneaky little jerk. So why does sneaking around feel like some after-thought, Scooby Doo bullshit? The old "crouch down and watch an icon that tells you if a raider can see you or not" routine isn't going to cut it anymore. Stealth should be more than a factor of your sneak stat and a matter of breaking line of sight. I'm really not interested in another stealth experience that allows enemies to pick you off from 50 yards away in the dark like you were holding a road flare if your sneak skill is low, or let you squat down straight in front of their shins like you're the Invisible Man if the skill is pushing 90 and above. Make stealth active, give us something to do to make us feel sneaky. Instead of making the Sneak skill and active camouflage gear the end-all-be-all of stealth, how about throwing in some active abilities to let us dynamically manipulate the enemy? They don't have to be complicated. Take a page from the Far Cry games and give players with a moderate skill investment in stealth the ability to throw a distracting rock or bullet casing to draw enemies away. Make some cubbyholes or hiding spots that only intermediate ninjas can use. Let Sneak-Kings focus down like Joel from The Last Of Us and get some "I'm super good at hearing" ghetto-SONAR ability. I'm not asking for Metal Gear Fallout: Sons of the Atom Bomb or anything here. I understand that in a game as big and complex as the Fallout games have been, you can't layer on every little system and nuance you'd like (that's what paid mods are for, am I right folks?) but I'd like to see something to make crawling around in the shadows fresh for Fallout 4. More skill checks please, but keep them quiet One of the things I love, love, LOVED about New Vegas was its focus on non-combat skills. Reaching back to the original Fallout, New Vegas went out of its way to incorporate skills like barter, repair, and science outside of their obvious (and boringly pragmatic) purposes way more than Fallout 3 did. This is without a doubt the right direction to move in and I would love to see Fallout 4 double down on the idea. I love this idea because it makes each character feel unique. My tech obsessed teenaged hacker had a much different experience in the Mojave Wasteland than my cannibalistic night stalker. Not just because she preferred to melt her worries away with a stream of molten plasma while he would literally cut to the heart of a problem; they moved through the world differently, physically and socially. She would hack into systems, open doors, appropriate security drones, all that good, typically sneaky stuff. But she was also able to use her skills as a currency, occasionally repairing broken gear or fixing otherwise unsolvable problems for people in the Wasteland. She fell in with the equally tech obsessed Brotherhood of Steel and it felt natural. My cannibal used his detailed knowledge of anatomy to occasionally work as a makeshift surgeon, appearing as a wolf in sheep's clothing to the unaware, and was invited into a cabal of secret people eaters. Each of them had opportunities and moments that were totally unique and exclusive from each other and that's amazing. That's exactly what Fallout should be about. I just don't want to know about it up front. I would love a little more subtlety and mystery when it comes to skill checks in Fallout 4. As I loved how New Vegas worked, I couldn't help but find the giant, full caps skill messages jarring. Nothing quite reminds you "oh yeah, you're playing a videogame" like a big old block of mechanical text that says something like [MEDICINE 60 REQUIRED]. Fold skill checks into the game more organically. If a player doesn't have the skill required to pull something off, don't show the option. Or, maybe show the option, but don't promise success. Let Prof. Goofus with his measly 15 points invested in repair set off a bomb when he tries to defuse it. Let someone who thinks they're a smooth talker chat their way into a slaver's pen. I know some people may prefer to know their options up front and the stats they should shoot for, but I'm a big believer in surprises and trusting the player to figure things out. Besides, if you really want to know the stat requirements for every interaction, there are always wikis and FAQs.   I can't believe I'm saying this, but maybe make it a little darker? Okay, hold on. Don't go branding me with the mark of #Darksiders2 just yet. I'm not asking for Fallout 40K edition here and I'm not saying I want some grim and dirty "realistic" depiction of a blasted out radioactive wasteland, because realism wouldn't do the game many favors. All I want to see is Bethesda even out the tone. Make the normal world a little darker and saner so the black humor and absurd moments can pop in contrast. I love the line Fallout walks, that razors edge between unimaginable despair and corny '50s sci-fi pulp. It's a difficult balance to find and while I think both Fallout 3 and New Vegas did a decent job at it, I think they could have done better. I think the problem is that neither game is willing to let you get your feet under you before piling up the silly stuff. Fallout 3 starts in a Vault isolated from the realities of the world, so I'm willing to put up with the greaser shenanigans of the Tunnel Snakes. But then the first town you come across in the real world, Megaton, is full of equally goofy shit and ridiculous people. You go from one silly place to another without a big change in tone when the game could have set you up for a gut punch by showing you a very zany life in the Vault and then plunging you into the harshness of the wastes. New Vegas starts its story by introducing you to Victor, a robotic cowboy with a TV in his chest and machine guns in his arms like a very well armed Teletubby. Again, don't get me wrong, I love the idea of a robot cowboy, but couldn't we wait five dang minutes to establish the stakes and condition of this post-apocalyptic world before saddling up on the wacky horse? When you come across a crashed alien saucer, find a settlement of pacifist super-mutants, or liberate a slave mine with Lincoln's very own rifle, it should be a hell of a moment, not business as usual in the wastes. Fallout 3 and New Vegas come at you with the bizarre and ludicrous so hard and so often that it runs the risk of losing its impact and blurring together. I'd like to see Fallout 4 avoid that if possible. Don't get rid of the black humor and ridiculous moments, just space them out a little more, or make the average day in the wastes a little more grounded so they can stand out better. Going by the very sombre trailer we've seen, I may just get my wish on this one. How about you? What are you looking forward to in Fallout 4? What kind of perks do you want to see? What kind of companions? How much are you hoping all these rumors about a voiced protagonist and a very focused main-plot with a mandatory male character are black and filthy lies? I know I am! Hopefully we'll find out more at Bethesda's big event tomorrow. Then we can either sing the praises or count our dead.
Fallout 4 wishlist photo
We'll find out soon enough
I'm a huge Fallout nerd. I can wax poetic about the Fallout games and how much they mean to me all day (I've done it before), so to say I'm looking forward to what Bethesda does with Fallout 4 is a little bit of an understatement. I do have some requests though. A wish list of things I would personally like to see in the next installment.  

E3 Predictions: Cards Against Humanity Edition

Jun 13 // Ben Davis
1. Sony announces a new indie game about ___. Options:- A bland military shooter (Seems likely, but maybe not as an indie title.)- A tender bromance (D'aww!)- Looking for D Winner: Sony announces a new indie game about "a tender bromance."   2. Nintendo's next wave of amiibo will include ___ and ___. Options:- A classy lady + A sexist remark (It's possible these will both involve the same amiibo.)- Tripping in Super Smash Bros. + Zippers on everything- Anita Sarkeesian + Crying children (Uh oh.) Winner: Nintendo's next wave of amiibo will include "a classy lady" and "a sexist remark."   3. Surprising no one, Microsoft will announce ___. Options:- Uncomfortable silence (...)- Exactly what you'd expect- No items, Fox only, Final Destination (Typical Microsoft.) Winner: Surprising no one, Microsoft will announce "uncomfortable silence."   4. Nintendo reveals that Link will actually be ___ in the upcoming Zelda game. Options:- Bubsy the Bobcat (Please, no!)- An original idea for once- Something nobody asked for (What could it be?) Winner: Nintendo reveals that Link will actually be "something nobody asked for" in the upcoming Zelda game. 5. Nintendo declares 2016 as the Year of ___. Options:- Dem Titties (Typical Nintendo.)- Filthy Casuals (Sorry, hardcore gamers! Maybe next time.)- Microtransactions Winner: Nintendo declares 2016 as the Year of "Filthy Casuals."   6. In the new Tomb Raider, Lara Croft must navigate a harsh winter environment armed only with ___. Options:- DLC (They're charging for weapons now.)- A box of wine- A noticeable bulge (Or rather, two noticeable bulges...) Winner: In the new Tomb Raider, Lara Croft must navigate a harsh winter environment armed only with "a noticeable bulge."   7. Capcom will release a new Mega Man game, but only if enough fans pay for ___ first. Options:- Pissing on the corpse of a beloved franchise (Poor Mega Man...)- Dante's new hairstyle (Hahaha.)- Butt stuff Winner: Capcom will release a new Mega Man game, but only if enough fans pay for "pissing on the corpse of a beloved franchise" first.   8. Kojima and Del Toro are back together to work on a new game titled ___. Options:- A Kickstarter Campaign (With a cryptic teaser titled KC.)- A Ham Sandwich (You heard it here first, folks!)- Hideo Kojima (Well, he does like inserting his name into his games.) Winner: Kojima and Del Toro are back together to work on a new game titled "A Ham Sandwich." 9. Someone will take the stage wearing a shirt depicting ___. Options:- Quick-time events (Press X to take off shirt!)- Feminist propaganda- Batman's nipples (I'm sure there is an actual shirt like this.) Winner: Someone will take the stage wearing a shirt depicting "Batman's nipples."   10. The next Assassin's Creed will allow you to play as either ___ or ___. Options:- Kratos, the God of War + Nothing at all (Wait, Kratos is part of the Assassin's Creed universe now?)- A dildo bat + The girls from Dead or Alive (At least you can play as a female.)- A sausage fest + Beating a dead horse (It's always a sausage fest.) Winner: The next Assassin's Creed will allow you to play as either "Kratos, the God of War" or "nothing at all."   11. Fallout 4 will be set in a post-apocalyptic world ravaged by ___. Options:- Hardcore gamers (So, PvP then?)- A female protagonist (Way to ruin the game, Bethesda!)- A blasian Winner: Fallout 4 will be set in a post-apocalyptic world ravaged by "a female protagonist."   12. In the next Kirby game, Kirby will be made out of ___. Options:- Ebola- 1,000 rat corpses (Good lord.)- Reggie Fils-Aime's body (His body is ready... to swallow everything!) Winner: In the next Kirby game, Kirby will be made out of "Reggie Fils-Aime's body." 13. Instead of announcing Half-Life 3, Valve will announce ___. Options:- A new Mario game (Imminent lawsuit?)- Angry Birds (Geez Valve, get your own ideas!)- A box of kittens (We're sorry about Half-Life 3, here's some adorable kittens!) Winner: Instead of announcing Half-Life 3, Valve will announce "a new Mario game."   14. Mother 3 will finally be released outside of Japan, but it will now feature ___. Options:- The Kinect (How could this happen?!)- Obscene Miiverse posts (Well, yeah, probably.)- A dancing game (You know what? I totally want this now!) Winner: Mother 3 will finally be released outside of Japan, but it will now feature "obscene Miiverse posts."   15. In an unexpected turn of events, a Nintendo representative will remove Toad's hat to reveal ___. Options:- Crash Bandicoot- Barack Obama- A boner (So that's how Toads reproduce...) Winner: In an unexpected turn of events, a Nintendo representative will remove Toad's hat to reveal "a boner."   16. The Last Guardian is still coming, but will star ___ and ___ instead of a boy and his dogbird. Options:- An unarmed black kid + Corgi butts (Still a boy and a dog, but with more social commentary.)- A straight white guy + Booth babes (Noooo!)- Gardevoir + Llamas Winner: The Last Guardian is still coming, but will star "an unarmed black kid" and "corgi butts" instead of a boy and his dogbird.   17. Konami announces a new series of mobile games featuring ___. Options:- Social justice warriors (Someone already made that game, Konami.)- A nip slip- Solid Snake's perfect ass (Yessss!) Winner: Konami announces a new series of mobile games featuring "Solid Snake's perfect ass." 18. Shigeru Miyamoto will appear accompanied by ___. Options:- A racist old woman- A swift death (Oh no!)- A kid becoming a squid (You're a kid now, you're a squid now.) Winner: Shigeru Miyamoto will appear accompanied by "a kid becoming a squid."   19. Microsoft announces a new IP about ___. Options:- The guy from Hatred (Lots of stolen ideas going on at E3 this year.)- The end of video games (Goddammit, Microsoft!)- A cinematic experience (Well duh.) Winner: Microsoft announces a new IP about "a cinematic experience."   20. Microsoft will not stop talking about ___. Options:- Japanese schoolgirls (Creepy...)- A gigantic penis made out of LEGOs- Sports (Again, duh.) Winner: Microsoft will not stop talking about "sports."   21. What will be the most exciting announcement to come out of E3? Options:- A mayonnaise-related incident (I'm intrigued.)- Gamergate- The Citizen Kane of video games (It's finally coming!) Winner: What will be the most exciting announcement to come out of E3? "The Citizen Kane of video games." 22. What will be the most awkward thing at E3 this year? Options:- The f-bomb (But who's gonna drop it?)- A spontaneous rap battle- Body odor (Probably true for most gaming conventions.) Winner: What will be the most awkward thing at E3 this year? "Body odor."   23. Sony announces that ___ will finally be coming to Vita. Options:- Meat (And what do you know, Super Meat Boy was just recently announced for Vita!)- Full frontal nudity (Finally!)- MOBAs Winner: Sony announces that "meat" will finally be coming to Vita.   24. A new game coming to Oculus Rift will allow players to experience ___ in virtual reality. Options:- Mario's mustache (It's just so glorious!)- Teabagging (Well, some people are into that.)- Eating an entire bag of Doritos (Welcome to the wonderful world of virtual reality, folks!) Winner: A new game coming to Oculus Rift will allow players to experience "eating an entire bag of Doritos" in virtual reality. 25. In Dark Souls III, players recover by resting in front of ___ instead of bonfires. Options:- A single tear (I'm sure players will be shedding a single tear while resting.)- A clown on fire (Do we have to kill the clown first?)- Lara Croft's cup size Winner: In Dark Souls 3, players recover by resting in front of "a clown on fire" instead of bonfires.   26. What is the last thing you expect to see at E3? Options:- An immersive experience (Zing!)- A live shark- An unexpected amount of blood (We expected some blood, but not THAT much.) Winner: What is the last thing you expect to see at E3? "An immersive experience."   27. Microsoft is pleased to announce ___: The Movie. Options:- Peter Molyneux (It will be a life-changing experience!)- Bronies (I'm pretty sure this is already a movie.)- Product Placement (Unsurprising.) Winner: Microsoft is pleased to announce "Product Placement": The Movie.   28. Square Enix announces Final Fantasy XIII: ___ Edition. Options:- A nerdgasm (That certainly sounds exciting.)- Just the tip- Anime hairstyles (Isn't that every Final Fantasy?) Winner: Square Enix announces Final Fantasy XIII: "Nerdgasm" Edition.   29. ___ will be announced as an HD remaster. Options:- Caitlyn Jenner (Haha, this answer was too perfect! It wasn't my turn to judge, though.)- Yet another game about the zombie apocalypse (This is very likely.)- Two dudes making out hardcore (I wouldn't mind playing that game in glorious HD!) Winner: "Two dudes making out hardcore" will be announced as an HD remaster.   30. No Man's Sky will feature a planet inhabited by ___ and ___. Options:- 1080p/60fps + Utter failure (Hahaha! Well, at least Hello Games tried!)- Shigeru Miyamoto's darkest secrets + Bad Box Art Mega Man (You mean that was Miyamoto's idea all along? Who knew?)- Muscle bears + Unimaginable happiness (I want to live on that planet!) Winner: No Man's Sky will feature a planet inhabited by "muscle bears" and "unimaginable happiness." Unused white cards (meaning these things will definitely NOT appear at E3 this year): - A death ray- A bag full of spiders- The creature from The Last Guardian (Did someone lie to us?)- Slipping on a banana peel- Battletoads (Oh well.)- Flesh-eating bacteria- Lots and lots of money (Uh oh, no money at E3?)- Wasted potential (The irony of this card not being played...)- Rock-hard abs- The best thing ever (Well, that's sad...)- Maniacal laughter- Pure evil- Soccer moms- Waluigi (C'mon Nintendo, give the people what they want!)- Samus Aran (No more Metroid yet. Sorry, Zack!)- A fight to the death (Well at least no one dies.)- Powerful thighs
E3 Predictions photo
Expo Against Humanity!
[Update: Added video of Laura Kate and the Dtoid UK crew playing their version of the game.] E3 2015 is just around the corner, and there's no better way to pass the time than by trying to predict what this year's expo has in...

Obscure Video Games: The Aka-Champion

Jun 13 // Obscure Video Games
The snowboard slap-fighting in my GIF above is just one way to brutalize your babies. Some more examples are: electrified jump rope vicious polar bears skydiving "accidents" giant killer snowballs And that's just the tip of the iceberg. There's a ton of dangerous mini-games here, and they're divided into summer and winter events. Some are fun, some are frustrating, and some are just weird. There's even a two-player mode, so you can injure infants with a friend. The Aka-Champion isn't an easy game to find (even online); but if you see it for a reasonable price then grab that baby and see if you can beat it. [embed]293652:58928:0[/embed]
Obscure Video Games photo
Hit me baby, one more time
Who wants to play a mini-game collection where babies slap the crap out of each other? Nobody? What about if they're creepy-looking Cabbage Patch Kid rejects? Still no? Oh well, that's what I'm going to talk about here anyway...

Steam Summer Sale hits Day 3, Fallout 4 pre-order deal returns

Jun 13 // Dealzon
Top Weekend Deals Noteworthy Picks Batman: Arkham Knight Premium Ed. (Steam) — $53.99  (list price $100) Fallout 4 (Steam) — $45  (list price $60) Grand Theft Auto V — $45  (list price $60) ARK: Survival Evolved (Steam) — $24.89  (list price $30) Starcraft II: Battle Chest (PC/Mac) — $19.99  (list price $40) PlayStation TV — $39.99  (list price $80) Xbox Live Gold 12 Month Card — $35.99  (list price $60) Steam Summer Sale Deals Day 3 Cities: Skylines — $20.09  (list price $40) <- excellent at this price Prison Architect — $4.49  (list price $30) Sunless Sea — $11.39 (list price $19) Borderlands: The Pre-Sequel — $19.9  (list price $60) <- off lowest by $1.8 Borderlands 2 GOTY — $9.99 (list price $30) Shadow of Mordor cheaper at Bundle Stars ($20) or Games Planet ($17) Day 2 Wolfenstein: The New Order — $14.99  (list price $60) Wolfenstein: The Old Blood — $9.99  (list price $20) <- new low! This War of Mine — $7.99  (list price $20) Hitman Collection — $7.99  (list price $40) Mount & Blade: Warband — $3.99  (list price $20) <- worth a visit for $4 Child of Light (Uplay) — $3.74  (list price $15) Origin Sale Deals Battlefield: Hardline — $29.99  (list price $60) <- no surprises Dragon Age: Inquisition — $29.99  (list price $60) <- ties lowest ever Battlefield 4 + Premium — $24.99  (list price $60) Need for Speed Rivals: Complete Edition — $19.99  (list price $40) Battlefield 4 Premium — $19.99  (list price $40) FIFA 15 — $19.99  (list price $40) Recent Releases 06/12: LEGO Jurassic World (Steam) — $27.99  (list price $40) 06/11: The Story Goes On (Steam) — $3.37  (list price $5) 06/10: Kholat (Steam) — $13.50  (list price $20) 05/28: Flame Over (Steam) — $7.20  (list price $12) 05/22: The Incredible Adventures of Van Helsing 3 (Steam) — $10.04  (list $15) 05/19: The Witcher 3: Wild Hunt (DRM-Free) — $35.99  (list price $60) Upcoming Releases 06/16: Xbox One 1TB + Halo Master Chief Col. + $50 Gift Card — $399 06/18: Pro Cycling Manager 2015 (Steam) — $27  (list price $40) 06/23: Batman: Arkham Knight (Steam) — $36  (list price $60) 06/23: Batman: Arkham Knight Season Pass (Steam) — $24  (list price $40) 07/10: F1 2015 (Steam) — $35.95  (list price $55) 09/15: Mighty No. 9 (Steam) — $15  (list price $20) PC Game Deals Darksiders Franchise Use Code: GRAB25-PERCNT-OFFNOW Darksiders Franchise Pack (Steam) — $9  (list price $60) Darksiders 2 (Steam) — $4.50  (list price $30) Darksiders (Steam) — $3  (list price $20) LEGO Titles Use Code: GRAB25-PERCNT-OFFNOW LEGO Batman (Steam) — $3.75  (list price $20) Lego: The Hobbit (Steam) — $3.75  (list price $20) LEGO Lord of the Rings (Steam) — $3.75  (list price $20) The LEGO Movie: Videogame (Steam) — $3.75  (list price $20) LEGO Batman 2: DC Super Heroes (Steam) — $3.75  (list price $20) LEGO Harry Potter: Years 1-4 (Steam) — $3.75  (list price $20) LEGO Harry Potter: Years 5-7 (Steam) — $3.75  (list price $20) LEGO: Marvel Super Heroes (Steam) — $3.75  (list price $20) More Deals Killing Floor 2 (Steam) — $25.45  (list price $30) Mortal Kombat X (Steam) — $23.19  (list price $60) Cities: Skylines (Steam) — $20.99  (list price $30) Middle-earth: Shadow of Mordor (Steam) — $17.13  (list price $50) Console Game Deals Dark Souls II: Scholar of the First Sin (PS4, XOne) — $41.99  (list price $60) Dark Souls II Collector's Edition (X360) — $39.99  (list price $80) MLB 15 The Show (PS4) — $39.99  (list price $60) Captain Toad's Treasure Tracker (Wii U) — $32.60  (list price $40) BioShock Infinite: Complete Edition (Xbox 360, PS3) — $19.99  (list price $30) Used Game Sale Dragon Age: Inquisition - Used (X360, PS4, XOne, PS3) — $24.99  (list $60) Evolve - Used (Xbox One, PS4) — $19.99  (list price $60) Far Cry 4 - Used (PS4, Xbox One) — $19.99  (list price $40) Destiny - Used (PS3) — $18.99  (list price $40) Borderlands: The Pre-Sequel - Used (Xbox 360) — $12.99  (list price $40) Assassin's Creed Unity - Used (Xbox One) — $9.99  (list price $40) Crimes and Punishments: Sherlock Holmes - Used (X360) — $8.99  (list $30) Laptop Deals 11.6" Apple MacBook Air, i5-4260U, 256GB SSD — $799  (list $999) 14" Lenovo Y40-80, i7-5500U, Radeon R9, 8GB, 512GB SSD — $749  (list $1,500) 15.6" Lenovo U530 Touch, i5-4210U, 8GB, 1080p — $599  (list $1,150) HDTV Deals 65" Insignia 1080p 120Hz LED HDTV — $699.99  (list price $900) 40" Samsung 4K Ultra HD 60Hz Smart LED HDTV — $549.99  (list price $1,000) 40" Samsung 1080p Smart LED HDTV — $489.99  (list price $600) 43" Insignia 1080p LED HDTV — $289.99  (list price $330) Accessories & Hardware Deals Crucial M500 Series SSD 2.5" 960GB — $289.99  (list price $520) XFX Double Dissipation Radeon R9 290X 4GB Video Card + Dirt Rally — $269.99  WD Elements 5TB External Hard Drive — $119.99  (list price $200) SanDisk Ultra II SSD 2.5" 240GB — $89.99  (list price $150)
Weekend Deals photo
Hide your wallets!
Unless you've been living under a rock, you probably knew that on Thursday the Steam Summer Sale kicked off. This Saturday marks Day Three of the sale with a new round of Daily Deals and Flash Sales coming at 1 PM Eastern. (W...

SSB DLC photo
Dreamland 64, Splatoon Inkling and more!
[Update: Even more information has been extracted and leaked from the update file such as Ryu's alternate colors, Roy's alternate colors, Dreamland 64 stage for Wii U, pictures of each new character's special moves inclu...

Payday 2: Crimewave Edition is yet another competent port

Jun 12 // Mike Cosimano
[embed]293774:58944:0[/embed] Payday 2: Crimewave Edition (Xbox One [reviewed], PS4)Developer: Overkill SoftwarePublisher: 505 GamesReleased: June 12, 2015 MSRP: $49.99 In Payday 2, you're a gang of criminals in Washington, D.C, intimately familiar with the ins and outs of crime and crime-related activities. You and three friends (or AI partners if that's how you roll) apply this skillset liberally, transforming places where once there was no crime into a veritable haven of villainy. In some ways, you could say the Payday Pals are some kind of wave...of crime. These dirty deeds range from bank robbery, to jewelry store robbery, to museum robbery, to art gallery robbery, to murder. To be fair, unless your team is quite good, each mission ends with a sizable body count, so there's murder to be found in just about every mission. This is a sticking point with Payday 2 -- it's very difficult to pull off a controlled heist. Even if you're rolling with a team of people you know and everybody's using microphones, there are still a lot of unknown factors and most of the best stealth gear is locked behind dozens of hours worth of progress. Since the core shooting is tight and responsive, stealth attempts quickly transitioning into explosive gunfights was never a genuine problem. At first blush, locking different approaches behind progression is at the very least disingenuous, but if you're going to be playing the game for that long anyway, rewarding time spent with variety is a smart play. But in this case, appreciating design must take a backseat to player enjoyment. Pistol suppressors -- a crucial tool for stealth missions -- are either the luck of the draw or hidden behind some labyrinth of menus. It's impossible to tell which. Although there's a limited pool of missions, I never saw them all in my 16 hours with the game. This is partially because I spent time grinding out shorter, easier missions for cash and experience, but there's still a fairly respectable amount of content available. Since Crimewave Edition comes with all the DLC released up to that point, there's a lot even beyond the missions. There's more guns, a new character class, and even new characters (including a female member of the Payday Pals, and the boogeyman himself: John Wick). Something also has to be said for the game's atmosphere. When the relentless, driving soundtrack kicks in right as a fresh wave of pigs rush your crew, it's hard to not get swept up in the moment. I'll always choose stealth over action, but I never felt the need to restart a heist in Payday 2 because I had grown accustomed to the combat -- it had become a regular part of life in this fictional capital. Maybe there's something there about the normalization of violence, about how the endless war of attrition between the law and those who operate outside it only serves to perpetuate a culture of death -- when the authorities perform a show of force, perhaps they are creating the very criminals they seek to apprehend. Look, there are a lot of re-releases in stores right now, and even more coming this year. More often than not, they are slight, if competent, upgrades from the last batch of consoles. They've got nothing on the PC versions, but not everyone can afford a monster rig. Payday 2 is reasonably engaging, and the Crimewave Edition works as advertised. The framerate is solid, which is a nice bonus. But this is still a slightly new wrapper on a two-year-old game. Know this, at the very least: if you choose to skip this game in the hopes of drawing a line in the sand regarding split-gen ports, there are worse titles to pass over.
Payday 2: Crimewave photo
Yeah, I'm thinking I'm back
Much like the president from Resident Evil 6, the last generation of games has risen from the dead to feast on the living. We’ve seen so many remasters, remaster collections, and straight ports in the past year that it ...

Podtoid 296: On Fleek

Jun 11 // Kyle MacGregor
NEW PODTOID photo
Welcome to The Donski Show
Podtoid is back with special guest Jeff Andonuts to discuss important world affairs like Fallout 4, whether the Lord of the Rings movies are better than the books, the virtues of mayonnaise (sorry Conor), Bloodstain...

Based on the new demo, I have a good feeling about Shantae: Half-Genie Hero

Jun 11 // Chris Carter
[embed]293784:58947:0[/embed] The first ever playable build of the game that's been released to the public features three levels -- a water ruins location, a desert, and an action sequence that takes place on a conveyor belt. The first two heavily feature transformations, which thankfully have returned after their absence in Pirate's Curse. For the first stage you'll have the opportunity to change into Shantae's classic monkey form, which can climb up walls and jump with ease, and on the second, she sports a crab transformation with heavy defensive capabilities. As always, her new forms are downright adorable. Unlike Mighty No. 9, which doesn't match its great gameplay with a similarly impressive visual style (it still looks a little bland), Half-Genie Hero is gorgeously hand-drawn. In other words, it looks almost exactly like the concept art: a rarity these days. It also plays great, as the simplistic three-button system (jump, attack, and dance for transformations) works perfectly even in this early build. I dig the bright settings, platforming design, and art direction. Get a look at two of the stages above yourself -- you'll have plenty of time to decide on whether or not to pull the trigger, as WayForward has made it clear that there is still no solid release window for Half-Genie Hero.
Shantae: Half-Genie Hero photo
Three levels in Early Access
Back in 2013, WayForward crowdfunded a new project by way of Kickstarter called Shantae: Half-Genie Hero, the fourth game in the storied Shantae series. It managed to raise almost a million dollars in funding, whic...

Combofiend talks Street Fighter V, and the importance of community

Jun 11 // Alessandro Fillari
In many ways, Street Fighter V seems to represent a culmination of many different aspects of the series as they're reaching a fever pitch. With the developers spending many years honing their craft, and the growing popularity of a community of fans that share their passion with others, the genre seems to be in the strongest state yet. In the last decade alone, popularity for the fighting genre exploded thanks to the Internet, and the sharing of many great moments from tournaments. During our chat, Peter "Combofiend" Rosas spoke about how Street Fighter V will bring together many different eras of SF fans, as this new installment will features elements they've come to love over the years. "Everyone is ecstatic about this game; the responses to the character reveals have been immense," said Peter Rosas while discussing the growing fan base. "The series has such a history, you have people from my era, the Street Fighter II dudes, the people from the Street Fighter III era in the early 2000s, and the people from 08-09 that started with Street Fighter IV -- we're all excited for this game. I'd say the excitement for Street Fighter is at an all-time high." Understandably, when there's a new installment to a popular series coming, people are curious about the changes and upgrades. While they're excited at the prospect of the new entry, there's still the budding anxiety of having to master a brand new system that may or may not contradict strategies they've spent years improving. In order to cushion this a bit, the developers took a long look back at the series and decided to incorporate elements from the past and re-contextualize many strategies and tactics into the new system in place here. Rosas elaborated that each character will feel more unique because of it. "What we did was look at all the good things we've done over the years versus all the things players didn't necessarily like, so there are SO many good things, positive mechanics that people loved over the years," explained Rosas. "So we wanted to focus on that aspect, while also having the game feel new and fun. We thought the speed from Super Street Fighter II Turbo was appropriate, so we sped the game...but then, we also wanted each character to feel like a unique experience. When we looked at the V-Skills, we saw an opportunity to see how each character will feel different." One of the more shocking announcements from Capcom, aside from the return of Nash, is that Street Fighter V will be a PS4 exclusive release on consoles. Understandably, this upset many fans who haven't taken to the new hardware yet, or just simply own an Xbox One. Though the title will also be released on PC, there's still that air of unrest, despite knowing that this title is developed with a partnership from Sony and Capcom. Thankfully, the folks working on the game hope to remedy things with the cross-play feature. Players will be able to compete against each other regardless of their platform, and do so seamlessly. "That was extremely important to us, to make sure that all the players are together," said Rosas. "Because previously, you had people on one console, then on another console, then 'PC master race' over here, but the way it goes is that that's never been possible before, and our partnership with Sony has allowed us to do so. We definitely want people to finally be able to compete; everybody is going to be able to play everybody and we'll truly see who the best Street Fighter is." Over the years, the FGC has grown in a big way, bringing together long-time and new fans to the series. However, there are many who feel daunted by the complexity of the genre and competing against more seasoned fighters. In Street Fighter V, the developers hope to balance things out as they focus on accessibility while maintaining the hardcore element. Rosas spoke about the brand new Variable System, which not only features a lot of nuance, but also gives newcomers more options to use against the vets. "[Accessibility] was the one thing we wanted to maintain. For this one, we wanted to make sure everyone could access all the cool stuff. That being said, V-Skills are just two button presses, but they are unique for each character. The V-Trigger is the strongest unique ability that's accessed by pressing heavy punch and heavy kick together, so anyone who may have been intimidated playing Street Fighter because they couldn't access all the things that guys with high dexterity could, they can now do that. It goes back to that old-school feel where a fireball and an uppercut and pressing a few buttons could win you a few games. It goes back to the basics where you can just concentrate on the core mechanics, where it becomes a mind game versus more of a dexterity game." Obviously, one of the most talked about aspects of any Street Fighter is the roster. And with this title setting itself at an interesting point in the SF timeline -- and yes, I tried to ask when but they wouldn't spill the beans -- it's making everyone very curious to see who will pop up next. The folks at Capcom have clearly been listening to what fans want to see, especially after conducting surveys and other forms of outreach. Though they obviously can't say who will show up next until they're ready to, Combofiend did share some thoughts on the developers' rationale and thought process behind the roster for SFV. "We looked at a variety of sources,  but we wanted to make sure that with the roster we selected, it was characters that people would enjoy and it would be fighting styles that would be properly represented in the game, and also to make sure that everything put into the game had meaning. " He elaborated that even the returning characters, some of whom have been present since the beginning, will feel new in the fifth installment. The Variable System aims to reinvigorate the classic SF formula substantially. "We wanted all the characters to feel fresh, and to feel familiar," he explained. "Ryu still has his fireballs, Chun-Li still has her hundred kicks, but at the same time, we wanted [them to be] unique to Street Fighter V. So when were looking into the V-Triggers, we thought 'What would be really appropriate for the characters?' [...]We made sure that all the abilities played to the characters and their personalities." I was pleasantly surprised by his frankness regarding the scope of the game's ambitions, while also discussing the importance of community. Given his deep ties to the FGC, and that they've been helping to keep the series relevant for all these years, there's a clear respect for the fans who have spent so much time with the titles. While there's still many details we don't know about, the folks at Capcom assured us that it's important to keep things a surprise. Though it's still a ways out, Street Fighter V is shaping up to be an exciting title. I was eager to go hands-on with the title before E3, and I wasn't alone in saying that they've got quite a title on their hands. The fans are going to have a field day analyzing all the details and speculating what's in store. I'm very anxious to see what Capcom reveals next. For more info on Street Fighter V, check out my hands-on impressions of the game. 
Street Fighter photo
Variable System aims to change the game
In case you missed it, I had a blast playing Street Fighter V. I spent three hours playing against other journalists and developers from Capcom, and I learned so much about what this new title is all about. Given that they've...

My first three hours with Street Fighter V were immensely satisfying

Jun 11 // Alessandro Fillari
Street Fighter V (PC, PlayStation 4 [previewed])Developer: CapcomPublisher: CapcomRelease date: TBA 2016 Once Street Fighter V is released, it'll be looked back on as a point in the series for many firsts. For starters, SFV is the first title in the series that will be available on only one console, but will also feature cross-play with the PC release. This is a big thing, as each platform for the previous installments tended to build its own microcosm of players. Not only will they play against each other, they'll share the same patches and updates, which will keep them together and competing regardless of the platform they choose. Moreover, Capcom is ensuring that online play will smooth and swift as ever with its new proprietary netcode called Kagemusha. Using some sophisticated rollback-based netcode, the developers are invested to ensure that the online play is consistent and hassle free. This is also the first in series to utilize the new and ever-versatile Unreal Engine 4. Though there were some concerns about whether or not Unreal could handle a title as twitch-based as SF, given the past iterations of the engine had difficulties with rendering and maintaining a solid frame rate, thankfully my time with the new fighter has made me a believer in the tech employed here. Not only are the visuals incredibly sharp and full of vibrant colors and details, the performance is rock solid. Simply put, this is the best Street Fighter has ever looked, and these images, nor the trailers, can match having the game played right in front of you. But enough about the fancy visuals; you want to hear how it plays. Of course, with every follow up to a massively popular and well-loved title, there comes the ever important question: what did they change? As you could likely tell from the trailers, Street Fighter V looks very similar to its predecessor, taking advantage of the same mechanics, like EX moves for instance, but also the similar focus on defensive gameplay (SFIV's Revenge Gauge). Street Fighter V definitely maintains those elements, but does them in a way that makes them feel unique to this installment. For instance, the Super Moves have now been upgraded to the new Critical Arts, which still require full EX Meter. While many of the signature moves are the same (Ryu's Shinku Hadoken and Chun-Li's Hoyokusen, for instance), the Critical Arts are more deadly and flashier than the supers of past. What I was surprised most by was that it goes further and features echoes to past SF titles -- even some influences from Street Fighter III and the Alpha series. While I initially thought they were just call-backs relevant to the characters (particularly the appearance of Nash), I found that the developers have essentially incorporated many elements that were successful from past titles, sometimes re-contextualizing them in interesting ways. After playing SFV, it was readily apparent that the previous trailers and footage we've seen haven't done the game justice one bit. Especially when you realize that they've been keeping one of their game-changing mechanics a secret. And it's one of the most interesting, engaging systems the series has seen in a long time. With the new Variable System, fighters can take advantage of multiple tactics and abilities that stem from the V-Gauge, an evolution of the Revenge Meter. As they build up bars of the gauge from taking damage or executing special V-Skills (character-specific support moves activated with MP+MK), they can use moves such as the V-Reversal, a powerful counterattack activated while blocking and pressing all punch or kick buttons (at the cost of one V-Gauge bar). But once you max out the meter, you can activate the special V-Trigger (HP+HK), which brings out the fighter's true potential. Despite some speculation, V-Triggers are not stance changes. The Trigger puts the fighters in a unique state for a short amount of time, where they can take advantage of unique buffs and some modified moves. Each character has their own unique take on the Variable System, which not only adapts to their own style, but does a lot to flesh them out. During my three hours of play, I got the impression that Street Fighter V is planning on enhancing the in-game narrative a bit by reflecting more of personality in the gameplay than ever before. For instance, Ryu's take on the system is influenced by his experience as a world-traveled warrior, and during his time, he's educated himself on different fighting styles, giving him the knowledge on how to best confront whoever he faces. In order to give you a better idea of what the Variable System is like, I'll be giving you an overview of things for the four playable characters we know of so far. Starting with Ryu, his V-Skill, called Mind's Eye, brings the return of the legendary Parry mechanic from Street Fighter III. For the novices out there, Ryu can time his skill at the exact moment of contact to block off enemy hits with no chip-damage -- and yes, it can be used for successive hits. Though in order to keep it balanced, it's unusable in the air. Once his V-Gauge is maxed out, he can activate his V-Trigger Denjin-Renki, imbuing him with a powerful aura for a limited time and grants him the ability to charge up his fireballs, giving them guard break potential. Also, his fireballs are given lightning properties, and when they connect you'll see brief flashes of the enemy's skeleton. It's a neat visual callback to SFII. Chun-Li's Variable mechanics focus on her maneuverability and dexterity during battles. As one of the more agile and aerial gifted fighters in the game, her Variable moves play on her strengths in a big way. For instance, her V-Trigger ability Ren-Kiko puts her in a powered-up state and gives her special moves extra hits. Her V-Skill, called Ren-Kyaku, is essentially a command jump that allows her to manually jump in any given direction. While this may seem like an odd skill, this command jump causes damage while leaving the ground and gives her ease of movement for some exceptional cross-up potential. The guys from Capcom I played against used Chun-Li quite effectively, and I left in awe of her acrobatics. It even made me want to shout out 'eh, eh, eh!' during her air juggles. Next up, we have the return of Guile's mentor and best friend Charlie. Since his last appearance in Alpha 3, things aren't the same for Charlie, who now goes by Nash. His new look shows that he's a changed man after his experimentation and torture by the hands of Shadaloo, and many of his former abilities have been modified, adopting a focus on swiftness and gap-closing maneuvers. His V-Skill, known as Bullet Clear, allows for him to absorb incoming projectiles and turn them into energy for his V-Gauge. For his V-Trigger, Nash does something a bit different. While many other characters enter a timed state that enhance moves, his trigger allows him to instantly teleport to a desired direction at the cost of his V-Gauge. Though this may seem a bit hefty of a cost for a teleport move, his V-Trigger can open up foes to a world of hurt if timed during a barrage of projectiles, leaving them vulnerable from behind or even in the air. By far, I had the most fun with Nash. He feels totally different from before, as his previous incarnations borrowed from Guile's moveset, and I'm pleased to say that he's truly come into his own for SFV. Lastly, we have M. Bison. As the main villain for much of the series, he's seen a bit of an upgrade since his last appearance. While older and a bit slower than his previous incarnations, he's still got plenty of tricks up his sleeve. With a far more menacing appearance, the leader of Shadaloo uses his Psycho powers to a far deadlier effect. With his V-Skill, called Psycho Reflect, he's able to conjure up a field of energy to bounce back projectiles and force them back at his enemies. As a charge-focused character, also sporting a modified movelist, this comes in handy when dealing with projectile-heavy opponents. With his Psycho Power V-Trigger, his abilities come into full effect, granting him increased speed and damage for special moves, and replacing his standard dash with a short-range teleport. I was impressed with what the Variable system brings to the table. In Street Fighter IV, the Revenge Gauge was only used to build your Ultra Combos, which for a lot of the skilled players often went unused. Thankfully, Street Fighter V makes better use of the mechanic here by making it a more active element during fights. The system added a whole layer of nuance to an already tried and true system, and I was super pleased with how easy it was to pick up. Though you've likely seen the phrase "easy to learn, difficult to master" thrown out a lot for games, I feel SFV lives up to that in a big way. I suspect many of the pros and hardcore fans will have fun analyzing the depths of the Variable System. It should be stated again at how gorgeous this game looks in motion. The frame rate was solid, and the new visuals have given the characters a greater level of detail. Though in some spots, it's clear that the game has still got things to work on. During the London stage, which looks incredible by the way, the background visuals didn't quite match up with what was going on in the foreground. For one, the frame rate was a bit off with the background action, which became a major distraction during battles running at 60 frames per second. But of course, this title is still a ways off, and it'll likely be cleared up before release. I have fond memories of growing up with Street Fighter II back in the day, and although I've kept with the series since, there were only a few titles that really blew me away and actively got me to up my game in order to compete with friends. Now am I saying that SFV matches those moments I had as a kid? Of course not. I only played a few hours of an unfinished build without the complete roster, after all. But what I did play showed a ton of promise, and honestly, I haven't felt this excited about Street Fighter in a long time. It's a great feeling having a new game in the wings, and I'm just itching to get back into the thick of it. Be sure to check back with Destructoid during the week of E3. We'll likely see more exciting titles from Capcom at the show. It's certainly going to be a good lineup this year.
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Kick, Punch, it's all in the mind
After nearly thirty years, the Street Fighter series has still been going strong. With more incarnations than most people can remember, the series is seen by many as the quintessential example of what the fighting game genre ...

Review: The Next Penelope

Jun 10 // Chris Carter
The Next Penelope (PC [reviewed], Wii U)Developer: Aurelien RegardPublisher: Plug In DigitalMSRP: $12.99Release Date: May 29, 2015 (PC) / TBA (Wii U) It's the year 3044, in Ithaca. Odysseus has been away at sea for 10 years, and his kingdom is now under attack by Poseidon, father of the Cyclopes race. As a result, it's up to Odysseus' wife Penelope to find him. If you couldn't tell by the year marker, all of this is set to the tone of a futuristic epic -- spaceships are prevalent throughout Penelope's universe, and Poseidon is basically a member of an alien race. A lot of people probably won't even pay attention to the ties to Homer's Odyssey, but it works for the most part. All of this setup brings us to the main event -- racing. Yep, somehow, someway, this is a classic top-down racer reminiscent of the Micro Machines games or Blizzard's Rock'n'Roll Racing. As such, the visuals are retro-centric, and I have to say, they look excellent. Everything from the animated anime-like portraits during cutscenes and the colorful, flashy in-game graphics are painstakingly detailed. The controls take no time at all to learn, as they mostly consist of just altering your direction by way of the arrow keys or the gamepad's triggers, but they'll take quite a while to master. Acceleration is automatic, but weapons and power-ups can be enacted by pressing a specific button (in the case of a keyboard, the up arrow). These range from things like boosts to bullets, which you'll often need to blow away enemies or blast through hazards like boulders. They're fun to use, but since the general gameplay is so fast, they don't have as big of an impact as they should. [embed]293674:58914:0[/embed] Power-ups also bring another classic racing mechanic into play -- energy zones from F-Zero. While micromanaging your abilities, staying on track, and fighting off foes, you'll also have to occasionally steer yourself into the way of energy areas to sap up more power-up meter. It's fast, frantic, and fun, especially since individual stages are roughly a minute or two long. What's amazing to me is that The Next Penelope hosts a four-hour campaign. Heck, with its old-school flair it didn't even really need to go this extra mile, but it did. The campaign is even further augmented by a full galaxy map, the power to choose what stats to level-up (including upgrades to steering, defensive capabilities, and more outwards camera zoom). Boss battles on top of all this madness make things even more interesting, turning the game into a full-on shooter. It's crazy how much variety there is. The four-person multiplayer mode also has a mini-story involving Penelope's suitors, who are battling each other for glory. It's not a fully-fledged campaign or anything, but it's a neat little way to justify its inclusion. The gist is that all four racers, CPU or player-controlled, are attempting to blow each other up while they struggle to stay on one screen. If you're left behind, you're dead, and the last ship standing takes it all. It's a good old-fashioned slugfest across nine maps, and given the way it works, all four players can feasibly share the same keyboard. It's important to note that no online play of any kind is supported. The Next Penelope is a blast to play on PC, and will probably be a massive hit at parties when it arrives on Wii U later this year. It's a shame more old-school racers aren't around, but with games like this and 90s Arcade Racer, the scene is seeing a revival that brings a huge smile to my face. [This review is based on a retail build provided by the publisher.]
Next Penelope review photo
My, how mortals take the gods to task
If I told you that I wanted to mix Greek mythology with the racing and shoot-'em-up genres, you'd probably call me crazy. But that's just what developer Aurelien Regard did with his one-man show The Next Penelope, and for the...

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Swim with the fishes
Decades of classical conditioning have trained us to abhor water levels. The likes of Super Mario Bros., Sonic the Hedgehog 2, and Ocarina of Time hold strained memories of great games gone awry, if just ever-so-temporar...

Sneak king: 14 hours of Metal Gear Solid V: The Phantom Pain

Jun 09 // Steven Hansen
[embed]293558:58900:0[/embed] There is a reason I am excited about Snake's horse having a poop button and it is not only that I am a dumb idiot. While I never managed to confirm, I am sure that you can do something like strategically place poop so an enemy walks into it and stops, or maybe slips. Because things like that are what elevate Metal Gear Solid V above typical stealth and/or open-world titles. It's the idiosyncrasies, like calling in a supply drop from Mother Base right onto the head of a stationary guard, knocking them out. It's knowing winks like hiding in a PS4 cardboard box, or the ghost from PT being an item, or a spoken, in-universe tutorial where you're told fourth wall breaking things like "press X" while under extreme virtual duress. The opening segment, which has mostly been covered in diced up trailers, stuck with me in hindsight for how long it goes on with you controlling a crawling, limping Snake in the under siege, burning hospital. It's a while before you're given any power back (guns or even the ability to walk properly), which I appreciated. Kojima ratchets up the direness here, too, as loads of hospital patients get brutally murdered all around. The meat of Phantom Pain opens after this mix of spectacle and terror with a trip to dusty Afghanistan to save Miller that ends in a frightening [redacted]. This plays similarly to Ground Zeroes, of course, but with a horse and more scouting and enemy tagging to do. I wormed my way up to where Miller was captive, climbed up a crack in a building, and jumped from one roof to another to neatly sneak in. Carrying a less-limbed Miller out did get me plenty shot up, but a whistle for my buddy D Horse got both of us out of there quickly. Back on Mother Base, the structure becomes clear. There are main missions you must travel to (by helicopter to a nearby landing zone, or on horseback/by ground vehicle) and they are not all story heavy, though you're always treated to beginning and ending credits, as if each mission was a TV episode, just in case you forgot that this was directed by Hideo Kojima. One mission simply tasked me with rolling up on a compound and assassinating three Russian officers. I fulton'd them all -- attached balloons to them to send back to Mother Base -- against Miller's wishes instead, which proved wise as the officers had some high statistical aptitudes. These poached soldiers fill out your private army and get cool names like Blue Mastadon. Eventually you can scan them ahead of time to know which have high stats, or you can sometimes interrogate soldiers into informing you if an en elite operative is nearby (provided you've acquired a translator for your support team, as Snake's language skills are limited). [embed]293558:58893:0[/embed] It's a lot of contract work in addition to the narrative goal of stopping the Hamburglar-masked Skull Face and generally figuring out what the hell is going on with things. I was actually a bit surprised by how infrequently missions came with cutscenes or main story ties. Sometimes they open up three at a time and you can take them on in any order. You can also choose to repeat a mission at any time if you want to aim for a better performance ranking. I did this with a prisoner extraction mission I had previously finished, but barely. Turns out using the Phantom Cigar to speed up until nighttime, coupled with the night vision goggles, made that particular mission a five minute cakewalk. Going at it in the day led me to enough deaths that I was offered the Chicken Hat, which makes things easier and slows down enemy reaction time. Other dynamic weather events -- rain or sandstorms -- can also come into play, sometimes not at opportune moments. The low visibility caused by sandstorms helped me a few times, but also led me to walk right into an enemy soldier, once. There are also useful side missions that pop up for you take at your leisure, often en route to the next mission point. The Afghan desert is huge, but much of the terrain is empty or cordoned off by mountainous areas or steep cliff sides that encourage you to use the main roads. These roads are littered with enemy outposts, however, often with small platoons of three to four and a watch tower. Sneaking through them isn't too tough, because often you can take a longer loop around them, but they often house collectables (you can pinch a huge assortment of music from enemy tape players) and valuable resources that tie into the upgrade system. Oil, alloys, raw diamonds for straight cash, plants to upgrade the sleeping toxin in Snake's tranquilizers or the time-shifting Phantom Cigar -- you'll be scooping up all of it, though other means of acquisition open up when you can start sending squads out on missions. Plus, those posts are full of soldiers to abduct and, after you upgrade your Fulton balloons, things like heavy artillery to nick. [embed]293558:58895:0[/embed] Everything you Fulton, barring bad weather or bad luck with nighttime visibility, ends up back at Mother Base, which is large enough, especially once you get construction going, that you can actually take a helicopter to other parts of it. Or you can take a long, straight drive in a jeep. Going back to visit helps your troops' morale. They're also proud and happy to have you practice your close quarters combat on them at any time. During my lengthy hands-on, I never got to the point where my Mother Base came under attack, though that's supposed to be a big part of it, up to the point where you can consider nuclear capability as a defense. It's worth noting that 14 hours or so with Phantom Pain and I didn't feel close to finished. Back at Mother Base, I was still building an animal sanctuary (necessary to house all the wandering sheep and other creatures I kept bringing back) and trying to get an imprisoned, sun-bathing Quiet as a deployable buddy like D-Horse and Diamond Dog (the adorable wolf pup that grows into a super-scouting badass). She just sat in the cell, face down, top undone (got to watch those tan lines) listening to tunes from an eclectic, amusing soundtrack. Adorably, construction scaffolding on Mother Base is all stamped with a picture of a dog in a hardhat with a pick axe. It's the little things. Like changing my Diamond Dogs logo from a boring, stencil font "DD" to a cool ass octopus emblazoned with the words "VENOM WOMAN." You can even paint Mother Base if that Giants-orange is too much for you. I find a tasteful dark blue goes well with the sea. My favorite Mother Base quirk so far, though, is the giant shower Snake can jump into to come out feeling refreshed. It also washes off all the blood that accumulates on him while out on missions (if you end up getting shot, at least). [embed]293558:58891:0[/embed] While there are reasons to return home, you can manage a lot of Mother Base, like troop allocation and base development, while out in the field through the iDroid. It also acts as Snake's cassette player, useful for Codec-replacing heaps of exposition, which is just about the only place I heard Snake do much talking.  From the iDroid you can also develop new or better versions of weapons and items. There are upgraded critter traps, different abilities for Snake's robot arm, enhancements to the binocular scanner, extra Fulton balloons to heft heavier weight. I mostly played with a stealthy approach so I didn't dabble much with the vast assortment of snipers, machine guns, or rocket launchers you can call in. Nor did I ever run up on a lack of funds that would prevent re-supply drops of my own essential Fulton balloons and tranq darts, but the fact that you have to call in and then get to the supply drops means that the feature rarely made things too simple. Especially because missions often end up in close quarters or indoors where a supply drop would be useless anyways. I was impressed by how naturally set piece sort of areas exist in Metal Gear Solid V's world. There are long tracts of dusty road, vast open desert, but suddenly you stumble upon an enormous, imposing compound. In the case of one early mission, it was an Uncharted-style winding, honeycomb-esque historical labyrinth, which you get to by creeping through an excavation camp. There are mission areas that would feel like obvious "levels" elsewhere, but here they mesh cleanly with the open world. Just starting or ending a mission (the latter, usually by reaching a helicopter and flying out in real time) is seamless and the day/night cycle persists in cutscenes. I did hit one snag with this open-world structure, though. When you start a mission (or side-mission), you're then restricted to a "mission area." Leaving it ends the mission. I only ever noticed after one challenging mission that ended with [redacted] and [redacted] coming up on [redacted] and holy hell [redacted] -- anyway, towards the end I tried to hightail it on my horse, but I ended running clean through the mission area and having to start from way, way back. It wanted me to sneak to a nearby chopper extraction point instead of just racing to safety and calling one in. This is, incidentally, when I noted the cutscene and subsequent segment I originally did at night now took place during the day. [embed]293558:58892:0[/embed] Phantom Pain feels like the freshest, most distinct use of an open world since Far Cry 2 and it does this without sacrificing the cozier feeling of the series' past level design. While I can't say anything about the story, I don't actually know much at this point, either, besides various "holy shit" moments that have only raised questions. It's appropriate, then, that this Sutherland-voiced Snake speaks sparingly. He always seems sad and a little bit confused, retreating into the rote, work-like task of soldier stuff hoisted upon him by Ocelot and Miller, who seem to be a bit at odds with each other as well.  While Ground Zeroes' sadistic storytelling might raise concerns over how this extra grim tale will play out (Snake is basically a devil what with the horns, the intro is pure brutality before giving way to surreal insanity, there's still a whole thing about child soldiers at some point), I've come away nothing but impressed with Phantom Pain. I don't miss codecs, I don't miss Hayter. I've embraced the open world, I love the tangible Mother Base. And I feel like I've only scratched the surface. There's so much more to do. I've barely used the cardboard box -- you can leap out the sides or hang out in delivery zones and actually have enemies unwittingly pick you up and drive you into outposts. I haven't used to inflatable decoy to bop someone off a cliff. In a world of blockbuster clones and genre convention, Metal Gear Solid V manages to feel fresh. I can't wait to get someone to slip on my horse poop.
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First hands-on with Metal Gear Solid V
Trailers from as far back as two years ago offer evidence enough, though. Do you all remember the giant, on-fire man supplanted in malevolence seconds later by the even more giant, on-fire whale careening through the sky to ...

League of Legends roundup: Azir, Kalista, Rek'Sai, Bard, and Ekko

Jun 09 // Chris Carter
Azir's whole gimmick is that he summons Sand Soldier units, which are statues of sorts. They're not really their own entities with health bars, however -- more like extensions of Azir, who is a mage first, marksman second. His soldiers cannot be targeted, which makes him fun (or a pain against) in the laning phase. He's also great at chasing as he can dash to his soldiers using his E. One of the best things about Azir is his innate ability to summon Sun Discs in place of destroyed towers, which creates a mini-tower for a limited period of time. He's very hard to get used to, but a worthy addition to League. I have a lot of fun using him in ARAM, but I believe he is a viable competitive Champion with the right composition. Kalista is a weird character, with a variety of different ranged attacks as a marksman. She can become "Oathsworn" with another ally, essentially boosting her stats and her damage while they are near each other or attack the same target. As you can probably tell, this requires a ton of communication, or at least, a lot of trust with one other player. While winding up her standard skillshot, you can cancel with a quick click to lunge in a direction -- think of it like a free dash. She can also send a ghost out to sentry, and her ultimate can "call" her Oathsworn player to her if they so choose to answer said call (with a range limit), which is also a knock-up. All in all I wouldn't say that she's a particularly interesting Champion, but going in with another friend and laning as Oathsworn buddies can be fun. She's also considered one of the most competitive Champions in recent months, though I won't be using her consistently. Rek'Sai is a bug who fulfills the fighter role, and does what many bugs do best -- she burrows. As one of her chief abilities, burrowing will modify all of her other powers. For instance, an ability that would buff her next three basic attacks is now a skillshot, and she can create tunnel exits to burrow back to, but burrowing does negate basic attacks, and thus, your damage output. Where Rek'Sai excels is mobility. She can quickly get from place to place, allowing her to assist in teamfights, small skirmishes, and when necessary, jungle situations. I enjoyed her as a whole more than Azir and Kalista, and it seems as if the community has taken to her as well. She was re-balanced shortly after her release, and a new nerf is on the way that may take her down a peg overall. Bard the support has an awesome aesthetic to him that fits League of Legends quite well. His Q is a standard skillshot that slows, but the sound and visual effects have a real pop to them. As a support ability, he can drop shrines that boost movement speed and heal -- this simple move is pretty deep, as Bard can place them strategically behind towers to reduce time away from laning or just put them on the ground below him to immediately heal. You'll also need to pay a bit more attention playing as Bard, as you'll be required to periodically grab unique chime icons on the map to buff your auto-attacks. His coolest ability though is the power to create a portal through terrain, which both enemies and allies can use. It looks cool, and it's an effective way of crashing in on enemy creep kills. Bard's ultimate puts everyone in a circle in a stasis, including all heroes and minions -- much like Zeratul's Void Prison ult in Heroes of the Storm, or many other similar MOBA abilities. All told, Bard is by far my favorite champion that I've played in months, and I highly recommend picking him up for fun. It's appropriate that Ekko, the boy who shattered time, has most of his abilities linked to movement speed. As an assassin, it's Ekko's job to pick out individual targets and burst them down rapidly. His passive allows him to build up stacks on a foe, slowing them after three stacks and dealing damage. Like most new heroes these days he has a token skillshot (that creates a slowing field), an area-of-effect slow dome, and a dash. His ultimate is where things get more interesting. Chronobreak is basically an "oh shit" button, making him invulnerable and transporting him back to his location four seconds ago. It allows him to get out of a sticky situation and continue picking off other Champions as well as deal some damage at the location. Ekko is a pure assassin, no frills -- and that's a good thing. While all Champions aren't created equal, I'm excited to see what Riot Games has in store for us in 2015 and beyond.
League impressions photo
Time to play catchup
It's been an eventful past six months for League of Legends. While I've been covering new Champions since 2013, I slipped a bit since Gnar late in 2014, as a few other major MMOs as well as fellow MOBA Heroes of the...

Review: Operation Abyss: New Tokyo Legacy

Jun 09 // Chris Carter
Operation Abyss: New Tokyo Legacy (PlayStation TV, Vita [reviewed])Developer: Experience Inc.Publisher: MAGES, 5pb. Games (JP) / NIS America (EU, NA)MSRP: $39.99Release Date: July 24, 2014 (Japan) / June 5, 2015 (EU) / June 9, 2015 (NA) Operation Abyss opens up with a bang -- your character has just woken up in the "gloomy darkness," next to multiple severed, bloodied bodies. Holy shit, right? It gets a little bit goofier from there, as a hooded man suddenly appears and tells you "basically, you've been kidnapped," as an army of half-human zombie monsters attack. You're immediately offered a choice: trust the man or not, which doesn't really end up mattering. Then a Magical Girl shows up and fights a giant crocodile. It pretty much never lets up from here. New Tokyo Legacy is set in a near-future version of Japan. Those creatures? They're called Variants, and it's up to the government-funded Code Physics Agency, which you've just been forcefully inducted into, to save the day. It must be said, if the silly intro wasn't any indication, the art for the game is incredible, and full of life. A lot of scenes may feature static portraits, and the dungeon designs might be on the bland side, but the art style (and by proxy, the main cast) is always colorful and interesting. Likewise, the darker elements of the game are just that -- dark. Creatures look suitably horrific, the narrative can go darker when it needs to, and on occasion, I was straight-up creeped out. There's also a ton of weird story elements like the blood of Florence Nightingale, Leonardo da Vinci, and Hanzo Hattori used for "Blood Codes," to gain abilities and special powers. No one can say that Tokyo Legacy isn't unique. [embed]293318:58901:0[/embed] Like most lengthy dungeon crawler experiences (this one is roughly 40 hours), it takes about six hours of walking until it takes off sprinting, and by then I was sucked into the world. Dungeons aren't obtuse, but as previously mentioned, they are on the bland side. After about 10 hours of play some of them started to blend together, and there isn't enough indication on-screen to denote hidden areas or locations of interest. I definitely don't want a streamlined "go here" indicator, it would just be nice if there was an inkling of uniqueness to the dungeons, since everything else is painstakingly crafted. There's lots of customization involved, including equipment and ability choices and statline tweaking. In terms of choices in relation to the narrative, there's not a whole lot here. This is an old school dungeon crawler through and through, and although there are some light forks in the road, none of them are emotional or engaging. Your key plan here is to go and defeat monsters to further the overarching story -- not your personal one. That's partially because each playthrough uses randomly generated characters, which can be customized, but don't necessarily play any real role. That extends to a lack of any real romantic element, since your party is essentially a collective. Unlike Demon Gaze, Operation Abyss' recent predecessor, Legacy is a bit more forgiving. For instance, you can now go freely back to your base if you wish, which is where you'll level up and sort through your massive inventory. The good news is that there's no "rent" or statistical hit to worry about, and if you're having trouble, heading back to rest up isn't a terrible idea. There's still a lot of menus to wade through and stats to painstakingly tweak back and forth, but it's more accessible than a lot of other crawlers since it doesn't penalize you at every turn. Because of that design decision though, it loses a bit of its edge. Despite the fact that Operation Abyss: New Tokyo Legacy can be a bit by-the-numbers inside dungeons, it's anything but in nearly every other facet of the game. While I probably won't be rushing to complete it again anytime soon, it was a lengthy enough adventure that will stay fresh in my mind for some time. [This review is based on a retail build provided by the publisher.]
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The Walking Variants
One of the very first PC games I ever played was a dungeon crawler. It was called MadMaze, a title released on 1989, playable on the Prodigy internet service -- yep, it was during the dialup era. While crawlers may not be one...

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From out of nowhere
Sonic Boom didn't do too well on 3DS and Wii U. They were two of the worst performing Sonic games in history, and were rated very poorly across both platforms. Despite that, the cartoon series is doing very well. Sonic B...

Horror and secrecy need to be better bedfellows

Jun 08 // Zack Furniss
[embed]293479:58861:0[/embed] Don't Do This In this year's Resident Evil: Revelations 2, Capcom felt the need to release videos that focused on the various beasties players would be facing throughout the episodes. Any surprise or confusion that should have been reserved for a first encounter is squandered by any fan wishing to keep up with a product they are excited for and have most likely already decided to purchase. Though some consumers make the decision to go on media blackouts to prevent this exact situation, it shouldn't be on them to decide not to watch. This effectively renders these marketing efforts useless. Another title that gave away too much before anyone played it is last year's The Evil Within. One of the bosses, an amalgam of limbs and hair, was arguably the most unique creature in the game. It could teleport from corpse to corpse by climbing out of their coagulating puddles of blood and your best bet was to flee. This made for a thrilling moment in a mostly monotonous survival horror, but by the time The Evil Within came out, anyone who had been following it knew exactly what to do to survive. So what do we about this? Publishers want to make money, and the best way to do that is by showing the most exciting, gruesome sections of their newest product. But is that the only way? There are a few successful games from the last couple of years that prove there are other viable methods. So What Can Be Done? This is the part where I talk about P.T. (you knew it was coming). On August 12 of last year, P.T. was released alongside a short teaser at Gamescom. The teaser only showed reaction shots of people afraid of whatever they were playing. I immediately downloaded it out of curiosity and found the best horror game of last year. That it ended up being a teaser for the now-cancelled Silent Hills was icing on the bloody cake (I can already hear DashDarwin fuming in the comments). P.T. diffused through gaming media like a drop of blood in a glass of water; even with (and, let's be honest, because of) its utter destruction by Konami it will be remembered for a long time. I'd be foolish to deny that P.T. being free had no bearing on how often it was downloaded. However, I think if a new game came out of nowhere for only a few dollars it would have a chance of replicating this viral success. It's worth a shot at least.  Next up, we have Bloodborne. Sony spared no expense with providing images and videos of From Software's latest, but players had no idea what was lurking in its back half. BLOODBORNE SPOILERS FOLLOW, SKIP THE NEXT PARAGRAPH AND IMAGE TO KEEP YOURSELF SAFE. Though Bloodborne started off with beast-like enemies and Gothic environments, its latter half brought enough Great Ones, cosmic horror, and tentacles to merit numerous comparisons to the works of H.P. Lovecraft. Most players would likely have been content with fighting lycanthropes in their various forms throughout the dark descent, but this unexpected tonal shift provided an identity that separated it from the studio's previous work with Dark Souls.  Providing media only from the first half (quarter, eighth, whatever) could be a way for publishers to keep the horror skulking about in the shadows and allow room for players to be surprised. An example of the downside to this method would be Metal Gear Solid 2: Sons of Liberty and its Raiden fake out. Though I appreciate that surprise now, Hideo Kojima earned a well of ire for that back in the day. There's definitely a risk here, but Bloodborne is proof that it can pay off beautifully. The last idea I have isn't exactly for releasing new games, but for adding content to them. The wonderful Lone Survivor: Director's Cut added extra endings, a new enemy, and fresh music to the original, yet no one could find them upon release. Creator Jasper Byrne teased this, and mentioned looking forward "to hearing your thoughts about the new edition, and interpretations of the new content… especially the secret endings!" And so began a mad hunt to uncover anything new, and no one could find anything for a few weeks (and if they did, they didn't tell the internet). Byrne created more excitement by doing this than he would have if he had just said "here's how you get the new ending, and here's where you fight the new monster." Though it isn't explicitly a horror game, Batman: Arkham Asylum did something similar. Just around the time the sequel Arkham City was announced, it was discovered that there were hidden blueprints for the Arkham City itself in the original game. How cool is that? Rocksteady Games waited until time had passed to expose this and it made players go back to see it for themselves. I understand that developers want everything they've made to get some time in the sun, but this delayed gratification can be just as, if not more, impressive. I'm not a marketing expert, and I won't claim to be. But in a time where the Internet can be used as a tool to spread information via experimental methods, we may as well try to change things up. P.T. and Bloodborne show that these risks can be well worth taking. Here's hoping some of these ideas are implemented next week at E3. Please don't show us everything!
Horror games photo
We can do better
Horror games, as much as I love them, have a serious problem right now.   In the modern-day media maelstrom, almost every scare, monster, and plot twist is given away or hinted at before a game is released. Of course, us...

Review: Massive Chalice

Jun 08 // Steven Hansen
Massive Chalice (Xbox One, Mac, PC [reviewed])Developer: Double Fine ProductionsPublisher: Double Fine ProductionsMSRP: $19.99Release Date: June 1, 2015 A talking cup with the alternating voices of an old man and younger woman gives you a "Hello Commander," informing you that you, an immortal being tied to the chalice, are the only one who can navigate humanity to victory against the encroaching, monster-filled Cadence. With that brief set up, you pick five pre-generated families to serve as your starting vanguard of fighters. It's an aesthetic choice. Try and pick families with distinct flag colors (and fun surnames) because otherwise keeping track of them is a mess. The Fab Five have different stat-affecting traits (bred) and personalities (learned) and three different base classes that can be combined to make sub-classes with slightly different abilities. You're also seemingly bound to get stuck with an asthmatic early on whom you can rightly cast off into the scary orange mist because they will be useless and the life of an individual isn't worth much in a 300 year war effort. Massive Chalice operates on two levels. Combat is turn-based with grid movement and two actions per turn. Walk a bit and then attack, or walk further and leave yourself unable to attack are the big ones. The latter has a chance of leaving a character screwed if they wander into the obscured battlefield Fog of War and reveal a pack of waiting enemies. Outside of combat, there is scant decision-making and a lot of hitting the Advance Timeline button as you try to make it to year 300 to destroy the Cadence by building kingdoms for your characters to bone in to produce better soldiers and advance the bloodline. [embed]293482:58868:0[/embed] Combat, however, feels one-dimensional, perhaps appropriate for the rote meat grinder that is 300 years of war. There's no cover or overwatch, never objectives beyond kill everything within line of sight. Inch forward, kill, inch forward, kill. I often had to double back through the sometimes obnoxiously routed, procedurally generated levels to off one last monster that was content to, I guess, walk around in circles in the far off map corner for all its turns. Enemies are impressively distinct. Ruptures create a wide berth of corrosive tiles upon death, Lapses sap soldiers' XP, Wrinklers age soldiers on contact. But Massive Chalice only metes out these highly specialized enemies and facing them over and over, in larger and beefed up quantities, gets tiring. Its turn-based strategy feels brute forced and basic. Even with the addition of sub-classes and the tips screen advising carrying members of every class, I still felt like fielding a team of five Hunters to SOCOM its way through fights was ideal and borderline easy (on Normal mode). The Alchemist's volatile, limited projectiles killed more of my own troops than enemies in my last run and sending the melee-focused Caberjack into the fray always feels too dangerous. This, though, raises a huge problem with the lengthy final fight that I've found unwinnable without the area of effect moves of the other classes. Nation management, too, feels simple and sterile. You are asked to choose between research projects which take years to finish. The most obviously necessary are the Keeps, which is where you retire soldiers to and appoint a mate on the grounds of eugenics. I find that once I get Keeps built and Übermenschs screwing, research becomes haphazard. A couple pieces of gear (mainly for Hunters), the experience raising item, and then I'm mostly choosing something at random and slamming on the "Advance Timeline" button until someone else dies of old age and needs to be replaced at their post. It is clinical and the soldier stat effects feel slim (so long as you avoid breeding a handful of proper blights, like asthma). The idea of bloodlines is a good one, but the sparse overworld (the same Simon panel of territory and occasional, stoic look at a throne) does not support any narrative or connection in the vein of a Crusader Kings-like strategy game. All there is are brief, occasional text adventure events that have you make a decision (how will you settle a squabble between two troops?) that might affect some mild stat. Meanwhile, the short shelf-life of fighters doesn't support any connection to individual troops in combat, save for the one or two fights you'll have a high-level troop with a funny nickname. The most attachment I felt was to a flag color. This becomes a weird problem with the ending, which tries to suddenly loop back around and deliver an unnecessary story element that, at best, would "explain," in-universe, subsequent playthroughs. It is odd, unnecessary, and even robs you of basic world-saving catharsis. It also reminded me that, on Normal, I've yet to come close to my kingdom falling, which belies roguelike claims, while on the other hand I sort of dread playing 300 more years (plus failure restarts) on higher difficulties because of the simple combat. Massive Chalice is both beautiful and approachable, somewhat rare qualities in the genre. But its 300 year arc bends toward apathy and inhumanity. By mid-game, what was novel and enticing becomes a slog. The nation and bloodlines are mostly built out, ending the high level tactics, and battles become more brute force as the same enemies double in HP, power, and quantity. I felt like middle management making the same position appointments that a computer could make more quickly and all I got for my click click clicking was combat with bigger numbers on the same handful of stages. There is some payoff with the bloodline idea at the end, but it is not worth the rote meat grinder to get there. [This review is based on a retail build provided by the publisher.]
Massive Chalice review photo
Great fighter with a glass jaw
Double Fine's less scrutinized Kickstarter success, Massive Chalice, has been formally released half a year since entering Early Access. Along with Invisible, Inc., it formed a one-two punch of time-eating, XCOM-tinged turn-b...

Experience Points .15: Super Mario Sunshine

Jun 06 // Ben Davis
A nozzle for every occasion Ahh, the FLUDD. By far the most unique tool ever to be in Mario's possession, the FLUDD is a water-powered contraption which can be used to spray like a pump, clean up messes, hover through the air, dash or slide quickly across land and water, and rocket-jump straight up into the sky. It's immensely useful, and easily sets Super Mario Sunshine apart from any other game in the series. Every time I replay Sunshine, I can't help but be amazed at how fun it is to use the FLUDD. Hovering as a platforming mechanic feels wonderful. It allows Mario to cross huge distances, reach crazy heights, stop himself in midair to make a precise landing or correct an erroneous leap, and more. In addition, the Rocket and Turbo nozzles allow him to cover great distances both vertically and horizontally in record times, making it a piece of cake to traverse large levels or recover from a fall. I especially enjoy using the waterslide technique, which involves spraying water in front of Mario and then diving onto it so that he slides quickly across the ground on a layer of water. It's very useful for the levels where he has to chase Shadow Mario or race against Il Piantissimo, and it's simply a ton of fun to do as well. I also can't help using the FLUDD to annoy everyone around Mario by spraying them in the face with water. Drenching the Toads, Piantas, and Nokis on Isle Delfino and watching them shake it all off and throw a fit -- it never gets old. Some of them were asking for it anyway, makin' me break my back cleaning up all this gunk. Why don't I clean up your FACE while I'm at it? Dude, where's my FLUDD? While the FLUDD adds some interesting new mechanics to Mario's platforming, the game still manages to shine even without it. During specific levels, Shadow Mario will appear and steal the device right off of Mario's back, leaving him to rely on his excellent jumping abilities to finish the level. These FLUDD-less stages feel like a throwback to the Super Mario 64 style of Mario platforming. They all take place on floating platforms above a bottomless pit, so any misstep could end in a swift death. Most of these levels involve rotating platforms and other moving obstacles, and traversing them requires a lot of skill and careful observation. These areas manage to feel completely different from the main game, yet equally challenging (if not more so) and just as fun. It's a great way to change things up and keep the gameplay interesting by dropping the core FLUDD mechanic entirely, taking players out of their comfort zone by removing the ability to hover safely and testing their true platforming prowess. Some of these stages are the most difficult areas of the game, and it always feels nice and rewarding to emerge victorious and then promptly return to hovering around like normal. Sittin' on the dock of the bay All of the levels in Super Mario Sunshine are island-themed, but even so, they do a good job of providing diverse tropical locations. The beachside hotel, the theme park, and the village surrounded by giant palm trees and mushrooms are a few of my favorites, but for me, the coolest location is Noki Bay. Noki Bay is a quiet little area situated on the side of a large cliff, with a beautiful waterfall, towering seashell structures, and hidden ruins to explore. There are so many memorable moments in this level: spraying water along the cliff faces to reveal secret passages, discovering an ancient tomb, riding around in the mudboats, jumping from the top of the waterfall, diving to the depths of the bay to confront a giant eel... everything about this level appealed to the explorer in me. People often ask which video game world you wish you could visit or live in, and for me that would definitely be the world of Super Mario Sunshine. I've always had a soft spot for the sea and tropical locations, and the areas in Sunshine are some of the most beautiful and exciting examples of tropical places in a video game. I would love to live in Noki Bay, going for dives, taking in the sights, and visiting the other locations on Isle Delfino whenever I wanted. It would be such an amazing world to inhabit (as long as it was goop-free)! Climbing the giant palm tree Another thing that helped make the world of Super Mario Sunshine stand out was the giant, scalable set pieces. The shine sprite tower in Delfino Plaza, the windmill in Bianco Hills, the Ferris wheel in Pinna Park, the enormous palm trees in Pianta Village -- many of these things look nearly impossible to climb at first, but eventually Mario gains the means of reaching those formidable heights, and it feels incredible to be able to scale such impressive landmarks and look down at the world below. Aside from Noki Bay, my favorite place in Super Mario Sunshine is at the very top of the central palm tree in Pianta Village. This tree is so gigantic that it takes several rocket jumps to be able to reach the top. Not only that, but the leaves are so huge that Mario is easily able to run all over them without fear of falling off. He's like a tiny little red bug to this impossibly large tree. The extreme height might freak out some acrophobes, but those brave enough to make it up there are rewarded with a stunning view of the sky and the entire village far below. The Piantas even built a small wooden tower at the top of the palm tree, possibly to sit and look up at the clear night sky from a quiet, secluded place up in the clouds. Well, that's what I like to use it for, anyway! An apple a day keeps the ghosts away Super Mario Sunshine has some crazy boss fights. There's a giant flying Piranha Plant named Petey, a huge Gooper Blooper with delicate tentacles, and a massive eel with a poor dental plan. There's also a King Boo, an enemy we've seen before in other Mario games, but even so, he manages to be one of the most enjoyable bosses of the bunch. King Boo hides beneath the casino of Hotel Delfino. The fight takes place on a gigantic roulette wheel with three circular segments spinning in different directions, which can be dizzying and confusing until it stops moving. Water does nothing against this ghost, but after a while he'll bring up a slot machine out of nowhere and give it a spin, causing objects to appear depending on the result. If the slot machine lands on three fruits, then Mario is in luck! Just start chucking fruit at King Boo and see what happens. Most of the fruit will splash juice all over his face, which he'll happily lick up (that always makes me laugh). But toss a chili pepper at him, and he'll become so overwhelmed with the heat that a hit from any other fruit will send him reeling. It's such a bizarre fight, but that's why I love it. Killing a ghost by throwing fruit at it? Why not? It brings back memories of defeating Wart by forcing him to eat delicious veggies. Mario's foes sure don't like their healthy foods, do they? Big bad dad Bowser is one of my favorite Mario characters, and a lot of that love stemmed from his portrayal in Super Mario Sunshine. Granted, Bowser doesn't get much screentime in the game; the first time he shows up is for the final boss sequence, and he also has a short cutscene before the credits. But Nintendo manages to pack a lot of personality into him during such a small amount of time. Bowser never really had much of a personality until the Mario RPGs, where he was often shown to be a bit of a goofball and a softie (especially in Paper Mario). Super Mario Sunshine offers a completely new side of Bowser's personality. Sunshine introduced Bowser's son, Bowser Jr., revealing the mean old Koopa to be a father figure and a family man, a side of him we've never seen before. Sure, there were the Koopalings before Jr., but their relation to Bowser was often rather murky. In Sunshine, Bowser and his son are on vacation causing mischief, when Jr. kidnaps Princess Peach because his father told him that Peach was his mother. Jr. just wants to reunite his family so they can enjoy a vacation together. Of course, Peach being his mother was just a lie told by Bowser. After a rather bizarre boss fight against Bowser and his son in a giant hot tub, Bowser finally sits down to have a talk with Jr. and tell him the truth. Jr. isn't surprised by this, and instead of fretting, he vows to one day get revenge on Mario. The two Koopas share a nice moment of father-son bonding over their mutual hatred of the plumber. I really enjoyed seeing this side of Bowser, and it made him seem like an almost sympathetic character. He's still the bad guy, but he's also living his own life in the background, trying his best to raise a son and keep him happy. If only he could think of a way to do that without kidnapping princesses... Past Experience Points .01: The Legend of Zelda: Majora's Mask.02: Shadow of the Colossus.03: EarthBound.04: Catherine.05: Demon's Souls.06: No More Heroes.07: Paper Mario.08: Persona 4.09: Final Fantasy IX.10: Mega Man Legends.11: Rayman Origins.12: Metal Slug 3.13: Animal Crossing.14: Dragon Quest VIII: Journey of the Cursed King
Super Mario Sunshine photo
Shine!
Experience Points is a series in which I highlight some of the most memorable things about a particular game. These can include anything from a specific scene or moment, a character, a weapon or item, a level or location, a p...

In a better world, these games exist

Jun 06 // Nic Rowen
Street Fighter vs Mortal Kombat Released on the Dreamcast in 2002 to belatedly settle the fighting game rivalry that defined the 90's arcade scene, Street Fighter vs Mortal Kombat remains a legend in the fighting game community. Still considered the finest example of 2D sprite art and animation from its era, the silky smooth and obsessively detailed characters of SF vs MK set an impossible bar to follow. The almost decadent use of special purpose one-off animations and frames only adds to the visual splendor. Vega's sublimely gory “Shadowloo Slicer” fatality still elicits screams from the audience at EVO. As fierce as the fighting between the World Warriors and the forces of Outworld got, the battle behind the scenes is said to have been even bloodier; a runaway budget, arguments over almost every aspect of the design, and frequent shouting matches characterized the prolonged five year development cycle. Despite the astounding success and popularity of the title, a sequel has never been attempted. Ed Boon and Yoshinori Ono refuse to even speak to each other to this day for reasons neither of them will discuss. The licensing snake-pit of copyrights and legal redtape has prevented any other ports or remakes from ever being produced, spurring a cottage industry of Dreamcast re-sales and custom made fightsticks for the console, supported almost entirely by SF vs MK's diehard audience. Alan Wake: The Fear That Gives Men Wings One has to imagine the lengths Sam Lake and his team at Remedy had to go to to protect their secret, their lips held firmly tight, unable to tell anyone what they were really up to. Keeping things under wraps despite the kind of scrutiny placed on what would be the flagship launch title for the Xbox One. The kind of pressure they must have been under to tease even a bit of what they had up their sleeves. But, somehow they managed it, and the fourth wall shattering reveal of Max Payne as a playable character in the second act of the game will go down in history as one of the most surprising and surreal moments in gaming history. Max is every bit as cynical and bitter as ever. But this time he isn't raging against an indifferent and unfair universe with a vague sense of living a cliché. This time he can direct his anger against the very man who wrote the script of his sorry fate. The scene where he crushes Alan's writing hand with the butt of his pistol is almost unbearable to watch. Reportedly, Sam Lake spent the night of the launch locked in his office suffering an intense panic attack, a crisis of artistic confidence. He spent the last five years of his life calculating this surprise, this single plot twist. If the game failed it wouldn't just be the end of his career, it would end his self-image as an artist and writer. Hideo Kojima, no stranger to pulling a controversial character rope-a-dope called him that night and consoled him in his hour of need. From that experience, the two men formed a bond that eventually led to them collaborating on Snatcher 2, another smash success. City of Heroes: Issue 25 “Messages from a world ending” In the waning days of City of Heroes' lifespan, most of the development and design talent in Paragon Studios carefully made their exit to greener pastures. As everyone else was jumping off, one man climbed aboard the sinking ship to take over as lead designer. There would be no budget, a small (and rapidly shrinking) team to work with, and low expectations from fans and critics already aware of Paragon City's impending doom. He was supposed to be just folding up the socks and towels, putting the game to bed. Instead, Austin Grossman created one of the most memorable final chapters to an MMO ever seen. Relying on his background as a writer, Grossman set out to recast the tone of CoH to better fit the looming ennui of a world coming to an end. CoH's final storylines were not the Silver Age dust-ups that characterized most of the game's lifespan. Instead, Grossman wrote introspective questlines laced with sharp humor about heroes and villains looking inward. What compels someone to point a laser at the moon? What drives someone else to put on a cape and jump in front of that laser? And who gives a shit about the moon anyway? Couldn't these miracle men born of science and magic be doing something better with their lives and isn't this all a little bit silly and embarrassing when you step back from it? With no money to craft new areas or other big gameplay draws, Grossman had to get clever to generate new content. Flipping the familiar Giant Monster concept on its head, instead of creating new and impressive Godzilla-esque monster for players to rally against, he instead turned a single random player into an unstoppable force of destruction. An artifact known as Mournblade, a cursed black sword, would be “gifted” to a player once a month, immediately giving them an exponential boost to their stats, constantly depleting health that could only be regenerated by killing with the sword, and flagging them as a PvP target no matter what zone they were in. When the player fell, the next nearest player would inherit the blade, and the carnage would continue until a heroic sacrifice was made -- the deletion of the character currently holding the blade. In the final hours of the game's life one lone hero remained, wielding the Mournblade against a cataclysmic invasion of blatantly overpowered alien invaders. The beauty and value of struggling against inevitable darkness was CoH's final message. A fitting tribute for the beloved and fondly remembered MMO. Springfield Rockstar has always played it's cards close to it's chest but no one could have guessed that the schoolyard based Bully was a testbed for a much more ambitious project several years in the making. When Rockstar announced it's partnership with Fox to make an open-world Simpson's game where nearly every single NPC in the game was a known and beloved Simpsons cast member, the response was a mixture of unbridled excitement and raised eyebrows. Those eyebrows stayed raised as Rockstar made design choices so bold they bordered on absurd. Rather than make Bart or any of the other predictable Simpson family members the protagonists, Rockstar reached back to its tradition with mute characters and allowed players to make their own avatar, a recent transfer student to Springfield Elementary known only as “The Kid.” The game was structured similar to GTA and Bully, but with a Simpsons twist with “The Kid” taking on all kinds of missions from notable Springfield residents. Hijinks ranging from helping Comic Book Guy try to woo a regular customer (it ends poorly), to covering up an accident at the nuclear plant for Mr. Burns (it ends poorly), to trying to elevate Bumblebee Man's stature as an actor (you guessed it, it ends poorly). 400 hours of dialog, quips and jokes make Springfield a real, living place filled with the characters you know and love. Most precious of all, though, were the inclusion of previously unused and forgotten recorded performances from the late Phil Hartman, allowing a final farewell for beloved characters such as Lionel Hutz and Troy McClure. [embed]293426:58849:0[/embed] Those are games I see when I close my eyes at night. Games that I know could never have existed for a number of perfectly sound reasons, but still can't shake the feeling that we should have had them. Do you have any games like this? Titles that stick in your imagination and make you wish things had happened differently?
Dream games photo
All great ideas go to Heaven
Silent Hills was a dream game. Specifically, it was my dream game. If you asked me before P.T. crept onto the PSN servers what series I'd most like to see rejuvenated in a bold new way, I would have probably told you Silent H...


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