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The best games of 2015 you didn't play

Jan 02 // Patrick Hancock
Else Heart.Break()Available from: Steam, GOG, HumblePrice: $24.99 Alright, so this game is difficult to explain. At its core, it's a lot like an adventure game. You click to move, interact with people using branching trees of dialogue, and have an inventory. However, the player gets an item early on that allows them to hack in to just about anything in the game's world. This means that the player can change the code that operates various objects. Allow me to give you an early example: the player is tasked with changing the code of a cup of coffee. Instead of making the coffee make a person more awake, it's possible to change it so it makes them faster, more charismatic, and even smellier. This game slowly teaches the player how computer science language works, and that is absolutely brilliant. The fact all of this is integrated into the overarching plot just makes it that much more enjoyable.  BaronyAvailable from: Developer's website, Steam, DesuraPrice: $6.99 Please, don't look at the screenshots of Barony and assume it's a Minecraft knockoff. Yes, everything is cubes, but this is more NetHack than anything else. Okay, I've never played NetHack, but that's what everyone else keeps saying, so I'm trusting them. It's a very difficult first-person roguelike with online co-op. Players choose from a number of classes and go through various floors in order to, well, I'm not too sure.  Barony is incredibly difficult, and I've never made it too far, even with my buddies helping me out. But that being said, each romp I've taken through its worlds has been incredibly entertaining, with the random elements constantly keeping us on our toes. Just make sure you know how to find your IP and potentially open ports if you're planning to play online. 3x0ngAvailable from: Developer's websitePrice: FREE Developer David O'Toole has a history of making games I enjoy. 2x0ng and The Testament of the White Cypress both caught and held my attention in the past, and this year it's his newest game in the "x0ng" series, 3x0ng.  This time, the game is head-to-head, as players attempt to throw a "squareball" at an opponent's goal. The problem is, there's a lot of colorful bricks in the way. The end result is part Breakout, part Pong, and part soccer. Things get intense very quickly, even against the CPU. This is definitely a game that needs to be added to your local multiplayer library. TowerClimbAvailable from: SteamPrice: $14.99 Think of this as reverse Spelunky. The object is simple enough: climb out of the tower by going up. In reality, it's really freaking difficult. What I love about TowerClimb is how it demands patience and dedication from the player. Many Spelunky players zoom through the levels incredibly smoothly; not possible in TowerClimb. Moving up is a slow process, one that takes careful planning and no lapses in focus. While it may come off as boring at first, those who take time to appreciate what TowerClimb is teaching will come away with a sense of pride. There are many great mechanics at play here, all intermingling so well together that many players may not even notice. Plus, it has multiplayer and you can jump off of other players' heads to reach new heights! ClandestineAvailable from: SteamPrice: $24.99 I've written about Clandestine plenty in my review, but I'll reiterate a few points here. While it's far from perfect, I haven't experienced such a great story-driven cooperative game in a very long time. Laughing at the cutscenes is a great juxtaposition to intensely planning out our next mission and makes me appreciate each moment throughout the game. It's true asymmetric gameplay -- the two players cooperating are doing completely different things, but both aiming to achieve the same objective. It forced us to think in different ways and more importantly, forced us to actually cooperate in a way that we haven't since Left 4 Dead. Telepath Tactics + HighlandsTelepath Tactics available from: Developer's website, Steam, GOGHighlands available from: SteamPrice: Both are $14.99 So, these are pretty different games, but I've lumped them together because they are both very difficult strategy RPGs. Seriously, I can't beat either one of them. Really, I got through a few levels before my ass was devilishly handed to me on a silver platter by the AI. Telepath Tactics is probably the closest thing to a Fire Emblem game available on PC, but it still introduces its own mechanics that make it stand out from the crowd. And yes, it does have a "casual" difficulty setting for anyone worried about never finishing it. Highland has more going on than just its beautiful art style. It's also an interesting take on the strategy RPG genre. It focuses on using the land as its own resource. The enemy will continually spawn on territories it owns, while players will continuously generate resources off their territory. Both of these games challenge players to be at the top of their game, and both are great additions to the genre. Infinifactory + TIS - 100Infinifactory available from: Steam, GOGTIS-100 available from: Steam, GOGPrice: $24.99 (Infinifactory), $6.99 (TIS-100) These are lumped together because they are both puzzle games by the same developer, Zachtronics, and they are both way too smart for me. These are the same people who made Spacechem, which is another brilliant puzzle game. Infinifactory tasks players to get blocks from point A to point B. Simple, right? Thing is, the blocks need to be arranged in a specific fashion, and oftentimes players need to use the 3D space and conveyor belts available to them in creative ways. It challenges spatial reasoning in ways that make me feel real dumb, and I love that. TIS-100 is an entirely different beast. This teaching players to understand programming logic by forcing them to learn an entirely unique programming language. It also tasks players from getting things from point A to point B, except this time it employs things like integers. Players must order, multiply, and change data using the coding functions that the game permits. Just be warned: you must read the manual. It lists the functions and how they work, which is required to actually complete a level. The Curse of IssyosAvailable from: Developer's websitePrice: FREE  Ben has written about this game before, and now that it's out, I'm reminding you to go get it! It's old-school cool, and reminds me a lot of games like Castlevania or Ninja Gaiden. The difference is, I can actually do well at The Curse of Issyos. It's definitely difficult, but not unbearably so. It does a great job, as many games do, of introducing enemies and obstacles to the player in ways that are harmless at first, only to really test their skills later on. I love anything to do with Greek mythology, so naturally I adored Issyos. It's not terribly long, but there's a lot to love here, including a secret that can change the ending. It's an old-school idea blended with more modern techniques that really shine, just like the sweet armor powerup! Little PartyAvailable from: Itch.ioPrice: Pay what you want This little game had a big impact on me. There's not much to it: you play as a mom in a cabin in the woods while your daughter is throwing some sort of party. All players can do is move and interact, so it's a bit like an adventure game. I found myself making a lot of assumptions about where things were going, only to find out that, damn, it's not easy being a mother. The aesthetic is beautiful and the music is a key component to the story, and delightfully so. It's not very long, so please, go be a mom and make some guacamole for your daughter and her friends. It's worth it. As always, just because a game is "free" or "pay what you want," don't forget you can always donate to the developer if you enjoy their work! Good things deserve to be supported.
Flew under the radar photo
You monster
2015 was a fantastic year for video games. There were so many great games vying for an opportunity to occupy your time. Personally, my backlog increased more than ever due to the influx of "games I just gotta play." There are...

Review: Minecraft: Wii U Edition

Dec 29 // Patrick Hancock
Minecraft: Wii U EditionDeveloper: 4J Studios, Microsoft StudiosPublisher: Mojang ABReleased: December 17, 2015MSRP: $29.99 Given its status as a cultural phenomenon, I probably don't need to explain the basics of Minecraft in 2015. In case you've been experiencing the same thing as Brendan Fraser in Blast from the Past, I'll give a quick rundown. Players spawn into a randomly generated world created entirely out of individual blocks. It is up to them to harvest materials like wood, coal, and stone to create tools and survive the many dangers present throughout the game world. Personally, I guess I'm more of a Minecraft purist. I've been playing on and off since the alpha stages, and began to grow a bit disinterested with many of the later additions like brewing and enchanting. That being said, I absolutely love the purity of vanilla Minecraft. I've never added in dozens of PC mods to completely change the game or even alter the original tileset. To me, it's at its most elegant when it is untouched. The Wii U Edition does have some extra tilesets thrown in for players to switch between, and some extras to purchase on the eShop. New player skins are also offered for purchase, like The Simpsons, in case players don't want to be "Tennis Steve" or "Black Steve" -- oh wait, I mean "Athlete Steve." Naturally, the thought of playing Minecraft with the Wii U's GamePad is rather exciting. It could be used for inventory management, a second screen for cooperative play, easy crafting -- the possibilities are endless! Well, unless you're 4J Studios. Then the possibilities are one. The only benefit of having the GamePad is the ability for single-player Off-TV play. And even when players are using it for Off-TV play, it does not function as a touch screen for inventory management or anything else. When playing locally with a friend, players are forced into split-screen mode. Playing split-screen with the GamePad in hand feels like a complete waste of an opportunity.  The game runs fine, though snow tends to tank the framerate in cooperative play. Also, when playing locally, if one player opens up their inventory, there's a pause for a fraction of a second that is absolutely infuriating. It sounds like it should be barely noticeable, but just the opposite is true. I ended up calling out whenever I was making an important jump or otherwise being careful, so my partner wouldn't pause the game and screw me up. Speaking of pausing, trying to move items around with a joystick is awful. I'm sure this is what Xbox players have been dealing with for years, but man is it bad. The joystick emulates a mouse cursor, but everything snaps to the inventory grid, making it a painfully slow and annoying process to move things about. This is made worse by the fact that I'm literally holding a now-useless touchscreen in my hands. Playing online only works among friends. At first I thought the game was buggy, since the "Join" tab was completely unpopulated. However, a quick jaunt over to the Miiverse showed people posting screenshots of the main menu asking if anyone would like to friend up and play, making the situation very clear: you can only play online with people on your friends list. Well, okay then. Minecraft is still a beautiful game. The first time I heard C418's ambient soundtrack kick in, I was beaming. The first time night fell, I nervously holed up in the ground. Despite my adoration of the game, I ended up being frustrated at just about every aspect of the Wii U Edition. This is the epitome of a wasted-opportunity, bare-bones port. It's great that the game is coming to yet another audience, but this is hardly worth the investment for someone who already has the opportunity to play Minecraft elsewhere.  [This review is based on a retail build of the game provided by the publisher.]
Minecraft: Wii U review photo
What's a GamePad?
Minecraft is quite the success story, isn't it? It went from one man's fun project to a household name in a seemingly small amount of time. Everywhere I go, I see Minecraft-related items: t-shirts, plushies, costumes. It...

Cloud in Smash Bros. is all about the limit break

Dec 16 // Patrick Hancock
Let's start with his special moves. Neutral B: Blade Beam This is a pretty awful projectile. The best thing about it is that it lasts a decent amount of time and goes straight. It's an okay spacing tool but has incredibly small knockback and pitiful damage. The limit break version, on the other hand, is great. It travels quickly and has multiple hits, doing around 17% damage. It can be a decent edge-guarding tool (it hits hanging opponents) and can be used to catch opponents rolling. Side B: Cross Slash This is an interesting move. The standard version requires multiple presses of the B button to execute, which leaves Cloud with some options. Since people tend to mash button to get out of things, cutting this off early can catch players and force them into an exposed situation. The limit break version is very high damage, but won't kill too early. It comes out pretty much instantly so it's a nice punish if you catch an opponent in a poor position. Up B: Climhazzard First of all, "climb-hazzard?" What?! I've been calling it "Clim-hazzard" forever! Anyway, Cloud has some awful recovery. His normal up special doesn't get much height and definitely doesn't go very horizontal. Be careful not to tap B again, or else he'll head straight downwards, ignoring any and all ledges on his way [he can still grab ledges! Thanks LinkSlayer]. It's also not a very good attack; it's sort of like Kirby's up special, except you don't need to commit to the downward swing. The limit break version has some absolutely wonderful recovery, both vertical and horizontal, however it's still a lackluster attack on the ground. Down B: Limit Charge / Finishing Touch This charges Cloud's Limit Break meter and, more importantly, displays it to the players. The gauge is invisible normally, so knowing exactly where it is can be key. From zero, it takes about seven seconds to get to full charge. Once charged, this special becomes an instant, insanely powerful kill move. But it's all knockback; the hit itself does 1% damage. This is a huge risk/reward. It kills off the top hella early, as low as around 55% on standard character weight like Mario (without Directional Influence). If it doesn't kill, however, all you've accomplished is 1% damage, a huge waste of the Limit Break. While playing online, most Clouds I encountered would charge Limit Break at any given chance, even if it meant giving up stage control. I don't think this is the best strategy. Having a Limit Break can be a hindrance; the next special attack needs to count, which means you can't throw out a random special attack. When Samus has her Charge Shot, she can still shoot missiles and lay bombs without worrying. Cloud is forced into an awkward position where suddenly, everything should be a standard attack until an opening presents itself. Personally, I like to charge sparingly. Since the Limit Gauge charges automatically by getting hit, charging the meter close to 100% forces the opponent into a corner. By hitting you, they give you a Limit Break, but by not fighting, well, that won't get far. This gives the player an opportunity to play around with their specials for a bit before the Limit Break pops. Now, his stats are slightly better when the Limit Gauge is full, but I still feel awkwardly restricted at the same time. It's an interesting trade-off, and one that will definitely need more experimentation. And don't be scared to throw out a Limit Break attack like a Blade Beam, since there's little recovery associated with it. The others, however, are a bit riskier because of the lag time when missed. [embed]327136:61537:0[/embed] As far as notable normals, Cloud has some decent options. His forward smash is absolutely incredible. It can kill around 75% uncharged! It has a decent windup and ending lag, so it's not something that players should just throw out whenever. His forward and up tilts are basic sword swipes and come out pretty fast, so I've leaned on them for some quick reaction attacks. His down tilt is a slide, and damn do I love this move. It's quick and moves Cloud a decent distance, meaning it has use as an attack and a movement option. It pops up the opponent a short distance, leading to easy followups with an up aerial (which also comes out very quick) or a neutral jump/mind games. Cloud's forward tilt takes some time to come out, but has a large arc and spikes towards the end. His down aerial also spikes at the tip, and looks just like Link's. His neutral aerial, however, is easily his best option. It's arc is huge and comes out way quicker than his other options. In general, if I'm jumping, I'm throwing out a neutral air. Cloud has no kill throws at any reasonable percents. I've found that his down throw is a decent setup for followups. It pops them up just enough to perform a short hop and a quick aerial, which is nice. It's not a true combo from what I can tell, though. His grab range is also sort of garbage. As for his stage, it's amazing. No, it won't be at any tournaments ever. However, for groups like my friends and me, which enjoy playing on the wonky-but-not-too-wonky maps, it's perfect. All of the stage alterations from the summons are pretty tame. I'd say it's somewhere in between Pokémon Stadium 1 and 2 in terms of obtrusive stage hazards. Plus, it's got some of the best music so far in the game and YES I LOVE FINAL FANTASY VII SO WHAT I'M NOT BIASED. Unfortunately, I don't see Cloud rising through the ranks to top tier like I did with Ryu. He has some great power and an interesting mechanic, but his lack of recovery leaves him way too open to gimping and his slower moves will leave him at the will of quick characters like Sheik or Zero Suit Samus.
Cloud impressions photo
And the forward smash
Guys, Cloud is in Super Smash Bros. Holy shit.

Bayonetta is in Super Smash Bros.

Dec 15 // Patrick Hancock
Bayonetta in Smash! photo
Get Wicked!
Bayonetta, a character many fans have wanted in Super Smash Bros., has just been officially announced for the game! Bayonetta was the #1 choice in Europe's Smash ballot, and in the top five in North America. In fact, sh...

New Smash Character photo
New Smash Character

Fire Emblem's Corrin coming to Smash Bros.

Something something another swordfighter
Dec 15
// Patrick Hancock
Corrin, from the upcoming Fire Emblem Fates, is joining the roster of Super Smash Bros. Now, before you freak out that another swordfighter is joining the game, be aware that most of Corrin's attacks don't actually use ...

Dragon's Dogma runs wonderfully on PC

Dec 03 // Patrick Hancock
Tested on: Intel i7-4770k 3.50 GHz, 8GB of RAM, Geforce GTX 970, Windows 10 Dragon's Dogma: Dark Arisen is officially releasing on PC on January 15, so there will still be optimizations and tweaks between now and then. Honestly, though? I've encountered no technical issues whatsoever.  Here are the options included in the PC version: [embed]323834:61344:0[/embed] As you can see, the graphics menu has just about all the options players should expect, including a field-of-view setting. Playing with everything cranked up, I was able to run the game at a consistent 60 frames per second, including during the in-game cutscenes. As I mentioned, I'm only a couple of hours in, and nothing has gotten too crazy yet. Playing on a keyboard and mouse feels rather comfortable, and I'm generally not happy with third-person action games using this control scheme. The keyboard keys can be remapped, so if the defaults don't tickle your fancy, change them! The individual controller buttons cannot be changed, but there are six different control schemes provided. The game also automatically detects the controller (in my case, an Xbox One gamepad) immediately and even adjusts the button prompts. A small, but dedicated detail involves the screenshot feature. Players can pause the action and go into a specific "Share" menu option to get a screenshot (as I have done, above) to move the camera about and get a nice image. The PC version will automatically take a Steam screenshot when the Take Photo button is pressed. I expected the game to save it to some random location in My Pictures, but the developers went so far as to program Steam screenshots into this feature -- awesome! We'll have a full PC Port Report on Dark Arisen's official Steam release in January, but as of now, the outlook is very good!
Dragons Dogma PC photo
Smooth like butta
At some point, I downloaded Dragon's Dogma onto my PS3, but never got around to playing it. I'd scroll through and tell myself "some other day." Well, apparently that other day is the day it comes to PC. I hear tell that...

Review: Just Cause 3

Nov 30 // Patrick Hancock
Just Cause 3 (PC [reviewed], PlayStation 4, Xbox One)Developer: Avalanche StudiosPublisher: Square EnixMSRP: $59.99Release Date: December 1, 2015 Reviewed on: Intel i7-4770k 3.50 GHz, 8GB of RAM, Geforce GTX 970, Windows 10.  Just Cause 3 once again follows the exploits of Rico Rodriguez on a quest to liberate a region from a corrupt dictator, settlement by settlement. This time Rico has access to Medici, a nation under the control of Sebastiano Di Ravello. Medici is about the same size of Just Cause 2's Panau, which is to say it is huge. One big reason why Medici is a sought-after nation is due to its resource of Bavarium, a super-resource that allows for all sorts of militaristic applications. While I'm sure most players are not coming for the plot, the writers do a great job to keep the player entertained with the cast of characters involved. Rico has a handful of allies that aid him and the rebels throughout the campaign, and each character is great. Sure, they're essentially B-movie caricatures, but they're lovable caricatures. Despite the urgency and political turmoil constantly woven into each action Rico undertakes, his allies always seemed to put a big grin on my face. A lot of this comes down to two three things: the writing, voice acting, and animations. Again, the overarching narrative isn't going to blow any minds, but the moment-to-moment dialogue between the few important characters is consistently wonderful. Best of all, each voice actor delivers lines in a casual and believable way, something that is helped by realistic accompanying animations. No, there's no Bolo Santosi, but not every game is perfect. [embed]322878:61303:0[/embed] The bulk of the experience involves blowing the shit out of anything and everything. In order to take down Di Ravello, Rico must go from location to location, destroying everything owned by the evil dictator. It just so happens that about 95 percent of those items are highly explosive! When entering an area, whether it be a military base or a settlement, a list of destructible objects appear on the left side of the screen and it is the player's job to take them out. As less and less objects remain, they become more and more visible on the game's map, preventing the player from searching forever for that one last thing. The most useful tools at Rico's disposal are his grappling hooks. Not only is it possible to grapple onto a surface and travel straight to it, but Rico can use it to attach two separate items and pull them together. In Just Cause 3, it is possible to have up to six grappling hooks at a time. Six! This means twelve items can be linked to each other in a number of ways, and they can all converge on each other at once. Anyone who has played the previous game knows just how ridiculous that sounds. Okay, so there's explosives and grappling, but those aren't even the best mechanics, all things told. Movement in Just Cause 3 is easily the most fluid and beautiful system I've ever used. Seriously, I have never enjoyed moving around an open world as much as I have in Just Cause 3. There are three systems that mesh together: the grappling hook, the parachute, and, most importantly, the newly-acquired wing suit.  There's a lot of verticality to Medici, which makes flying around with the wing suit an absolute thrill. Plus, with the grappling hook available, it's possible to glide almost indefinitely at high speeds. I rarely used a vehicle to get around at all, since it was often slower and way less entertaining. The exception is when traveling over a large amount of water, since there is nothing to grapple onto and pull Rico along. Other than the campaign missions and settlements to liberate, Medici has random events, challenges, and collectibles. The random events might be to help tow someone's car to a gas station, or to prevent a group of friendly rebels from suffering the fate of a firing squad. There aren't too many varieties, but the distractions are quick and the rewards can easily be worth it. Some of the challenges are the standard "maneuvering a vehicle through rings," but others perfectly show off the game's mechanics and carefree attitude. Perhaps my favorite is a very Burnout-esque challenge that has players drive a car with a bomb strapped to it to a desired location only to jump out at the last moment to create chaos. The twist here is that, like Keanu Reeves in Speed, if the car goes below a certain speed, the bomb will explode. It's not as strict as the movie, but if a player goes too slow for too long, the challenge is failed. Others, like the wing suit courses, are also great and help hone specific skills. Players are awarded up to five "gears," depending on performance. Think of them like star ratings. Acquiring gears in certain challenge categories go towards unlocking new upgrades in those areas. For example, performing well in the Speed challenges gives Rico more upgrades for his explosives. Many of the upgrades make things simply better or more useful, like adding explosive charges, but some are more play-style driven. Players can turn these upgrades on and off at will once they are unlocked. For those looking to get more gears in challenges, keep this in mind; it is way easier to get a high score at the end of the game than it is at the beginning due to upgrades. Since this is an open world game in 2015, there's a smattering of collectibles strewn throughout Medici. I'm not one to care about them, but for those who do, Just Cause 3 has your back. If anything collectible is nearby, a small radar blip appears on the bottom of the screen that increases in signal strength as the item draws near. In addition, liberating a province (usually made of three to seven settlements) pinpoints the locations of these hidden items on the map. The biggest thing to realize while playing Just Cause 3 is it is mostly up to the player to keep things interesting. Liberating settlement after settlement does get stale, especially because they're essentially identical to one other, just with different layouts. Always using the same weapons to destroy the same objects gets old quickly. If players aren't inspired to get creative with their destruction, it's easy to get bored. The game gives the players all the tools needed to keep things fresh, but provides no tangible incentive to do so, therefore any such incentive must be intrinsically motivated. My recommendation is to keep doing challenges. By completing challenges and unlocking new upgrades, players will naturally want to play around with those upgrades. Well, what better way to test them out then when liberating a settlement? It would have been appreciated if various weapons had their own challenges, which would push players into switching it up more often. The story missions spice things up with some different objectives, but even those tend to repeat and feel "samey" after a while. Occasionally story missions will be locked, forcing the player to liberate more provinces or specific settlements before progressing. There's usually a canonical reason given for this, but it can easily lead to the player feeling burnt out. Liberating two or three provinces means going through about 15 settlements in a row. That's....a lot, especially considering how similar each one is to any other. Again, I'll offer some advice. Liberate settlements as you travel around. See a settlement? Blow the shit out of it and free those people! This will leave random settlements already completed, which means when you are forced to do so, it's much less tedious. Another way to help break the monotony is to call in Rebel Drops. These allow Rico to ask for some presents like vehicles, weapons, and explosives, to be dropped right in front of him. They are limited, but the system is much easier to understand and operate than the previous game's black market. If the feeling of staleness is creeping up, call in a rebel drop containing any assortment of items, and find the best way to use them in tandem! Visually, Just Cause 3 looks great, especially in motion on PC. The visuals are highly customizable with the standard graphical options expected on the platform. I ran everything at "Very High" and got a constant 60 frames-per-second... once I turned the motion blur off. I experimented with many different settings, and the lack of motion blur easily yielded the best performance. I did have some rare instances of artifacting, but was never able to actually reproduce them intentionally. I also ran in to a terrible glitch where Rico was performing the "dammit I got hit" animation every three-seconds, preventing me from doing, well, anything. A quick restart fixed the issue and I never saw it again, fortunately enough. Then, there's the issue with signing in to the Square Enix servers. The first thing the game does upon booting it up is to log in to the servers. The game is not always-online, but wants to connect to show players leaderboards for a variety of categories. These are things like longest time in a wing suit or most consecutive headshots. If a player loses connection, it pauses the game immediately and tries to reconnect. If it can't, the player can elect to go into offline mode. Great! Offline mode sounds wonderful. Except it tries to reconnect all the damn time. After a short while of being in offline mode, whenever the player checks the map, pauses the game, or initiates a challenge, the game will try to reconnect to the servers. The result is a constant view of the connection screen - either disconnecting or attempting to reconnect. This makes the game nigh unplayable with a spotty Internet connection. If that worries you, a solution on PC is to play the game through Steam's "offline mode." I can only hope there's an easier solution down the road. The enjoyment players get from Just Cause 3 will come from exactly how they approach the game. Those looking to fly around and blow up just about everything in sight will be elated with one of the most fluid movement systems in any game and the gorgeous explosion visuals that really pack a punch. As bizarre as it sounds though, blowing everything sky high can start to feel tedious after a while without proper motivation.  I'm sure you'll be seeing a ton of animated GIFs of Just Cause 3 for a while to come, due to all of the wacky things that can happen within the game. It truly is an insane, explosion-filled romp through a beautiful nation chock-full of cheeky humor. It provides some of the best open-world tools ever. This is definitely a case of "it is what you make of it," and for those with intrinsic motivation to make it the best will be greeted with just that. [This review is based on a retail build of the game provided by the publisher.]
Just Cause 3 Review! photo
The best Spider-Man game yet
While driving down the New Jersey parkway for Thanksgiving, I began to notice a lot of water and radio towers perched high above the trees. "Wow, I could easily blow them up or tether them to the ground and bring them down," ...

Review: Mayan Death Robots

Nov 21 // Patrick Hancock
Mayan Death Robots (PC)Developer: Sileni StudiosPublisher: SOEDESCO PublishingReleased: November 20, 2015MSRP: $14.99  Mayan Death Robots pits two giant robots against each other as a television sport for other robots, I suppose, to watch. Each season of this television show chooses a new planet, and it just so happens that this season is on Earth around the 1500s. The premise is loose and really only serves to usher the player from one mission to the next, but it's definitely cute. Mayan Death Robots is a 1v1 match that plays out similar to the classic Worms games. Players pick one of the eight unique robots and are then plopped into a battlefield. The objective of each game is to destroy the opponent's Core, which is a small box somewhere behind them. In the way, however, is plenty of terrain as well as the enemy robot. Each robot has two types of attacks, the ability to jump, and the ability to create new terrain. That last bit is interesting; each player can create terrain in the form of Tetris blocks anywhere within a certain radius of their robot, as long as it's not floating mid-air. This allows some interesting defensive play in a game that would otherwise be entirely offensive. There's a limit to the amount of blocks, and using it consecutively yields less and less blocks. [embed]321771:61215:0[/embed] Turns happen simultaneously and publicly. There's a short time period to choose an action, then another time period to aim said action, then both players' actions happen at once. However, knowing what an opponent is going to do doesn't mean it can be stopped. If a player sees their opponent shooting straight at the core, that shot will go off. Shooting the ground beneath them or the robot itself won't affect anything since both shots are fired at once. Tiny pixelated Mayans roam about on each player's side, worshiping the giant robot from the sky. Killing the enemy's Mayans will grant a bonus to the explosion size of the player, but it's rarely worth it to fire specifically at Mayans; it is usually just an added benefit of firing at something else. Mayans will also attack the enemy robot if they stand nearby. This is legitimately useful, since they are constantly doing damage while the turn timer is ticking down, and it prevents the opponent from jumping right next to the Core and blowing it to bits. Every so often, an item wheel will spin and award both players randomly selected items. These items are one-time use, but provide some variety to the gameplay that can start to feel tedious after long play sessions. The game incentivizes the player to use the item quickly, since they are lost upon death. If a player is dead when the wheel spins, they do not receive the item. The core gameplay is great. Playing against another human can lead to intense back-and-forth matches. Multiplayer supports two players locally (no online) with either gamepads or the keyboard. It's a nice feature that both players can use the keyboard, since not everyone has controllers for their PC. An odd omission is the total lack of mouse support, even in menus. In a game that focuses on aiming precise shots, it would have been a boon to be able to use the mouse. Perhaps the most unfortunate aspect is that players are forced to unlock the playable robots and the more interesting items. Of the ten robots available, six are unlocked from the start and the rest are acquired through the campaign. While I understand the necessity to give the player a feeling of progression, those who buy the game and just want to play with a friend will be disappointed. Luckily, the campaign can be played through with a buddy. All of the robots feel different from each other, despite the only difference being their two attacks. Some of them have special properties, like having their attacks become more powerful the longer they are in the air, or being able to shoot through certain terrain. While they feel unique, all robots play very similarly: get into a position that your attacks benefit from, and shoot away. Each match has the potential to be an intense back-and-forth or a complete slog; it all depends on the players (or AI) involved. The campaign is set up as a series of over 30 "episodes." There is no tutorial, but players will likely pick up the mechanics quickly. Occasionally, these episodes will modify the standard gameplay by adding stage hazards. These hazards tend to be either incredibly annoying or completely useless. Only rarely do they affect gameplay in a unique, interesting way. There is also an occasional stage boss, which removes the cores from the map and asks both players to destroy the monster. This is great, if you're playing with another human. Cooperating with the AI is downright awful. You see, the boss has to be "summoned" by performing certain actions on the map, but the AI doesn't give a shit. The AI is more concerned with destroying the player's core, making it a huge pain to even get the boss to appear most of the time. If the match ends before the boss is summoned, the player must restart the level. The bosses each have their own mechanics, which are very hit or miss. Some bosses, like the map modifiers, are more annoying than they are worth. Plus, after defeating a boss, the cores come back and the match continues like normal. It's a strange cooperative-to-competitive swing that just feels random. Other than the boss levels, there is no way to lose a level while playing the campaign. Sure, the AI can win, but it doesn't matter, the player progresses to the next stage anyway. This makes sense if two humans are playing each other, since one will always win, but not when playing solo. There's no incentive for a single player to all. There are no rankings, stars, or scores to do better in, there's no leaderboards, nothing. A solo player could go through each level and lose, as long as they summon the boss in the boss levels, and progress through the entire campaign and unlock everything.  There's also a Versus mode which is as straightforward as they come. Players can only compete on the modified maps by going through the campaign and selecting that specific episode to play on, but it would have been great to be able to choose these modifiers from a list in Versus mode, potentially mixing and matching some to create some zany situations. Unfortunately, nothing of the sort exists. Versus is as vanilla as it gets. Despite my enjoyment of the game mechanically, I cannot recommend Mayan Death Robots to anyone looking for a worthwhile single-player experience. For those wanting another entertaining local multiplayer game, however, it provides some unique strategic gameplay. It likely won't keep players enthralled for hours on end, but serves as a great addition to any local-multiplayer library.
Mayan Death Robots review photo
Maybe they're friendly death robots...
I really enjoyed my time with Mayan Death Robots at PAX East this year. My buddy and I played a few matches and left anticipating its eventual release. Now that it is released, I was excited to jump in and see the final ...

Van Helsing Final Cut photo
Van Helsing Final Cut

Van Helsing's Final Cut is the most 'Incredible' yet

Unless you've already played
Nov 15
// Patrick Hancock
Recently, NeocoreGames released The Incredible Adventures of Van Helsing: Final Cut on Steam, a compilation of the three games in the series. Past titles have varied in quality; the first game was good but buggy, the sec...

Review: Clandestine

Nov 14 // Patrick Hancock
Clandestine (PC)Developer: Logic ArtistsPublisher: Logic ArtistsMSRP: $24.99Released: November 5, 2015 Clandestine takes place in 1996, with the Soviet Union still fresh on everyone's mind. Players play as either Katya or Martin, field operatives who investigate bad guys who have done bad stuff. Honestly, a lot of the plot went over my head, generally because my friend and I were laughing so hard over voice chat that we missed just about everything. Clandestine falls perfectly into the "so bad, it's great" category with its cutscenes. Movements are rigid and imprecise, voice acting is god awful, and things clip through each other. In fact, the characters' boss has a goatee that clips through his face when he talks. Sure, this could be seen as a terrible oversight from the developers, but it's so in-line with the quality of the rest of the aesthetic that somehow it works. The game's structure has players walking around a headquarters between missions in order to get new information on what just happened, as well as what is coming next. It's nice to have legitimate downtime before each mission, and roaming around the building with a friend can yield wonderful things. HQ is essentially a playground that becomes a game of "what goofy position can I get myself into next?" In a way, it reminded me of walking around the base in Perfect Dark. [embed]320445:61104:0[/embed] Mission objectives often have Katya sneaking into specific areas to either interrogate someone for information, or set up a rootkit on a computer for Martin to hack into and download specific data. While boiling the objectives down to their core makes Clandestine sound same-y, the variation of maps and context keep things fresh from mission to mission. There are even some choices the players can make that affect specific plot elements and mission objectives. Gameplay entirely depends on which character players control. Katya's gameplay is third-person stealth, while Martin's is computer-terminal hacking. Katya's controls will be familiar to anyone who has played a third-person game before. She can stick to walls, which is a bit janky at times (but never janky enough to ruin a mission). Her job is to avoid detection from guards and cameras by not being seen or making too much noise. Katya players can approach a mission as they please; it's possible to go in and out without trying to make a peep, or bring a slew of firepower and kill anyone they deem necessary. The game rewards players for a variety of playstyles, and doesn't really encourage one over another.  Players controlling Martin have a completely different game in front of them. Martin's screen is split into four sections: hacking network, camera feed, tactical map, and console. The console is there simply to display mission objectives. The hacking network is a grid of terminals that Martin can hack into. Some are PCs in the map, others are locked doors, and some are miscellaneous objects around the level. Martin controls a little avatar in the network and moves along the grid with the WASD movement keys. Hacking a computer will reveal its login credentials, hacking a door will tell Martin the code, etc. The network admin also has an avatar that chases the player down, disabling them for about five seconds if caught. The tactical map is a blueprint of the level that Katya is currently in. If Katya comes up to a locked door, she can ask Martin to get the code. Martin can click on the door on the tactical map, it will highlight its node in the network, then Martin can make his way over to it and get the code, tell it to Katya, and Katya inputs it on her end. This is a simple, yet elegant asymmetric design that truly requires teamwork to pull off. Katya has a camera on her at all times, which Martin can use to see what she sees. He can also hack into cameras around the map, taking over their vision on his camera feed. If Martin controls a camera, it will not "spot" Katya, so she's safe to roam the area. This also allows Martin to scan a room before Katya enters, which is incredibly useful given the fact that Martin can also tag guards on the map, making them visible to Katya through walls. Players flying solo as Katya can switch between characters at will. While it works, it's missing the best element of Clandestine: working together with a buddy. When alone, the hilariously bad cutscenes are suddenly just...disappointing. The coordinated tactics aren't there. It feels like a much more shallow game in its single-player mode. Players can join random games online, but doing so will always make the joining player control Martin. This is especially frustrating if two friends want to switch roles. The best way we could figure was to send each other our save files when we wanted to switch roles, and then change who hosts the game. Despite the serious tone set by the plot, it's best to go into Clandestine with a light-hearted approach. The movement is a bit clunky, the animations and voice acting are stiff as a board, and there's plenty of visual issues. However, the core gameplay and asymmetric ideas work well together. Grab a friend (this step is very important), jump on to a third-party voice chat program, and go play Clandestine. I have no doubt you'll come away with a memorable gaming experience. [This review is based on a retail build of the game provided by the publisher.]
Clandestine review photo
An asymmetrically wonky good time
Asymmetric multiplayer is not an easy feat to pull off efficiently. Sure, it's relatively simple to create two gameplay styles within the same game, but to make them blend together to create a unique ebb and flow is something...

FF Explorers CollectorsEd photo
FF Explorers CollectorsEd

Final Fantasy Explorers Collector's Edition is the real deal

A nice collection of goodies!
Nov 12
// Patrick Hancock
Final Fantasy Explorers was shown off today during the Nintendo Direct, and man does it look great. It's coming to North America on January 26, 2016, and will come with all the DLC that's been released in Japan, for free...
Pokemon Dungeon info photo
Pokemon Dungeon info

Pokemon Super Mystery Dungeon looks to please its fans

Though I'm not one of them
Nov 12
// Patrick Hancock
Plenty of information on Pokemon Super Mystery Dungeon was shown off on today's Nintendo Direct, some new and some known. Footage depicted players teaming up with legendary Pokemon like Groudon while walking around, whic...

Review: The Age of Decadence

Nov 06 // Patrick Hancock
The Age of Decadence (PC)Developer: Iron Tower StudioPublisher: Iron Tower StudioMSRP: $29.99Release Date: October 14, 2015  The plot of Age of Decadence largely depends on decisions the player makes. While this is par for the course for many RPGs, I want to stress how committed the developers are to this concept. There are decisions within the first half hour of the game that can completely remove characters and their quest lines from the game. In fact, I took one of the first situations pretty lightheartedly, only to have my character's mentor completely removed from the city. I quickly understood the tone set thereafter. There is no shortage of heavy decisions, either. Many times RPGs will pester the player with small-time decisions before laying on an obvious game-changing decision. Age of Decadence throws game-changer after game-changer at the player, and forced me to pull back and contemplate my options many times. There is a lot of gray area in these decisions as well, which even makes going "cruel and evil" or "pure and good" somewhat difficult. Instead of aligning between good and evil, players are more often forced to choose between the many "houses" and alliances already established within the world. Personally, I backstabbed just about anyone dumb enough to trust me, and switched alliances quite frequently. Other players may do the exact opposite and stay with one of the first leaders they come across. The game is truly what the players make of it. Likewise, the gameplay can alter drastically based on decisions the player makes. For example, as I tend to do in RPGs, I made my character a wise-talking son-of-a-bitch. I talked my way out of every fight I came across. Well, okay, sometimes I said the wrong thing and ended up fighting, but after dying almost immediately every time, I simply loaded up the most recent autosave and tried again. Regardless, thanks to my persuasion, streetwise, charisma, impersonate, and lore skills all being high, I was able to smooth-talk and flirty-wink my way past any aggressors I came across.  [embed]318681:61024:0[/embed] Those who choose to go down a more combat-oriented route are in for an almost completely different game. Just as I melodiously coerced my foes to listen to my brilliance, players can brute force their way to the end. Combat works on a turn-based grid, similar to many strategy RPGs. A character's stats and equipment are the deciding factors that go into miss percentage, movement turns, damage, criticals, and so on. In addition to weapon attacks, there are many status effects like bleeding or immobilized to spice things up mid-fight. Combat can feel a bit clunky at times, which is largely a result of the whole game being a bit rough around the edges. The bottom line is that the combat works as it should, once the player understands how the numbers affect the outcome. Death is permanent, but the game does a great job of creating a ton of auto-saves to make sure the player never loses too much progress. When fighting, death may come quickly for those unprepared, and some of the death animations are pretty slick. Each situation even has a small death blurb for the player to read, and they are genuinely interesting, even knowing that it means the player's character has been ruthlessly murdered in some way. Combat scenarios are often extremely difficult. There are a lot of stats to spread out points between, and players who are going a more hybrid route may find themselves dead in a lot of scenarios. Players are first given an opportunity to escape an encounter through words, but if the various speaking skills don't have enough stats in them, that will fail. Then, occasionally there's another way out, like brewing a potion or crafting something. Again, if the player doesn't excel at this, it will fail. Then, there's combat. Occasionally players will have help in battles, but there still needs to be a solid base of skills and stats to succeed. For those planning on spreading out their statistical focus, I'd recommend looking at online guides to prevent future headaches.  While part of me loves that there are so many ways to customize a character, it can get very confusing and frustrating. I knew I wanted to specialize in speech, but there are a handful of areas that affect it. Persuasion, impression, streetwise, lore, and etiquette can all factor in to talking your way out of a situation, but not every skill is always useful. In some situations, persuasion and streetwise are necessary while in others, just etiquette will be enough. It's impossible to know what is more important, so the only solution, to the player, is to spread them out evenly between them.  For anyone worried about the breadth of content: don't be. Due to the choices the player must make, it's impossible to see everything the game has to offer in a single playthrough. Just judging from the achievements available, I've only seen a portion of the content available within the game. Considering how different one playthrough can be from another, it doesn't feel like a slog to go through the game a second time; yes, many of the big events share commonalities, but there are still huge branching paths available to the player all throughout.  The quest design is a lot stronger than typical RPGs. Every quest has some weight to it, even if its not immediately apparent. Exploring some cave could lead to the discovery of a device long since forgotten, or talking with an outpost leader could lead to your next big betrayal. It's crucial to always read the well-written dialogue carefully! There are no quest markers, so if a quest says to talk to somebody, you better remember where they are! Players can fast travel from the very beginning, which took me a while to realize, so there's little downtime in between objectives. The graphic fidelity of Age of Decadence is, well, not great. Just as the gameplay hearkens back to the classic games of decades past, so do the visuals. The animations are hit-and-miss, as it's not uncommon to see every single stationary townsfolk scratch their leg at the same exact time, but as I've mentioned, some of the death animations are extremely well done. The music, on the other hand, is wonderful. Appropriately supporting the fantasy setting and giving powerful moments that much more "oomph," the soundtrack hits all the right notes.  Age of Decadence is an RPG to its core. It offers the player a wealth of choices, many of them carrying lofty consequences along with them. The core design element of player choice transcends simple dialogue choices, as players can progress through the game in a variety of styles. Many games offer up the illusion of choice while failing to actually deliver, but Age of Decadence serves up difficult and tangible crossroads with no looking back. It may have some rough spots, but it is one of the most well-designed RPGs I have had the pleasure of enjoying. [This review is based on a retail build of the game provided by the publisher.]
Age of Decadence review photo
Deliciously decadent
The Age of Decadence has been in development for quite some time. Hell, I listed it in my indies game list from 2013! Since then, I've been remembering that it exists every once and a while, only to find out it was still...

Review: Bedlam

Oct 21 // Patrick Hancock
Bedlam (PC [reviewed], PS4)Developer: RedBedlamPublisher: KISS ltdReleased: October 13, 2015MSRP: $19.99 The player assumes the role of Athena, a normal everyday woman who has somehow woken up inside a virtual world of a video game. She makes plenty of self-aware quips throughout Bedlam, ranging from obvious and cringy to downright hysterical. She quickly realizes she's in a shooter from the '90s, and it's not long until she manages to escape through a glitch in the game to be transporting to various other worlds. Bedlam will take players through different time periods and genres of video games, but does eventually become too formulaic. Players will enter a world, complete its objectives, enter an "in between" glitch world, and then move on to the next section. While not predictable in the sense that the new world will be a surprise, the concept becomes rigid and boring. There is an underlying story besides "look at the funny parody worlds," and unfolds through in-game radio chatter and hidden sections within each world. It's all based on the book by the same name, which I haven't read, but seems to deal with essentially the same thing. In a way, Bedlam felt like a long winded way of saying "hey, you should read the book." The story is somewhat engaging and certainly well written, but the lack of closure at the end of the game was a huge letdown. Bedlam handles like a first-person shooter, with one or two exceptions, and does a great job of nailing down the shooting mechanics. Each world has a unique set of weapons to acquire, but ammo for each gun is limited to its respective world. This sounds like an interesting mechanic on paper, but in reality the player gets so many guns that ammo is never an issue due to the wide breadth of options. In fact, and I didn't think I'd ever say this, but there are likely too many weapons. They all have their small quirks and differences, but all of the shotguns, machine guns, and pistols might as well be identical. The large number of options also makes it a pain to switch between weapons, especially when using the mousewheel. Every number on the keyboard is assigned to a weapon, and it never really felt worth it to memorize what was where.  There are also platforming sections that take place during the in between glitch worlds. I'm hesitant to even call them platforming sections since the player is literally jumping over small distances from one long rectangle to the next. They are in no way challenging, but I did die a few times, usually because I had no idea that there was no ground in between certain sections. Most of these sections are only there to keep the player busy while radio chatter occurs to thicken the plot. [embed]316393:60801:0[/embed] Perhaps the best part of Bedlam is the "tour" through various styles of first-person shooter tropes. I won't spoil them all here, but all of the classic FPS environments are present, and some that will definitely take players by surprise and have them laughing. Of course, going back in time does have its design downfalls, as some worlds are more barren than anything else, and there's a few instances of poor mission design that will leave players frustrated and anxious to jump into the next section. The last level in particular is especially drab. It falls into the classic pitfall of "throw everything possible at the player and see how they do." Honestly, I used the explosive weapons to rocket-jump through just about all of it. Perhaps that was intended, but considering how wonky rocket-jumping physics are in Bedlam, I highly doubt it. Each world ends with a boss, and they're all impressively mediocre. The big thing shows up, player shoots it a lot -- fin. The last boss in particular is tedious, and offers up just about zero challenge to the player. Despite the poor boss fights, the game has enough brilliant small moments to really stand out. After I had completed the game, the things that stuck with me were the tiny segments that used its plot device to its strength and didn't adhere to the obvious formula that it was playing with. I'm confident in saying that there are enough of these to keep the player interested throughout most of the game. To accompany the decade-hopping mechanics, the game's aesthetic varies from place to place as well. Most noticeably, the models get progressively better as the meta-titles get more modern. However, things like the health and body armor pickups remain the same throughout every world. It would have been interesting to see the developer also explore how health system evolved as the genre itself did, but instead we get floating health packs that are way out of place in most of the worlds. The voice acting, at least, is top notch. The radio chatter is entertaining and very well done, it's just a shame that a handful of times I was forced to read the subtitles because the surrounding noises, like being in a firefight, drowned out the actual voice acting.  Bedlam will take players on a jaunt through various first-person shooter worlds, but the problem is that none of them are particularly great. There are some absolutely wonderful and memorable moments strewn throughout the five or six hour experience, but they are brought down by some poor design in both the missions and boss fights, and essentially the entire last chapter. I genuinely did have some great laughs, and there are worse ways to kill an afternoon, but ironically Bedlam falls prey to many of the same issues of the games it apes. [This review is based on a retail build of the game provided by the publisher.]
Bedlam Review photo
Actually, it's relatively tame
Similar to Evoland and its sequel, Bedlam is a game that hops between time periods and genres of gaming history. The latter, however, is a first-person shooter. I've grown up playing as many FPS games and mods ...

Rocket League DLC photo
Rocket League DLC

The DeLorean is coming to Rocket League

On October 21, 2015, of course
Oct 12
// Patrick Hancock
On October 21, 2015, the date Marty McFly went to in Back to the Future Part II, Rocket League will be getting some movie-flavored DLC. The DeLorean and a "Burnt Rubber" rocket trail will be added into the game for a me...

Review: System Shock: Enhanced Edition

Oct 10 // Patrick Hancock
System Shock: Enhanced Edition (PC)Developer: Looking Glass Studios / Night Dive StudiosPublisher: Looking Glass Studios / Night Dive StudiosReleased: September 22, 2015MSRP: $9.99 The first thing to address is what has actually been updated in this "enhanced" version. Since buying the Enhanced Edition comes with the original, it was easy to compare the two, despite me never playing it previously. The updated version's aesthetic is just overall better. The game sounds and looks much better, with smooth textures and crisp audio.  Controls are also much more user-friendly. Pressing the E key will switch between locked and free mouselook, which is a huge upgrade compared. Players will be going back and forth rather frequently, so having this process streamlined is a godsend.  The atmosphere of System Shock is always touted as one of its strongest points. The physical atmosphere can be creepy at times, with blood sprawled on the wall spelling messages of help and warning, but some of the music tracks just kill any sense of dread or fear in the player. It's certainly not bad music, but it doesn't quite fit in with the overall aesthetic and feels....funky. Like, ToeJam and Earl funky. There are also a TON of sound effects that are often played on top of each other. The resulting cacophony of noise is anything but pleasant. Hell, just fighting a couple of cyborgs results in the "BEEBAPOBEEBAPO" of the enemies layered on top of the sounds of the player's weapon of choice, which is rough to listen to. Don't get me wrong, there are moments where the sound is the strongest factor, but the lousy parts are just as memorable, and for all the wrong reasons. [embed]313454:60689:0[/embed] Despite being over 20 years old, System Shock plays rather well, though it has its quirks. The movement is a bit janky, like the fact that moving diagonally is way faster than simply going in a straight line. The user interface is easily maneuvered, and I recommend that players use the fullscreen mode -- it minimizes most of the interface and increases the visibility of the environment. Plus, with the updated textures, things don't look horrible when they take up the entire screen. Combat is simple and easy to understand. Since switching between free and locked mouselook is a button press away, it's quick to adjust to various combat situations. Using the user interface to switch weapons may take some getting used to, but it's not complicated to figure out and eventually becomes second nature.  Generally, the question of "Why don't I just buy and mod the original version?" comes up. To this, I say good luck finding it! System Shock: Enhanced Edition is, for all intents and purposes, the only way to play the original game if you don't happen to already own it. Even if the old version were available, the enhanced version is at a great price and packs in all of the common mods to make the game much more enjoyable. Perhaps the best part about System Shock, which is naturally still part of the game, is the ability to customize the difficulty in every aspect. Combat, puzzles, missions, and Cyberspace can all be altered to a difficulty of zero to four. Combat and puzzles are rather self-explanatory, while lowering the mission difficulty removes plot elements and changing the Cyberspace difficulty alters the time limit and challenge of those segments. While certain aspects of System Shock don't hold up in today's world, a surprising amount of them do. New players, like myself, can jump right in and have a very enjoyable experience, full of atmosphere and action. The enhanced version is exactly what it claims to be, and makes the game way more playable than the original version. If you've ever been curious about the first title in the System Shock series, now is the best time to jump in! [This review is based on a retail build of the game provided by the publisher.]
System Shock review photo
I've never played the original System Shock. I understand how important it was to the RPG and FPS genres as a whole, but I was five years old when it came out, which is slightly too young to appreciate it. I've played the sec...

SpyParty update photo
SpyParty update

Watch SpyParty transform before your very eyes

Except Toby
Sep 21
// Patrick Hancock
SpyParty, the only game to make me wish I was a computer, has once again made a pretty big step forward. The basic map, the ballroom, has always been the first thing that new players see. It's very basic, with plenty of ...

Review: Act of Aggression

Sep 21 // Patrick Hancock
Act of Aggression (PC)Developer: Eugen SystemsPublisher: Focus Home InteractiveReleased: September 2, 2015MSRP: $44.99  Act of Aggression's plot takes place in the near-future where political agencies are being exploitative during the worst economic downturn since the Great Depression. The player takes the side of the Chimera and U.S. government, who believe a group called the Cartel are behind this financial crisis. There are also standalone missions that play out from the perspective of the Cartel. The campaign isn't the most interesting story, which is compounded by downright terrible voice acting. I'm honestly not sure if they were going for a "so bad it's good" angle, but the end result is just bad.  The campaign also does a poor job of acting as the game's tutorial. After completing a campaign, jumping into an online match will be mostly foreign. Personally, I recommend playing through AI skirmish matches to get used to how the actual game handles before jumping online. That way, players can take their time reading unit descriptions and getting a feel for the various factions. [embed]309347:60454:0[/embed] Gameplay will be familiar to anyone who has played a real-time strategy game before. Players need to harvest resources, build up their base, create an army, and wipe out the opponents' base. There are four resources to keep track of: oil, aluminum, rare earth elements, and electricity. The first three are harvestable from the map using Refineries, but electricity is created by specific buildings. There are other ways to acquire certain resources, like occupying banks or constructing specific buildings.  Not everything is par-for-the-course RTS gameplay. Players can send ground troops to occupy any building that litters the map. Soldiers inside of buildings have increased defenses from that structure, with the obvious downside of being stuck inside the building. Enemies can either attack the building in an attempt to destroy it and kill the soldiers inside, or send in their own troops to fight inside. Winning battles inside of buildings seems to be a case of numbers; having more soldiers than the enemy will end in a victory. There are tons of buildings spread across just about every map, which makes traversing an area way more interesting since the enemy can be in any of them. As mentioned, large bank buildings will generate (finite) resources when occupied, so the early game usually consists of players rushing towards those areas. It's easy enough for players to take a bank next to their base, but heading directly towards an enemy bank early on can also be worth it. It's an incredible gameplay mechanic that truly does alter competitive play. Another important element involves prisoners of war. After a soldier is defeated in battle, they don't disappear from the map. Instead, they become a unit that has no action other than to move. Players can have the wounded soldiers retreat to base, but if an enemy gets there first, they can capture the POW. From there the enemy can generate resources, and even be traded for different resources. This is something that can really impact the late-game, and can easily separate mediocre and great players.  Base building is standard for the genre, and consists of three tiers of buildings. Certain structures need to be built before constructing anything from a higher tier, and many of the late-game buildings require rare earth elements, the late-game resource. It feels like a natural progression, and still allows for many different "builds" and strategies. Perhaps the best part about playing Act of Aggression is that it actually feels like war. Players, in general, need to have a well-balanced army to see any sort of success. "Deathballs" of a single unit can see mild success, but will usually fail to bring complete victory (trust me, I've tried). Having a balanced army, stationing units in buildings, and occasionally calling in airstrikes made me feel more like a strategist than any RTS in recent memory. Each faction can also build a "superweapon," which takes the form of a nuclear missile. All three superweapons are pretty much identical, with some numbers being changed like area of effect and damage. These aren't an automatic victory once they are built, and in fact can be defended against by certain factions with specific structures.  It's important to note that "actions per minute," or APM, isn't an emphasis here. Players won't need to worry very much about micromanaging their armies in the midst of an intense battle. It's more about keeping your enemy on their toes with a strong overarching strategy, along with intelligent placements and makeups of an army. Visually, Act of Aggression impresses. Players may not realize it, but zooming in reveals a nice level of detail given to each of the units. It can be hard, using the normal camera level, to discern between specific units which makes combating armies tougher than it needs to be.  It's unclear whether or not Act of Aggression will have any legs to stand on within a few months. The player count hovers around the 1,000 to 2,000 range at any given time and I've had no shortage of players to compete against online. The larger price tag is likely limiting its playerbase, and it can be hard to justify due to the lackluster single-player option.  This might not be the prophet of the next wave of "golden-era" RTS games, but it's a fresh entry to a genre that desperately needs it. It's one of the few games that has truly made me feel like a strategist, and changes the way I approach familiar situations when playing online. For those only interest in single-player, I'd recommend looking elsewhere. If online multiplayer or even AI skirmishes are all you need, Act of Aggression delivers a wonderful product. [This review is based on a retail build of the game provided by the publisher.]
Act of Aggression review photo
Enter the hotseat
Act of Aggression claims to be built like games from the "golden era of RTS." You know, back when StarCraft and Command and Conquer were taking the industry by storm. At least, I assume that's what they mean because...

Review: STASIS

Sep 01 // Patrick Hancock
STASIS (Mac, PC [reviewed])Developer: The BrotherhoodPublisher: The BrotherhoodReleased: August 31, 2015MSRP: $24.99  The story begins with the main character, John Maracheck, woken from a stasis (heh) pod on a spaceship called the Groomlake. It's immediately obvious that something big has happened here, as there is broken machinery, plenty of bloodstains, and no one around. John sets out to find his wife and daughter, in addition to finding out what the hell he's doing here in the first place. I won't spoil anything further, but what follows is a grim and morose tale that will certainly leave an impression on the player. As the story begins to unfold and more elements of the Groomlake's history become clearer, players shouldn't be surprised if a sickening feeling washes over them. There are scenes in STASIS, especially towards the end of the game, that I'm not sure I'll ever forget. The only way I can think to describe them is: fucked up. And that is the kind of "horror" that STASIS sets out to achieve. The game doesn't just throw jump scares at the player in every scene; instead, it builds an atmosphere that will make players uneasy. There are a few jump scares, but they actually work because they're infrequent and unexpected. This is a true horror game: creepy and unsettling, with scenes sure to embed themselves in the player's mind, whether they like it or not. Much of the plot is told through PDA journal entries found around the ship. These entries are well written, and players will find themselves excited to find new ones. Entering a room often reveals quite the scene, and as players read the PDAs, the events that transpired in the room come in to view. All of a sudden that blood splatter or broken machinery makes perfect sense. [embed]308755:60221:0[/embed] The biggest issue the plot has is pacing. For someone who figures out all of the game's puzzles with relative ease, the pacing is great. For those like myself, however, who struggle with classic adventure game puzzles, the pacing can fall apart quickly. In general, I suck at figuring out puzzles in adventure games. That being said, I managed to get through most of STASIS' puzzles without struggling. When I did struggle, however, oh boy was it rough. After spending over an hour trying to figure out what to do, the game's atmosphere and themes crumble away, and the I began to look at it from a mechanical point of view. "Okay, what haven't I clicked on yet," or "which item haven't I tried to use on everything yet?" are signs of desperation and even frustration. At that point, the creepy background sounds and eerie music were just noise and I was furiously clicking on everything in hopes that it would work. For players who end up at this point, I have a few tips. First of all, make sure you've read everything. Many times, hints are offered through various PDA journal entries or in the mouse-over descriptions of things. Read them carefully! Always try to combine items, and use items on just about everything. Finally, if you're truly stuck, look it up! It's better to keep moving with the story than to spend hours banging your head against the wall, hoping for the best. Shoutouts to my Destructoid colleague Stephen Turner for helping me through some of the harder puzzles; that guy is a rockstar. With the exception of those few obtuse puzzles, most of them range from very obvious to "just the right amount of thinking." As mentioned, hints are almost always available to those who are observant enough, even though some don't come off as hints initially. Piecing together these clues feels great, and solving most puzzles provides a strong sense of accomplishment. The game takes an interesting isometric perspective, similar to RPGs like Baldur's Gate or Planescape: Torment. The view cannot be zoomed in or rotated, so what you see is what you get. This is probably for the best, since the game uses a fairly low resolution and zooming in would not be pretty. It isn't always easy to see where to exit a room, so it's best to hover the mouse over the edges of each room to find all of the exits.  Objects that can be picked up or PDAs that can be read have a glint of light, signaling to the player that they should click on it. This helps alleviate the "pixel-hunt" that many adventure games suffer from, though not completely. While interactable items sparkle like a gem in the sky, environmental objects do not. I did occasionally find myself slowly scanning my mouse over an area to see if I had missed something to click on.  While this is inconsequential, the pathfinding in STASIS is a little wonky. Often times John will take the longer route to get to an item instead of the obviously shorter one. Some of the animations are also a bit funky; certain movements don't quite line up with the surrounding environments at times. Both of these have no gameplay impact, but they can break immersion and remind the player that they're playing a video game.  The model for John also stuck out as odd. He's completely dark, like a shadow. Other character models seem to have some texturing done, but John...doesn't. Even when in a room with plenty of light, John stands as a dark figure. It comes off as unfinished, though it seems to be a deliberate choice. The sound design, however, is top notch. Various background noises easily take front stage at times, making an already creepy room into a downright terrifying experience. Sound effects after interacting with specific objects are downright perfect, and make me question the lengths that the developer went to to get such sounds. STASIS is one of the most memorable experiences I've had from gaming in quite a while. Some puzzles can be frustratingly obtuse, but the majority are a pleasure to solve. The game will take most people between six to ten hours to complete, depending on puzzle-solving skill, and just about every moment is sure to stick with the player in some way. STASIS is a game that is not to be missed by anyone craving an eerie and sinister experience. [This review is based on a retail build of the game provided by the publisher.]
STASIS review photo
Something you won't forget
Generally, I tend to avoid both adventure and horror games, which makes my attraction to STASIS a bit perplexing, since it's both of these things. I've been invested in the game's development for years, anticipating its relea...

Splatoon's newest map epitomizes the game

Aug 21 // Patrick Hancock
Note: For ranked, I'm currently hovering between B- and B. General Honestly, I think just about any weapon can succeed on Flounder Heights with the correct strategy. Rollers and Inkbrushes will likely have a harder time since they can't ink the walls themselves, but that's what teammates are for! Since it's so large, players seem to lean towards longer-ranged weapons, but that is not the only way to go! My main weapon is the Sploosh-O-Matic, a very short-ranged weapon, and I've been doing just fine. Players really need to adjust their playstyle to their weapon here, probably more than any other map.  Since I use a short-ranged weapon, I use the walls to create sneaky paths and come up from behind. When I switch to something with a longer range, I tend to hang back way more and stick to the standard paths. This is why I think the map epitomizes the game: using your weapon in the best way possible is essential to thrive. For some, that's clinging to walls and taking shortcuts, for others, it's holding a position; every weapon has its place on Flounder Heights. Turf War There is a lot of surface to ink here. Often times, I'll find myself leaving the spawn a minute or two into the game and still have an entire path to coat with fresh ink! Normally I would advise not to bother with inking the spawn, since it will likely get inked over time from people respawning. With Flounder Heights, however, I'm changing my tune. It is very possible for an entire area near the spawn to go un-inked for an entire match, since there's so many other places to be and most people just super jump from spawn after their first death. Sprinklers and Inkstrikes are, as usual, very efficient here, especially with the verticality of it all. A single sprinkler or well-placed Inkstrike might ink three different levels at once, making it much more of a pain to clean up! The high ground in the center of the map is a very strong position to hold. You can see a lot from any given spot up there, but at the same time, there's so many different areas that the enemy can come from. Personally, I'm a fan of taking the middle low ground, then looping back around to come from behind. Tower Control The path for the tower in this mode is pretty straightforward, but can definitely be difficult to stop. After the tower leaves the center, it goes up and over a wall, which can be a big pain when chasing the tower down since the wall itself isn't inkable. Luckily, the tower moves slowly enough that Squidkids can just go down the ramp and cut off the tower. This might be me making things up, but the base of the tower seems larger here. Like, the part that players need to climb up to actually ride the tower. This makes things real difficult for players on the ground level to splat those actually on the tower. Luckily, there's plenty of high places on the map to combat this, but it is interesting.  I've been rolling with the Squiffer for Tower Control, and it hasn't let me down yet. There's definitely plenty of places for Chargers to station themselves and pick off anyone on the tower, though the Squiffer is a more in-your-face kind of Charger.  Splat Zones Despite being such a large map, the two zones in Splat Zones are right next to each other. They are both in the center of the map, separated by a small grate and two archways. Charger weapons and the Heavy Splatling can shoot from one zone to the other. It seems like a strange decision, given such a large map, but it does succeed at creating MASS CHAOS in the center. Killer Wails are especially strong here, since you can hit both zones at once! One bit of advice: don't forget that the grate is....a grate. I've seen plenty of teammates try to avoid getting splatted and just fall right through the grate. It's not a bad idea to head to the center of the map, below the grate, and paint the walls so your teammates can swim right back up afterwards. Oh, and each zone can be taken by a single well-placed Inkstrike. Just keep that in mind! I used the Heavy Splatling primarily in Splat Zones. I loves its range and ability to hold an area. Plus, since it's possible to take a zone with an Inkstrike, I could defend one zone while simultaneously taking the second! While in control of both zones, it's not a bad idea to push forward a bit to paint the opponent's travel routes. Forcing them to repaint those paths can earn you some precious seconds! Rainmaker Again, despite this being such a large map, Rainmaker can be over in the blink of an eye. The path from the Rainmaker's location to the goal is very short. Regardless, 90% of my Rainmaker battles here have been nail-biters. One time my team, with only three people, came within inches of claiming victory. It's moments like those that make me wish I could play with the same people multiple times in a row. Please don't forget that the shield around the Rainmaker pushes you back. Far too many people have been pushed off one of the game's many high buildings trying to burst that shield and getting too close.  I do wish Rainmaker utilized more of the game's many paths. There's really only one way into the final area, which makes it a big chokepoint. There is technically a second route to get there, but it's out of the way and doesn't make much sense to take since the enemy can see where the Rainmaker is at all times. General Map Tips Squid Beakons: These things are made for this map. With so many different paths and plenty of surface area, getting back to a "hot zone" of activity can take quite a while. Put some Beakons in one of the maps nooks and crannies and your team will love you. Echolocator: This already-great ability gets even more use here. Knowing where the enemy is in such a large space is crucial! Likewise... Cold Blooded: Don't let those Echolocator jerks know where you are! Especially useful for those who like to climb around and be sneaky. Bubbles and Krakens: Don't forget that shooting people in Bubbles or in Kraken form will knock them back! If you're on one of the many elevated areas, you don't necessarily have to run!
New Splatoon Map photo
Instant favorite
Splatoon's newest map, Flounder Heights, is amazing. It takes place on top of an apartment complex and is absolutely gigantic. There's so many routes to take at any given time! There is a lot of potential in this map, and it ...

Rocket League pro match photo
Rocket League pro match

You need to watch the Rocket League grand finals

The best match you have ever witnessed!
Aug 21
// Patrick Hancock
Major League Gaming (MLG) just completed hosting its first Rocket League tournament, and the grand finals was one of the most exciting things I have ever witnessed. The two competing teams were Cosmic Aftershock an...
Rick and Morty Dota 2 photo
Rick and Morty Dota 2

Now Rick and Morty can nar-*belch*-rate your Dota 2 matches

Radiant just wiped out the Roshan guy!
Aug 21
// Patrick Hancock
The announcer packs for Dota 2 are easily some of the best purchases available within the free-to-play game. Personally, I go back and forth between the Stanley Parable and Bastion announcers. Not only are the...

The sexiest way to play Curses 'N Chaos

Aug 19 // Patrick Hancock
Curses N Chaos Guide photo
So really, it's the only way
While reviewing Curses 'N Chaos, I've come across a lot of different strategies. Ultimately, though, only one proved useful. So before you go out trying to kill monsters like a n00b, please watch this pro-level video from the top player on the pro circuit, me.

Review: Curses 'N Chaos

Aug 19 // Patrick Hancock
Curses 'N Chaos (Mac, PC [reviewed]. PS4, PS Vita)Developer: Tribute GamesPublisher: Tribute GamesRelease Date: August 18, 2015MSRP: $9.99  Curses 'N Chaos opens with a beautifully animated cutscene that sets up the threadbare story: Lea and Leo are cursed to live under Thanatos' Shadow by the evil Wizard King and need to kill monsters to break the curse. Then, it's time to fight monsters! Players can choose either character to brawl as, both of whom play the same. Multiplayer can be utilized either locally or online, and the PC version does use Steam for player invites. Gameplay is simple, challenging, beat-em-up action on a single screen. Players can run, attack, jump and double jump, and attacking at different times yields new moves. For example, attacking while jumping performs a jump kick that is stronger than a standard grounded attack. Players can also perform a running punch and an uppercut, both of which are as strong as a jump kick. Oh, and by pressing down, players can dance. This slowly builds up extra points, and it is recommended that players take every opportunity to do this as much as possible. [embed]306739:60064:0[/embed] Single-use items are a huge part of combat. Each player can hold one item at a time, but can also "bank" one by giving it to a friendly owl who will hold it until the player summons it again. Learning how each item acts is just as crucial as learning the enemy patterns. If an item is left on the ground for a few seconds, it will disappear for good, but players can "juggle" items to refresh its timer. New items can be forged in between rounds by using the alchemist. Here's a tip: don't go blindly combining items hoping for the best. There's a Grimiore that spells out what items can be combined, so use it! Once a new item is forged, it can be found and used during battle. The player can also buy items with the money collected from killing monsters, and start off battles by having certain items already. Each stage consists of ten waves of enemies followed by a boss. As the player progresses through the game's thirteen stages, enemies get more complicated behaviors and become harder to take down. The player gets five hearts and three lives to make it to the end.  Completing all the waves and beating the boss is no easy feat. About five levels in is when things start to get nuts, with enemy behaviors becoming much more erratic and difficult to deal with. Enemies that seemed so docile when introduced suddenly become incredibly potent when combined when paired with other enemy types. Enemies between stages do vary, but their behavior is limited. Many of the new enemies introduced are just re-skins of older enemies that take more hits to kill. They all look great and tend to fit a general theme, but I found myself saying "oh, this is just Enemy X, but with twice the health." In addition, each wave has a 60 second timer. When the timer reaches zero, Death shows up. This isn't an automatic loss, in fact it's more like the ghost in Spelunky that chases the player after they spend too much time in a level. Death will chase the player around and slash at them it catches up. A hit from Death means death (duh), but he's easily enough avoided. The biggest difficulty regarding Death comes with the boss fights. They too have a 60 second timer, which is definitely not enough time. Luckily, they will often drop an hourglass item that adds 15 more seconds to the clock, postponing Death's arrival.  The boss fights are traditional "memorize their tells and patterns" battles. They are beautifully animated and sometimes downright cruel in their behavior. Nothing is insurmountable, even for players going at it solo. The difficulty of these boss fights does tend to vary dramatically, though. Some boss fights took me several tries, while later fights left me with no hearts lost, only to have the next one be super difficult again.  While I've already mentioned how great the game looks, thanks in part to Paul Robertson, the audio is equally wonderful. Each track evokes a wave of nostalgia to older generations while simultaneously setting an intense tone for the battles. Likewise, the little jingles are perfect and I don't think I'll ever grow tired of hearing them. The entire art and sound teams over at Tribute has consistently shown that they know how to nail a theme. Curses 'N Chaos is an example of game purity. One screen, simple controls, and intense difficulty. There isn't much replayability outside of playing with new friends or going for a new high score, but just getting through all of the stages the first time will not be quick. For players who fancy a challenge, either solo or with a friend, Curses 'N Chaos is not one to miss. 
Curses N Chaos Review photo
Punches 'N Jump kicks
I've played Curses 'N Chaos at two consecutive PAX conventions, and have come away impressed each time. Part of it was due to their show floor setup of giant arcade cabinets. However, the biggest draw of the game was its...

Lovers Release Date photo
Lovers Release Date

Lovers in a Dangerous Spacetime finally gets a release date

And it's soon!
Aug 18
// Patrick Hancock
I've been waiting to play Lovers in a Dangerous Spacetime since I first saw it at PAX East two years ago. It's a unique cooperative game that constantly keeps the players (see: lovers) on their toes. Each player can cont...
Heat Signature access photo
Heat Signature access

Gunpoint Exclusive Edition now grants access to Heat Signature

Tom Francis is a kind god
Aug 18
// Patrick Hancock
Tom Francis, creator of Gunpoint, is letting certain people alpha test his upcoming game, Heat Signature. Anyone who owns the "Exclusive Edition" of Gunpoint on Steam has access to the new game until August 30. While Mr....

I can't keep up with all these Splatoon updates!

Aug 17 // Patrick Hancock
[embed]305716:60031:0[/embed] Patch 2.0 Heavy Splatling This is definitely one of my new go-to weapons. I still don't feel completely comfortable while using it, but I can already see its potential. The Heavy Splatling needs to spin up before firing, but does not need to be fully spun up to begin firing. The longer the player spins up, the more shots will come out before stopping.  I've been using the Splatling as a more defensive weapon, similar to a Charger-type weapon. It's natural to want to go on the offensive with it since it seems to beastly, but it's just not as effective at in-your-face killing compared to most other weapons. However, using it to hold a location? That's when it shines like a rainbow after a storm!  The Splash Wall is a great pairing for the Splatling, since it's great to use as cover while charging up. It definitely helps to have some Sub Saver abilities on hand though, since the Splash Wall takes a ton of ink to deploy. Slosher I thought the Slosher would be a new favorite of mine, considering I prefer to play up close and personal, but I just haven't jived well with it. It takes two sloshes to kill, so springing up and surprising someone isn't as effective as I'd like. Due to its solid range and accuracy, those who are effective with the Slosher are the ones who hang out at the edge of its range and are constantly moving around in squid form. I'm also not a fan of the pairing of the Slosher with Burst Bombs. I feel as if they serve the same purpose. I can't think of very many situations in which throwing a Burst Bomb would be better than just sloshing it up. Maybe one of you pro Slosher users can enlighten me... New Music [embed]305716:60005:0[/embed] First of all, let me just say how much I love the fact that the in-game music has in-game bands. It's the dedication to things like this that make Splatoon so consistently awesome. The new battle tune is great. I love the chiptune-y vibe from it. I'm also really glad to have more than one single music track for battles. The music that plays during the last 15-30 seconds of the original track was starting to make me go crazy... New Urchin Underpass So, I wasn't completely sure why Urchin Underpass needed a makeover, but after playing its new incarnation, I'm happy to never ever go back. The new map is so much more open than the original. The tree near the spawn apparently caused issue for players, so they moved them to the very center of the map. This is actually a brilliant decision, since these trees perfectly obfuscate part of the center of the map so snipers can't just sit on the elevated sides and wreak havoc.  I didn't mind the map before, but now Urchin Underpass is easily one of my favorites. I feel as if there are a lot of options at any given moment, which is really when Splatoon shines the most. Splatfest Victory Conditions So they changed how Splatfest victories are calculated, and increased the victory part of the equation to count four times. We've since had a Splatfest, which was Marshmallows VS Hot dogs in North America. Marshmallows had a huge popularity lead (64/36), and Hot Dogs had a slight victory lead (48/52). The result was a close one at 256 to 244. So, is this the solution? Personally, I think it's a good idea. I don't mind that popularity factors in to the equation.  Victories are definitely important, and now are weighted way more heavily as a result. Although the change didn't give team Hot dogs the victory, it did make it very close, which is impressive considering the population gap.  Rainmaker Mode This isn't part of the 2.0 patch, but did hit the game very recently. It's a new mode that works a lot like capture the flag. There's a weapon, called the Rainmaker, in the center of the map, and your goal is to bring it to your opponent's base. The Rainmaker acts like an Inkzooka, but can be charged for a much bigger tornado blast. It's a great addition to Ranked mode, but people clearly need some time to understand it. The weapon is enclosed within a shield when it is dropped, and the shield must be popped to pick it up. My advice to all you squidkids out there: pay attention to your surroundings before you pop the shield! I average around 15 kills in this mode, simply because people are staring with tunnel vision at the Rainmaker, ignoring everything else. Teamwork is essential, since movement speed is lowered while holding the weapon. Moving with a squad to protect the Rainmaker feels great, similar to how protecting the payload cart feels in Team Fortress 2.  Okay, I think I'm caught up now with the major Splatoon updates. Unless they just announced one while I was typing this....did they?
Splatoon updates photo
So much new content
It seems like every time I boot up Splatoon, Callie and Marie are telling me about something new added to the game. Weapon variations are added all the time, and just recently, a big 2.0 patch hit. New gear, new types of weap...

Rocket League cars photo
And why isn't it the Merc?
Rocket League is the new hotness. The newest update added in some new cosmetic items, and I'm sure most of you have been playing around with the new toys. The new cars, Takumi and Dominus, are easily the most used at the...

Rash in Killer Instinct is a cameo done with love

Aug 17 // Patrick Hancock
What I love: Rash plays like he's ripped right out of Battletoads. He can grow ram horns and headbutt his opponent, turn into a wrecking ball, kick with a giant spiky boot, and even call in the infamous speeder bike. While these sounds completely ridiculous, it never feels out of place or strange. I mean, this is a game with robo-dinosaurs and flame cats. Rash has a ton of mobility around the stage. He can zip around the screen using his tongue, though it won't do any damage if it hits the opponent. An added benefit to the tongue is that it will eat projectiles, which in turn helps Rash build meter! The wrecking ball move can also be used to get around the stage, making Rash able to zip and zoop around the screen to keep the opponent on their toes.  My favorite moment so far has been against an Orchid. We were both very low on health, so she starts spamming her fire cats across the stage. Since Rash doesn't have a projectile, I just decided to keep eating hers. Eventually she ran out of Instinct and I was able to use the Shadow version of the Wrecking Ball to seal my victory! The animations and sound prove that this isn't just some ham-fisted nostalgia-fueled cameo done for the money. It's clear that a lot of care was taken when re-creating Rash for the modern era. Going back and forth between Rare Replay's Battletoads and Killer Instinct's Rash is way too seamless. Players can even button mash while fighting to perform a combo, though this isn't super useful. [embed]297480:60011:0[/embed] What needs to change before he's finished: The biggest thing that irks me about Rash is that he only has one linker move, Battering Ram. Every other character has more than that and I expect Rash to by March as well. Rash's trailer seems to have a second linker in the form of a traditional Russian dance, so perhaps we'll see that come March. Other pieces are missing as well, like an actual Ultra, but that's a given for his final version. His throw demonstrated in the reveal trailer has Rash picking up the enemy and moving with them, just like in the original Battletoads, but this is not implemented in the current version.  Rash feels like a great addition to the Killer Instinct cast. If this is how all future cameos are done, then I am all for adding in more. I have a feeling I'm going to go through some intense withdrawal between September and Match without having Rash on the roster.
Rash in Killer Instinct photo
Just give him like, one more linker?
Battletoads is an interesting entity. It's really hard, and everyone knows it. It garnered a big following long after its release and has become more and more infamous over time. Then, the characters appeared in Shovel K...

Rocket League free map photo
Rocket League free map

Take a gander at the upcoming Rocket League map

Inspired by Utopia from SARPBC
Jul 28
// Patrick Hancock
Rocket League is taking off like a, well, rocket I guess. The simple complexity seems to really be jiving with a lot of people, and I couldn't be happier. As a big fan of Supersonic Acrobatic Rocket-Powered Battle-Cars, ...

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