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AC Syndicate photo
AC Syndicate

Ubisoft: No second screen experience for Assassin's Creed Syndicate


Getting further and further from Unity
May 28
// Brett Makedonski
Plenty of publishers are high on the second screen experience, but Ubisoft's coming down from that -- well, at least a little. The next installment in the Assassin's Creed franchise won't come paired with a companion app...
Arkham Knight photo
Arkham Knight

Latest Arkham Knight video proves Batman always gets his way


Nature too
May 28
// Brett Makedonski
As a direct follow-up to the "Officer Down" video, WB's posted another seven-minute long Arkham Knight gameplay video detailing what Batman does best. There's some information gained via duress, a smooth 55x combat comb...
Games photo
Games

Massive Chalice and Just Cause 2 highlight June's Games with Gold


Maybe more's in store at E3
May 28
// Brett Makedonski
June is almost upon us, and as is tradition, it'll be quite a busy month in the video game world. E3's set to take place in just a few weeks, at which point we'll get a ton of news about upcoming titles. It's like your birthd...
Bloodstained photo
Bloodstained

Deep Silver is most likely publishing Bloodstained


It'd fall in line with Mighty No. 9
May 28
// Brett Makedonski
[Update: Doug Wolf, the attorney of record, called us back and confirmed that he filed the trademark on behalf of Koch Media. It looks like this rumor pans out, although Deep Silver has yet to respond.] When Koji Igarash...
Xbox One photo
Xbox One

Xbox One looks like it's getting a better, newer controller after E3


Flood the streets with useless adapters
May 28
// Brett Makedonski
It seems as if there's a subtle but big change on the horizon for the Xbox One controller. The current model features a proprietary audio jack that requires an adapter (sold separately for $25) to use with normal headphones. ...
FIFA 16 photo
FIFA 16

FIFA 16 includes women's national teams (finally)


Four top players did motion capture
May 28
// Brett Makedonski
The FIFA video game series has been around for two decades, and in that time, it's been a boys only club. There's been outside pressure to reform, notably in 2013 when Spanish player Vero Boquete started a petition to u...
Mortal Kombat photo
Mortal Kombat

Saudi Arabian soccer fans have some excellent Mortal Kombat choreography


Flawless victory
May 27
// Brett Makedonski
If the visiting Persepolis F.C. players felt like they got an icy reception at their recent Asian Champions League match, well, it's because they did. Al Hilal's stadium was filled with fans who created a Mortal Kombat ...
Vita photo
Vita

Sony exec calls Vita a 'legacy platform'


That's not a good sign
May 27
// Brett Makedonski
Those who hold out hope that Sony will change course and start avidly supporting the Vita may want to finally give up on that pipe dream. The outlook for the PlayStation handheld has been grim, and is even more so after a top...
Borderlands photo
Borderlands

Legendary weapons now drop three times as often in Borderlands


Orange you glad you're still playing?
May 27
// Brett Makedonski
While dedicated players still roam the fringes of the Borderlands, Gearbox has been playing the part of mad scientist. Or, at least normal scientist. The developer's been toying with the way that legendary drops function in t...

'What Remains of Edith Finch?' is far creepier than I could've imagined

May 27 // Brett Makedonski
I was overcome by curiosity when I first saw this house in the distance. I wanted to explore every inch of this family's makeshift mansion; I wanted to glean any information about them that I possibly could, as if I were playing Gone Home all over again. That curiosity was quickly stunted as I realized that there simply isn't that much in Edith Finch to explore -- not yet anyway. Hallway after hallway was adorned by locked doors with nothing but nameplates and years on them. After looking at maybe the third one of these which told of a particularly premature death, I remarked "Sad. He didn't live very long at all." "You'll find that's a recurring theme in this family," Dallas quickly replied. What Remains of Edith Finch? is exceptionally dark in that it doesn't just speak of all this tragedy; it shows it. The majority of the game is made up of chapters wherein you relive exactly how the individual family members die. And, each one looks to be drenched in just as much mystery as morbidity. The one playable instance during our demo told of the untimely fate of a small boy, maybe seven years old at most. One night, he awoke to great hunger pangs. With a self-narration that proved to be equal parts adorable and macabre, he set off to do what any child in that situation would: find something to eat. The bathroom didn't hold much to satisfy his growling tummy, as he consumed a tube of toothpaste that didn't quite sate his appetite. [embed]292645:58691:0[/embed] It was then that he turned into a cat on the prowl for a bird to eat. With some guided platforming, he chased the feathered creature from branch to branch in hot pursuit. Eventually he caught up, devoured the unfortunate jay, and suddenly transformed again. Now, the little boy was an owl in a snowstorm. Rabbits ran through the fields below, and he swooped down to pick them up, three in total. Disturbingly, Edith Finch presented each of these hares being gulped down from a first-person perspective (as the whole game is), completely devoid of gore yet still unsettling. He noted how full they were making him, but how he wanted to keep consuming more. Then, he was a shark in the open waters taking giant chunks out of a seal. As the seal bloodied the water, he got more and more frenzied. Finally, he morphed into a sea monster -- one who navigated the deck of a ship and crept up on unsuspecting sailors before killing them. Almost as quickly as it all began, it was over. The boy was back in his room. He crawled under his bed, somehow knowing the fate he was destined to suffer. Maybe more disconcerting was that he seemed at terms with it. He knew this monster would kill him, and that was that. I don't fully understand exactly what happened to this little child, but then again, I don't think I'm supposed to. There's clearly a mystery that What Remains of Edith Finch? has buried across it's twenty or so short stories, and it's one that I'm ridiculously excited to unravel.
Edith Finch preview photo
But I could not be more curious
"What fucked up person came up with this?" I asked. Giant Sparrow creative director Ian Dallas sheepishly raised his hand. He knew I wasn't admonishing him, though; the expression on my face and the excitement in my voice gav...

Battlefield photo
Battlefield

Battlefield Hardline's new add-on trailer has shades of Hotline Miami


Our first look at Criminal Activity
May 26
// Brett Makedonski
EA and Visceral would want you to watch this new Battlefield Hardline trailer and take away the broader details of the upcoming Criminal Activity DLC. But, that's near impossible when there are guys with guns weari...
PS4 bundle photo
PS4 bundle

Amazon's selling PS4s bundled with a free year of PlayStation Plus


Not a bad time to get in on that
May 26
// Brett Makedonski
The late adopters continually have justification for putting off purchasing a new console. You know, as long as they don't mind the extra time on legacy systems. The latest reasoning comes from Amazon in a sneaky good deal. A...
Humble Nindie Bundle photo
Humble Nindie Bundle

Nintendo and Humble team up for first console/handheld Humble Bundle


The Humble Nindie Bundle
May 26
// Brett Makedonski
Humble's spent years packaging collections of video games together and letting players name their price. However, this week's bundle has a twist that we aren't used to seeing. It's the first offering that includes console and...

Life is Strange: Episode Three Achievement guide

May 26 // Brett Makedonski
Chaos Theory: Finish Episode 3: Chaos Theory This is the only Achievement that's earned through story progression. Just finish the third episode. It shouldn't give you any trouble at all. Parallax View: Find optional photo #1 in Episode 3: Chaos Theory Break into Victoria’s room after finding out that she snuck off campus. She has a glow-in-the-dark action figure sitting on her desk. Shine your flashlight on it for a few seconds, then take a picture of it. Lenscrafted: Find optional photo #2 in Episode 3: Chaos Theory Awww, it’s our little squirrel friend again. He’s sitting on the bench to the right after exiting the dorms. Coming close will cause him to scurry away, but rewind time to get him to pose for a picture. The Reflex: Find optional photo #3 in Episode 3: Chaos Theory After meeting up with Chloe and entering the school, take a quick detour to the science room. Max wants a photo of the fish, so turn on the light in their tank and snap a quick pic. Histogrammar: Find optional photo #4 in Episode 3: Chaos Theory While you’re still in the science room, let’s grab another photo. Head toward the back and take a picture of the skeleton with a cigarette in its mouth. Smoking kills, kids! Bokeh: Find optional photo #5 in Episode 3: Chaos Theory In the principal’s office, take a picture of Chloe behind the bronze hawk. It’s not easy to line everything up; it pretty much has to be arranged exactly like this screenshot. Pinholed: Find optional photo #6 in Episode 3: Chaos Theory After getting dressed in Rachel’s clothes, stop off in the upstairs bathroom for a quick selfie. RAW Strength: Find optional photo #7 in Episode 3: Chaos Theory Just like the squirrel, our bird friend is back too. Before eating Joyce’s breakfast, scare the bird from the top of the cabinet, off of the fireplace, and out the window. Then, it’ll land on the fence in the backyard. Go take a picture of it. Viewfinder: Find optional photo #8 in Episode 3: Chaos Theory Try taking a picture of the big rig across the street from the diner. The trucker standing outside will stop you. Talk to him, rewind the conversation, and casually bring up the make and model of his semi. He’ll be so impressed that he’ll let you take a picture for real, as long as you also bring up Rachel Amber. Cross Processing: Find optional photo #9 in Episode 3: Chaos Theory Immediately after the last photo, move around the side of the diner. There’s an unfortunate birdie being swarmed by a million ants. Snap a picture of the carnage. Flash!: Find optional photo #10 in Episode 3: Chaos Theory Toward the end of the episode, Max will discover that her abilities range beyond what she previously thought. After a bit of revelatory dialogue, pick up the camera on the kitchen counter and snap this episode’s final picture. Camera Eye: Find all optional photos in Episode 3: Chaos Theory This one unlocks as soon as you nab all ten photos. Bonus Achievement!
Life is Strange guide photo
Point camera, earn Gamerscore
We're at the halfway point of Life is Strange, and while the story is moving right along, the Achievement lists remain similar. Ten optional photos to snap in every episode, and Chaos Theory is no different. This guide s...

Review: Life is Strange: Chaos Theory

May 26 // Brett Makedonski
Life is Strange: Chaos Theory (PC, PS3, PS4, Xbox 360, Xbox One[reviewed])Developer: Dontnod EntertainmentPublisher: Square EnixRelease date: May 19, 2015MSRP: $4.99 (Each Episode) As Life is Strange plays out chapter by chapter, it's increasingly difficult to talk about with any degree with specificity. Doing so not only runs the risk of spoiling the many significant plot points that continually punctuate this game, but it also feels like a disservice to discuss Life is Strange's events in black and white when much of its brilliance lies somewhere else. It's not a linear story progression that makes this title worthwhile, rather it's the character building and continually changing relationships that constantly shine. While episode two felt like it meandered too much, it laid the framework for an effective third part. Just spending that extra time inside the head of Max, getting to know Chloe, and seeing the incessant vitriol at Blackwell made for characters who are easier to empathize with. It all pays off in a big way in Chaos Theory as the cast is finally at a place where the audience feels like it knows them and cares for them. At the forefront of this trend is Max's relationship with Chloe, as the duo is ditching the re-introduction stage and have hit a groove of sorts with their interactions. There are plenty of moments when Chloe's rebellious carpe diem spirit rubs off on Max in a charming way; likewise, Max's level-headed and rational demeanor affects Chloe, probably for the better. [embed]292750:58673:0[/embed] These conflicting personalities may have been most at equilibrium during a serene midnight dip in the academy's swimming pool. It's here that the two are at their most introspective and humble. It's here that they express that they lean on one another. There's an understated emotionality about it all that makes it one of Life is Strange's best scenes yet. Really, the swimming pool scene best exemplifies the quality that Dontnod's employed masterfully throughout the three-fifths of Life is Strange that we've seen: restraint. It would've been easy to highlight the moment with some sort of memorable event. But, the developer didn't. Instead, it let the two simply talk, which wonderfully lends humanity to them both individually and as a team. However, it's not just Chloe and Max that are further humanized. Almost all characters have some sort of sympathetic progression, as Life is Strange continues to prove that it excels at dealing in shades of grey. We get a glimpse at how scumbag drug dealer Frank has loved and lost. We see how "step-prick" David password protects his computer not with a nod to his army service or himself, but with a receipt that holds the date he met his wife. The latter of those revelations is discovered through a fetch quest-style puzzle. As painful as it is to admit, this element of gameplay is still where Life is Strange is at its very worst. The reason that's sort of tough to swallow is because it always encourages exploration and will often reward the curious. However, when it forces that wandering upon the player, the pacing drops from a self-imposed standstill to a mandatory one. It's enough to deaden the mood rather quickly. It's a rare instance of Dontnod eschewing that aforesaid restraint to somewhat negative results. Thus far, the developer has done a great job keeping everything in check so as to not go off the rails. The time-rewinding mechanic still doesn't feel as if it's taken over the game nor does it serve as a permanent crutch. Instead, it's mostly sparingly used, usually to glean more information from a tight-lipped witness. Similarly, Life is Strange hasn't yet gone full-out on the paranormal aspect that clearly hangs over the entire story. This reserved approach is appreciated, as it lends weight to the characters and their personal circumstances rather than spotlighting the supernatural. There may be an imminent deviation from that pattern in the very near future, though. In the waning minutes of Chaos Theory, Max discovers a new ability that could easily shift the narrative focus. Chaos Theory is effective in that it's the first time Life is Strange asks the player to evaluate the net benefit of Max's ability to alter time. Until now, it's mostly dealt in small affairs where the results are immediately noticeable. Episode three finds a way to work on a longer timeline and with more at stake. In all honesty, it's the first time I've felt that exact heart-wrenching emotion that I experienced eleven years ago when watching The Butterfly Effect. The cliffhanger that Chaos Theory ends on is so perfect for this portrayal of the fictional Arcadia Bay, Oregon where nothing's ever perfect. However, it's also scarily dangerous in that it very well might render most of the world-building a moot point. It'd be such an absolute shame if that were to happen. We have to wait to see if that's the case. But, Life is Strange now has me in its grips, and if I'm worried, it's only because I care. I finally really, truly care. [This review is based on a retail build of the game provided by the publisher.]
Life is Strange review photo
Tornadoes in Texas
I'm worried about Life is Strange. But, it's not the same concern usually expressed when a game's teetering dangerously close to mediocrity or worse. It's the type of uneasiness reserved for a title that's taken three install...

SGDQ photo
SGDQ

There are some real winners on the Summer Games Done Quick schedule


And some real neat constraints
May 18
// Brett Makedonski
Even though watching streams of people playing video games is all the rage, I can never get into it. I have a backlog that never seems to get any smaller, so it feels a bit unproductive to watch other people whittle away at t...
The Witcher 3 photo
The Witcher 3

Maybe you shouldn't download that Witcher 3 patch on Xbox One


What's important to you?
May 18
// Brett Makedonski
Before firing up The Witcher 3: Wild Hunt for its global launch tomorrow, you'll be prompted to download a day one update. This patch is supposed to fix some issues, and generally make everything better. That's not quit...
Sony photo
Sony

Sony opens first-party VR-focused studio, names it after Kanye's baby


Probably, I think
May 18
// Brett Makedonski
Sony's sure taking virtual reality seriously. It wasn't long ago that we weren't completely positive if Project Morpheus was meant for a retail release, or if it were just a research and development project to show off emergi...
Life is Strange photo
Life is Strange

Life is Strange looks like it's going to start heating up


And blowing up
May 18
// Brett Makedonski
The third episode of Life is Strange releases this week, and it appears as if the embattled-teen story will really pick up speed with this next installment. That is, if this trailer has anything to say about it. Thus fa...
World of Warcraft photo
World of Warcraft

Blizzard puts 100,000+ World of Warcraft cheaters in a long timeout


Try again in six months
May 15
// Brett Makedonski
The World of Warcraft will be a little more sparsely populated for the next six months. Of the 7.1 million active accounts in Blizzards famed massive multiplayer game, approximately 1.4 percent have been recently banned,...
Oculus photo
Oculus

Oculus Rift's recommended specs aren't as bad as you'd think


They're not exactly low-level either
May 15
// Brett Makedonski
What kind of supercomputer is needed to transport a human from their realm of existence to some sort of virtual reality? Probably a ridiculously expensive one, right? Well, not quite. It isn't exactly cheap, but it's doable. ...
Sony photo
Sony

Like clockwork: Sony's E3 presser is evening of June 15


As it should be
May 15
// Brett Makedonski
This year's E3 will be a bit busier than usual, due to some press conferences we're not used to seeing. Bethesda, Square Enix, and a PC-centric show will all play a part in making the news schedule more hectic than it wo...
Nintendo photo
Nintendo

Iwata says Nintendo's mobile strategy won't involve whale hunting


PETA's pleased
May 14
// Brett Makedonski
There's a predominant school of thought toward making money in the mobile gaming sector: Focus your attention on the people who are willing to spend exorbitant amounts. That is, make the majority of your cash from a small poo...
Witcher 3 photo
Witcher 3

TMZ Alert: Nip slip in The Witcher 3 cinematic trailer


Good thing we're here to report
May 14
// Brett Makedonski
Wouldn't it be great to run a site that focuses on video game characters as if they were out doing celebrity stuff? Marcus Fenix got out of a limo wearing no underwear! Exclusive photos! Nathan Drake's unflattering day at th...

NERO collectibles guide part two: The Hospital and The Desert

May 14 // Brett Makedonski
Chapter Three: The Hospital Piece 1: This chapter's first piece is down the stairs at the beginning. It's right next to the text "He needs his mom. He needs comforting." Piece 2: This is the first collectible in the game that NERO really makes you work for. It's locked behind a door that can only be opened by solving a puzzle. This room's off to the right after entering the hospital. The puzzle is completed by lining up the three holes in the bookshelf and throwing a light orb at the activation switch. Piece 3: Now that we're properly in the hospital, we see that there are a ton of optional rooms to go into, and even multiple floors. We'll tackle everything on the ground floor first before moving upstairs. Keep an eye out for signs denoting rooms, as it'll help you find the right place for collectibles. The third piece is pretty simple. It's in the left side of the restaurant. The restaurant is right by the words "Work needs me. We have bills to pay." Piece 4: Move past the open courtyard to find a receptionist's desk. The fourth piece is behind it, by the phrase "There is nothing, nothing left to be done. What's the point?" Piece 5: Staying on the lower level, you'll find a room marked "Pharmacy" which is near "I try to be collected, to not cry when he looks at me for strength." Piece number five is in the pharmacy. Piece 6: This one's in the men's bathroom, which is a bit past "I try to be collected, to not cry when he looks at me for strength." Piece 7: Now we've cleared out the ground floor and can move upstairs. I took the stairs by the restaurant, but there are many paths leading up. The next collectible is sort of near the text "Tell David not to fear, I will be there waiting for him in a better place." But, it's kind of off on its own without anything too describable nearby it. Piece 8: Find the room marked "Women's Ward" and move through it to find the eighth piece. Piece 9: Here's another that requires some work. This one's also in the Women's Ward, and it's locked behind another door. Solve the puzzle to be granted access to the ninth piece. Piece 10: Still on the upper floor, there's a room called "Supervised Observation" that houses this piece. Piece 11: Make your way around the upstairs to the Men's Ward. Work your way through here to find a side room with the penultimate piece of the puzzle. Piece 12: After opening the gates, go down the stairs to find the final piece resting in the room that also contains the chapter's final puzzle. Chapter Four: The Desert Piece 1: At the beginning of the level, there's an anchor made of rock to the right. The first piece is up against it. Piece 2: Continuing down the path from the rock anchor, veer a bit to the left to find this piece in plain sight across from the giant glowing artifact. Piece 3: Now get close to the artifact, as the third piece is right alongside it. It's near the text "I never meant for any of this to happen. I'm so sorry." Piece 4: Moving forward, there are some monkey statues that are covered in moss. The next piece of the puzzle is right in front of the central one. Piece 5: You'll eventually come across the words "It's all my fault. I should've seen it coming." The fifth piece is a bit beyond that down a short path to the left. Piece 6: You don't have to go far to get to the next collectible. It's just beyond the fifth one, and it's in between the trees with glowing cracks in their branches. Piece 7: This one has quite the picturesque view! It's on the cliffside immediately behind "I could have done better. I should have done better." Piece 8: The eighth piece is hard to miss. After crossing the rope bridge, it's just waiting right on the other side, ready to be collected. Piece 9: After opening the gate, this one's right on the other side by the words "It wasn't meant to end like this." (I redacted some text from the narrator on this screenshot that could be considered a spoiler. I did this on the last image too. Although, if you've made it this far, you probably don't care much about spoilers.) Piece 10: We're getting awfully close to the end. The tenth piece is up the path and to the left of the previous one. It's a little ways before "Why should the ending be more important than the moments leading up to it?" Piece 11: Before going inside the lighthouse, this piece is just beyond the stone ramp leading up to the entrance. Piece 12: Finally! The last piece! As you're ascending the lighthouse's spiral staircase, this one will be about halfway up out on a balcony. Pat yourself on the back for finding all 48 pieces and putting together all four puzzles. In case you missed it, here's part one of the NERO collectibles guide, which covers The Caves and The Desert.
NERO guide photo
Let's put together a jigsaw puzzle!
Well, we have 24 of NERO's puzzle pieces in the bag, which means there are 24 to go. The second half of the NERO collectibles guide features The Hospital and The Desert.  No sense wasting any time; let's jump right into it. If you don't know the drill, part one of the guide has all the details.

NERO collectibles guide part one: The Caves and The Forest

May 14 // Brett Makedonski
Chapter One: The Caves Piece 1: In a house off to the right at the very beginning. The text near the house reads "These brigands had dozens of hideouts scattered throughout the oceans." Piece 2: Off to the right of the first puzzle. It's behind an orange plant and a tree with three branches coming out of the ground. Piece 3: Shortly after the first puzzle. Right in front of the text "small waterfalls and underground rivers kept the caves humid for mushrooms to fluorish." Piece 4: In the room where you get the light ability. Down the right-hand path from "One of those contraptions was blocking the passage in a dark room filled with crystals." Piece 5: Shortly after the text saying there are two paths up ahead. It's to the right of the multi-tiered waterfall. Piece 6: Take the left-hand path. The sixth piece is directly behind the text that reads "A giant torso of an ancient god made of stone was crying water to the lower room." Piece 7: This one is in the room with the three monkeys puzzle which is necessary to progress. It's off to the right side of the door. Piece 8: You'll soon come back out to another empty village. The eighth piece is in the house with the words "An opening in the rocks gave enough light and several ponds of fresh water served the brigands well." You have to go around the side of the house, though. Piece 9: There's a ramp leading down to a puzzle with nine circles. The next piece is right on the other side of the ramp. Piece 10: Just to the right of "Long and dark was the road David walked to meet his fellow brigands, but the sense of love they felt for each other helped." Piece 11: The eleventh piece is up on the balcony under the text "There was something magic about that place, something romantic about the songs the brigands sang in the evenings." Piece 12: The Caves' last piece is in a puzzle room where the far wall has three circles with rotating dots on it. This piece is to the right of that behind a large stone. Chapter Two: The Forest Piece 1: This one is right at the beginning of the level, behind and to the left of the words "In a remote area of the world, existed a place filled with wonders and beauty." Piece 2: This piece is a bit in no man's land. It's far out in the field behind the text "Right in front of the tree, David had decided to found the village." It's nestled among three giant glowing mushrooms. Piece 3: After opening the gate, you'll see the words "They already gave their assessment, they won't save him, so I will at least try to." It's in the nook behind this and between the buildings. Piece 4: Shortly after the last piece, walk to the base of the waterfall to find this one. If you're having trouble, it's behind the words "It is taught that even today those glowing animals are still lighting those houses, giving the village a sense of false life." Piece 5: This one can be found while walking through the village. It's behind the text "The villagers built an elaborate stone bridge in order to cross the small river ending at the waterfall." Piece 6: After a mandatory puzzle that opens a gate, there's a clock puzzle a bit ahead and to the left. Along the left-hand side of the clock puzzle will be a little nook containing the next piece. Off in the distance is the text "That site had a strange attraction and for the villagers it was also connected to something even darker." Piece 7: After the words "That site had a strange attraction and for the villagers it was also connected to something even darker," follow the path under an arch. Hang a left before the words "He's sounds asleep, how long have you kept watch?," and the next piece is resting in a field. Piece 8: This piece is right behind a very large tombstone puzzle. The text in front of the puzzle reads "He asks for you, you know. He wants you to read him the giant jellyfish story this time." Piece 9: From the last piece, keep walking directly backward from the giant tombstone. This piece is at the entrance to a canyon which leads to another puzzle. Piece 10: After the tree falls, the tenth piece is just to the left of the text "The treatment just needs more time." Piece 11: Eventually, you'll find yourself in a cemetery. Take the right-hand path by the text "A statue representing a goddess was placed beneath the open mausoleum, it is said that the ghostly figures would gather there by night," and the next piece is hiding in an open stone structure. Piece 12: Progress just a bit further through the graveyard until you see the words "Strange to say and to see, the mausoleum was the only bright and lively part of the cemetery." The Forest's last piece is directly behind this text in another stone building. Good job! That's half of the game in the books. Here's the guide to the second half -- The Hospital and The Desert.
NERO guide photo
Let's put together a jigsaw puzzle!
NERO is an experience in exploration that beckons for the player to scour every inch of its world. Scattered across the game's four levels are 48 puzzle pieces, and they're hidden in every nook and cranny imaginable. Parts of...

Review: NERO

May 13 // Brett Makedonski
NERO (Xbox One [reviewed], PC, Wii U, 3DS)Developers: Storm in a TeacupPublisher: ID@XboxReleased: May 15, 2015 (Xbox One), TBA (PC, Wii U, 3DS)Price: $19.99 But to spend a little more time in NERO's world is a wondrous thing. The omnipresent phosphorescent set-dressing strikes a dissonant chord against the subject material, but works in an odd mutuality. When hope seems like it's sure to slip away forever, the aesthetic inspires in an underlying way. Hey, maybe things will turn out all right after all. As this is a foray through a child's mind who's going through uncertain realities, nothing about NERO is metaphorically black and white. The journey is paced however you see fit. Meandering about is enticing, as everything about it begs for exploration. Backtracking is likely to occur often, as you realize you've been staring at the lustrous sky for too long and forgot to pay attention to your surroundings. Every time this happens, you'll fall a little more in love with NERO. Wandering off the beaten path has its benefits beyond taking in more scenery. NERO is a first-person puzzle-solving game, but it can be very light on the latter if you so choose. The majority of the puzzles are tucked away in areas that aren't even necessary to venture to. Those who opt to complete these brain-teasers will be awarded with an extra slice of narrative. [embed]292028:58522:0[/embed] Honestly, those who take the quick and narrow path through NERO are robbing themselves -- not just of a few puzzles, but of the core experience. It's a game where you slowly figure out that aimless wandering is the aim. It's something that requires some marinating, soaking in the world to fully appreciate it. Approaching NERO with a destination in mind is a mindset that will result in disappointment. Likewise, those who appreciate clearly drawn lines will similarly feel frustration. NERO is intentionally ambiguous at all times about its narrative, but its tone is always striking. Different thematic accents constantly punctuate different scenes; the ones that don't happen to arch over the course of the entire journey. For all the discussion it's sure to raise regarding plot, it's undoubtedly a story of love and loss, grief and guilt, companionship and family, and coping when the world is so goddamn unfair. All that being said, NERO isn't perfect. Detractors will knock it for a short run-time, flat textures, frame rate stutters, and lack of puzzle variety. However, isolating those issues is akin to missing the forest for the trees. There's something greater at play here, and letting yourself become immersed in NERO will likely render those shortcomings moot. Even after finishing, it's difficult to pin NERO down to a concept or feeling that's easy to explain. It's a game that prioritizes emotion above all else, and it does so wonderfully. But as the boy at the heart of this tale learns, emotions are tough to understand, and thus NERO is tough to understand. You'll just know that you felt something, and that sensation alone is worth the journey.
NERO review photo
A strange and distant land
I don't know why I kept playing NERO. That's not a statement meant to express disdain. I literally don't know what -- but something -- drew me to keep trekking through this sad, enamoring world. Its gravitas has a gravity abo...

The Evil Within photo
The Evil Within

The Evil Within's last add-on is just as bloody as the rest


Coming May 26
May 12
// Brett Makedonski
Shinji Mikami's The Evil Within has one more trick up its sleeve. The cool-down lap is said to feature a lengthy talk with a therapist before dimming the lights and taking a refreshing nap. When you wake up, the house w...
Ubisoft photo
Ubisoft

Ubisoft has almost completely moved away from last-gen consoles


Just Dance is the only exception
May 12
// Brett Makedonski
If you're a late adopter who hasn't picked up a PlayStation 4 or Xbox One yet, don't expect to play any Ubisoft games moving forward. The French developer and publisher is done making titles for old platforms. As reported by ...






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