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Legend of Legacy photo
Legend of Legacy

Legend of Legacy published by NIS America in Europe


Winter (2016) is coming
Jul 28
// Josh Tolentino
Despite the "America" in the company name, it looks like NIS America is the publisher of choice when it comes to bringing Atlus games across the pond. That's certainly true for their latest announcement, the 3DS-bound RPG Leg...
Nintendo 64 photo
Nintendo 64

These N64 spine labels look like a godsend


US gamers are in luck
Jul 28
// Jordan Devore
Organizing loose Nintendo 64 game cartridges is a problem, but is it a $20 problem? That's how much one Etsy seller is charging for a solution: spine labels! "[T]hey peel off with NO sticker residue left behind," according t...
Strap-on Gaming Star Wars photo
Strap-on Gaming Star Wars

Star Wars podracing is pretty awesome in VR


As is dancing at the cantina bar
Jul 28
// Jed Whitaker
Someone went through the trouble of recreating Star Wars' Tatooine for the Oculus Rift and it is awesome. In the demo appropriately named Tatooine, you can visit the cantina where a dance party is taking place with the ...
Pokemon X2 Y2? photo
Pokemon X2 Y2?

UFC fighter Ronda Rousey will kick your ass at Pokemon


And probably break your arm as well
Jul 28
// Jed Whitaker
UFC fighter and Olympic medalist Ronda Rousey is known for her punishment and breaking opponents' arms, and now you can add Pokémaster to that list. When asked what got her into Pokémon, Rousey went into a rant...
Don't get cocky photo
Don't get cocky

The spinaroonie is the least earned, most deserved Rocket League goal


Great shot kid, one in a million
Jul 28
// Steven Hansen
Rocket League is really, really good and Skeleton War is the Booker T of jet car soccer.
OK photo
OK

Play the Red Ash prototype in your browser, though it is not fun


Mega Man Legends spiritual successor
Jul 28
// Steven Hansen
Keiji Inafune and Comcept are really trying to sell Red Ash: The Indelible Legend, Inafune's follow up to Mighty No. 9 and spiritual successor to Mega Man Legends. Its Kickstarter campaign ends in five days and it is hardly m...
PSN deals photo
PSN deals

Add to that backlog with the PlayStation Store summer sale


First-week deals are live
Jul 28
// Jordan Devore
It sure feels like summer out there. Upper 90s this week? What're you up to, Pacific Northwest? There's no way I'm staying inside all day; plenty of time for that when the skies turn gray again. The PlayStation Store summer s...
The Witcher 3 photo
The Witcher 3

Gwent cards won't carry over for The Witcher 3's New Game+


Plan accordingly!
Jul 28
// Jordan Devore
While New Game+ isn't an option for The Witcher 3 yet, it will be soon. But before you commit to another playthrough, you should know what will and won't transfer. CD Projekt RED has answers. New Game+ will bump you to level ...
Ouya photo
Ouya

Update: Razer/Ouya deal means no money for indies, devs encouraged to not talk to press


Free the Games fund goes kaput?
Jul 28
// Mike Cosimano
[Update: In a call with Polygon, Razer CEO Min-Liang Tan confirmed that the company would be looking into fulfilling the contracts made by Ouya. "We are going to try and make good on this fund and give these developers an opt...
Alphabear mad libs photo
Alphabear mad libs

Some of the best Alphabear mad libs out there


It's what's for dinner
Jul 28
// Darren Nakamura
Alphabear has been out for a few weeks now, but we haven't done much talking about it since its release. That's a dang shame, because it might just be one of my favorite games of 2015. On its surface it's just a word game, bu...

Review: Life is Strange: Dark Room

Jul 28 // Brett Makedonski
Life is Strange: Dark Room (PC, PS3, PS4, Xbox 360, Xbox One[reviewed])Developer: Dontnod EntertainmentPublisher: Square EnixRelease date: July 28, 2015MSRP: $4.99 (Each Episode) Interestingly enough, Dark Room largely betrays the pacing set forth by the previous three installments. Those chapters had a tendency to meander as Dontnod built the world and its characters. There wasn't anything inherently bad about that. Actually, now that the game's nearing its conclusion, it's paying dividends. We're invested in the story surrounding Arcadia Bay. Still, Dark Room is always tugging at your sleeves, trying to guide you somewhere. The stakes in this episode have been raised to a degree that doesn't lend itself to killing time. Urgency permeates the entirety of Dark Room. Rushing from one location to another advances the plot as things escalate steadily, and there's not always a chair handy to take a mental breather. As quickly as things move, a lot of the brilliance behind this episode comes in the form of finally tying together past events and seeing how they cause everything to shake out. There's some resolution, even if it's not full resolution. Dontnod has proven that it expertly laid the framework to affect future encounters. One particular instance comes in the form of another spat with a familiar antagonist. The branching paths can lead to several outcomes, none necessarily more optimal than the next. [embed]296752:59714:0[/embed] Another prime example is very un-Life is Strange, and maybe the only time Dark Room just sat still for a minute. Max has a board of clues that she must use to put together some damning evidence against someone. Putting on Max's sleuthing hat, the puzzle requires carefully finding related documents and grouping them in a sensible way. Odd as it may have seemed, this section nicely conveyed a sense of inter-connectivity and broke up the episode's breakneck speed. The rest of Dark Room's high points were the bleakest moments the game has seen, none of which should be discussed here. This episode doubled down on grim material and somber social issues. The absolute best thing Dark Room does is that it still somehow manages to present most of this (and the characters tied to it) from a complex perspective. It's not dealing in blacks and whites -- even though it's completely expected by now, given the nature of the subjects. The more time spent in Life is Strange, the more obvious it is that this isn't the game we may have originally thought. The supernatural won't overshadow the social issues. The rewind mechanic often doesn't feel like an option because you want to live with your decisions. Somehow, Dontnod resisted the urge to lean on these aspects, even though they'd be the easiest to lean on. The game's immeasurably better off for it. So, after another cliffhanger ending, we're left awaiting the conclusion and with no real idea where the narrative might go. Dark Room has been the most masterful installment in Life is Strange thus far, and it sets us hurtling toward the finish line. If the first 80 percent is any indication, it probably won't be a "happily ever after" ending. Only one thing's certain, though: that ever-present throat lump will be along for the ride.
Life is Strange review photo
Super Max
I played the fourth episode of Life is Strange with a lump in my throat. You know, the sort of uneasiness that puts a slight pressure behind your ears. The lump waned and grew with the chapter's crescendos and decrescend...

Fallout 4 photo
Fallout 4

Pacifism is 'not necessarily a goal' for Fallout 4


It's a wasteland, after all
Jul 28
// Jordan Devore
Officially, Fallout 4 players will only be able to romance human companions. They'll also have to resort to violence to complete the story; no perfect pacifist runs, from the sound of it. "You can avoid [killing] a lot," VP o...
Free Xbox games photo
Free Xbox games

Ground Zeroes, Metro series free with Xbox Live Gold soon


Solid showing
Jul 28
// Jordan Devore
The Games with Gold lineup for August looks good. It's probably not enough to convince me to renew my lapsed Xbox Live Gold membership, but I seriously considered it for a minute there. On Xbox One, Metal Gear Solid V: Ground...
Splatune photo
Splatune

Stay fresh and listen to Splatoon's new music


Gimme that new update
Jul 28
// Jordan Devore
Splatoon players already have a huge update to look forward to next week with new matchmaking modes (including private battles!), a substantially higher level cap, two new weapon types, and lots more gear. This game disc isn'...
StarCraft II mod photo
StarCraft II mod

Not even StarCraft II is safe from Rocket League


Aqua League mod
Jul 28
// Jordan Devore
I wasn't kidding when I said that funny goal gif convinced me to download Rocket League. Psyonix's driving/soccer game is brilliantly designed, and now I'm obsessed with it like the rest of you. My infatuation even extends to...

King's Quest developer talks silent film influences, possible Wii U port

Jul 28 // Chris Carter
Destructoid: Can you give us a bit of background on the history of The Odd Gentlemen and the acquisition of the King's Quest rights? This is a rather long story but I'd like to hear it from your perspective. Matt Korba: Many people have tried to bring back King's Quest over the years, in many different ways.  Our game and concept was built from the ground up, so besides public knowledge I don't know anything about the direction other teams wanted to take the series.  What I do know is that a little over two years ago, Activision was looking to fund and support a development team to reimagine King's Quest. They put out a call for ideas to various studios. I had been meeting with Activision since I was a student working on Winterbottom about possible collaborations, but it wasn't until King's Quest came along that we found a match.  King's Quest is my favorite series of all time so you can imagine how excited I was for a chance to bring the classic series back to life.  I met with Lindsey (our producer) and Evan (our art director) on the roof and we put together a pitch over a very long lunch for what we thought would be an interesting direction. It centered on King Graham as a very old man sharing stories from his past with his curious granddaughter Gwendolyn.  At the time we were only nine people, but Activision loved our creative pitch so much that they took a chance on us.  This rarely happens in the industry. It was a big risk for them because, they could have gone with a larger team, or a team that has shipped more titles on more platforms, but they decided to go with a small team that had the best creative (and the biggest KQ nerd). I am externally grateful to them for that. From there, Sierra was brought back, they fostered the growth of our company and here we are today.  What lead to the choice to include action sequences in this new rendition? I particularly liked how everything wasn't just a QTE. The original directive was to reimagine and update the classic series for a modern audience.  But, for us that wasn't a good enough reason to include small action sequences.   One of the most important parts of a good adventure game is pacing, and for us we are always trying to strike a balance between gameplay, story, and art.  If we were going to include anything it needed to serve that purpose. The action sequences help to break up the pacing and keep it interesting. When we put an action sequence in the game it usually has a puzzle element, branching choice, or a story point to it. We decided early on that if something can be played it should be, as opposed to watching a cutscene. This theory is not new to our game, the classic series mixed things up with action as well. The early games even had jumping and swimming controls. Remember climbing the beanstalk in KQ1 or the whale tongue in KQ4? The games felt pretty dangerous when you had to time a click just right before a wolf ate you or to throw a pie at an attacking yeti in KQ5, and of course using the arrow keys to avoid the paths of monsters added tension to the exploring.   Will we see the same cast of characters, notably the knights, pop up in other episodes? The game takes place over the lifetime of Graham.  That means that not only does much of the cast return, but they age as well. Players will get to control Graham from a young squire to a very old man.  Each chapter will also introduce new characters. How was it working with the voice cast? I noticed that all of them seemed to have a lot of fun based on the strong performances. It was an amazing experience. The fact that we got all those people still baffles me.  Our casting director Eric Weiss, did a phenomenal job of getting together a great cast. There were few occasions where we had placed a sample voice clip into our casting doc and Eric would just say "Why don't we just cast that person". To which we would say "Huh? We can do that"? We had done some small VO work in the past but this was definitely a huge learning process for the whole team. I think in general the cast got excited, because games like this don't come around everyday. This was a story filled with charm and humor, they wouldn't need to record 500 stabbing exertions or one line taunts. Can you tell us a bit about the inspiration for young Graham's mannerisms? I noticed that he seemed familiar when he'd get really excited about something. The inspiration for him was really only the classic series.  With other characters I can say, oh Groucho Marx inspired him, or Monty Python inspired them, but Graham was difficult.  We wanted to allow Graham to grow into a hero.  We didn't think it would be appropriate for a Graham to be a traditional "Bad Ass." We have seen enough characters like that already. We looked at the classic series and knew where we needed to take him, so we worked backwards.  I wrote this line early on to describe Graham and everything stemmed from there. "While other knights returned from their quests trailing bloody victories behind them, Graham returned with friendly dragons and yeti companions." Oh, and silent film, we pulled a ton of his physicality from the silent film greats; Chaplin, Keaton, and Lloyd.  Do you have any sort of timeline in mind for future episodes? We want to make sure the games are great and of high quality.  When we announce the schedule I think people will be impressed.  This is not a game you will have to wait a year in between chapters.   Was there any consideration in terms of developing for Wii U? If the game does well it can definitely end up there as well as some other platforms. But, we are still a relatively small team and 5 platforms at launch almost killed us! Just in case you haven't heard this yet, I feel like I need to make the case for the Land of the Green Isles (I saw the tapestry Easter egg on the wall in the castle). Is there a chance we may see them and some Alexander adventures in the future? Season 1 is focused on Graham's adventures, but if there is a demand for it anything is possible. That said some of your favorite charters just might be coming back in future chapters.   Likewise, if you can answer this question, where does the series stand on re-releases of the classic entries? This game is a big testing ground for many people.  If it can prove that there is still an audience for this type of game at this type of scale, then I think it opens many opportunities for us, Sierra, and other development studios as well.
King's Quest interview photo
'This game is a big testing ground'
As you could probably tell from my review, I was blown away by King's Quest: A Knight to Remember. I went in with very little in terms of expectations and at the end of it, I was looking at a Game of the Year contender. Spurr...

Review: King's Quest: A Knight To Remember

Jul 28 // Chris Carter
King’s Quest: A Knight To Remember (PC, PS3, PS4, Xbox 360, Xbox One [reviewed])Developer: The Odd GentlemenPublisher: Sierra EntertainmentReleased: July 28, 2015MSRP: $9.99 per episode / $40 for the "Complete Collection" To be clear, this isn't a true continuation of the series, but rather, a "re-imagining" with the same characters, and some of the same events. For the most part, this new rendition is going to tell side stories that happened between the games over the course of five episodes -- A Knight to Remember is the first. There's plenty of fanservice scattered about to keep old fans happy, but newcomers won't be lost in the slightest in their first foray into Daventry -- it's a great balancing act. When I first booted up the game, it was seemingly taking a low-key Ico-like approach, which I really dug. The protagonist didn't talk much initially, and you're thrown into an unknown situation that sets up the rest of the tale. It immediately reminded me of a Don Bluth project, with beautiful scenery and interesting character designs. There are a few areas I encountered that had some screen tearing issues, but nothing that affected my enjoyment significantly, or crashed the game in any way on Xbox One. Slowly but surely the game opened up and started to become more talkative, at which point I immediately fell in love with it. The way the game is framed is through the narration of King Graham, who is telling his granddaughter the tales of his youth. Christopher Lloyd plays an older Graham to perfection, with plenty of "grandpa puns" and lots of heart. You can tell he's really enjoying it and isn't phoning it in like some stars might (Destiny), and in fact, the entire cast is one of the most organic collective of characters I've ever seen in a game. There's tons of great references to classic films like The Princess Bride with a welcome appearance from Wallace Shawn, and even direct references to characters like Gaston from Beauty and the Beast. While I don't want to spoil the surprises, they're done with the utmost respect to the source material, and never approach the level of an annoying forced meme. It helps that the game's animations are incredible, and it's hard to not laugh out loud when you see Graham frantically running with his arms flailing about like Disney's Ichabod Crane. In fact, I've never laughed so hard at a game in my life -- trust me when I say that's not an exaggeration. I particularly like how the game handles death with the Grandpa Graham narration mechanism, which even makes failure funny. There's also a few hilarious references to characters "remembering that" from Telltale games, and a clever use of the narration technique in other ways. For instance, there's one part where you're walking on a log, and after going over it again, Graham mentions that it would be repetitive if he had to explain that bit over and over to his granddaughter, so it transports you to the other side. It's convenient and charming in the same breath. One thing I need to mention is that the game is not as hardcore as past King's Quest titles, which is to be expected. The narration element sort of clues you in sometimes to the solution (which again, is done very well), and I really like how the game focuses in on objects you are currently trying to use a piece of equipment on, to eliminate any nasty instances of pixel-hunting. There's also plenty of choices to be had that change the story in smaller ways, like leaving tips in a collection plate in any empty store, or bigger conundrums that promise more of an impact in future episodes (stay tuned to future reviews to see how this plays out). While the first hour or so of the roughly five hour adventure is rather linear, the game opens up significantly after that, with a large sandbox that isn't as massive as a classic adventure game, but big enough to roam around in. There's also some third-person obstacle dodging, mild on-rails platforming, and several first-person aiming sequences. There's a few quick-time events but they are very few and far between, which is a nice touch, as modern adventure games use them as a crutch far too often. Of course, A Knight to Remember also has several puzzles as well as some memory work involved, which are well executed. So yes, it's much more involved than your average Telltale game. I wish King's Quest: A Knight to Remember was a bit more taxing, but I loved everything about it. If this series does well I hope we get to see the adventures of other family members like Alexander, and additional areas like the Land of the Green Isles. Right now though, I'm going through withdraws for the second episode already. Move over Telltale, there's a new adventure king in town. [This review is based on a retail build of the game provided by the publisher.]
King’s Quest review photo
A kingly modern classic
Not all revivals or remakes instill a sense of nostalgia within me. For instance, if we ever got that sequel to Kabuki Quantum Fighter we were promised in the original's credits, I wouldn't be all that excited. But King'...

Legacy board game photo
Legacy board game

Risk Legacy designer working on new civilization-themed legacy game


Chronicles: Origins
Jul 28
// Darren Nakamura
It sure has been a long time since Risk Legacy originally released, and yet, I can't help but perk up at the news that Rob Daviau is working on something in that vein. Heck, I named the previously announced SeaFall as my mos...
Blanka photo
Blanka

This full color Blanka doll sure looks cool, will likely be super expensive


From Pop Culture Shock
Jul 28
// Chris Carter
Pop Culture Shock has revealed the design for their upcoming Blanka statue, and it actually looks pretty great. There's no pre-order page or pricepoint set, but they also have E. Honda, Oro, and Vega statues for sal...

Review: N++

Jul 28 // Chris Carter
N++ (PS4)Developer: Metanet SoftwarePublisher: Metanet SoftwareReleased: July 28, 2015MSRP: $19.99 If you haven't played N+ before, you're in for a treat. This series is predicated on tough jumps, pinpoint controls, and a physics system that's built on momentum. All you can really do with your ninja avatar is jump, but you'll be able to use acceleration and specific leaps to your advantage. It's a platforming fan's dream, as nearly every level presents a unique challenge that will force you to master every facet of the control scheme. The general layout of the game is also dead simple. You have 90 seconds to complete each level, and picking up gold along the way increases your timer. On every stage you'll need to brush against a switch to open up the exit door, then make your way to said door. It's cleverly paced, as you can choose to go for as little or as much gold as you want -- though hardcore players will likely want the clear bonus earned for picking it all up.N++ is massive in size, and to properly convey just how big it is, let me just give you a concise breakdown: Solo:600 new N++ levels125 Intro 600 Legacy Co-op: 300 N++ 50 Intro 120 Legacy Race: 300 N++ 25 Intro 120 Legacy Yeah, that's a lot of levels right? What I really like about the campaign in particular this time around is that it does a better job of acclimating players to the game, and all of the different concepts within. These arenas are short enough where you won't get bored learning the basics, but you'll be adequately prepared for what's next. While I finished most of the solo stages, I wasn't able to complete them all, and I played for roughly 30 hours. Co-op is particularly fun (with up to four players), as some stages specifically require people to suicide into hazards to let the other player complete the level. Races are also a rush, requiring one player to get to the goal first, and while they operate similarly to the solo sets (they can even be played by yourself), they can get crazy with multiple people, and if you really want, you can play the solo stages with friends. Sadly, there's no online play to be found for any mode, which is a disappointment. In terms of extras, I like how the game keeps track of crazy stats like how much of your time was spent in the air, on the ground, and on the wall, and there's a ton of really cool UI and visual filters to unlock and test out.  If you're so inclined you can also create levels with all of the available tools used to develop the game, and share it online. Even pre-launch there's already over 100 levels up, and the coolest one I found automatically takes you through a giant level without pressing anything. Others are more artsy, with messages and poetry that gradually appear on-screen. N++ might lack online play and feel like more of the same, but it's pretty much everything a platformer fan could want out of a sequel. It's still challenging, it has a boatload of levels, and it's a hell of a lot of fun to play. [This review is based on a retail build of the game provided by the publisher.]
N++ review photo
Go ninja go, again
I don't think anyone could have predicted to success of the original N+. I was sitting around my dorm, playing Devil May Cry 3 for the billionth time, and my friend came in and said "dude, you have to play this game." It...

Tomb Raider photo
Tomb Raider

Square Enix CEO on Tomb Raider exclusivity: 'It wasn't an easy decision'


Uh...
Jul 28
// Chris Carter
Finally! We now know the exact details on the Rise of the Tomb Raider exclusivity deal that Microsoft worked out with Square Enix -- it took them long enough. But even with this information, the backlash that began with ...
FF Type-0 HD photo
FF Type-0 HD

Final Fantasy Type-0 HD will have DOTA 2 bonuses, 'exclusive loading screen' on PC


Haha what
Jul 28
// Chris Carter
There is a fifth dimension beyond that which is known to man. It is a dimension as vast as space and as timeless as infinity. It is the middle ground between light and shadow, between science and superstition, and it lies bet...

Life is Strange: Episode Four Achievement guide

Jul 28 // Brett Makedonski
Dark Room: Finish Episode 4: Dark Room This is the only Achievement that's earned through story progression. Just finish the fourth episode. Easy peasy. Ambient: Take optional photo #1 in Episode Four: Dark Room The first photo op takes a while to get to. It's available as soon as Max has control of her camera again. Take a picture of Chloe while she's working hard at her computer. Time-Lapsed: Take optional photo #2 in Episode Four: Dark Room Fortunately, we don't have to wait as long for the second photo as we did for the first. Once in step-douche's garage, go take a gander at the bird's nest that's hiding behind the plank. Move the plank to the side and take a picture for Max's Arcadia Bay Wildlife Series. Make sure to move the plank back when you're done; drill sergeant David doesn't like people messing with his stuff. Balance: Take optional photo #3 in Episode Four: Dark Room You know that ominous totem pole in the corner of the Blackwell Academy courtyard? Well, now there's an ominous pile of stones in front of it. Go ahead and take a picture of the "Blair Witch" rocks for this episode's third Achievement. Rangefinder: Take optional photo #4 in Episode Four: Dark Room This one's also in the Blackwell courtyard. Go talk to Samuel -- he's sitting on the bench -- about animals, squirrels in particular. He'll throw a nugget of food, which attracts one furry friend. Use the box of food next to Samuel to lure another squirrel over. When they're snacking together, take a picture of them. Gamma Value: Take optional photo #5 in Episode Four: Dark Room Once in the boys' dorms, take the hallway to the right and look out the window. There are some footprints that Max finds photo-worthy. Dioptic Power:Take optional photo #6 in Episode Four: Dark Room Before long, you'll end up on the beach. This episode's sixth photo is the third beached whale from the right. Snap a picture for some of the saddest Gamerscore you'll ever earn. Fisheye: Take optional photo #7 in Episode Four: Dark Room This one requires some quick reflexes and possibly a rewind or two. Off to the left of the barn is a bird posted up on the fence. Take a quick photo of it. If our feathered friend flies away, reverse time until he sits still long enough for a picture. Manually Exposed: Take optional photo #8 in Episode Four: Dark Room The next one's owlfully easy to find. There's an owl hanging out in the corner of the loft in the barn. Once you're up there, do what Max does best. Slideshow: Take optional photo #9 in Episode Four: Dark Room This one's inside the End of the World Party. Go around the outside of the pool and up to where the VIP booth is. Go into the unmarked door. When in there, take a photo of Justin at the sink with his lower half lined up with the skeleton graffiti. Tripod: Take optional photo #10 in Episode Four: Dark Room In the pool area of the End of the World Party, move off to the right side and look up and out the windows. Find a place where you can line up a nice double moon shot. Wait. Double moon?! Shutterbug: Take all optional photos in Episode Four: Dark Room This one will unlock as soon as you pick up the last optional photo. Two Achievements for the price of one!
Life is Strange photo
Point camera, earn Gamerscore
We're inching ever-closer to the conclusion of Life is Strange. As we get nearer to knowing what the narrative holds for Max and Chloe, we find a bit of familiarity in the Achievements. Like always, episode four Dark Roo...

Mafia 3 photo
Mafia 3

Mafia 3 confirmed by 2K Games, to be revealed at gamescom


We knew it was coming
Jul 28
// Chris Carter
This year at gamescom, we'll see the worldwide announcement trailer (to be released here on August 5) for Mafia 3, which 2K Games just revealed this morning. We basically knew a sequel was coming by way of multiple rumors ove...
Dragon Quest X photo
Dragon Quest X

Dragon Quest X now coming to Nintendo NX, PS4 (Update)


Wait, what?
Jul 28
// Kyle MacGregor
[Update: Speaking to IGN, Square Enix backpedaled, saying NX is only "under consideration."] In addition to revealing Dragon Quest XI, Square Enix just announced a pair of new platforms for its predecessor. Dragon Quest ...
Senran Kagura photo
Senran Kagura

Senran Kagura Estival Versus coming to Europe Early 2016


Booooooooooooooooooobs
Jul 28
// Laura Kate Dale
Boooooooooooooooobs are coming to Europe. Most of you who read Destructoid will have probably at some point come across the Senran Kagura video game series at some point in your life. Why do people know about it? Because it's...
Fallout photo
Fallout

Manufacturer of Fallout 4's Pip-Boy accessory cannot make any more


Did you manage to snag one?
Jul 28
// Vikki Blake
If you knew that "each [retail] store is being given their final allotment" but had been hoping that more Pip-Boys would go into production, the outlook isn't good, I'm afraid - the manufacturer of Fallout 4's Collector'...
Dragon Quest XI photo
And it looks fantastic!
[Update:  Speaking to IGN, Square Enix backpedaled, saying NX is only "under consideration."] Square Enix just officially announced Dragon Quest XI, the next mainline title in the publisher's storied role-playing ga...

Deus Ex: Mankind Divided photo
Deus Ex: Mankind Divided

Deus Ex Mankind Divided dev 'rectifies' issues for non-lethal play styles


'Supporting all different play aspects'
Jul 28
// Vikki Blake
The decision of whether your foes live or die in Deux Ex: Mankind Divided -- particularly in your boss battles -- will once again be yours and yours alone.  Talking to OXM, Deux Ex: Mankind Divided directo...
Dragon Quest Heroes II photo
Dragon Quest Heroes II

Dragon Quest Heroes II debuts spring 2016


Features a new multiplayer mode
Jul 28
// Kyle MacGregor
Dragon Quest Heroes II is launching in Japan next spring, Square Enix just announced. The publisher announced the new action title back in April, not long after the first game's Japanese release topped charts with more than 5...

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