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Primal Carnage photo
Primal Carnage

Primal Carnage: Extinction EU/AUS release date confirmed

Nov 20
// Vikki Blake
Primal Carnage: Extinction is coming to PS4s in Europe and Australasia next Tuesday, November 24, 2015. Though the price has yet to be confirmed, the game - which hits PSN two weeks after the North American release - sells f...
Dragon Quest Heroes PC photo
Dragon Quest Heroes PC

Dragon Quest Heroes coming to PC December 3

Includes DLC from PS4 edition
Nov 19
// Kyle MacGregor
Dragon Quest Heroes will be coming to Steam on December 3, Square Enix revealed today. For $60, the PC version will come packaged with 11 bonus items and a pair of additional maps that were originally included with the "Slime Collector's Edition" on PlayStation 4. You can find more information about the action RPG in our full review here. Dragon Quest Heroes: Slime Edition [Steam]
Japan Warriors poll photo
Japan Warriors poll

Persona or SMT Warriors? Atlus says 'get in touch with us anytime'

Or Final Fantasy Warriors?
Nov 19
// Steven Hansen
A recent Famitsu poll asked fans what Koei Tecmo Warriors (or Musou) crossover they'd most want to see and Gematsu has the Sokuho@Hokanko translation of the results, as well as responses by those series' respective creators o...
Deadpool photo

Deadpool is out on PS4 and Xbox One this week

You know, that one
Nov 19
// Chris Carter
That Deadpool game from 2013 was pretty decent. Sure it had its issues, but as High Moon's swan song before they went off to Activision's porting pits, it wasn't bad. Now, the game is being re-released this week on ...
Just Cause 3 photo
Just Cause 3

Just Cause 3's newest trailer nails it all on the head

Explosions? Check. Uh, more explosions?
Nov 19
// Brett Makedonski
Just Cause is such a marketable game. Any footage, trailers, or screenshots inevitably capture what makes its mayhem so marvelous. Everything is just non-stop action and the viewer always comes away thinking "Yep, that'...
Assassin's Creed photo
Assassin's Creed

Assassin's Creed Syndicate releases on PC tomorrow, but will it work?

That remains to be seen
Nov 18
// Brett Makedonski
Assassin's Creed Syndicate is one of the best Assassin's Creed games in recent memory. But, only two-thirds of the prospective audience has gotten a chance to see it. While PS4 and Xbox One owners have had the chan...
Electronic Arts photo
Electronic Arts

EA is working on its own 'Assassin's Creed-style' game

Jade Raymond is leading the way
Nov 17
// Vikki Blake
EA has confirmed that it is working on a new Assassin's Creed-type action game. At the UBS Global Technology Conference yesterday, CFO Blake Jorgensen said that Jade Raymond - an Ubisoft veteran who joined EA in July to found new Montreal studio, Motive - would be leading on the "gigantic action" game. 
Star Fox photo
Star Fox

That's more like it, Star Fox Zero

A pair of gameplay clips
Nov 16
// Jordan Devore
Comparing recent Star Fox Zero footage to what was shown in June, it's clear Nintendo made the right call when it delayed the Wii U game to April 22, 2016. Besides visual upgrades, the extra time is going toward improving the...
Uncharted 3 photo
Uncharted 3

No wonder Uncharted 3 was so average: Nolan North had broken ribs during filming

Another 'Did You Know'
Nov 16
// Chris Carter
Did You Know Gaming has another video in store for us, and this time it deals with the Uncharted series. One of the most interesting bits is definitely the fact that Nolan North broke two of his ribs before the filming ...
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...

Tomb Raider photo
Tomb Raider

Xbox mullers Tomb Raider fans in London for publicity

It's okay, they were willing volunteers
Nov 13
// Vikki Blake
Microsoft celebrated the release of Rise of the Tomb Raider by challenging eight Lara Croft fans to survive 24 hours on a billboard while being mullered by brutal weather conditions.  Of the thousands of applicants, just...
Dark Souls III photo
Dark Souls III

Here's a better look at the statue in Dark Souls III's $500 edition

Well, maybe $500
Nov 12
// Brett Makedonski
If you're dropping $500 bones on a collector's edition of a game, you likely want to know what you're getting. Like, you really want to know. You're gonna want multiple angles and up-close shots to know that everything in it ...
Dragon Quest Heroes photo
Dragon Quest Heroes

Well well, it looks like Dragon Quest Heroes was just stealth confirmed for PC

Square Enix you bunch of rascals
Nov 12
// Chris Carter
Just moments ago I got a number of texts from friends telling me to boot up Steam to confirm a message they had obtained. Apparently, Dragon Quest Heroes is coming to PC, and Steam users are being asked to pre-purchase t...
Hyrule Warriors Legends photo
Hyrule Warriors Legends

Hyrule Warriors Legends' King of Red Lions looks like he kicks major ass

Coming to 3DS next year
Nov 12
// Chris Carter
The King of Red Lions has always been one of my favorite characters from Wind Waker, and I'm glad that the cast is has a chance to shine in Hyrule Warriors Legends. I didn't realize, however, that his style was so fluid...
Fallout 4 photo
Fallout 4

This nasty Fallout 4 bug can net you a ton of bottlecaps

Will likely be fixed soon
Nov 12
// Chris Carter
In my review for Fallout 4, I mentioned that since the game was so buggy, that players would likely uncover a ton of additional glitches after launch on their own, and it looks like that has definitely been the case. The IGN ...
Rodea photo

Sonic creator asks you play Wii version of his new Wii U, 3DS game

Listen to it on vinyl
Nov 11
// Steven Hansen
Rodea: The Sky Soldier went through a heck of a development cycle and somehow came out the other side but not unscathed. Chris gave it a good score, though he noted, "the game's tumultuous development process bleeds through t...
Fallout 4 photo
Fallout 4

Here are all the names Fallout 4's Codsworth can say

Vikki/Vicky is not one of them :(
Nov 11
// Vikki Blake
Wondering if your name is amongst the hundreds Fallout 4's Codsworth can say? You're not the only one, apparently. Some clever datamining soul on reddit has put together a list of the 1000 names Codsworth can accurately say. You can browse the list right here (if time is your enemy, you might wanna Crtl/Cmd + F).
Fallout 4 photo
Fallout 4

That free Fallout 3 with Fallout 4 offer expires in February 2016

Don't hold out for Fallout freebie
Nov 11
// Vikki Blake
If you've picked up Fallout 4 on the Xbox One specifically so that you'll also be able to play Fallout 3, don't leave it too long to redeem your code - the offer expires in February 2016. GameSpot spotted the deadline on the Xbox Live store, which also confirms that you'll need to have bought Fallout 4 on Xbox One by February 6, 2016 to qualify for the freebie.
Rodea 3DS photo
Rodea 3DS

Rodea: The Sky Soldier on 3DS is basically a far worse Wii U version

It should not have been made
Nov 10
// Chris Carter
As I described in my review for Rodea: The Sky Soldier's Wii U version, the game's tumultuous development process bleeds through the finished product despite its charms. But after booting it up on 3DS, the situation was even ...
Skylanders iOS photo
Skylanders iOS

Skylanders SuperChargers for iOS is basically the same as consoles, and that's crazy

You still need an iOS Portal
Nov 10
// Chris Carter
It's crazy how far mobile gaming has come in just a few short years. I still remember the wild west of mobile development with my iPod Touch, and how gems were plentiful enough, but mostly ancillary or retro experiences. Now,...
Xenoblade Chronicles X photo
Xenoblade Chronicles X

Skells ain't no joke in Xenoblade Chronicles X

Launching next month
Nov 10
// Chris Carter
I've heard mixed things out of Japan regarding Xenoblade Chronicles X, but like every other release, I'm excited to experience it for myself next month. Nintendo has been consistently trying to hype people up with a ser...

Very Quick Tips: Fallout 4

Nov 10 // Chris Carter
General tips: It helps to research the perk chart first before you start putting points into anything. That way you can attain your desired choices right away without having to grind out stats. Consult the below video for some help. If anything "big" happens that seems monumental in terms of the story, check that room far and wide for bobble heads and comic books -- that's often when they show up. Don't forget to level up! That sounds obvious, but it's easy to forget when you're in the heat of battle. Check your Pip-Boy and look at the bottom of the screen to see if you have any points to spend. [from Dtoid's Jordan Devore] Get the perk Lead Belly (2 END) as soon as you can. Drinking water without repurcussions will help conserve simpaks. That way when you get into the thick of it without anything to drink, you'll have plenty of healing power. [embed]318561:61034:0[/embed] Lock picking is the same it's always been, but it's important to know the basics. If you hear or feel a vibration in any way, ease off. Tilt the sticks ever so slightly and gently try to get as far as you can with the tumbler before you commit. Confused with hacking still? Note that when choosing a password, common letters in the real answer will show up on screen. For example, if you choose CAT, and the answer is DOG, you will have zero likenesses, which will help clue you in and eliminate similar phrases. Take your time with these sections -- there's no need to rush. When you're engaged in combat and you're out of Action Points, initiate V.A.T.S. anyway, cancel, and then start shooting -- your sights should be mostly lined up with the target. It's also a good idea to regularly press the V.A.T.S. button if you are entering an unfamiliar area and you aren't sure where enemies might be. [from Dtoid's Jordan Devore] Advanced tips (light mission spoilers but nothing major): If you're turning in a Minutemen mission to Preston Garvey and he's chilling at one of your settlements, make sure to sleep on one of your beds for the "well-rested" XP boost before talking to him [from Dtoid's Jordan Devore] If you're on the "Freedom Trail" mission, look for the red markings on the ground, not the lanterns. Walk around the perimeter of the park the mission starts you off at, and follow the red lines on the ground to the north. If you get lost and lose a line, just backtrack and try your best to follow the cracks. Have you broken down yet and thrown your controller against a wall? Here's the solution. Not long into helping the Brotherhood of Steel, you'll acquire smoke grenades that you can use to call in a Vertibird to your current position. Once it lands, you can hop in the vehicle and travel to a different location or, better yet, just sit inside the Vertibird while it remains stationary and use its turret to cheese fights against giant enemies. This method requires some planning, but it works particularly well against super mutant behemoths and a specific mirelurk in one of the side missions. [from Dtoid's Jordan Devore]
Fallout 4 photo
Boston cream tips
Fallout 4, like its predecessors, is a lot to take in from start to finish. The open world and leveling mechanics can seem daunting, as any wrong move can leave you without proper equipment to take on particular tasks. Here's some tips to help you along the way.

Review: Rodea the Sky Soldier

Nov 09 // Chris Carter
Rodea the Sky Soldier (3DS, Wii, Wii U [reviewed])Developer: Kadokawa Games, PropePublisher: Kadokawa Shoten, NISMSRP: $39.99 (3DS) / $59.99 (Wii U with Wii edition for first-print copies)Released: April 2, 2015 (Japan), November 10, 2015 (US) Rodea is a strange, strange game. While the Wii version uses IR movement and is more in line with the creator's original vision, and the 3DS edition has even more differences, this assessment deals directly with the Wii U. This is a traditional single-player action game with RPG elements, most of which remind me of the golden age of JRPGs. You have your shonen hero (Rodea), a robot who has been stricken with amnesia at the start of the game, and must stop the evil Naga empire from taking over. Oh, there's one catch: his princess gave him an actual heart, so he's not a soulless machine. If you end up choosing the Japanese audio option, the narrative, while cheesy, is watchable. Where Rodea really spreads its wings is the open-ended flight gameplay, similar to Nights into Dreams. Within the confines of each semi-open level, Rodea can move around on foot, jump, hover, boost attack enemies, and blast off into the sky. The gist is that he has a limited flight time (it's actually rather generous), and once his meter is expended, he must either pivot off of a solid object, or land on the ground and start a new flight pattern. It's jarring at first, but it's easy to get the hang of after about 30 minutes, and you have a huge degree of freedom. Some of it is even automated (grabbing pickups, grinding wires), but never to the extreme degree of the 3D Sonic titles. Although the GamePad does support off-screen play, there's no need to even look at it, as the controls are entirely traditional on Wii U. The open design works both for and against Rodea. While it's amazing to look into the horizon at times and see areas you can readily explore, the draw distance is often so poor that it's tough to plot out a full course. Additionally, a lot of zones tend to blend together, with entire areas that have nothing more than empty plains seemingly unfinished. Rodea also starts to falter when it adds more elements to the mix beyond its core conceit. While the boost attack is fairly foolproof (it's a lot like the 3D Sonic games' homing attack), gunplay is shoehorned in. It isn't fun at all. The fact that the controls feel dated isn't entirely the player's fault, as the entire game feels like something out of last generation, and possibly even a generation before that. That's not to say Rodea doesn't sport a beautiful art style -- because it does -- just that occurrences like slowdown, pop-in, and occasional glitches are present more than they should be. Individual missions can get boring, but flying is always a joy, and bosses are often the highlight. They'll range from humanoid fights to giant hulking monstrosities, and both varieties are a blast while they last. This is a decently long affair, with over 25 levels, upgrades to purchase, and even a secret shop with extras like an additional mode. You can expect anywhere from 15-30 hours once everything is said and done. You rarely see things like this outside of DLC, so it's refreshing that the game feels so feature complete, even if it technically has three different versions in the end. Rodea the Sky Soldier really hits that sweet spot when it comes to evoking the wonder of flight, but the troubled developmental process is tangible in the final build. For those of you who can stomach older experiences however, you'll likely overlook some of its issues and find a lot to love. [This review is based on a retail build of the game provided by the publisher.]
Rodea review photo
A rusted robot with a heart
The history of Rodea the Sky Soldier is one muddled with platform changes and developmental issues galore. Originally slated as a Wii game in 2010, producer Yuji Naka ran into publishing troubles, and the project was ess...

Dark Souls III photo
Dark Souls III

Dark Souls III looks to have two collector's editions, each with a statue

And a possible release date leak
Nov 09
// Brett Makedonski
Thanks to yet another retailer slip-up, we have new information that a publisher was trying to guard. This time it comes courtesy of Geekay Games, and it seems as if we now know about Dark Souls III's collector's editions and...
Dad Quest Kickstarter photo
Dad Quest Kickstarter

Close to home: dad throws son at foes in Dad Quest

Ah, the memories
Nov 09
// Darren Nakamura
I don't know why fatherhood has become such a prevalent theme among indie games lately, but I like it. There was Octodad, then Dad by the Sword, then Dad Beat Dads. Now there is Dad Quest, and it reminds me a lot of my own ch...
Affordable Space photo
Affordable Space

Affordable Space Adventures is getting a huge update this month

For Wii U
Nov 09
// Chris Carter
A lot of people have taken to the Wii U eShop's Affordable Space Adventures, and it looks like there may be another excuse to boot it up this month. This week, the game's price will drop down to $14.99 (from $19.99) for two w...
Fallout 4 photo
Fallout 4

Video Review: Fallout 4

Just in case you hate reading
Nov 09
// Myles Cox
Looks like it's about that time again, Chris the Miracle Worker has managed to review a relatively little known game called Fallout 4. That said, who the hell reads reviews nowadays? So much time and reading text and you hav...

Review: Fallout 4

Nov 09 // Chris Carter
Fallout 4 (PC, PS4, Xbox One [reviewed])Developer: Bethesda Game StudiosPublisher: Bethesda SoftworksMSRP: $59.99Released: November 10, 2015 [Light spoilers below in the first two paragraphs for the first 30 minutes of the game] With Fallout 4, Bethesda returns to the "where is my family member" storyline that began with the great search for Liam Neeson back in 2008. You'll have a brief opportunity to take in pre-apocalypse life with your family (the day the bombs dropped, on October 23, 2077), then it's off to the Vault, where you will stay, frozen in hyper-sleep, for 200 years. Upon waking up, you're off on a Mel Gibson Ransom-esque quest to find your son. The slight twist of unloading your character 200 years into the future makes for an interesting premise, but it never really fully commits. Often times you'll encounter residents who are confused and "can't believe" that you're from the old world, but those conversations quickly devolve into the matter at hand or another questline. On the other side of the coin, since the world your avatar (male or female) experiences is new, there is no need to play past games in the series outside of knowing the ins and outs of a few bits of lore fluff here and there. Even then, concepts are reexplained with reckless abandon. [End intro spoilers] Without spoiling anything further, the main narrative is generally weaker than most of the side storylines, which isn't anything particularly new with Fallout. Players will start off doing odd jobs for various wastelanders, recruiting new companions and making enemies along the way, with a few twists and turns at the tale's midpoint. Eventually, you'll come across forms of synthetic life, which serves as the crux of a core piece of the story. Again, Bethesda's writing team never fully commits to this concept, and it's kind of just there, with a few "gotcha" moments meant to elicit a response with mixed results. For those who are curious, yes, faction-divergent storylines and endings are possible. Just like in the past, most of your excitement will come from roaming around the wasteland on your own, discovering new abodes and secrets, which is far easier to do in Fallout 4. Small additions like playable retro games make discovery that much more meaningful, along with all of the coveted bobbleheads and comic books strewn about the overworld. The map is so huge and so diverse that there's a new secret boss or location waiting at every turn, and the addition of 12 total companions helps mix things up a bit. [embed]318096:60994:0[/embed] The companion system has been enhanced slightly, as it is now possible to issue basic fetch or interaction commands by clicking on their person, and clicking on an object -- you can also send them to a desired location after parting instead of leaving them to their own devices. It's very rudimentary, but it's a marked improvement. The main narrative clocks in at roughly 15 hours, but players could likely spend well over 100 in a single playthrough and still not find everything. Despite the puffing up of id Software's involvement with the combat systems though, it's relatively the same song and dance. While it is still possible to engage in active combat with an ADS mechanic, the V.A.T.S. aiming system, which pauses your game and allows players to target specific body parts, is still king. Often times I'd waste ammo shooting directly at a foe's head doing little damage, only to switch back to V.A.T.S. and score a one-hit kill headshot. Bethesda has tried to make it a tad more action-oriented with "critical shots" that can be used every so often, but it feels like a half-measure. The good news is if you loved Fallout's combat before, you'll feel right at home. Speaking of homes, housing situations are enhanced thanks to the new home building mechanic. Now instead of finding makeshift diners to camp out at, and storing knick-knacks in random drawers, players can hold a button to bring up a Sims-style crafting system, complete with furniture, power grids, and practical elements like workstations. Even if you're not all that into creating things, it's still quite useful for small quality-of-life additions, like an extra bed to recover life in, and so on. Having said that, there is a caveat -- inventory management is still a pain using the Pip-Boy. To build objects, you'll need to acquire individual elements such as "ceramics," which can be a coffee cup for instance, or "glass," such as a Nuka Cola bottle. The Pip-Boy UI still displays things like an unmanageable list, so it's really tough to see what you have on hand without spending tons of time in menu screens. The same principle goes for weapons and armor. It's doable, but it's annoying. Power armor is also completely revamped, and I'm torn as to its implementation. For one, you can't just "equip" power armor pieces and call it a day. It's now an item or a power-up of sorts that you actually get into, and need to constantly fuel with a specific power source. If you're out of fuel, the suit walks slowly and it's nigh impossible to actually get anywhere. In theory, the idea of building and using your own armor sounds cool, but it's very limited, and there were very few occasions where I'd actively want to go back to a location, grab my suit, and venture out. In fact I'd burn through fuel so quickly that I just said "screw it" most of the time, as it actively stifles exploration. The perk system is probably one of the biggest changes, all said. Perks are now acquired by way of a huge grid with lovable Vault Boy animations, and the possibilities allow for an essentially unlimited amount of leveling. Players can also put points directly into SPECIAL stats (which impact things like conversational ability and carrying capacity) if they wish. It's such a small thing, to make everything so visual, but it actively fueled my quest to acquire more experience and attain more perks, some of which drastically alter gameplay -- like the power to swim openly without gaining radiation sickness. At this point, you're probably aware of Bethesda's history with shipping buggy open-world games by now. If you were hoping that somehow a generational leap would magically buck that trend, prepare to be disappointed. Nearly every classic glitch is accounted for, including occasional save data issues, repeated dialogue, frameskipping, severe frame-rate drops, pop-in, falling through the floor, and so on. For those of you who are used to this with the past work, it's par for the course -- for everyone else who doesn't put up with it, nothing has changed. I should also note that while visual issues were persistently present in the Xbox One edition (reviewed here), I only ran into full-on game crashing twice during my travels. Given how glitchy it is, I can only speculate as to whether or not there will be any game-breaking bugs that completely halt progress, but it seems very likely. After spending over 40 hours with the game, I can safely place it somewhere in the middle of Fallout 3 and New Vegas in terms of quality. A lot of the franchise's signature problems have carried over directly into Fallout 4, but all of its charms have come along for the ride as well. It manages to do a whole lot right, but the story drags at times, and glitches...glitches never change. [This review is based on a retail build of the game provided by the publisher.]
Fallout 4 review photo
Like war, Fallout games never change
My first introduction to the Fallout series was in 1997, with Interplay's wonderfully open and unique strategy RPG titles. So when Fallout 3 first dropped from Bethesda years later, I was taken aback by a lot of the concessio...

Naughty Dog photo
Naughty Dog

Naughty Dog doesn't have a plan for Uncharted beyond the next game

Or where anything is going
Nov 06
// Brett Makedonski
Four months from the launch of Uncharted 4, developer Naughty Dog has no idea what direction the franchise will go next. Uncharted 4 is subtitled A Thief's End for good reason. It's said to be the last chapter in pr...

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