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Witcher 3 bears photo
Witcher 3 bears

Bears Vs Cyclopes in the Witcher 3


Whoever wins, we lose
May 24
// Nic Rowen
Despite the positive reviews (such as the one by our very own Chris Carter) I've been hesitant to jump into The Witcher 3. It sounds great, but with a potential run time clocking in at 100 hours and up, I don't want to buy a...
Save bug photo
Save bug

Witcher 3 bug kills Xbox saves, console patch not ready this week


Watch out for save bug on Xbox One
May 22
// Steven Hansen
While reception towards the usefulness of The Witcher 3's day-one update on Xbox One was mixed, the general stability patch CD Projekt RED is working on would be welcomed all around. Especially on the Xbox One, where people a...
More Dying Light photo
More Dying Light

Dying Light dev cancels dark fantasy tale Hellraid


To make more Dying Light content
May 21
// Steven Hansen
Hellraid was announced as a Dead Island follow up in 2013. We finally got a good look at it late last year following a delay for current gen and PC exclusivity. It was meant to come out this year, but that's not happening, H...
Mushroom 11 photo
Mushroom 11

New Mushroom 11 trailer and details out now


Rocket ship, catapult, release window
May 20
// Darren Nakamura
I have been pretty keen on Mushroom 11 since I first saw it at PAX East 2014. Since then, just about everybody on staff who has played it has come away with positive thoughts. Hamza called it one of his favorite games at PAX...
Bloodborne expansion photo
Bloodborne expansion

Sony boss confirms Bloodborne expansion, more info late this year


Cool
May 20
// Steven Hansen
Despite the successes of Demon's Souls, Dark Souls, and Dark Souls 2, recent PlayStation 4 exclusive Bloodborne sold well enough that Sony was still surprised with the results. It's not surprising, then, that the game would b...
Hover: Revolt of Gamers photo
Hover: Revolt of Gamers

Jet Set-esque Hover: Revolt of Gamers sure looks pretty


Night and day cycle
May 20
// Chris Carter
When I saw the Kickstarter for Hover: Revolt of Gamers, I had to back it. It's been a while since we've seen anything even remotely related to Jet Set, and although I'm still desperately craving an HD remake of Jet Set Radio...
Heroes of the Storm photo
Heroes of the Storm

Heroes of the Storm is now in open beta, will launch next month


On June 2
May 20
// Chris Carter
Heroes of the Storm has been in alpha and closed beta sessions for a while, but it's prepping for a full launch next month. For now, you can enter the open beta on Mac or PC with a simple signup on the game's websi...
Hellblade photo
Hellblade

Ninja Theory's Hellblade dev diary teases June 10 reveal


More gameplay coming
May 20
// Chris Carter
Ninja Theory has given us a new development diary for Hellblade, as well as a teaser for more gameplay on June 10, which is the week before E3. Although it's obviously edited and not a raw account of what happened, there's s...
Bloodstained photo
Bloodstained

Bloodstained will now have a PC beta, similar to Mighty No. 9


$60 or more
May 20
// Chris Carter
If you backed Bloodstained: Ritual of the Night, you may want to take a look at your contribution level. IGA and his team have just added another bonus to the $60 tier, which includes access to a PC beta by way of Steam. Whil...
Mighty No. 9 photo
Mighty No. 9

The Mighty No. 9 PC beta is being pulled later today


Grab/play it while you can
May 20
// Chris Carter
For those of you who backed at a certain level for the Mighty No. 9 Kickstarter, you were granted access to a PC beta by way of Steam. That test is ending today, so if you haven't had a chance to try it out, go download ...
Sengoku Basara 4 photo
Sengoku Basara 4

Sengoku Basara 4: Sumeragi takes on Resident Evil in costume form


Digging it
May 19
// Chris Carter
Sengoku Basara 4: Sumeragi is set to debut in July in Japan for the PS3 and PS4, and when it does, it will bring some Resident Evil-themed costumes with it. According to Famitsu, costumes based on Chris, Leon, Jill, and Weske...
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...

Devil May Cry 4: Special Edition brings the gang back together

May 18 // Alessandro Fillari
Now this isn't the first time that the original DMC series has received the Special Edition treatment. A year following the release of 2005's Devil May Cry 3, Capcom released an enhanced version that made a number additions and tweaks -- most notably the inclusion of a playable Vergil with his own moves and levels to play through. Now with the release Devil May Cry 4: Special Edition coming, nearly eight years after the original, the creative minds at Capcom sought to rekindle the same enthusiasm found in Devil May Cry 3: Special Edition for this supped up re-release. And much like the recent Definitive Edition for DmC, they looked their well-received PC release as the base."There was content in the PC version of the original DMC4 that was not possible for consoles at the time due to hardware limitations. We have always wanted to provide these features to more DMC fans, most notably Legendary Dark Knight Mode," said DMC producer Takashi Fujii. "We wanted to provide a good action game that really gives the player a lot to sink their teeth into. With the features I’ve mentioned previously, and the addition of three new playable characters we’ve designed, I think fans will be very happy with all the content we’re offering in DMC4 Special Edition. With the hardware capabilities introduced in the new console generation, it proved this was the right time to revisit DMC4 and provide all of these features that we had been thinking about."Back when Devil May Cry 4: Special Edition was revealed last year, we all got a nice tease showing that Vergil was going to be making a return. But who would've thought that DMC's leading ladies, Trish and Lady, were going to get in on the action as well? While the ladies were already present in the core DMC4 story, Vergil's campaign in the Special Edition features his own unique story taking place many years before the events of DMC3 and 4. In addition to these new characters are several tweaks and upgrades made to the core game. Such as higher texture and graphical quality, auto-saves, rebalanced orb and proud soul economy, official trophy support across all platforms (take that early generation seven architecture!), and also some tweaks to puzzles -- such as the infamous dice game. It's a pretty meaty package. You might as well call it "Super Devil May Cry 4." The larger cast was a way for Capcom to offer variety in a convincing and fun way that stayed true to its combat heritage."Everyone plays Devil May Cry games a bit differently, and so with Devil May Cry 4 Special Edition in particular, it was important to us to give players more ways to enjoy the gameplay experience," explained the producer. "It was important that these characters each had distinctive combat styles, so fighting a boss you may have fought as Nero, for example, will feel very different from doing so with Lady or Vergil." In the two hours I spent with the game last month, it was quite clear that a lot of work went into the new characters. Though of course they're still going through the same areas and fighting the same bosses from the original game, that didn't really bother me all that much after getting settled with the new characters. Any fan will tell you that the combat is the crux of the series, and the new characters offered a lot depth and complexity that are totally unique to them -- which really set themselves apart from both Dante and Nero. And yes, for those who've gotten really comfortable with Dante and Nero over the last seven and half years, you'll be please to know that they're largely untouched (aside from general gameplay tweaks). "No changes have been made to Nero or Dante," said the producer rather bluntly and with the utmost clarity. So please, use high-level tricks such as guard flying and intertia to your heart's content. And with the sharing functionality on PS4 and Xbox One, showing off your high-flying antics and finger acrobatics will be much easier than before.For those who read my long preview last month, you could tell that I was quite smitten with this title. Devil May Cry is easily my favorite Capcom IP, and seeing it return this year with two really cool titles was a total joy for me. Checking out the new characters in DMC4SE was a complete blast, and I can't wait to dive back in from the beginning. I'm telling you guys, Trish and Lady are not to be messed with. Vergil's got some serious moves, and his concentration mechanic is a total game-changer, but these ladies are total bad-asses. I cannot wait to see some high-level exhibitionist videos later once people get them in their hands.With the release next month just after E3, you'll have the opportunity to get some quality time with the gang again. We all remember that tease at the end of DMC4 with Dante, Lady, and Trish teaming up to battle more demons, so it's definitely exciting to see that it's finally coming to fruition. So don't let this slip past you. If you've been screaming for a chance to return to these wonderfully goofy characters in this over the top world, you finally got it.And by the way, be sure to check out Capcom's weekly twitch livestream on Wednesdays for sessions with DMC4: Special Edition  by Capcom staff.
Devil May Cry photo
Capcom Producer talks revitalizing DMC4
In case you missed it, Devil May Cry 4: Special Edition is now a thing. Following up on their release of the excellent DmC Devil May Cry: Definitive Edition (seriously, it's great), Capcom are readying their second hit o...

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...
Windward release photo
Windward release

High seas loot RPG Windward is out today


ArrrrrrPG
May 12
// Darren Nakamura
I'm not sure why, but there was a deluge of games out today. The big story was obviously for the Witcher, which doesn't release for another week, but there was also Color Guardians, Lost Orbit, and Action Henk on the docket....
Hotline level editor photo
Hotline level editor

We'll soon be able to make tiny levels in Hotline Miami 2


The level editor is almost ready
May 12
// Jordan Devore
One of the common complaints for Hotline Miami 2: Wrong Number is its large levels. Were they too large? I didn't mind them. Sure, it felt bad to die from the last guy on the floor after pulling off a miraculous string of exe...
DMC 4 photo
DMC 4

Devil May Cry 4: Special Edition will arrive on June 23 outside of Japan, still digital-only


$24.99
May 12
// Chris Carter
Capcom has finally shared the details of Devil May Cry 4: Special Edition's release in North America and Europe. It's priced at $24.99, and will be available on the PC, PS4, and Xbox One platforms on June 23. Note that it is...

Review: The Witcher 3: Wild Hunt

May 12 // Chris Carter
The Witcher 3: Wild Hunt (PC, PS4 [reviewed], Xbox One)Developer: CD Projekt REDPublisher: Bandai Namco (Europe), WB Games (NA), Spike Chunsoft (Japan)Released: May 19, 2015MSRP: $59.99 From the very start, The Witcher 3 is a return to form in terms of presenting the core Witcher lore from the first game. Unlike the second iteration, where many elements important to the overarching story were teased or merely mentioned in passing, you get to see more events up close. You'll have the chance to experience The Wild Hunt itself even more-so than the original title, which is going to be a huge bonus for fans of the series. You get to delve deeper into the world as a whole, and the more personal take on Geralt makes it even better. Over the course of The Wild Hunt, players will experience Geralt as a teacher, lover, and hero. There are far more opportunities to actually be a Witcher, haggling for goods and demanding gold for your service. These elements were always communicated in past games to some degree, but given the vast scope of this title, you'll actually get to live it on a constant basis here. The script as a whole is also much sharper, with stronger dialog and a funnier general feel. It helps that it hosts the most interesting cast yet, like a funny young creature that loves to poop, a terrifying trio of witches, a dumb goat named Princess, and one very angry ghost baby. The setup this time around involves Ciri, a young woman that Geralt has essentially raised as his own daughter. She's trained with Witchers, but she also hosts a power no one quite understands that has sparked the interest of The Wild Hunt -- a mysterious and powerful group that roams the land and terrifies everyone who comes in contact with them. Geralt kicks off the adventure in search of Ciri, attempting to find her in various locations, learning of her whereabouts through story missions. Occasionally you'll get to control Ciri herself in short standalone sequences, which serve as a window into her point of view and are a welcome brief departure from the Geralt show. [embed]291344:58447:0[/embed] In general, choices feel like they carry more weight in The Wild Hunt, and the characters are more fleshed out as a whole. I felt like the second game had way too many "Would you like to do option A or option B?" black and white choices, but the third iteration brings back some of the ambiguity from the original. There is immediacy to your decisions, but there are lasting consequences in some cases, with individuals that I actually cared about. I like Ciri in particular, and was inspired to press on to find out what happened to her. More importantly, the game is designed as a large collective of little choices compared to a few sweeping options in The Witcher 2. Having a bit of control over nearly every aspect of your personal story is a much more desirable design. A lot of you out there will probably be disappointed to learn that combat is now essentially Assassin's Creed, as most of the nuances like stances from the first game and the slower flow of the second game are now gone. Instead, you'll attack with light and heavy attacks, spicing things up with a few magic abilities, and separate dodge and roll buttons. Geralt still carries his trademark steel sword for humanoid opponents and silver for creatures, but since he automatically takes the appropriate one out most of the time, that bit of strategy is quashed too. It's not enough to make the game "easy" (especially on higher settings) but normal is significantly more hack and slash oriented than The Witcher 2. For all of the streamlined changes though, I actually enjoy this take on combat the most. Your magic abilities run the gamut of everything you'd need, from traps to projectiles to a defensive shield, and the dodge mechanic works better than it ever has, which makes battles feel more action-oriented and less like an outdated pen-and-paper scheme. When you add in the ability to parry and counter, combat gets even more interesting. Ciri's bits are even less expansive, as she can't access an equipment or inventory screen at all, and only has a few unique spells at her disposal. When you're exploring about, the way fast travel is handled is just about perfect. You can technically use it, but players will need to have explored the target area first, and access an actual dedicated fast-travel signpost. It encourages you to see the world without pulling your hair out and losing tons of time manually getting to places you've already been. Roach, your horse, will assist in finding those new locations, and the controls are fairly versatile with walking, running, and galloping options. Sailing is probably my favorite means of travel, and in one instance I was even left stranded on an island after enemies capsized my ship! Questing is also much more satisfying now because The Wild Hunt is less "tunnel" oriented. Thanks to the advancements of newer tech, the open world can be fully explored by climbing, sailing, and horseback riding. The climbing mechanics are a welcome addition, but like a lot of other sandbox titles (I'm looking at you, Bethesda), it comes with its own set of glitches and rough animations. Specifically, ridges and edges are problem areas, and I had Geralt get stuck a few times in the game world or die to very questionable amounts of fall damage. It doesn't help the situation when a few main story quests have bugs in them as well. It should be noted though that there is a very forgiving checkpoint save system, and you can manually save at any time. I suggest doing so often. Once you get your first look at the world and see the new engine up-close, you'll likely forget about those stiff movements and occasional rough patches. The draw distance is wonderful, and the map in general is insanely detailed. While there are three particular areas that are instanced (cut off from the rest of the world), the core area is huge, and would take you hours to fully traverse and explore, even if you didn't stop to actually do anything. For the purposes of this review, I played The Witcher 3 on PS4, which features 1080p visuals, with a 30 frames-per-second cap. Unfortunately that latter figure is noticeable all too often, especially when you're outside, moving the camera about, and fighting multiple enemies. I have to give it to CD Projekt RED for creating a beautiful, vast universe with very little in the way of load times, but the console edition does feel like a compromise. If you have the rig, I highly recommend taking a look at the PC version, though I haven't had a chance to test out its stability just yet. There is something to be aware of in addition to the technical issues. While the combat and overall story have been improved, a lot of quests (particularly the transitions between story missions) involve "Witcher Vision." Yep, Arkham's Detective Vision mechanic is now a part of the Witcher world, and you're going to be spending a lot of time holding down a button, looking at footprints, and following them blindly to the next sequence. At first it's a really cool mechanic, and appropriately represents a Witcher's advanced sensory and tracking capabilities. But once you do it roughly 100 times, it gets a tad old. If you're looking for a lengthy adventure, you'll find pretty much everything you need here. With four difficulty levels (including a super easy mode) there's something for everyone. Alchemy mechanics shine in The Wild Hunt, as there are lots of ingredient nodes all across the world, easily visible on the game's mini-map -- almost like the developers took a page from the newer Far Cry games. There's literally hundreds of quests to complete, secret locations to find, and buried treasure to search for. The core story will last you a good while. It took me roughly 50 hours to complete the game. Hilariously enough, there is one point that feels like it's the end, to the point where the game even warns you that you should save and that you cannot turn back after entering the area. After I finished that sequence, it turned out that I had at least another 10 hours to go. Once the story is said and done, a few select sidequests can't be completed, but you're plopped back into the world, ready to explore. I suspect I'll be at it for over 100 hours by the time I'm ready to put the game back on the shelf. The Witcher 3: Wild Hunt is a huge step up from its predecessor, mostly because it manages to tell a more compelling and personal tale. At the same time, that intimate feel is juxtaposed against a gigantic, sprawling open-world adventure that may hit some snags along the way but still comes out on top. [This review is based on a retail build of the game provided by the publisher.]
The Witcher 3 review photo
100% more Witchay Woman
I have an odd history with The Witcher series. I absolutely fell in love with the first game near launch, at the behest of a friend, and adored the way it approached morality. Typically, games of that era would offer up black...

Review: Attack on Titan: Humanity in Chains

May 11 // Chris Carter
Attack on Titan: Humanity in Chains (3DS)Developer: Spike ChunsoftPublisher: AtlusReleased: May 12, 2015MSRP: $39.99 Just like the TV show, you'll embark upon a campaign that takes place across multiple points of view -- Eren, Mikasa, Armin, Levi, and Sasha. It re-explains the gist of the anime, where humans are under constant threat from mysterious Titans, and have subsequently sealed themselves into cities with giant walls. Thankfully it picks up after Eren, the main super shonen hero has been trained, and it doesn't waste much time with the Battle of Trost happening in mere minutes. The actual cutscenes are not new information or footage, as they are ripped directly from the anime, and the dialog is only in Japanese. It's a recap of sorts of the show, but with a lot of filler cut for time, which is definitely a good thing. Battles take place in an arena-like format, kind of like a baby God Hand, but not nearly as open or interesting. In other words, there's enough room to move about and locate boxes to slash, but they're not packed with secrets or anything.Amazingly, Humanity in Chains' gameplay emulates the feeling of zipping about in the show. You can use the R trigger to "Spider-Man swing" around cities at will, which is a blast. Y allows you to aim your hooks (you can even do it in the air), and players will be doing most of their combat in the air, which makes for a fairly action-packed experienced -- if you want, you can beat some missions without ever touching the ground. [embed]291391:58445:0[/embed] Most of your attacks will be swooping in to engage Titans (and their weak spots at the nape of their neck) with a timed QTE of sorts. It's cinematic, with a zoomed-in camera to boot, but it's also functional and easy to use -- and it's ever so satisfying to cut off an arm or a leg even if you don't get a killing blow. The Circle Pad Pro or New 3DS nub can be used as a camera if you have either one. I wouldn't recommend playing with 3D on, as it slows the frame rate down to a crawl, even on the New 3DS, which is a massive disappointment. The action is all very cool looking and fun to play, if a bit muted by enemies who practice similar mechanics, and déjà vu  environments (with plenty of retreading and re-used maps). Part of the reason the Titans aren't all that compelling to fight is that the AI is fairly easy to counter, and a lot of foes are kind of just "there," wandering around. Still, it does accurately capture the feeling of the show, and when Titans are aggressive, it's an odd balancing act that works. I'd actually claim that it looks more badass than the anime does on a consistent basis. After a couple of hours into the roughly 10-hour campaign you'll unlock "World Mode," the real meat of the game. Here you'll access the sole multiplayer component of Humanity in Chains (both offline and online with matchmaking), as well as an RPG-heavy system that allows you to create a character, level him up, and recruit new members into your party. It's a lot more involved than I thought, forcing you to scale up your base of operations, purchase supplies, pay to recruit soldiers, and embark upon missions much tougher than the story. You'll have to repeat a lot of missions to grind up more currency, but if you're so inclined you can also start up online sessions (which were smooth, in my experience) to mix things up a bit, and hire "mercenaries" by way of StreetPassing friends. My favorite aspect of World Mode is access to more open plain levels, where you can't rely on fluttering about on invisible buildings, and have to rely on horseback riding and pinpoint Titan attacks. It still has a lot of the same closed city maps though, so it's not a game-changer. Attack on Titan: Humanity in Chains often can't shake the limitations of the 3DS platform, but it captures most of what makes the anime's world so captivating. If you can deal with similar environments and a lack of compelling objectives outside of the rat-race of World Mode, you'll have a lot of fun here. But in some ways, it feels like a tech demo for the next title. [This review is based on a retail build of the game provided by the publisher.]
Attack on Titan review photo
Now with slightly less crybaby Armin
If you even have one friend who enjoys anime, odds are you've heard of Attack on Titan. As a fan myself it seemed right up my alley, and my weekly anime club ended up giving it a shot last year. Sadly, I wasn't impressed. Whi...

Review: Lost Orbit

May 11 // Darren Nakamura
Lost Orbit (PC, PlayStation 4 [reviewed])Developer: PixelNAUTSPublisher: PixelNAUTSReleased: May 12, 2015MSRP: $11.99 Described as a "dodge-'em-up" by developer PixelNAUTS, Lost Orbit doesn't fall neatly into any one established genre. Harrison has no projectile weaponry, so shoot-'em-up isn't accurate. One of the secondary objectives is to complete levels in under a certain amount of time, but it isn't exactly a racing game either. Each level has the same basic goal: get from one end to the other without being smashed, crushed, dismembered, or otherwise destroyed by any of the many environmental hazards. To begin, Harrison has only a few tools at his disposal. He can hit his thrusters to move forward and he can turn. By collecting Obtainium, he can upgrade his suit with new abilities like a barrel roll, mega boost, and the ability to brake. Risk and reward are central to Lost Orbit's design, and that comes through in the boost ability. By the end, Harrison has a huge stockpile of fuel to use and it allows him to go much faster than normal. A skilled player can shoot for platinum times by cranking down on the boost and never letting up. An unskilled player who tries that will often smash Harrison into a rock. [embed]291882:58486:0[/embed] Peppered throughout the environment are objects more helpful than wayward asteroids. Some planets can be orbited by approaching them slowly. This replenishes and usually offers up a safe spot to collect oneself. Conversely, these planets can also be used to gain a mini boost. To activate it, Harrison must fly close to them with his thrusters on. This sets up its own little risk/reward scenario. Players going for platinum scores will want to blaze past these, but there's a limited window for success. Too far from the planet and no boost is awarded. Too close and well, you can guess what happens when an astronaut goes careening into a solid planet. This is probably one of the smartest pieces of design in the game; it's a single environmental element that serves a different function depending on the style of the player. There are other helpful/dangerous objects to find out in deep space. Gas planets can be flown through for an extended speed boost. Pulsars bounce Harrison off in a predetermined direction. Liquid planets hold the astronaut still before he choose a direction to shoot out. When everything comes together, it's almost like a game of pinball, where lights are flashing and objects are ricocheting and the player is right at the sweet spot of control. While maintaining high speeds the player doesn't have complete control over the situation, but always enough that it doesn't feel unfair. Supporting the gameplay is a poignant narration from an artificial intelligence drone (who sounds a little bit like our own Conrad Zimmerman). It isn't some grand story about good vs. evil, but instead takes a look at being human, growing up, and finding freedom. Forced into a perilous situation, Harrison reacts in a curious way. Previously working as a drone of sorts, he embraces the freedom to fly wherever and do whatever he wants. He puts himself at risk of death because for the first time in long while he is finally living. It's sad and beautiful but also pretty funny in its own way. The presentation complements the gameplay well. Despite being set in the deep darkness of outer space, there are plenty of purples and greens to keep things looking interesting. Some of the speed demon objects like gas planets and ramps have long visual lead-ins to let players know something important is coming a little before it shows up. The soundtrack deserves special mention as one that works well with the rest of the game. It captures the science fiction feel with its drifting electronic melodies, but also has higher energy sections that set the stage for Lost Orbit's fast action. Composer Giancarlo Feltrin did a great job with it; my only complaints are that I would have liked more tracks and for them to be unique to the various star systems. All in all, Lost Orbit is a winner. At about two to three hours to get through its campaign, it doesn't overstay its welcome, but it can definitely last longer for those who want to go for all the platinum medals. It is only ever as easy or as hard as the player wants it to be, and it does that through smart design rather than by artificial difficulty tweaks. Boiled down to its essence it's a game about dodging obstacles, which isn't exactly an amazing concept. But it takes that concept and runs with it, doing its dodging thing well. [This review is based on a retail build of the game provided by the publisher.]
Lost Orbit review photo
Cruisin' Milky Way
Flying through space can be great with all of the right tools. Automated navigation systems and high-power lasers can get a vessel through an asteroid field with little incident. Flying solo with just a jetpack and human refl...

Devil May Cry 4 photo
Devil May Cry 4

I am so down to play as Trish in Devil May Cry 4: Special Edition


Watch
May 11
// Chris Carter
Devil May Cry 4: Special Edition has its hooks in me. Despite the fact that the game was a letdown in many ways (the backtracking, ugh!), the sheer amount of content being added has me excited. Thanks to the latest video fro...
Towerfall Ascension photo
Towerfall Ascension

TowerFall Dark World has one hell of a trailer


Releasing this Tuesday for PS4
May 08
// Jordan Devore
More TowerFall Ascension news is good news. There isn't any word on the PlayStation Vita port other than that it's still happening -- comforting to hear, I suppose -- but there is a release date for the game's Dark World exp...
DMC4 Special Edition photo
DMC4 Special Edition

This Devil May Cry 4: SE footage of Vergil is hypnotic


He's learned some new tricks
May 08
// Jordan Devore
Got that summertime sadness? Not with Devil May Cry 4: Special Edition, you don't. I mean, it's not out yet, but we're getting there. Here's Capcom demonstrating Vergil's moves in the revamped game for PC, PlayStation 4, and Xbox One. With Chrome, you can see the footage (which uses Special Edition's 20-percent-faster Turbo Mode) in all its 60FPS glory. Concentrate!

Review: Hyperdimension Neptunia U: Action Unleashed

May 08 // Chris Carter
Hyperdimension Neptunia U: Action Unleashed (PS TV, Vita [reviewed])Developer: TamsoftPublisher: Compile Heart (JP) / Idea Factory International (EU, US)Released: August 28, 2014 (JP) / May 19, 2015 (US) / May 22, 2015 (EU)MSRP: $39.99 Once again we are whisked away to the parody-filled world of Gamindustri, where the main characters of Neptunia will get into all sorts of wacky antics. Since this isn't a typical RPG, the story is tangential to all of the killing you're going to be doing. You're free to bypass part or all of the story with very easy to enact button presses, skipping ahead to dungeons and gear management at will. The dialog is cute and the voice acting is presentable, but the silly nature of the plot almost always circles around the same feud of "who is the best CPU or journalist in the Gamindustri," and it ends up getting old after a few hours or so. The action of course, is the highlight. Neptunia U's engine looks incredible, especially on the Vita's OLED screen, and more importantly, the framerate and camera are top notch. I simply adore the cel-shaded style. Everything on-screen looks wonderfully detailed, whether it's a faraway landscape or an up-close shot of a character. Each combatant has access to strong or weak attacks, which function just like the Dynasty Warriors series with simplistic combos that trigger new abilities. Characters can also double-jump, dash, and call forth stronger powers (limited by a mana gauge), as well as transform and unleash mega attacks. There's plenty of options like camera tweaking and display settings to ease the clutter of the UI, and a toggle for Japanese or English voice acting is the cherry on top. [embed]291761:58476:0[/embed] For a hack-and-slash the combat is surprisingly deep, even if you won't have to use half of its tricks to best the AI on the standard difficulty setting. Action Unleashed also has a costume break mechanic, where if you use too many strong attacks or get hit too often, some clothing will tear off. Yep, some characters will occasionally bare their underwear, so if you mind that sort of thing, you probably shouldn't play it. What this boils down to is the realization that Action Unleashed is a magical girl Dynasty Warriors, which I am totally ok with. Uni is a personal favorite of mine, as her main gimmick is a rapid-fire rifle that offers up some melee attacks, often melded in the same combo. All 10 playable characters (including series newcomers Dengekiko and Famitsu, based on the popular Japanese culture and gaming outlets) have their own signature style and are fun to play in their own right. There is a snag in terms of pacing, though. Early on, enemies don't put up enough of a fight to put your skills to the test. While their models are great (aping tropes like Dragon Quest's slimes or Pac-Man's ghosts), most of the foes you'll face in the first few hours are cannon fodder, and it isn't until you reach the boss fight in a particular dungeon that you'll really have any sort of a challenge to square off against. Additionally, it must be said that while the mechanics do match up to the Warriors series, the actual flow of a level feels more confined, akin to the Senran Kagura games. Instead of sprawling battlefields with multiple objectives to worry about simultaneously, Action Unleashed's dungeons are linear by comparison. It's a lot less focused on exploration and more-so on constant fights, with a hefty amount of gates -- some levels are just sole rooms with dedicated arena battles. Despite this, it's still a lot of fun to blast everything in sight and try out new styles of play. Once you clear the first few missions and the game opens up, there's a lot more to do in general to keep you interested. You can opt to watch additional scenarios and hang out with the cast of the game to unlock extra scenes, fool around with your current loot and try out new gear combinations, or adjust your bonus abilities, unlocked by killing a certain amount of each enemy type. Neptunia U is ultimately built on replay value, counting on players to repeat missions for better scores, gear, and the goal of reaching max level with all characters. There's also a new difficulty and extra arena mode unlocked after completing the game. Maybe it's just me, but the videogame industry parody theme that the Neptunia series is going for fits with a faster-paced environment -- especially when a better developer is involved. As long as you can deal with a little skin and a silly plotline, Hyperdimension Neptunia U: Action Unleashed is a fun little action romp.
Neptunia U review photo
Compile Heart didn't develop this
Over the years, I've developed a cautionary approach to Compile Heart projects. As a fan of Eastern games in general I'm always receptive to the idea of them, but as a development studio, they don't always follow through as w...

Review: Touhou 14: Double Dealing Character

May 08 // Chris Carter
Touhou 14: Double Dealing Character (PC)Developer: Team Shanghai AlicePublisher: Team Shanghai Alice (JP) / Playism (US)Released: August 12, 2013 (JP) / May 7, 2015 (US)MSRP: $14.99 There's no Texas two-steppin' around it -- the "Western" release is not a good port. There's very little effort put forth at all, mostly due to the fact that it's relatively untouched from the Japanese version, and it's not translated -- at all. Double Dealing Character's menus were already in English, but extra details and bits of the story are all in Japanese, so you'll have to manually update it with an outside fan patch. When Playism announced that it was "bringing Touhou to the West," I assumed it would be a little more than "we made it slightly easier to buy the original Japanese game." Whether this is Playism's doing or Team Shanghai Alice's request, the result is the same.   The actual game, thankfully, is very good, and I must stress though that with the English menus, it is entirely playable. If you haven't experienced a danmaku (also known as bullet hell or curtain fire) game before, the concept is pretty easy to grasp. Tons of bullets will litter the screen at all times (like a curtain), and it's your job to maneuver around various patterns while firing back at your opponents. As is the case with most Touhou games, Double Dealing Character features a standard shot button in addition to one for specials, and a "slow" ability, which I'll explain in a moment. Where the Touhou team excels is in the presentation of it all. The bullet patterns are varied and constantly keep you on your toes, but they're also coupled with a charming art style and catchy music. Double Dealing Character is no exception. It would be fun to read the various story bits that pop up during boss fights and between levels, but again, you'll need a fan patch for that. Not being able to understand it all doesn't fundamentally ruin the game, but Touhou fans are big on their lore for a reason -- it gives context to the proceedings, and elevates the experience significantly. [embed]291754:58465:0[/embed] You'll have access to three characters, all of which have two different variations in tow. Each "ship" (in this case, a magical girl) has a different rate of fire or type of shot, such as a straight bullet or a spread. Specials add even more variety, like one character who uses a giant broom melee attack, or another who fires a deadly void bomb that slowly creeps up the screen. This is where the lack of a translation comes into play again -- you'll have to experiment with each variant since you can't read what they do on the select screen. Now, about that "slow" function I mentioned earlier -- it's another Touhou staple that spices things up a bit. At any time you can hold a button to make your character's flight more precise, which not only shows your hitbox (a blinking light that displays where bullets can damage you), but changes up your shot type as well. Personally, I always map it to the left trigger, so I can comfortably switch in and out of it at will, and it works like a charm. Thankfully there is plug and play controller support, and it's easy to customize your buttons. Like most shoot-'em-ups, Double Dealing Character will last you roughly an hour your first time around, with six stages and an additional EX level. There's also a few extras like a practice mode, music player, and some secrets that you'll definitely need a guide or translation for. Playism may have made it easier to buy into Touhou, but the actual result isn't anything better than just purchasing the game anywhere else. It you're a shoot-'em-up fan and haven't touched the franchise yet, you owe it to yourself to play at least one game in the series -- so why not start here? [This review is based on a retail build of the game purchased by the reviewer.]
Touhou review photo
Bad port, great shooter
As I've said in the past, I consider myself lucky when it comes to meeting fellow gamers over the years that have had a positive impact on my life. I was fortunate enough to discover the Touhou series back in 2002 at the...

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Dark Souls II

From Software fixed Dark Souls II's wonky weapons


Weapon durability update released
May 07
// Jordan Devore
The PC, PlayStation 4, and Xbox One versions of Dark Souls II suffered from an issue that caused players' weapons to degrade faster than normal, requiring frequent repairs. In short: The rate at which weapon durability decrea...
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Assassin's Creed

We found hidden clues about the next Assassin's Creed


We'll find out for sure on May 12
May 07
// Brett Makedonski
Six months ago, a rumor surfaced that the next Assassin's Creed would be set in Victorian London. Although the report looked extremely credible, we hadn't ever received anything in the way of confirmation from Ubisoft th...
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Touhou

Japan's most popular indie series arrives in the West


Touhou 14 out now on Playism
May 07
// Kyle MacGregor
The Japanese indie sensation Touhou has been around for nearly two decades. Since debuting in 1996, the series has transformed from a collection of obscure shoot-'em-ups into a cultural phenomenon, spawning a myriad of deriva...

Review: High Strangeness

May 06 // Chris Carter
High Strangeness (PC [reviewed], Wii U)Developer: Barnyard Intelligence GamesPublisher: Midnight CityReleased: May 6, 2015MSRP: $9.99 High Strangeness is a simple tale of a young man named Boyd. He has a cat, he lives a simple life -- until shadow people invade his hometown and set into motion a series of events that will change his world forever. Sound familiar? Strangeness is meant to evoke the feeling of an old school RPG, using elements of both 8-bit and 16-bit adventures, meshing it into what the developer calls "the 12-bit realm." It definitely has an EarthBound-like feel to it, with snappy jokes, real-life oriented weapons like a flashlight and firecrackers, and an otherworldly plot. The writing has the charm of a typical Pokémon game, with cute jokes that are often very meta in nature, but not to the point of just repeatedly spouting obnoxious memes. I never really felt any attachment to the cast or the setting, but the era-appropriate dialog definitely helps along the way. Boyd will fight said shadows mostly by way of his flashlight melee attack, but he'll also have a few other tricks up his sleeve, like the aforementioned firecracker bombs, a set of CDs that basically function like Zelda's arrows, and more far-out weaponry like the power to control a shadow clone. Combat mainly consists of old school hit and run gameplay, with a stamina meter in tow to prevent you from mashing the attack button. It's rudimentary, but it works, especially when  you start to experiment and realize that every weapon is viable. My favorite bit about High Strangeness is the fact that you earn upgrade tokens for every kill (even normal enemies). Since these item or skill enhancements are actually quite useful, it creates a nice incentive to get your hands dirty as often as possible. [embed]291545:58443:0[/embed] The main gimmick however is definitely the concept of plane switching, which you'll unlock roughly 30 minutes in. With the press of a button you can phase between the default 16-bit world and an 8-bit realm, fundamentally changing the way everything works. Some enemies will be easier or tougher depending on what world you're in, and mechanically, basic gameplay changes as well. Boyd can use combos and run in the 16-bit era, but only attacks with one thrust at at time and moves in a grid-like fashion in 8-bit, and so on. The switch isn't instantaneous (it takes a few seconds) so it's not worth it to constantly change, but it is fun to see enemies in a new light or try out new tactics at will. Plus, some puzzles can only be solved by toggling planes, so you'll need to do it every so often -- thank goodness it doesn't get annoying. Because the game is faster paced in the 16-bit visual style I vastly preferred it over 8-bit, and felt like the latter could have used a few extra touches in terms of a unique feel. While it does have a certain amount of charm, High Strangeness is a very linear adventure. Puzzles usually don't take more than a few minutes at a time to solve, and when all is said and done, you'll probably breeze through it in roughly five hours. There is a very cool final boss at the end, but sadly, there's no additional difficulty settings or a New Game+ option, so what you see is what you get. There are also a few wrinkles, like the health and stamina UI that doesn't stay locked in one place, and moves if you get too close to it on the screen. Since the game has some dead space due to the constrained aspect ratio, I wish there were an option to keep it static. Additionally, I wish there were a "quick item switch" button, since pausing the game to change secondary weapons isn't ideal. High Strangeness might be a brief adventure that feels a bit shallow at times, but it's very easy to digest. Because of the short nature of the game it doesn't waste your time, and it's very easy for anyone -- retro enthusiast or not -- to pick up and play. [This review is based on a retail build of the game provided by the publisher. I did not back the Kickstarter campaign.]
High Strangeness review photo
Taming strange
[Disclosure: High Strangeness was developed in part by Destructoid community member Ben "AgentMOO" Shostak. As always, no relationships, personal or professional, were factored into the review.] Back in 2009, a smal...







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