Child of Light was late to Vita, coming in July.That the handheld wasn't a priority Ubisoft can't belie.
And yet, what's this, a North American physical Vita release in March?Could it be Ubisoft doesn't want to leave our hand...
Lancarse's Lost Dimension (PS Vita, PS3) is coming to North America and Europe courtesy of Atlus and NISA, respectively, this summer.
The tactical RPG came out in Japan last year. There's a lot of pedigree behind it, too. La...
It makes sense that she would turn to Sean Velasco, co-creator of Shovel Knight, for aid in this time of crisis. He and the team at Yacht Club Games recently announced plans to help Battletoads hop back into the spotlight, after having been shunned by their makers for even longer than Samus has. On top of that, plenty of fans have been asking Sean and company to allow Samus to be a special guest character in Shovel Knight on Nintendo consoles, and Yacht Club is known for making its fans happy.
While he knew that the fans wanted Samus in Shovel Knight, I don't think Sean expected to have the real live Samus Aran approach him about a cameo, but who better to represent Metroid fans than the star of the series herself? After watching this video a few times, I'm still not sure if Sean went for the idea or not. The only thing I know for sure is, Sean has some pretty awesome ideas on how a Shovel Knight Vs. Tingle boss fight would work. He told me all about it after Samus cleared out. As much as I love Samus, I think Tingle might be the right choice on this one, assuming that Shovel Knight ever ends up with guest Nintendo character at all.
Roguelikes suck. They don't suck as in they are horrible to play. They suck for me because they're so damn hard. But in this genre, that's part of the challenge. For whatever reason, our gamer brains desire to overcome the impossible odds roguelikes provide.
Flame Over for the PlayStation Vita is no different. As challenging as Spelunky, this latest offering from Laughing Jackal will have you crying as you attempt to overcome those initial upgrade hurdles that stand in your way of perfection.
OlliOlli was a pleasant surprise. A year ago, the minimalist skateboarding game materialized out of nowhere, deconstructing the genre and distilling its essence down the barest essentials. It stripped away any traces of excess, resulting in an experience focused on eliciting trancelike states and a never-ending pursuit of high scores.
Simultaneously accessible and unfathomably intricate, OlliOlli lured players down the rabbit hole, presenting itself as an airy side-scroller just long enough to get its hooks into you before quickly giving way to something far weightier and more profound.
And now it's been topped in virtually every conceivable way with an unexpected sequel, OlliOlli 2.
After completing Hotline Miami 2: Wrong Number, the credits roll and a suspicious title screen appears. Funnily enough I raced to click "New Game" and it ended up being part of the ending, promptly rewinding back to the Hotline 2 main menu after a few seconds.
Spoilers below and in the gallery as to what the Easter egg is.
For some, Hotline Miami was an existential look at the current macro-state of videogames. You were told to commit random acts of murder seemingly without remorse, and at the end, you get a bit of interesting commentary on the culture of violence. Many argued that the only way you can truly win is to not play, and it started some insightful conversations.
For me, it was a really bitchin' action puzzle game that made me constantly reinvent my strategy for each and every level. It was an experience that didn't hold my hand at every turn, and let me be as creative as I wanted while a kickass soundtrack blared in the background.
Hotline Miami 2 may not be as "profound" as its predecessor, but it's still a bloody good time.
There’s something serene about exploring a desolate place for the first time. Too often in games I find myself dropped into an environment, expected to pick up the pieces quickly to achieve a goal and left with little time to absorb.
Severed is the opposite of that. Despite playing a demo version, I felt like I lived in a different world while I walked through a desert into the remains of a home and out to a haunting forest where enemies appeared more like riddles and less like a forced mechanic. This is the kind of world I like to play in.
Persona 4: Dancing All Night has an additional playable character only referred to in passing during the game, Rise's idol successor Kanami Mashita.
I'm not sure why she's dressed like a clowned out Erica (or what's wi...
We all know the PlayStation Vita is now the de facto home for all things Japanese. Ports, remakes, re-releases, and original content all trickle down similarly to the little handheld that could, and the Vita port of 2010's PSP adventure Criminal Girls is one of the latest to join the fold. The original release picked up a subtitle on its way westward and found place in retail sales as Criminal Girls: Invite Only.
The Vita release is a strange amalgam of role-playing elements and simulated discipline that feels right at home on the handheld. These prisoners have been bad, bad girls, and it's up to you to push them toward the road to redemption.
Hello all and welcome to Laura's Gaming Butts, Destructoid's new weekly YouTube show about butts in videogames. Yep, it's a video podcast where I get guests in to talk about butts. Professional journalism at its finest.
Volume is a fitting name for a polygonal, Metal Gear Solid VR Missions-looking stealth game with enough rectangles to feed a geometry class for the entire year. In the case of Mike Bithell's Thomas Was Alone follow-up, however, "volume" is more about sound than shapes.
Lead Locksley can't kill or attack. It's all about being a sneak. Noise, then, becomes an important weapon for luring guards from their posts, and every bit of noise fractures the world so you can nicely see its effect, along with the ever-present enemy fields of vision.
It's about sight, too. Sound, sight, shapes. These things come together to make a readable stealth game with enough abstraction that it feels more puzzler than sneaking romp. Think Hitman GO compared to Hitman.
The Söldner X series has had a home on the PlayStation 3 for years, hosting two titles, the newest of which released in 2010. Now, Söldner X-2 is heading for the PlayStation Vita this month on March 17.
[Update: The PlayStation Blog and its European sister-site have confirmed thew new additions. Meanwhile, eagle-eyed Twitter user @thebiglouie spotted Dishonored in the latter article's URL, suggesting Beth...
Like many games of its type, Oreshika: Tainted Bloodlines features a tiny graphic in its text boxes to remind players they can press a button to advance to the next line. Usually the graphic is of an X or O button pressing itself, but Oreshika's is of a little weasel pushing a button with its nose.
It's animated, and viewed from the side the little weasel can also look just like a person, sitting on their knees Japanese-style, bowing respectfully, over and over. That behavior's almost emblematic of the game's attitude, as it's so eager to let players do what they like (sometimes to their own detriment) that it almost comes off as desperate.
But hey, they're gonna be dead soon anyway, so perhaps some deference is warranted.