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Platformers photo
Platformers

Max: The Curse of Brotherhood makes it to PC and Xbox 360


A Microsoft Studios title on Steam!
May 21
// Jordan Devore
Press Play's puzzle-platformer Max: The Curse of Brotherhood has only now released on Xbox 360 and Steam. My interest in the game has certainly dwindled since its Xbox One debut back in December, but there's a reason it'...
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KOOKABUNGA!
Super Time Force is officially out today for the Xbox One and the Xbox 360. YES YES YES! We loved the game, it's a ton of fun, and you should just go buy it already what is wrong with you hurry up. Capybara is celebrating the launch by unleashing ALL the gifs. There's so many gifs that you can basically communicate in gifs to your friends. Also here's a brand new trailer. It's pretty messed up.

Review: Super Time Force

May 13 // Jordan Devore
Super Time Force (Xbox 360 [reviewed], Xbox One)Developer: Capybara GamesPublisher: Capybara GamesRelease date: May 14, 2014MSRP: $14.99 What sets Super Time Force apart is undoubtedly its time-travel theme and the ridiculous situations that ensue, but it also manages to pull off something many games struggle with: humor. Stages are all based on different time periods and your organization's reasons for altering history are often laughably selfish. You'll save dinosaurs from extinction "because an integrated human-dino society is cool, enough said"; travel to a Max Max-esque wasteland in which your boss' daughter is no longer a boring, unfun baby; and journey to the future to bring back all of the updates and plug-ins needed to view a "must-see" cat video. Dialog is similarly lighthearted and ranges from smile-inducing to laugh-out-loud humorous. Time travel can be a messy, confusing mechanic when poorly implemented but that's not at all the case here. Super Time Force plays like a traditional, well-made 2D shooter featuring a large cast of characters up until you get hit by a stray bullet, or you decide to press the B button. Enter time-out mode. The game pauses, and you're able to rewind all the way back to the beginning of a level, if you'd like, or to a few seconds prior. You'll then return to the action as a new "you," either playing as the same character or a fresh one better suited for your current situation. [embed]274740:53852:0[/embed] So, say you got hit, and you'd rather that fact didn't make it into the history books. Just rewind, and kill the enemy in question before it can fire off the shot. Your past self is saved! And now the two of you can combine to give your current self an extra hit point and an improved charge attack. Imagine this and similar scenarios playing out about twenty more times over the course of a single level. It sounds crazy on paper, and it is, but in practice the chaos is manageable while you're in the thick of it -- you're only ever actively controlling one character at a time. Past versions of yourself will go about their business, killing foes and collecting items as you did moments ago. The logic powering the game may not make perfect sense as far as time travel is concerned (does time travel ever truly make sense?) but this makes for a better, more enjoyable videogame. Long story short, Super Time Force's brand of time travel is there to benefit the player first and foremost, which is especially important when it comes to collectibles and the like. That said, you start off each level with 30 total rewinds (though more can be earned) and you're always racing against the clock to make it to the end, beat the boss, or both. This results in a game that feels fast-paced, but not nerve-wracking; challenging, but not unfair. As much as time manipulation is at the core of Super Time Force, it would be a waste without solid running-and-gunning action to go along with it. Thankfully, the game is also a blast in that regard. While you'll start off with only a few characters -- each with a normal and special charged attack -- there are a bunch more to earn. There's someone for everyone. My favorite can charge her sniper rifle for a concentrated blast that pierces through multiple enemies, often one-shotting them. Another starter has a shield, which is useful for protecting future versions of yourself. Others include a skateboarding dinosaur with acid spit, a random dude from the future who essentially wields a lightsaber, and "Dolphin Lundgren." Several of them aren't practical for most situations, meaning you'll likely fall back on using the same few characters over and over again, as the game rarely if ever forces you to do otherwise. Which is disappointing. Some of the collectibles require you to plan ahead, making sure you're standing in the right spot at the right moment, but other than that you're allowed to brute force your way past enemies to your heart's content, particularly when it comes to bosses. Even if you aren't required to go for the full cast, unlocking everyone will be an extra motivating force, all the same -- not that one is needed. At several hours in length, Super Time Force does not outstay its welcome and there's plenty of room for replayability built in, too.  A significant part of that lasting appeal is due to commendable art and sound design. The chiptunes by musician 6955 fit in nicely with Capy's wonderful pixel artwork. After beating each level, you'll get to see a replay and I often watched these to completion -- there's so much to take in while playing that you can't fully appreciate it all. In particular, Rick, the blue-skinned, purple-bearded god responsible for keeping Atlantis above water, deserves a shout out. A separate hardcore mode opens up after clearing the game for the first time and you're able to access it and vanilla Super Time Force from the main menu at any time without worrying about progress in one mode overwriting the other. In hardcore, once a character dies, you're locked out from playing as them again in that level unless you prevent their death from happening. You can't be reckless, in other words, which is a habit some players will have to learn to break. All told, Super Time Force is a satisfying run-and-gun game made even better with a fun (and funny!) take on time travel. It's as enjoyable to play as it is to look at. You'll likely be able to burn through the game in a few hours if you're not going for full completion, but it has such a winning personality that you'll find yourself coming back for more.
Super Time Force photo
Army of one
Capybara Games has been demoing Super Time Force at trade shows for years now, offering players a chance to become acquainted with its neat take on side-scrolling shooters but not enough time to truly dig in. The people hover...

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Super Time Force isn't just crazy shooty-shooty-bam-bam mayhem


It's also slow motion shooty-shooty-bam-bam mayhem
May 09
// Hamza CTZ Aziz
Capy released a new trailer for Super Time Force today, and it shows off some of the slow motion aspects of the game. Every level contains three mysterious inter-dimensional power-ups called Shards. Shoot them and time will ...
Capy photo
Capy

Super Time Force has a release date and it's soon


May 14 for Xbox 360 and Xbox One
May 02
// Jordan Devore
"Prepare To Die DIE DIE DIE DIE DIE DIE DIE DIEEEEEEEEEEEEEEEEEEEE!!!" It's true. There will be plenty of death when Super Time Force drops on May 14, 2014 for Xbox 360 and Xbox One. Capy Games has a shiny new trailer to acc...

Review: Trials Fusion

Apr 17 // Jordan Devore
Trials Fusion (PC, PlayStation 3, PlayStation 4, Xbox 360 [reviewed], Xbox One)Developer: RedLynx, UbisoftPublisher: UbisoftReleased: April 15, 2014 / April 24, 2014 (PC)MSRP: $19.99 / $39.99 physical release with Season Pass (Xbox One, PS4) To be clear, more of the same in Trials' case is by no means a bad thing. In fact, it's mostly what we want. The motorcycles you'll drive and hop across crazy puzzle-like environments feel as tight as ever, but if you hope to best the hellish post-credits Extreme levels, you'll need a mastery of the game's precision controls. And patience. That hasn't changed one bit. Getting up to that point -- the point at which Trials is at its absolute best, becoming less of a straightforward motorbike racing game and more of a methodical, notoriously difficult platformer -- will be a smooth ride for long-time players who have maintained most of their muscle memory from prior installments. As for newbies: godspeed. The difficulty and complexity of levels ramps up a bit slower than I would have liked as a returning player, but the bigger issue for me was that they feel less varied, less interesting than those featured in Trials Evolution. There's a lot of stuff going on in the background, some of it eye-catching, but the visual design this time around is a downgrade. It seems less inspired. [embed]273366:53453:0[/embed] Now, it's worth stressing that levels can be made significantly harder by going after new optional challenges. There are three per level and they range from "Always hold the gas pedal down and don't use the breaks" to "Don't lean, ever" to "Perform 10 flips without faulting." These objectives are tough even on the earliest of tracks and should help extend Fusion's replay value beyond the monstrous amount of time it will take to rack up Gold and eventually Platinum medals. Unfortunately, challenges are one of the few welcome additions to the tried-and-true Trials formula. Fusion places a heavy emphasis on a new futuristic setting which, in theory, could have worked okay. In reality, it just ends up feeling boring and, again, uninspired. While there are themed stages -- arctic, urban sprawl, and rainforest, to name a few -- even then you're still beaten over the head with the future theme. An attempt was made to weave a light story in by way of AI narration (again, "future!") but this dialogue adds little of value to the experience. Franky, I'd recommend turning it off -- lines annoyingly repeat if you restart at a checkpoint. Another seemingly big feature is the ability to perform tricks using the right analog stick. Once again, this concept really could have worked for Trials. Could have. There are specific levels built around the new FMX system in which you pull off insane moves while trying to keep a combo going for maximum high-score potential. Sadly, they're not challenging, rewarding, or even much fun. I can't quite put my finger on why, but performing tricks feels off, somehow -- especially compared to the precision found elsewhere in Trials. Thankfully, there are very few of these FMX levels so you'll burn through them quickly. I appreciate that RedLynx was trying something new here, but the effort falls short. Maybe next time around. Similarly, there's a new quad bike in certain levels that might sound like a potentially solid addition to Trials. It's all right. While it does have a different weight and feel compared to the other vehicles, it's not that different -- and the courses you'll use it on are more of the same. At this point, I'm starting to worry that it sounds like I dislike Fusion, when that's truly not the case -- it's just that most of what's brand new to this installment adds little to the terrific core gameplay foundation. But let me be clear: the core of the game is still terrific. The wacky Skill Games return, now one per each stage, and those serve as enjoyable distractions. There are tons of bizarre secrets to uncover, like a tennis minigame. (Seriously.) A new leveling system ties experience points to medals and challenges, allowing you to feel a further sense of progression and unlock new cosmetic items for your rider and bikes. Multiplayer also returns, albeit in a four-player, local-only capacity. And there's the hugely important level creator, which I've never been able to properly wrap my head around -- it's back, and since the Trials community has proven itself capable of making high-quality, even ingenious levels, it's fair to expect more of that in the coming months. I'd also expect RedLynx to be great about curating levels as it has been in the past. Trials Fusion is a good game -- and I can only see it getting better over time as user-made levels excel and DLC is released -- but what's there now, at launch, is a step down from Trials Evolution. It's disheartening, then, to see the game come in at a higher price point than its predecessor and also try to sell users on a $19.99 Season Pass in-game right out of the gate. Trials fans will want to play Fusion, that's a given -- but everyone else should wait.
Trials Fusion review photo
Losing speed
There's nothing quite like Trials and, after several games in the popular racing/platforming series, fans know what to expect from developer RedLynx: more of the same. Yes, there will be a stupid, amazing theme song you'll ha...

Magic photo
Magic

Magic 2015 Duels of the Planeswalkers coming this summer


Introducing fully customizable decks
Apr 16
// Caitlin Cooke
Magic 2015 Duels of the Planeswalkers was announced for release this summer on Xbox One, Xbox Live Arcade, Steam, and mobile devices. While not a surprise considering they've produced a new game every summer for the past...
Games with Gold photo
Games with Gold

Hitman: Absolution, Deadlight are April's free Games with Gold


It's a step up
Mar 31
// Jordan Devore
The featured titles in Microsoft's Games with Gold promotion have tended to not be compelling, I think most of us can agree. April shows signs of improvement, with Hitman: Absolution available to Xbox Live Gold members for fr...
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Ubisoft bringing Watch Dogs, Child of Light, more to PAX East


You can't play Watch Dogs, but you can watch Watch Dogs
Mar 26
// Hamza CTZ Aziz
Ubisoft is the first major player out of the gate to reveal their lineup of content for PAX East next month. On the AAA front, fans can't play it, but they can watch Watch Dogs be played in a never-before-seen demo. Plus ther...
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Mojang still making buttloads of money from Minecraft


$128 million in 2012
Mar 19
// Hamza CTZ Aziz
Buttload. It's totally a phrase.  Mojang, the makers of the runaway hit Minecraft, doubled their net income in 2013 according to The Wall Street Journal. They made $128 million last year, and revenue wise they saw 38% fr...
Dust photo
Dust

Dust: An Elysian Tail passes one million sales


Niiice
Mar 03
// Jordan Devore
A bunch of us liked Dust: An Elysian Tail and it puts a smile on my face to hear that the game wasn't merely a critical success. Creator Dean Dodrill tweeted over the weekend that the game had passed one million units sold ac...
Pac-Man photo
Pac-Man

Pac-Man Museum out today for PSN, XBLA, and Steam


Includes previously arcade-only Battle Royale
Feb 26
// Jordan Devore
Pac-Man Museum, released today on Steam, PlayStation Network, and Xbox Live Arcade, caught my eye this morning. It was my first time hearing about the game and the $19.99 price stood out. What could a compilation like this po...

Review: Double Dragon: Neon

Feb 14 // Patrick Hancock
Double Dragon: Neon (PC [reviewed], PSN, XBLA)Developer: WayForward, Abstraction GamesPublisher: Midnight CityMSRP: $9.99Release Date: February 6, 2014 (PC)  Double Dragon. Billy’s girlfriend, Marian is kidnapped. Get her back. Story. The plot is barebones because, well, games of this time and genre always had barebones plots and this is really a re-telling of the original Double Dragon tale. The story advances through some in-game actions at the end of levels along with lines of voice work interspersed throughout the levels themselves like “I have to find Marian!” Special praise goes towards Skullmageddon, the pun-loving antagonist in Double Dragon: Neon. His voice work and dialogue are so damn amazing that each encounter is something truly special. The ending, in particular, is something you won’t forget any time soon. In the beginning, players may think that Neon has “clunky” controls. Things seem to happen sluggishly, regardless of what your fingers are doing. You see, the controls take some time to really understand. They’re “clunky” on purpose. Everything has some weight to it, even running. It’s deliberate, not clunky. Mashing buttons, which is common in the genre, is sure to result in a swift death. Think of it like a fighting game: everything has a certain amount of frames, and that’s how long the move takes. Like a fighting game, a player who understands the controls will be pulling off some “bread and butter” combos to defeat even the most common of enemies. The first enemies encountered are no joke: if they manage to pull off their combo (two hits), you’ll be down about half of your health. Half! On Normal difficulty! Give it time, and after a while you will be executing very intentional combos that really feel satisfying. [embed]270593:52601:0[/embed] At the core of the gameplay is the dodge mechanic. A perfect dodge results in “Gleam,” significantly increasing the damage of all attacks. Even without perfect dodges, evading attacks is absolutely crucial because as I mentioned, one mistake can lead to a lot of health being taken away. If a direction is pressed while dodging, the player will roll in that direction. Mastering the dodge is the first step to mastering the combat. When playing cooperatively, both players can high-five each other. This is a mechanic in the game. Players can high-five to gain health or earn Gleam, chosen by the initiating high-fiver. But be careful! Your bro can totally psych you out and leave you with nothing!   In addition to punches and kicks, there are special moves, called Sosetsitsu, which can be collected and used. In order to unlock Sosetsitsu moves, a player must first collect cassette tapes from defeated enemies. The more tapes of a specific Sosetsitsu collected, the more powerful that tape gets. This means that your favorite Sosetsitsu might be significantly weaker than others, due to nothing but dumb luck. On the other hand, this situation may encourage players to use Sosetsitsu moves that they would otherwise ignore, adding more diversity to their playstyle. These moves use an energy bar, and each moves uses a different amount of energy. There are also Stances, collected in the same way. These are passive abilities, usually in the form of stat increases. Some will have specific conditions, like increases attack power in correspondence with consecutive hits, while others will straight up increase a player’s defense. Like the Sosetsitsu moves, these are acquired and improved by collecting tapes. Double Dragon: Neon supports fully rebindable keybind controls, but regardless of which keys were used I couldn’t get comfortable playing on a keyboard. Once I began using an Xbox 360 controller, however, everything was much better off. It doesn’t natively support controls outside of the Xbox controller, so keep that in mind when jumping in. This game is the '80s. It’s a beat-'em-up with cassette tapes, bright neon lights and colors, and over-sexualized men and women, the latter occasionally screaming “punish me!” as they die. Everything about the aesthetic acts like a time machine to an era saturated with hair metal, jean jackets, and Rubik’s cubes. The game is also absolutely hysterical. As mentioned, Skullmageddon steals the show every single time he’s on screen. Enemies cartwheel on screen yelling “GYMNASTICS!” Billy will ask “What the butt?!” when trying to use a key on nothing. It’s as campy as Adam West’s Batman on a camping trip in the best of ways. Super special mention has to go to the game’s audio. Jake Kaufman is absolutely brilliant. It evokes classic '80s metal and arcade games simultaneously, fitting the game’s theme perfectly. In what might be the best thing ever, each Stance and Sosetsitsu has its own jingle to go along with it for when the player hovers over it. These jingles are, to put it bluntly, completely mindblowing. They’re simple, stupid, and again, contribute to the overall campy '80s feel of the entire game. Without Mr. Kaufman, Double Dragon: Neon would fall painfully short of being “the complete package.” With him, the game is elevated to a level that very few achieve. Not everything is perfect in this PC version, however. There seems to be some stuttering after playing for a certain amount of time, likely due to a memory leak. Rebooting the game solves the problem, but that doesn’t absolve the issue. Online multiplayer is also included in this version, but from my experience, the lag makes it unplayable. Considering how demanding the combat system is, input lag is nothing short of a death sentence. In addition, it is possible to join someone else’s game at any point, without being able to filter. When I searched for a game, I joined someone who was in the process of fighting the final boss, even though my save file was still on level three. Had I not already beaten the game, I would have been pretty upset considering how delightfully wonderful the finale is. If you don’t want anything spoiled, host your own games. I fear that a lot of people will give up on Double Dragon: Neon too early, either because it “isn’t real Double Dragon” or because of the “clunky controls.” I encourage you to stick with it, because Neon truly is one of the best games in the genre from any decade. It’s got humor, visual flair, excellent gameplay, and a brilliant soundtrack. Some technical problems hold this version back from being near-flawless, so it might be in your best interest to grab a “bro” and team up in local multiplayer, high-fiving each other until your hands bleed. I think Double Dragon: Neon can be summed up perfectly using a jingle from one of the game’s Stances, titled "Training Wheels": "Dad took off my training wheels, boy oh boy how good it feels!"
Double Dragon Neon review photo
Grab a bro
Beat-’em-ups are quite the strange genre to me. I grew playing many of them: Simpsons, X-Men, and Turtles in Time in the arcades were my jam. In fact, I’d say they are still my jam. That said, it’s easy to r...

Far Cry photo
Far Cry

Far Cry Classic coming to US, launch date revealed


Arriving one day earlier than in EMEA territories
Feb 07
// Harry Monogenis
Ubisoft announced Far Cry Classic quite a while ago, but things quickly went quiet -- which is understandable, seeing as how most people were too focused on news coming out of E3 to really care too much. That change...
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Blood of the Werewolf heading to XBLA and PSN


Avalanche 2: Super Avalanche heading to Steam
Jan 28
// Hamza CTZ Aziz
Majesco's indie label, Midnight City, has announced that Blood of the Werewolf is heading to Xbox Live Arcade and PlayStation Network Q2 2014. The Metroidvania-style game was released on Steam last year, and the console relea...
Deals photo
Deals

Xbox Live deal: Dark Souls, Tales of Vesperia, D&D


Worth a look
Jan 22
// Jordan Devore
The Xbox Live deal of the week features a strange group of games, but strange can be good. These discounts are valid until Monday, January 27 for Gold subscribers: Dark Souls ($4.99) Tales of Vesperia ($4.94) Powerstar Golf ...
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Microsoft still missing the point of 'free-to-play'


Happy Wars can be played by Silver members now, kind of
Jan 21
// Hamza CTZ Aziz
Happy Wars is one of the handful of free-to-play titles on Xbox Live. It's free-to-play if you're a paying subscriber of Xbox Live Gold that is. Well Happy Wars was finally made playable for non-paying Silver members, kind of...
Lara Croft photo
Lara Croft

Guardian of Light's free now for Xbox Live Gold members


You have two weeks
Jan 16
// Brett Makedonski
It's time for another predictable but helpful bi-weekly reminder that a new game is free for Xbox Live Gold subscribers. This time, it's 2010's Summer of Arcade title Lara Croft and the Guardian of Light. Of course, this offe...
Far Cry bundle photo
Far Cry bundle

Europe is getting a much better Far Cry bundle


Far Cry: The Wild Expedition
Jan 09
// Jordan Devore
Ubisoft's Far Cry Compilation for PlayStation 3 -- which includes Far Cry 2, Far Cry 3, and Far Cry 3: Blood Dragon -- has been outdone by ... Ubisoft. Europe is getting a bundle of its own, dubbed Far Cry: The Wild Expeditio...
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Assassin's Creed Liberation looks way better in HD


No duh
Jan 08
// Hamza CTZ Aziz
Assassin's Creed Liberation is making the jump from handheld to consoles and PC. Liberation HD is completely remastered visually, and Ubisoft released some new screenshots to show off how much prettier the game looks. Otherwi...
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Rekoil comes out this month on PC and Xbox Live Arcade


Oh look, another first-person shooter
Jan 05
// Hamza CTZ Aziz
Plastic Piranha's Rekoil is coming out at the end of this month. Expect the Windows PC version on January 28 through Steam. The Xbox Live Arcade version is titled Rekoil: Liberator, and that's out January 29. Each version wi...

Review: Max: The Curse of Brotherhood

Dec 29 // Wesley Ruscher
Max: The Curse of Brotherhood (Xbox 360, Xbox One [reviewed])Developer: Press PlayPublisher: Microsoft StudiosReleased: December 20, 2013 (Xbox One) / 2014 (Xbox 360)MSRP: $14.99 For Max, it’s quite clear that nothing annoys him more than his nerdy little brother. After coming home from school one day, our titular hero finds his sibling playing in his room and quickly getting on his nerves. Fed up, Max turns to the Internet and stumbles upon a spell that, after reading aloud, opens up a portal in his room where a giant monster’s hand reaches through and snatches away his little nuisance. Though relieved for a moment, Max quickly comes to the realization that the impending ramification from his parents outweigh the benefits of being an only child again. So without hesitation, Max jumps into the portal in pursuit, which leads to a fantastical new world. As he comes to, Max sees his brother off in the horizon being taken away by the horrifically large creature that grabbed him, and thus Max’s journey begins. [embed]268141:52041:0[/embed] This all takes place within the first few minutes of Max: The Curse of Brotherhood. A game that wastes no time throwing players into a world of wonder that’s full of puzzles to unravel and suspense to be had. As the adventure begins, you traverse the whimsical landscape akin to any 2D platformer of yesteryear. Max moves at an adequate pace, and can jump and climb basic obstacles with ease. The first five minutes or so are designated as an introduction to Max’s control and the overall responsiveness to the physics behind his movements. But you won’t pay too much attention to all this as it is all cleverly hidden as you move through the game’s beautiful environments. For the most part, Max’s controls are typical for the genre aside from using his nifty magic marker -- which is assigned to the right analog stick and each trigger depending on whether one is drawing or erasing. Typically, having to draw shapes in the midst of action with anything but a touch/stylus based interface would be considered cumbersome, but Max: The Curse of Brotherhood excellently balances its action and puzzle sequences. And when the two do collide, it is usually met with some Matrix-style slowdown that reduces the stress of having to make just the right shape in the nick of time. The game takes a minimalistic approach towards showing players how to use each of Max’s skills, while also teaching how everything isn't as innocent as it seems at first glance. For example, as you make your way through the beginning area, you most likely will fall prey to a tumbling rock. It’s somewhat of an unfair death -- as only those familiar with the stage are going to know it’s coming --  but  it teaches a valuable lesson without bogging down the gameplay with tedious tutorials. The game is full of these moments, but thanks to the way it nurtures throughout, you’ll often be prepared for them and always feel heavily rewarded when you make it through unscathed. But even if you fail, the game is more than generous with its checkpoints, reducing unnecessary retreading. As you start to earn Max’s main skills -- which additionally serve as the game’s main draw -- each new ability is presented in a manner that slowly lets players become accustomed to their intricacies. Armed with a special magic marker, Max will eventually gain the ability to create pedestals from the earth, vines to swing from, conform roots as platforms, and create currents of water to propel himself to new heights. As you learn to use each power, what starts off merely as tools to assist Max in his platforming escapade, eventually become useful aides in finding every hidden secret placed throughout the game. The ability to make branches into platforms eventually evolves into creating movable platforms, battering rams, and even weights in order to solve some fairly obtuse puzzles. Eventually, each skill begins to accentuate other skills adding even more depth to the platforming and puzzle solving. While ultimately the puzzles may fall on the simple side of things, they never ruin the pace of the action, and more importantly, they make you feel accomplished upon completion. In the end I couldn't have been more pleasantly surprised with Max: The Curse of Brotherhood. It’s a game full of wonder and magical moments, that while light on actual narrative, still delivers a world that is hard to forget. The visuals are Pixar-esque charming and the combination of cerebral puzzles with thrilling action offers up a bite-sized experience that is a welcome addition to the Xbox One’s library. If you’re looking for a change a pace, I couldn't think of a more fitting way to finish off this gaming year.
Max reviewed! photo
Magically hits the mark
As the eldest of three, there have been more than a few occasions in my life where I wished my siblings would just disappear. Whether it was from them breaking my things; disrupting my privacy; or as I grew older, the embar...

Sales! photo
Sales!

Sunday gaming deals: Steam, Xbox, and more


Treat yourself or someone you love to an early Xmas gift
Dec 22
// Wesley Ruscher
Sunday, Sunday, Sunday! There are gaming deals going down today only, this very Sunday. Well really they are just today's deals of some on going sales over at Steam, Green Man Gaming, and at XBox... but hey, we're lazy and we...
Xbox sale photo
Xbox sale

Castlevaniamania takes over today's Xbox sales


What a fantastic night to have a sale
Dec 20
// Brett Makedonski
Today's Xbox Live sale is just like your old drinking buddy that got a girlfriend and can't be bothered to make time for you anymore -- totally whipped. Three Castlevania titles and a whole lot of downloadable conte...
Xbox One photo
Xbox One

Xbox One gets Max: The Curse of Brotherhood tomorrow


Worth a look, honestly
Dec 19
// Jordan Devore
The more I think back to what I've played of Max: The Curse of Brotherhood, the more I want to try the platformer again. To best it. The game was unexpectedly challenging in a good way. It's getting something of a surprise re...
Minecraft photo
Minecraft

Marvel characters are coming to Minecraft: Xbox 360 Ed.


Money maker
Dec 18
// Jordan Devore
I don't know that I fully grasp the appeal of premium skins in Minecraft: Xbox 360 Edition, but I was never one to buy crap for my Avatar, either, so I'm clearly not the intended audience. If I were, however, these characters...
Xbox sale photo
Xbox sale

Day two of the Xbox sale is all two-dimensional


Except Fez is kind of 3D, I guess
Dec 18
// Brett Makedonski
The second day of Microsoft's annual end-of-year games sale puts 2D explorative indies in the spotlight. Terraria, Fez, and Spelunky are all on discount for approximately $5, $2.50, and $3.75 respectively. These are...
Marvel vs. Capcom photo
Marvel vs. Capcom

Marvel vs. Capcom games to be pulled from PSN & XBLA


Games to leave online stores beginning December 17
Dec 15
// Wesley Ruscher
Capcom has announced, that by year's end, both Ultimate Marvel vs. Capcom 3 and Marvel vs. Capcom 2 will no longer be available on the PSN and XBLA stores.  While no specific date is listed -- in the post over ...
Minecraft photo
Minecraft

Minecraft sells 10 million on Xbox 360, plus a DLC sale


Most packs are half price this Saturday
Dec 13
// Jordan Devore
Damn. 10 million copies of Minecraft: Xbox 360 Edition have been sold to date. I'd say the person responsible for initiating the deal that would eventually lead to this version coming about deserves a raise, or a pat on the b...






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