D4 starts off rather grounded. The game's opening narration describes the tale as a "story of a man with a very strange fate." A man whose wife was murdered, and is tirelessly searching for her killer.
Then a cat girl named Amanda runs into your apartment, spits a mouse into your mouth, and you puke.
Disney Infinity was quite the ambitious project, but it fell flat in a few key areas. This was mostly due to a lack of even game worlds, with a few of the universes overshadowing others that felt more rushed. The other aspect of the game that didn't fully deliver was the Toy Box mode -- a take on LittleBigPlanet's "create your own" levels mechanic.
With Disney Infinity 2.0, Avalanche Software is poised to rectify both of those issues, combined with free reign of the Marvel license. While 2.0 is still primarily targeted towards the younger audience, the overall package is much more enticing the second time around.
We never could have imagined this mash-up in our wildest dreams.
Nintendo, Team Ninja, and Omega Force together, co-developing a game based on the Legend of Zelda and Dynasty Warriors series. Few stranger things have happened, and fans of both franchises have been eagerly awaiting this all-star combination for months on end.
While the typical Warriors trappings are still present in Hyrule Warriors, Nintendo has injected more than enough charm to make this collaboration something special.
It's been a small journey reviewing Destiny, but now I've experienced every facet of the game and I'm ready to make my decision. As mentioned previously, the story and setting leave a lot to be desired, but the gunplay is very sound, and the PVP element reminds me of some of my favorite shooters, filled with tons of exciting moments.
But even after digging into the nitty-gritty, the endgame structure is rigid and has too many problems at the current moment to warrant a full recommendation.
Simple graphics, twitch gameplay, and fresh music constitute a good formula for mobile gaming. Titles like this allow for a quick bit of play during minutes of downtime, and can paradoxically keep players going for long periods of time, chasing a high score or trying to one-up a friend on the leaderboards.
Size DOES Matter follows in that legacy, with a unique gameplay hook and a pretty killer soundtrack. However, a few things hold it back from pure arcade bliss.
[Since a large part of Destiny is found within the raid system upon reaching max level, we'll be publishing a Review in Progress for the game over the course of a few weeks. Here are our thoughts about the live version.]
Destiny finally landed this week, and based off my initial impressions, my first foray into the world Bungie built was mixed. Having worked my way up to level 11 at that point, I was mostly experiencing the basic game modes and enjoying PVP quite a bit, but I was very disappointed in the story.
I have a better idea of what to expect now after reaching the max level of 20, and while I'm having fun, I'm still not blown away with what Bungie has given us so far.
Theatrhythm: Final Fantasy was a very nice surprise. After many people had become disenfranchised with the series due to a number of mishaps and weak core entries, Theatrhythm reminded us that Square still had reverence for all of its classic characters, and of course -- its timeless music.
As a sequel, Curtain Call doesn't really change a whole lot from its predecessor, shortcomings and all, but it does pack in a whopping 221 songs on top of the already winning formula.
[Since a large part of Destiny is found within the raid system upon reaching max level, we'll be publishing a Review in Progress for the game over the course of a few weeks. Here are our initial thoughts about the live version.]
Bungie has a lot to prove coming off of Halo. It crafted a dynasty that really put console shooters on the map, and pretty much everyone reading this likely has at least one great memory with the franchise.
Here we are nearly seven years after the developer's split with Microsoft, and four years after its last game, Halo Reach. Destiny is quite an ambitious project, melding elements of MMOs alongside of the tried and true shooter-RPG formula -- so much so that it has created lingering doubts among the masses as to whether or not Bungie can pull it off.
While I am enjoying myself for the most part on my path to Destiny's elaborate endgame, I have to say the journey so far hasn't been quite as spectacular as I initially hoped.
I undertook a Review in Progress of WildStar at release, and due to a number of distractions and surprise announcements, it's taken me a while to see almost everything there is. But here I am with my Dominion Mechari Warrior, having experienced the leveling process, the community, and a number of endgame activities.
I'm pleased to say that although WildStar didn't blow me away, it's a fine MMO if you're looking for another realm to call home.
Remember the first "western RPG" that really made an impression on you? Maybe it was Baldur's Gate, maybe it was Planescape: Torment, or maybe it was Dragon Age: Origins. Regardless, you love that game. It might have flaws, it might not appeal to everyone, but you freaking love it.
Divinity: Original Sin will be that game for many people. This will be the RPG that sticks with them forever. 20 years down the road they'll turn to their friend and say "Remember Divinity? Man, they just don't make RPGs like that anymore!" The game fits in very well with what we consider to be the classics, and if you do have those fond memories, Original Sin is bound to imprint some more.
One of the things that is so appealing about science fiction is that it deals with situations that seem fantastical, but are ultimately plausible. Technology today would look like magic to those from years past, and so the technology of the future might seem incredible to us now.
Good science fiction brings up not only these possibilities, but the questions that would show up alongside the possibilities. The nature of these questions can be ethical, social, psychological, philosophical, or just technical. Halfway asks: What happens if you spend too much time in the "in-between" when making a faster-than-light jump?
Halfway answers: "Aliens show up and you shoot them a lot."
This year, Blizzard embarked upon an interesting experiment. Instead of just charging people for card expansions, it bundled together an add-on called the Curse of Naxxramas, and released a different "wing" each week. To earn your cards you had to defeat the various denizens of the temple, which in turn unlocked more modes of play and new bosses to fight.
After completing the last wing, I can say that the experiment was definitely worthwhile, an hope Blizzard does it again -- just with a little more flair next time.
PAX is full of weird pandering shit designed to appeal to the almost 100,000 gaming fans that come out for the convention. Any company would be remiss to pass up the opportunity to make some easy extra cash by selling products that show-goers buy based on reference rather than actual appeal. Imagine our delight when we found a sign at Starbucks imploring us to get a Donkey Kong Frappuccino.
Hamza, Jordan, and I all took the plunge on the DK monstrosity. Yep, we had to buy it just because of the name. Dammit, these shitty marketing tactics actually work. No regard for price or ingredients, one by one, we all did the DK Frap.