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Dangerous Golf photo
Devs need to 'build for that future now'
Ex-Need for Speed dev Paul Ross is already thinking of next generation consoles. Talking to Edge (via VideoGamer), former tech director Ross - who’s currently working on Dangerous Golf - said he wanted to "start to...

Pancakes photo
Pancakes

Get flipped on with this awesome Undertale pancake


Happy Pancake Day!
Feb 09
// Joe Parlock
Today is the most important day. Christmas go screw itself and New Year can piss off because today is the most wonderful time of the year: it’s Pancake Day. Whether you’re religious or not, today’s a day wh...

Review: Dying Light: The Following - Enhanced Edition

Feb 09 // Zack Furniss
Dying Light: The Following - Enhanced Edition (PC [reviewed], PS4, Xbox One)Developer: TechlandPublisher: Warner Bros. Interactive EntertainmentReleased: February 9, 2016MSRP: $19.99 The Following doesn't weave into Dying Light's main campaign. To start the expansion, you choose it separately in the main menu. You can drag your character's progress and inventory back and forth between the two campaigns at any time, but you can't just go to a fast travel and warp from one to the other. Once you begin, a short cutscene cuts to the chase: your character, Kyle Crane, has become aware of a route leading out of Harran. In this wild outback area, there's a cult that claims to have found some kind of immunity to the zombie virus. As this would benefit your cadre of survivors, you set out to investigate. The new area, called the Countryside, is huge. Techland claims that it's larger than the entirety of the original game, and I'd agree with that after playing to 100% completion. Since there are numerous open fields, it's not quite as packed as the urban environments in Dying Light proper, but I found this to be welcoming. It's not all open, either: you'll go from farms, to beaches, to graveyards, to caves, to factory areas, so you're constantly being stimulated in a new way. With a larger map, the customizable buggy goes from novelty to necessity rather quickly. Using a new Driver skill tree, which you level up by doing racing competitions, ramming zombies, maintaining top speed, and jumping off of ramps, you'll be able to improve your ride and add gadgets such as electrical pulses and UV lights. Since there are always zombies to squash under your wheels, this tree levels up rapidly. The buggy starts off entertaining, and gets better as you tinker with it. You can craft better tires, brakes, engines, and the like to make it faster and more responsive. I'm a sucker for driving in first-person games as it is, and driving in The Following might be the best incarnation I've played to date. A crossbow has also been added to your arsenal, which is a nice way to take out biters without attracting a horde. There are four different bolt types that you can use: normal, toxic, impact, and stun. I generally stuck to the normal arrows, especially when I snuck around the new Volatile caves. In Dying Light, Volatiles are the creatures that only come out during the night and can kill you within seconds if you aren't paying attention. In The Following, you can go directly to their nests to try to thin out their presence in certain areas. If you go in during the day, the caves will be littered with these bastards, and sneaking through with a crossbow was about the most tense this game can get. Going during the night is the safer bet, but I found it less thrilling when the odds weren't stacked against me. Another welcome addition is the Freaks of Nature, giant versions of the more devious types of infected strewn throughout the Countryside. The game recommends that you only try to fight these jerks with friends in co-op sessions, but if you find their weak point (or bring a really good gun like a cheater [me]), you can take them out solo. They offer special blueprints to create ever-more-vicious weapons. Usually you'll find these Freaks when you're on another mission, and suddenly a health bar will appear on the top of the screen a kick-ass John Carpenter-esque song will start pulsing. As far as the missions and story go, they're handled much better than the original game. This time, Techland is less interested in trying to make you care about certain characters and more interested in getting you to find out more about the cult. Instead of being a scary group of folks that are out to kill you, you're tasked with earning their trust so you can learn their secret. This leads to a mission structure where the side quests must be completed in order to progress in the main story. I didn't have a problem with this, because the side stuff, as before, is generally more intriguing than the actual story. Looking back on it, there aren't many story quests in The Following, but it all feels interwoven in a way that encourages you to scour every last bit of the Countryside. The only quest that I had trouble with was the penultimate one that involves some timed driving, and if you have no health packs, you're sort of fucked. I eventually persevered, but it was frustrating to be locked into the finale and unable to make it easier.  The final mission has some curious implications about the overall plot in Dying Light, but the ending shoots that momentum right through the head. I'm still hoping a sequel comes out of this, but I'm a little confused as to where it would go now. At this point, I must mention a caveat: I found Dying Light to be too easy about halfway through the game, so I played The Following on hard. I usually don't like to blather about the "right" way to play a game, but if you're going to play this expansion, I urge you to play hard mode.  Instead of the usual "enemies do more damage, and you do less" type of difficulty, Techland's version of hard is an improvement in almost every way. Medkits are no longer an instant heal, and instead provide healing over time. If you want to craft something or look at your map, you can't pause the game any more. Survivor sense doesn't show you every little item in every little room, so you have to more carefully observe your environments. If this sounds tedious, I promise that it makes the game both more immersive and more rewarding. Since this is part of the Enhanced Edition, which owners of the base game get for free (minus the expansion), there are a litany of other improvements to be found. There are daily bounties and a new Nightmare difficulty that have been added to rack up tons of experience, which you'll want for the new legendary levels. After maxing out a skill tree, points that would've gone to that tree now go to your legendary rank. You can spend these points on various buffs: 50% more firearm damage, more crossbow damage, better health regen, and other bonuses. There are a total of 250 of these points to earn, and they make you incredibly powerful. You'll earn them pretty slowly unless you play on Nightmare mode. In my 22 hours with The Following, I reached level five. Clearly, I need to jump back in there already. The Following was larger than I expected, and it maintains a high level of quality throughout. Being pared down from the bloat of Dying Light earns it more moment-to-moment excitement, and I greedily consumed it over the weekend. The last few minutes have me pondering the future of what's clearly going to become a franchise, and I'm ready for whatever Techland brings next. [This review is based on a retail build of the game provided by the publisher.]
Dying Light photo
It should still be called Far Die
Dying Light surprised the heck out of me last year. While I mostly agree with Chris about the various faults and clichés found within (you can read my thoughts here, from back in my before-Destructoid days), it wa...

Pokemon photo
Pokemon

Watch Pokemon: The First Movie for free online


Poor Mewtwo
Feb 08
// Kyle MacGregor
You can now watch Pokémon: The First Movie via Pokémon TV, The Pokémon Company's official video streaming service, via your web browser, iPhone, iPad, Kindle, or Android device. I can ...

GameTrailers photo
GameTrailers

GameTrailers shuts down after 13 years


Best of luck to everyone affected
Feb 08
// Kyle MacGregor
GameTrailers is no more, the site announced today after 13 years in business. The unfortunate news was officially announced via the website's social media feeds, and was later confirmed by both Editor-in-Chief Brandon Jo...
PS VITA photo
PS VITA

Shiren the Wanderer saunters westward on Vita


Arriving July 26 in North America
Feb 08
// Kyle MacGregor
The fifth entry in Spike Chunsoft's Shiren The Wanderer series is coming west this summer. Aksys Games announced the good news earlier today over at the PlayStation Blog, revealing plans to publish the Mystery Dungeon spin-of...
The Divison photo
The Divison

Ubisoft didn't take 9/11 into consideration when making The Division


The subject apparently never came up
Feb 08
// Kyle MacGregor
Ubisoft recently held a press event for Tom Clancy's The Division in New York City, which is also the setting for the upcoming third-person shooter's post-pandemic survival story. The Division takes place in the wake of what ...
Promoted Blog photo
Promoted Blog

Comments of the Week: Love Love Love


Promoted from our Community Blogs
Feb 08
// Dreamweaver
Goooooooooooooooooooooood evening to all of my lovely audience members! Quick question: what the hell are you doing right now, and why isn't it showering me with love and affection? After all, your dear host, Dreamweaver, is ...
Firewatch photo
Firewatch

Get real printed pictures from Firewatch's photo mode


What else is on that old Kodak?
Feb 08
// Brett Makedonski
When Firewatch releases tomorrow, it'll have a neat little bit of functionality that blurs the line between video game and real life. Photo modes traditionally are used as a passive feature to memorialize something ...
Deals photo
Deals

Buy an Xbox One, get a $75 gift card plus a free game from Microsoft


Microsoft wants your tax refund
Feb 08
// Dealzon
Microsoft wants you to blow your tax refund on an Xbox One. To prove it, the Microsoft Store has fired up its Presidents' Day sale a week ahead of time. Xbox One bundles (including two new bundles) now have the first decent b...
Plague Inc on Steam photo
Plague Inc on Steam

Plague Inc: Evolved leaves Early Access soon


Spread disease with a friend
Feb 08
// Jordan Devore
After nearly two years and some 800,000 copies sold, Plague Inc: Evolved is ready for a full release on Windows, Mac, and Linux. That'll happen next Thursday, February 18. "By the time we launch, 18 major Evolutions (updates)...
Cookie Clicker photo
Cookie Clicker

Cookie Clicker wants back in your life


Version 2.0 is here
Feb 08
// Jordan Devore
Sorry about this. A new version of Cookie Clicker launched today with a revamped ascension system, quality-of-life improvements, and a cookie dragon, among many other additions. I'm telling you about it because I am a bad man...
And another one photo
And another one

Somehow DJ Khaled fits perfectly in The Witness


You smart. You very smart. We the best.
Feb 08
// Jed Whitaker
I've been playing through Jonathan Blow and gang's The Witness of which I have very mixed feelings -- unlike Brett who gave the game a perfect score in his review -- but that hasn't stopped me from falling in love ...
Bloodborne photo
Bloodborne

Badass blacksmiths make Bloodborne's iconic Saw Cleaver


Cleaver? I...
Feb 08
// Brett Makedonski
Bloodborne's rife with unique weapons, almost all of them fitting the criteria of being interesting enough to warrant a real-life adaption. But, the Saw Cleaver edges out the rest this time and is the one that's actually mad...

Review: Assassin's Creed Chronicles: Russia

Feb 08 // Chris Carter
Assassin's Creed Chronicles: Russia (PC, PS4, Xbox One [reviewed]) Developer: Climax StudiosPublisher: UbisoftReleased: February 9, 2016MSRP: $9.99 I was never really a fan of the modern settings in Assassin's Creed -- at least, the action sequences, because the walking simulator IT department bits from Black Flag on were cool -- but that doesn't mean they can't be done. As such, I was keen on seeing what Climax Studios could do with a tale set in 1918, this time shadowing assassin Nikolai Oreov and the quest for a Bolshevik artifact. The pulp animation cinematics are stunning, but the showstopping elements end there. The cast is simply not memorable, including Nikolai, who is doing "one last job" before he abandons the Assassins and finds a new life for his family elsewhere. It's a good hook but Russia never fully sells it, particularly given the underplayed performances. I don't need a charismatic, wisecracking Nolan North per se, just something to connect with. Russia also desperately wants you to know that "he's old," which should be meaningful, but we got a better angle on that storyline with Ezio in later core games anyway. That feeling of familiarity permeates throughout some of the other elements of the game. The Schlinder's List-esque monochrome and red aesthetics looked dope at first, but started to wear after a few levels. Outside of the blazing red and orange sky, a lot of the areas look too similar, even if it serves to differentiate all of the interaction zones (all those hidden little hovels). Though it does have the added benefit of cordoning off secret areas by purposefully not brightening them, which is rad. [embed]339981:62172:0[/embed] Beyond that, you can expect more of the same compared to the past entries in the trilogy, which is to say great things. The 2D switch-off works wonderfully. The controls are so responsive, and the tools available are not only effective, but succeed in not overwhelming the player. I love that you can approach levels with either a gung-ho or pacifist style, or anything in between, and the running slide assassination ability is still just as satisfying. Unique to Russia, yanking off grates Arkham style with a winch and using phones to distract guards is silly, but it works when juxtaposed to the serious art style. I'm a bit torn on the gunplay however, because while the art of sniping does technically fit the quiet nature of the universe, it wasn't done in such a way that elevates it beyond an arcadey shooting gallery. There are a few sequences where distraction is key, like a mini-puzzle of sorts, but in most cases you're just blasting away at folks until no one is left standing. With six challenges to do (just like India) and a New Game+ option, Assassin's Creed Chronicles: Russia has plenty to offer for a bite-sized package, but it fails to live up to the bar set by its predecessors. The loud and powerful styles of China and India simply trump the final piece of the pie, which goes out with a muted rebel yell. [This review is based on a retail build of the game provided by the publisher.]
Assassin's Creed review photo
Once more, with guns
Assassin's Creed Chronicles had a nice thing going on with China and India, delivering some of the classic stealth action the series is known for with a striking new art style and a shift to 2D action. Now Ubisoft i...

Mad Catz photo
Mad Catz

Three Mad Catz executives resign prior to tomorrow's earnings report


Probably not a great sign
Feb 08
// Brett Makedonski
Mad Catz is going through a tumultuous shake-up at a time that isn't likely to inspire confidence from investors. On February 9 (tomorrow), Mad Catz will publish its third-quarter 2016 fiscal results. In the lead-up to that, ...
N++ photo
N++

Precision platformer N++ headed to Steam


And possibly other places
Feb 08
// Jordan Devore
N++ released last year as a PlayStation 4 exclusive and, considering how dang good it was and how much of a following its predecessors N and N+ had, not nearly enough people played it. Hopefully that'll change this year when ...
Google VR photo
Google VR

Google will reportedly release a Gear VR competitor this year


And it won't be cardboard
Feb 08
// Brett Makedonski
The past four years have been VR hype-dominated, but if you were really pressed to pin one as The Year of VR, I suppose it would be 2016. That's when most of these machines leave their comfy nests and beta states, and they ac...
Mega Man photo
Mega Man

Mega Man EXE's 15th anniversary celebration looks fun


In Japan, of course
Feb 08
// Chris Carter
Over in Japan, lots of little events are held for almost every major gaming franchise. They're pretty much all awesome despite how intimate they are, and that's definitely the case with the Mega Man EXE 15th anniversary....
Street Fighter V photo
Street Fighter V

Necali goes full creeper in newest Street Fighter V CG trailer


Launch is near
Feb 08
// Chris Carter
Chun-Li laces up, Ken fixes his hair, Ryu gazes longingly at the sky, and Necali is creepy as all getup in the new CG trailer for Street Fighter V. I'm not a fan of the animation outside of that hand-drawn effect that the gam...
Fallout 4 photo
Fallout 4

This Mirelurk war in Fallout 4 does its best Starship Troopers impression


Mods away
Feb 08
// Chris Carter
More Fallout 4 machinima and mods are steadily pouring out from the community, some of which are better than anything the core game is offering. Rather than just throw a bunch of creatures into an arena and let things pl...
Clueless Gamer photo
Clueless Gamer

Clueless Gamer returns with guests for Doom


Last video was Fallout 4
Feb 08
// Chris Carter
Conan O'Brien hasn't had a Clueless Gamer video in a few months (that was Fallout 4 back in November), but he's back to promote Doom, and have a fun time doing it. NFL players Josh Norman and Von Miller join his antics, ...
Onimusha photo
Onimusha

Red Alert: Onimusha revival 'discussion phases' are happening at Capcom


Go on
Feb 08
// Chris Carter
According to Yoshinori Ono at Capcom, they are looking to potentially "revisit the series" at some point. Sure we've had the life-supportish PC and PS3 Onimusha Soul, but nothing significant has come out of this franchis...

Review: Firewatch

Feb 08 // Steven Hansen
Firewatch (PS4, PC [reviewed])Developer: Campo SantoPublisher: Panic Inc., Campo SantoReleased: February 9, 2016MSRP: $19.99 Henry is sad. Why else retreat to the woods of Wyoming to become a fire lookout? It starts in Colorado when Henry, plastered, tries to hit on a woman at a bar. She feels so bad for him she gives him a pity date that turns into a relationship. These bits are done purely with text and music, interspersed by full three dimensional segments of Henry walking out of an elevator into a parking garage and getting into his beat up, fire-engine red pickup. Not unlike Kentucky Route Zero, a high mark in the adventure game genre, Firewatch opens with opportunities for the player to partially define Henry's character. When your girlfriend Julia wants a dog, do you accept the beagle she falls in love with, or insist you get a German shepherd (for protection)? When she asks about children, do you ask her to wait? These choices are not superficial; they are real-life important. More than affecting the outcome of that relationship (you already know he is escaping to the Wyoming woods by the mid-80s), they take on personal meaning in how you sharpen elements of Henry's character.  Mixing these text-adventure-style segments with Henry's dutiful trek into the woods makes them more poignant because you already know how it ends. Badly. Yes. But with a surprising complication. Julia, by then Henry's wife, comes down with early onset Alzheimer's. I didn't expect to be hit that hard by two white text options, but the decision to keep minding her around the house 24/7 or put her in a home was not easy -- and I don't even know what she looks like. While Julia and the relationship are defined in broad strokes, the choice doesn't feel as abstract as choosing to save a character and let another die in The Walking Dead, for example. These are familiar, real-world issues. As Henry settles into his role as lookout, ascending his tower after an eight mile hike, he is met by the voice of Delilah, his boss, who communicates with him via walkie-talkie. This makes up the bulk of the gameplay: walking around, chatting with Delilah via radio. It is a welcomed evolution of the stationary choice-based dialogue trees (you use the triggers so you can walk, talk, and probably even chew gum at the same time). Their conversations are natural thanks to strong dialogue matched by each character's voice performance. Delilah's constant cursing and groan-inducing puns are met by Henry stammering "p-p-p-panties" on the way to keep those aforementioned nude teens from setting off any more fireworks in light of the extreme fire warning. The chemistry is natural as they alternate jabbing back and forth and opening up with one another, though still I found it difficult to bring up my abandoned wife the first few times opportunity arose. Silence is a viable dialogue option. Henry, though, is not just defined through player-guided dialogue. Everything about the production furthers his character. He is not a camera on wheels. You see shorts-clad legs when you look down or his large, meaty hands as he exerts himself clambering up a one meter lip. He is human, average, and the animation work reinforces that. Firewatch is filthy with telling details like these. Some pieces just add flavor (in the confiscated bundle of bottle rockets, one is called the Screaming Wife, and all have original artwork), but it all works towards a cohesive tone. [embed]339920:62167:0[/embed] Art director Olly Moss' color palette is not just pretty to look at. The exaggerated hues work towards the overall tone, from the warm oranges to vivid, dark evenings, while the stylized look is readable, moving away from obfuscating photorealism. I rarely got lost in the unfamiliar woods (though there is a paper map Henry physically pulls up and scribbles notes on). The area is designed and the story paced with just enough backtracking to breed familiarity with the territory, while the relative isolation still leaves it frightening, especially as the story moves away from potential drama-cum-romcom into a thriller.  Most impressive is the thematic cohesion. Firewatch is broadly about guilt, which metastasizes here as isolation-induced paranoia when things turn frightening. After day one on the job Henry comes back to his tower to find the place smashed into. The teens, maybe? Or that silhouette of a hiker spotted on the way back home? While Henry has Delilah on the radio, isolation is what drove him into the woods, perpetuating a cycle of guilt leading to self-imposed loneliness shared by the major characters. The same nagging doubt, decision-questioning, and fear is externalized in the second act as outside forces appear to be stalking Henry and monitoring the conversations between him and Delilah. At which point, incidentally, their carefree, innocent flirting now seems lurid. Something to be ashamed of for the still-married Henry. Let's not forget guilt, internalized anger that can lead to isolation. Ambient sound design shines brightest here, as everything from the weirdly strong rattle of a chain link fence to scurrying in the distance invokes fear -- especially after Henry is sucker punched unconscious on the way to do some fishing. It was here for me Firewatch accessed fear on a Hitchcockian level. No monsters. Only one encounter with some kind of assailant. Still the surveillance, the mystery, the vulnerability and the isolation left me wandering around always checking my six rather than frolicking through gorgeous woods. Music, art, and dialogue quickly established the forest familiar, giving me nostalgia flashes of camping as a kid and first stepping out of the car, dwarfed by redwoods, twigs crunching underfoot. Then that comfort is stripped away. The analog inputs (pulling up the walkie-talkie or map, spinning the same "1234" tumblers to unlock every single park lock box with Henry's paws) combined with unique animation and believable voice work help ground Firewatch, which manages both restraint and maturity in its story without ever going full mumblecore "walking simulator." The warmth of the budding relationship between two voices with natural chemistry is undercut by harsher realities and the drawn out segments of feeling stalked and vulnerable are legitimately stressful. The result is a tight, taut human tale well worth the trek.
Firewatch, with me! photo
A watched fire never kills you
The drunk, nude teens bathing in the lake at sunset summed up Firewatch neatly: "you're just some sad man out in the woods." Kids always know just where to cut. If you could translate the insult quadrant of their brains you'd...

Shantae: Risky's Revenge photo
Shantae: Risky's Revenge

Shantae: Risky's Revenge Director's Cut is finally coming to Wii U soon


Great news
Feb 08
// Chris Carter
According to WayForward, Shantae: Risky's Revenge Director's Cut might hit Wii U soon. The game has moved into the submissions phase in both Nintendo of America and Nintendo of Europe, and the publisher expects everything to ...
Journey to the West photo
Journey to the West

Minecraft just got Journey to the West skins


For Pocket Edition and Windows 10
Feb 08
// Chris Carter
To celebrate the Year of the Monkey, Mojang just dropped some Journey to the West skins for the Pocket Edition and Windows 10 versions of Minecraft. "Red Boy" and "Guanyin" are free, but the rest (Princess Iron Fan, Lord Hund...
Fire Emblem Fates photo
Fire Emblem Fates

Customize your Corrin before Fire Emblem Fates launches


Just some small tweaks
Feb 08
// Chris Carter
When Fire Emblem Fates launches next week (finally) you'll have a few options to choose from when creating your avatar. It's not a whole lot, but it's enough to differentiate your Corrin for when other players stop by yo...
Hitman photo
Hitman

The Hitman beta starts this week, get a quick look at it


Oh that Agent 47
Feb 08
// Chris Carter
Hit "don't call it a reboot" Man is set to arrive in March (but not fully, since it's episodic -- gaming!), but before then you can get a taste of the beta. It drops on February 12 on PS4, and PC on February 19. Sorry Xbox On...
THIS ISN'T A JOKE ON-LINE photo
THIS ISN'T A JOKE ON-LINE

BREAKING: Stanley Parable dev promises new 'MMO with poetry mechanics'


BREAKING NEWS THAT IS REAL, NOT A JOKE
Feb 08
// Steven Hansen
Responding to recent reports of Titanfall 2's promises for a single-player component that is "science meets magic," co-creator of The Stanley Parable and director of Dr. Langeskov, The Tiger, and the Terribly Cursed Emerald: ...
Xbox One photo
Xbox One

A few more popular titles are coming to Xbox One via backward compatibility


Leaked recently
Feb 08
// Chris Carter
Due to a mistakenly flipped switch, Red Dead Redemption was made available as a backward compatible game on Xbox One, and subsequently pulled, followed by an apology from Microsoft. But it wasn't the only one leaked -- j...

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