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MYSTERY!

Deadliest Warrior photo
A confusing console release
Just as quietly and sneakily as one of its own ninjas, a new Deadliest Warrior game stealth-released on Xbox Live Arcade today. There had not even been a whisper that a follow-up was in the works. After downloading the t...

Her Story photo
Her Story

Her Story creator doesn't plan on explaining that ending


He wants fans to debate the evidence
Jul 21
// Laura Kate Dale
Since Her Story released a couple of weeks back, many people have been debating the plot, the evidence they found and what they think really happened in the lead up to the game. With it's ambiguously ended plot splitting fans...
Pokemon Super Mystery photo
Pokemon Super Mystery

Get a closer look at Pokemon Super Mystery Dungeon


Coming in the US in 2016
Jun 09
// Chris Carter
Pokemon Super Mystery Dungeon was revealed during a recent Nintendo Direct event in Japan, and it is indeed a fully-fledged entry in the Mystery series, and not a free-to-play title. It's set to drop in Japan later...
Myst show photo
Myst show

Tell your uncle! Hulu is eying that Myst TV show


Seriously, go tell him
May 06
// Jordan Devore
It sounds like that show based on Myst is one step closer to happening. Legendary Television has the rights already, with Evan Daugherty (Divergent) writing and Matt Tolmach (The Amazing Spider-Man) producing. According to De...

Firewatch has topless teens, meaty hands, and mystery

Mar 09 // Steven Hansen
Henry clambers up rocks in the Wyoming wilderness with some effort. When I walked towards a little broken bridge, the distance between the side was so small that I felt, in other games, I might be able to walk right over it without jumping. For Henry, it required a little wind up, a jump, and a moment to steady himself on the other side. This mundane pace isn't a slog, it's an important part of Henry's characterization. And, so far, it is there without feeling "unfun," if that's a worry for you. It is restrained, but not patience taxing, and you're constantly engaged in radio dialogue while milling about (atypical in narrative/dialogue heavy games that have you focused on text or choices at the expense of movement). It is Henry's first day on the job as a park lookout. On the other end of his radio is his supervisor, Delilah. They are surprisingly glib for being recently acquainted, especially given their professional dynamic, but otherwise the dialogue felt natural. Except for Henry's bumbled, "p-p-p-p-p-p-panties." [embed]280443:55506:0[/embed] Tasked with investigating some fireworks, Henry finds an abandoned camp with fireworks and booze strewn about. I opted to hang onto the still full whisky bottle, which Henry assured me was a good brand. After kicking out the fire, you can follow a trail of undress all the way to the lake. Delilah is unfazed by reports of bras and underwear, and maybe even chastised Henry's bumbling use of the word "panties," which, c'mon, "underwear" is fine. Down at the lake the two nude swimmers in the distance are illegible against the sun and real creeped out by the weird old guy wandering around. You can yell at them (or ask nicely) to quit with the fireworks, or just throw their boombox into the lake and kill their tunes. They also issue Henry a sick burn in the form of a Sizzler buffet joke. I am pro Sizzler jokes forever. More intrigue abounds as day gives way to a brilliant blue night. A mysterious figure in the distance that Delilah assures you is just a hiker becomes more ominous when you find your lookout tower broken into. What Firewatch has done right in this piece of the game so far, removed from the overall narrative, is provide enough grounding detail to its gorgeous world. That and use the radio mechanic to weave "choose a response" style dialogue divergence a bit more neatly into walk-and-talk play.
Firewatch hands-on photo
Firewatch with me
I've been firewatching out for Campo Santo's new 'exploration mystery' since hearing about the talent behind it. Artist Olly Moss, Mark of the Ninja designer Nels Anderson, and season one The Walking Dead ...

Steam sale photo
Steam sale

Steam unexpectedly drops a mysterious midweek sale


Over 40 games
Feb 10
// Brett Makedonski
We think we know what to expect from Steam at this point -- big summer sale, big holiday sale. Dropping a random four day sale in February is a bit of an enigma, a mystery if you will. That's perfectly suitable given that the...
Devil's Bluff photo
Devil's Bluff

Devil's Bluff turns to Kickstarter for its online-only murder mystery


Ace play on words in the title
Dec 03
// Darren Nakamura
One of my favorite mechanics that is prevalent in tabletop games but not so much in videogames is having hidden roles. Battlestar Galactica's concealed Cylons and Werewolf's bloodthirsty lycanthropes induce real paranoia bec...
60,000 sold photo
60,000 sold

Vanishing of Ethan Carter sales on pace with Gone Home


Though that comparison is a bit disingenuous amidst some otherwise cool straight talk
Nov 03
// Steven Hansen
The Vanishing of Ethan Carter, which Alasdair quite liked in his review, has sold 60,000 units in its first month. Not a lot compared to usual sales stories that make headlines, like, "Rust sells a million in its first month...

Review: The Vanishing of Ethan Carter

Oct 01 // Alasdair Duncan
The Vanishing of Ethan Carter (PC)Developer: The AstronautsPublisher: The AstronautsMRSP: $19.99/£14.99Release: September 25, 2014 First up, let's talk about the visuals; The Vanishing of Ethan Carter has some of the most sumptuous scenery I've ever seen in a videogame. The trees, rivers, valleys, and mountain summit look absolutely amazing and this impressive imagery truly helps set the scene. On the other end, unfortunately, the character models aren't up to scratch -- especially some of their facial animations. However, there's only a handful of characters in the game and their appearances are limited. Vanishing is really about mood, atmosphere, and the mystery behind what has torn a seemingly normal family apart. Players take control of the fantastically named Paul Prospero, a detective with ties to the world of the occult. He's arrived in Red Valley to find a young boy, the titular Ethan Carter, whom he has been corresponding with. Ethan has the same rare psychic gift Paul does, an ability to see into some sort of nether realm, but now that gift has gotten Ethan and his family into danger. [embed]281993:55825:0[/embed] An ancient evil force drawn to Ethan's powers has awoken and set his family against their own flesh and blood. The Vanishing of Ethan Carter has its influences in The Shining, Sixth Sense, and Alan Wake but manages to not be just a pastiche of all of them. Ethan has a love for writing stories and his fiction is bleeding into the real world in interesting ways.  The crux of gameplay involves solving various murders strewn about the valley. Paul has to use his psychic powers to locate clues, recreate the murder scene, and identify the chain of events that led up to the crime itself. It's rare when a game asks you to do some actual deduction and there's very little hand holding outside of some audio cues and Paul's psychic ability to narrow down the location of clues and vital objects. Still, once you solve the first crime, the method of completing the remaining cases is pretty much the same: find all of the clues, recreate the events of the murder. What's interesting is that you can solve these cases out of sequence and in fact it's easy to solve the murder of a person that you'll see implicated later on in the game. You'll have to figure out each crime -- as well as Ethan's various story scenarios -- to progress to the end. The Vanishing of Ethan Carter is quiet and contemplative game. Indeed, there's long stretches where you'll hear nothing but the beautiful, haunting orchestral score and Paul's occasional musings. It's rare to play a game that's this quiet and determined to let you take it at its own pace. Thankfully, there is a run button that comes in real handy later on in the game if you've missed solving something back at the beginning of the valley. Each crime takes place in a contained area, so you don't need to do much backtracking, although the final location takes place in the furthest corner of the playing area and you'll have to return there if you have missed something. Gamepad support works just fine and there's no disadvantage to using a controller over a keyboard and mouse. The only real blemish is a patchy underground area. Despite featuring a chilling murder and an impressive moment torn from one of Ethan's stories, it's also home to a frustrating, insta-fail stealth sequence. Even as a fan of stealth games, a sequence like this feels out of place here. It provides some initial scares but becomes frustrating and something that unfortunately needs repeated over and over again. While some will find the pace far too slow for their liking or the crime-scene puzzles too simplistic, The Vanishing of Ethan Carter holds up well. Having the story told almost out of sequence makes it even more chilling as you see people slowly turn on each other. The melancholy tale is matched with some wonderful visions to make a game that really sticks in the mind.
Vanishing of Ethan Carter photo
A haunting mystery from former Bulletstorm devs
Perhaps the biggest surprise about The Vanishing of Ethan Carter is that the developers behind the game were members of People Can Fly, the studio responsible for Bulletstorm; the idea that some of the people who came up with...

Ethan Carter vanishes photo
Ethan Carter vanishes

I need The Vanishing of Ethan Carter in my life right now


Fortunately, I don't have to wait long
Aug 21
// Brett Makedonski
The Vanishing of Ethan Carter is a title that's been on my radar for a while, but was kind of laying low at the same time. Never quite sure what to expect from it, I was intrigued by the little that I had seen, but wasn...

Get Even does near-photorealistic mystery investigation

Jun 15 // Darren Nakamura
The central question that defines Get Even's design philosophy is "What is real?" This shows up in the desire to strive for photorealism, but also in the narrative and the gameplay that drives it as well. After the trailer, Bilczyński walked through beginning of an investigation into the events that occurred in the crumbling, graffitied building. He walked past some dead bodies, but stopped by one that had no recognizable face. Using an in-game smartphone he took a picture of the corpse, which was then added as a clue in the investigation. Of course, without an identifiable face, it was not a very good clue, but acquiring it also added a new memory to the player's bank as well. Almost reminiscent of the film Memento, the player gains new memories of past events, and can then play through those memories. The next scene put the player into the same building before the attack on it. Walking through as the assault plays out in slow motion, he was able to make it to the spot where the execution happened, snapping a photo of the unidentified man before he is shot in the face. The man is dead, and the player cannot change that, but he can figure out why and how. The narrative through the investigation sections looks like it is worth exploring, but there is also more by-the-book shooter gameplay too. Still, Get Even does a couple of noteworthy things to try to separate itself from Call of Duty. The first thing shown off was largely superficial, but cool nonetheless. The CornerShot is in the game, letting players safely see and shoot around corners, using the aforementioned smartphone as a visualizer. More interesting is the melding of single and multiplayer gameplay. There are two separate campaigns, which view the events of the story from opposing perspectives. As a result, any random enemy in a single player game could actually be a human, playing through his own side of the story. This is another point that ties into the "what is real?" question; not only are the events of the story in question, but the enemies themselves are too. So far, Get Even is looking pretty good, figuratively and literally. It will be the environments built by 3D scanning technology that gets people to notice it, but the narrative looks like it will be what really sets it apart. Of course, something of this caliber will take a while to produce, especially with a relatively small team. Get Even is expected to release in either late 2015 or early 2016.
Get Even photo
Also, shooting
In a presentation through Microsoft's ID@Xbox program, The Farm 51's Lead Designer Kamil Bilczyński first showed the trailer for the upcoming first-person shooter/mystery investigation hybrid game Get Even. It is clear w...

Obra Dinn photo
Obra Dinn

Papers, Please creator's next game is a first-person mystery


With a decidedly retro aesthetic
May 27
// Jordan Devore
As expected, the next game from Lucas Pope won't be like his last project, the critically acclaimed "dystopian document thriller" Papers, Please. It's a 3D first-person mystery that takes place aboard a merchant ship, the Obr...
Firewatch photo
Firewatch

Campo Santo's debut game is Firewatch, an exploration mystery


Intriguing, to say the least
Mar 13
// Jordan Devore
Firewatch is exactly the kind of original game one would expect a studio like Campo Stanto to produce. This is a first-person exploration mystery coming from artist Olly Moss, Mark of the Ninja lead designer Nels Anderson, an...

Review: Danganronpa: Trigger Happy Havoc

Feb 10 // Wesley Ruscher
Danganronpa: Trigger Happy Havoc (PS Vita)Developer: Spike ChunsoftPublisher: NIS AmericaReleased: February 11, 2014MSRP: $39.99 As Makoto Naegi, you've been accepted to the prestigious Hope’s Peak Academy, a school that only admits the most talented “Ultimate” students of various fields each year. Though strangely for Makoto, he’s pretty average across the board and only got the chance to enroll because he won a raffle as the “Ultimate Lucky Student.” However, upon reaching the school’s gates, his luck begins to run out. Inexplicably, Makoto suddenly loses consciousness only to awake hours later in what appears to be the school’s gym surrounded by 14 other “Ultimate” students. No one knows what is going on, except for one fact: they’re trapped. [embed]270284:52512:0[/embed] It’s here where a maniacal remote-controlled bear named Monokuma appears -- a two-faced Teddy Ruxpin looking monster, with a penchant for rules -- who drops the bombshell that all the students are now imprisoned at the school for the rest of their lives. That is, unless they are willing to do the unthinkable to earn graduation from the academy: murder another student without getting caught. Well it wouldn't be much of game, or a story, if some of the students didn't eventually succumb to the pressures and start killing each other. In the time leading up to a murder event, known as “the Daily Life,” you’ll spend the majority of it getting to know each student and trying to understand the situation that has befallen you. During this time, you’ll explore the available areas of the school from a first-person perspective. Similar to the investigation scenes in the Phoenix Wright series, you’re free to scour each area in search of information or to perhaps talk to a student hanging out in the area. Once all the information is collected for the day, the game pushes the story forward. Eventually the game awards the player with “free time,” which allows Makoto to roam the school and build stronger relations with other students. Akin to Persona’s Social Link segments, whom you talk to is completely your choice. Additionally, you can also purchase gifts from a capsule vending machine to gift to them in order to increase your bonding. The interactions are quite simple, but they are a necessity since they also allow Makoto to build up special skills that he can later use in the game’s main attraction: Class Trials. All this good willed nature comes to an end with the discovery of a murder, in which the game enters the “Deadly life” section of gameplay. The first phase consists of investigating and collecting clues, called “Truth Bullets,” for the looming trial ahead. Like the earlier phases of the Daily Life, the game pushes the story forward upon the collection of all pertinent information. These moments that lead up to the Class Trial could be very tedious under a poor script. And though NIS America’s localization is usually hit or miss with me, the majority of the characters here are exceptionally interesting. I found myself enjoying the messed up situations that surrounded even the more flamboyant characters; waiting to see how they would respond once the crap hit the fan. Of course, with fourteen characters you’re bound to find tropes, but their predictable tendencies are often used to throw players off the scent. Additionally, the game moves at a much more rapid pace than most other adventure/visual novel style games which helps keep the tension focused throughout. Once the Class Trial begins though, the tension magnifies immensely. Similar to the Phoenix Wright series, false accusations can be your undoing, but unlike those games, time also serves as your opponent. There are four main styles used for figuring out who the culprit is in each trial (Nonstop Debates, Epiphany Anagram, Machinegun Talk Battle, and Climax Logic) and they get progressively more difficult as the game moves on. Nonstop debates lead off each trial and involve all surviving classmates. During these discussions, it’s up to the player to find contradictions in specific highlighted phrases and shoot them down with the acquired Truth Bullets gathered from the previous investigation. White noise created from other students can interfere with hitting the right statement in later trials in addition to some other surprise elements that are added later to up the difficulty of these scenes. As the answers begin to unfold in the trial, players eventually get into a one-on-one Machinegun Talk Battle debate with a fellow student. This style threw me for a loop the first time, as it mixes rhythm based gameplay with shooting down a student’s remarks. Progressively, like the other styles, it gets harder to maintain the rhythm further since opponents can make your tempo bar disappear or change the speed of the rhythm entirely. The idea to add action, via shooting or by rhythm, segments into the actual trial is something I really enjoyed once I got the hang of things. It cleverly brings tension -- something you would actually feel if your life was on the line -- during every murder trial. The fact that things get more difficult, later in the game, only amplifies the disparity of the situation at hand. Getting an answer wrong is one thing, but it’s entirely different when you choke under the pressure of time. My favorite of the gameplay styles though was the Climax Logic puzzle. In this style, a comic strip -- that recreates the events of the murder -- must be put together using the fragments of information derived from the trial with the basic facts already known. Time is your only enemy here, but there are typically extra potential answers to each slot in the puzzle that can lead a player astray. Danganronpa mixes a variety of art styles throughout each case, but the way it all comes together helps paint an exquisitely disturbing picture. Its mix of 2D and 3D, over-the-top death scenes, hyper stylized murder images (with neon pink blood) combined with a well thought out story make the game’s world all that much more alluring, even amongst its sadistic nature. Danganronpa: Trigger Happy Havoc is easily one of the most intriguing games I've played in quite some time. It’s as if Persona and Phoenix Wright got together and had a little demon spawn that I didn't want to put down -- no matter how disturbing it can be at times. For fans of adventure/visual novel games, this is an easy must play on Vita this year. But it’s also a great entry for those who tend to find this type of game a little on the slow side and well worth the time.
Trigger Happy Havoc  photo
Phoenix Wright X Persona
Adventure games enable developers to guide their audience on an incredibly focused journey. Completely scripted -- with little variation or user input that impacts the outcome -- they rely on the quality of their storytelli...

Layton 7 photo
Layton 7

Layton 7 for 3DS and mobile is not MY Layton


This is how it starts
Aug 28
// Tony Ponce
I... I brought this upon myself. I said that Layton Brothers: Mystery Room was a great game. I said it was an excellent iOS companion to the traditional Layton series. I never should have had faith that a major gaming compan...
Mega Man 2 box art photo
Mega Man 2 box art

Why does Mega Man use a pistol on MM2's cover?


Interview with box art illustrator shines light on this mystery
Jun 27
// Tony Ponce
If you were asked to list the worst videogame cover art of all time, the gold-and-blue monstrosity that appeared on the original Mega Man's box would appear undoubtedly be mentioned. Nowhere near as bad but still pretty bad ...
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Exclusive: Here's a teaser of the E3 badge insert


Come back in a few hours for the full artwork
Jun 09
// Niero Gonzalez
Update: Nobody's sketch is even close! Here's a rotated more clear version to help you out. Let's play a game, shall we? Attached is the official badge insert for E3, blanked out on embargo until tomorrow morning. The die cut...
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All evidence of XCOM shooter silently disappearing


2K Games suspected of assassinating FPS spin-off
Apr 16
// Jim Sterling
Evidence of the long-in-development XCOM first-person shooter is starting to disappear from the Internet, 2K Games apparently trying to wipe all trace of it from existence. The publisher itself is only offering "no comment" i...

Review: Cognition: An Erica Reed Thriller - Episode 2

Mar 26 // Fraser Brown
Cognition: An Erica Reed Thriller - The Wise Monkey (iOS, PC [Reviewed])Developer: Phoenix Online StudiosPublisher: Phoenix Online StudiosReleased: January 30, 2013MSRP: $9.99 ($29.99 for all episodes) Still reeling from her showdown in Boston's Old Meeting House, Erica is not given a moment of respite. Minutes after The Wise Monkey begins, her colleague and romantic interest, Sully, is brutalized and kidnapped right in front of her eyes, the latest victim of The Wise Monkey serial killer. While the many unanswered questions over her brother's murder and the events of the day before still fill Erica's mind, her main concern in The Wise Monkey is the rescue of Sully, and she has a new boss -- an intolerable man in an appalling pastel blue suit -- breathing down her neck. There's no timer counting down to Sully's demise, but the personal nature of the investigation, as well as the fact that it appears as if nobody else is doing anything about it gives agency to the adventure. It's quite a bit shorter than the previous episode, but it's also more focused. During much of The Hangman, Erica was dealing with the dramatic shift in her abilities, and there was a large amount of exposition -- this time it's all about taking down a serial killer. Erica's new boss, McAdams, is a bit of a shit, but he makes it clear that rescuing Sully should be a top priority for everyone. So, it's a tad strange that Erica has no back-up or aid whatsoever. In fact, the two times she needs help from the FBI, she has to break the rules, potentially losing her job, when she is pretty much ignored. Even her mentor and sometimes partner, John, is of absolutely no help. In fact, the fat, donut-gobbling fellow spends the entirety of the game sitting at his desk. It's an odd shift from the previous game, where Erica spends quite a bit of time working out the case with her colleagues, each time getting a new puzzle to solve in return for their assistance. Barely any of the characters established in The Hangman get more than one short bit of dialogue, actually. Erica's IT buddy doesn't even feature at all, his desk sitting empty with a sign saying "AFK." I found most of the characters to be two-dimensional at best, so I had hoped to see them fleshed out a bit more this time. I guess making them completely unimportant barring Rose, Erica's psychic mentor, and Cordellia, her comrade in misery -- and even they get only the smallest of roles -- is one way to solve that problem. The upside is that this forces Erica to be something of a lone hero, a role she handles with aplomb. Her dialogue and Raleigh Holmes's performance makes up for the lack of other interesting characters quite a bit, and Erica spends much of the game in a believably frustrated state. She clearly doesn't have time for bullshit, and when she's not getting angry at suspects, she's making sarcastic remarks about some of the idiots she has to deal with. A particularly memorable scene sees Erica interviewing the ex-roommate of a suspect, who unfortunately happens to be an irritating new-age forgetful ditz and tarot fan. A lot of the scene is played for laughs, and it may have felt tonally out of place in a thriller if it wasn't for Erica's obviously thinning patience, having to put up with this idiot when she has a friend to rescue.   One of The Wise Monkey's most obvious improvements are the puzzles, which I found hit or miss in the first episode. Erica's cognition abilities are far more prominent, and they make for the most intriguing head-scratchers. On top of the abilities she uses in The Hangman -- all of which return -- she gains a new power where she is able to see the past via interacting with multiple inventory objects. It's put to good use over the course of the game, and gives greater meaning to some of the items she picks up. Outside of the cognition puzzles, everything else is logical, though not without some degree of challenge. I confess I was stumped for a wee while a couple of times, and not due to unnecessary obfuscation. My only real complaint in regards to this aspect is the not-insubstantial amount of backtracking, with several puzzles running across multiple scenes, and some areas being used with quite a bit of frequency, leading to them outstaying their welcome. The case itself is a grisly investigation, with the victims' corpses being horribly desecrated, and one with far more compelling twists and turns than its predecessor's. Its climax will undoubtedly leave some unsatisfied, however, although I suspect it will be a matter of taste, as Cognition episodes seem to revel in cliffhangers and creating more questions.  Though The Wise Monkey is not all it could have been, it's a strong second episode. Much of it, however, felt almost like filler. The murder of Erica's brother and The Hangman case remain effectively untouched throughout most of this installment, and it does worry me that it has now set up even more mysteries while answering absolutely nothing. I don't doubt that it will all tie together somehow, but Cognition throws so few bones to the player that even the enjoyment of speculation is fruitless. 
Cognition episode 2 photo
A gruesome second outing
The coffee in Boston's FBI offices must be a really special kind of black sludge, capable of turning ordinary investigators into relentless machines. Or maybe Special Agent Erica Reed has just transcended the need for rest or...

New mystery car game photo
New mystery car game

This mystery game 'might' be a new Destruction Derby


A return to a once glorious franchise?
Feb 23
// Chris Carter
You're going to need a little context for this one, so here's a brief history lesson on the destruction derby genre. In 1995, Reflections Interactive began work on a franchise for Sony called Destruction Derby. Thi...
The Ship video photo
The Ship video

Criken's Quickies takes a humorous look at The Ship


The indie "whodunit" PC game explored
Feb 11
// Chris Carter
Although the indie PC game The Ship had a myriad of technical issues, the fact remains that it was still good fun with the right group of people. As a whodunit experience, The Ship tasked players with avoiding one mystery ki...
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The Phantom Pain trailer gets an 'Alternative Version'


What are you up to, Joakim Mogren?
Dec 21
// Jordan Devore
Well, that's two more times I've had to watch the trailer for The Phantom Pain, a game announced by Moby Dick Studio at the 2012 Spike VGAs that may or may not be Metal Gear Solid V or connected to the franchise in some curr...
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Can Pop-Fiction finally uncover the Mega Man 9 'secret'?


Capcom's most annoyingly elusive mystery
Oct 21
// Tony Ponce
I don't know why I don't share GameTrailers' Pop-Fiction more often. That show is great! It's been just over four years since the Blue Bomber returned to his 8-bit roots in Mega Man 9. And though game masters have torn every...
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Is Square counting down to World Ends with You sequel?


Aug 20
// Jim Sterling
[Update: By setting your computer's clock forward, you can reveal more information on the countdown. Changing music and the gradual reveal of the city have practically confirmed something TWEWY-related. The last two days of t...
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Club Nintendo now offering mystery boxes


Apr 25
// Chris Carter
Remember all those "mystery toy" lines in the 90s, where you'd buy unknown capsules that would sometimes dissolve in water? Many toy manufactures are still making them actually, preying on our child-like sense of curiosity --...
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Even more hints of a The World Ends with You sequel


Apr 21
// Tony Ponce
Even since we learned that The World Ends with You characters would be appearing in Kingdom Hearts 3D, rumors have been swirling that a sequel to the sleeper DS hit is just around the corner. We still don't have any confirmat...
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Valve recruitment ad points to hardware plans


Apr 13
// Jim Sterling
Valve is recruiting, but it's not just looking for a few extra bodies. According to its job listings page, the company wants hardware boffins to help create brand new gaming experiences. Those adamant that Valve is working on...
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Just Add Water teases Hand of Odd, which is great!


Apr 12
// Jim Sterling
I remember first reading about Hand of Odd, way back in my school days. A simulation game set in the Oddworld universe, it had only promises to deliver until it was postponed in 2004. Last year, Just Add Water confirmed it wo...
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Discovery Project is a thing about things with things


Mar 09
// Jim Sterling
Here's another mysterious PS Vita announcement for you to ruminate on. It's called Discovery Project and it's about ... something.  Kadokawa Games joined forces with Sony to tease this mysterious project, which seems to...
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Mega Man creator working on 'amazing' PS Vita game


Mar 09
// Jim Sterling
While most of the Vita's "announcements" today have been fairly unimpressive, there has at least been one intriguing tease. It comes courtesy of Mega Man creator Keiji Inafune, who revealed he's working on something "am...

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