Usually seeing a demo you played just a month ago means there isn't too much more to wring out. This is not the case with Bloodborne.
The Tokyo Game Show demo bested me. That same demo was playable today at Paris Games Week. Its stations were behind me when I was playing The Order for the first time. The two rectangle setups shared a side. The Order's demo area was strewn about with rope, like cartoonish, espiga colored rope. Fake ammunition belts and singular rounds were glued to the table and up against some walls were crates with weapon replicas.
The Bloodborne area was threaded with leaves and one large angel statue with bleeding eyes. These are opposite games, positioned opposite each other. After playing The Order, I turned about, more excited to try and get through a Bloodborne level I had already played.
I finally played The Order: 1886, Ready at Dawn's upcoming PS4, monster-filled, alternate-London-history third-person shooter here at Paris Games Week.
I still really want to like it. I like a lot of things about it. Well, mainly its aesthetic, both the technical marvel and the filmic look. But I was kind of bored playing the game. Maybe it didn't help I lacked story context, starting somewhere a few chapters in. There was no emotional manipulation for me to care about our squad making our way to one of our members who had been pinned downed, a feat I only realized we were doing after I did it.
And I felt no tinge of sadness for the other squad member that dies--good ole What'shisname--after a little scene where you drag his bleeding-out-body into cover, firing a pistol at a few swarms of enemies on the roof.
I recently got my hands on Super Smash Bros. For Nintendo Wii U, and holy Bowser babies, are there a lot of new and expanded features! In fact, there is so much new stuff that I could hardly cover it all, so instead I am sharing my boiled-down list of the 8 most interesting things that I think Nintendo has done well for Smash U, and the 8 things I think could use some work.
With the rise of high-definition re-releases, many fans have likely made a wish list of titles they hope will eventually get the HD treatment. Whether they be classics from the '90s or 2000s, we're seeing a variety of games find new life in today's market. Unfortunately, not every title can make that transition to modern consoles, be it for technical or design reasons.
Thankfully, Resident Evil is an exception. During a special hands-on session with the game, I experienced what it was like to return the mansion in full HD, and even got to speak with members of Capcom staff to learn about the challenges they faced with Remastered.
Sydney-based independent studio Flat Earth Games has released its top-down cyberpunk-noir contract killing simulator Metrocide via Steam Early Access at the reduced price of $6.99. The final version of the game, which should be available in around six weeks, will cost $12.99.
To coincide with the title's Early Access launch, game creators Leigh and Rohan Harris have released a second developer walkthrough to demonstrate some of the more complicated hits you'll be tasked with completing in the third zone of the game, Hilldale.
In this latest video, viewable below, anti-hero T.J. Trench is far better equipped than he was in the last. Sporting a high-powered silenced rifle and remotely detonated explosives, T.J. can now take down targets from a safe distance, but there's a catch -- depending on the contract's criteria, visiting the crime scene may be necessary for cashing in on the reward. You may want to think twice before striking from a distance; it's going to be difficult to pick up that briefcase with several heavily armed police drones hovering over the body.
Max and I got a chance to dick around in an almost-finished build of Far Cry 4, but unfortunately Max went home sick with an earache, so here's my playthrough, along with my impressions. And Max's dumb jokes.
Back in 2012, Far Cry 3 turned out to be a surprise hit for Ubisoft. It became the bestselling title of the series, appearing on many game of the year lists, and also created a rather excellent spin-off title. But with the announcement of Far Cry 4 back in May, many fans were pretty psyched to have a new game exploring another exotic locale, but also surprised to see something come so quickly.
With the reveal and release happening within six months of one another, it all seems like it has been going too quickly, and we've never really had the opportunity to digest something substantial for the game. Thankfully, Ubisoft agreed and allowed some extended hands-on time with the upcoming open-world shooter. After experiencing some time with the game's open-world, I can say that November is certainly going to be interesting month with this title coming to market.
Max was poring through some new Far Cry 4 footage and spotted a few things that he didn't quite understand. Here's his top picks of interesting things he can't explain, because this game isn't out yet and we thought you might want to see some of it because this is a videogame website, you clown.
It is challenging to fit "Pokémon Omega Ruby and Alpha Sapphire" into a headline. It wasn't hard fitting these 3D updates of the Game Boy Advance classics on the 3DS, though. It was hard making a clean segue from my meta commentary on headline economy.
And speaking of economy—god I'm good at this—the new Ruby and Sapphire return to the humble Hoenn region with your player character bouncing into town in the back of a moving van. This is dangerous, by the way. Always Sunny in Philadelphia showed this. Not that we should expect stellar parenting in a world where pre-teens are globe trotting dog fighters.
What is stellar is the transition to 3D, despite the departure from X and Y's upper-crust hometown and my general preference for the second dimension over the third. It looks as nice as the previous 3DS outing, maybe a bit smoother. The level of detail also let me realize that the rival, Brendan, is actually wearing a goofy white hat. He doesn't just have spiked white hair. I won't give him guff for the hat, but "Brendan?" Brandon, Brendon, Brandan, Brando. I thought "Steven Hansen" was a nuisance to spell what with first and last name having common alternate spellings.
It's been four years since Assassin's Creed became an annual fixture. Every year, like clockwork, Ubisoft releases a brand new, fully developed title in the AC series. But things have changed slightly this year. In a surprising move, Ubisoft decided to ditch the cross-gen development for this year's release of Assassin's Creed, and focus on making two different titles that focused on different directions. With Assassin's Creed: Unity coming to current gen and PC only, many fans will likely miss out. But it seems like people have forgotten that another title in the series is releasing on the same day.
The ever elusive Assassin's Creed: Rogue, which was just announced two months ago, is Ubisoft's attempt to try to offer something for fans who haven't made the jump to current gen, but also aims to improve upon the design and structure set by fan-favorite Assassin's Creed IV: Black Flag. Speaking with Rogue's producer, Karl Luhe, and after spending a good four hours with the tittle at a recent preview event, I see that there's a lot to like with this recent entry in the series.
Over the weekend, I was fortunate enough to check out the alpha build of Discord's enchanting procedurally generated action-RPG platformer Chasm. Now that I've finally had some hands-on with the game, I'd like to share my impressions.
We've talked about this gorgeous game on several occasions, but for those of you still unfamiliar with it, Chasm's list of influences should shed some light on what the team is going for. When asked which titles served as inspirations for the game, director James Petruzzi listed off classics such as Super Metroid and Castlevania: Symphony of the Night as well as The Legend of Zelda and Mega Man. Additionally, and this is something I would not have picked up on without poring over the game's newer screenshots, some not-so-subtle salutes to From Software's Dark Souls.
Modern-day Paris is vastly different than the city that served as the backdrop to one of the most famous uprisings in history: the French Revolution. Some of the greatest locales of the revolution are now gone -- either on the cusp of being forgotten by society, or repurposed altogether. The exact spot where the guillotine was used to behead Louis XVI can be pinpointed by going to Concorde Square and counting one, two, three lampposts in. The Bastille, the prison that was infamously stormed and destroyed is, well, destroyed. It’s been reduced to a scant few blocks next to a metro platform where commuters mostly ignore it. What was the residence of royalty now houses other treasures such as the Mona Lisa and Venus de Milo.
Therein lies the challenge for developers of Assassin’s Creed games. How do they capture the mood and atmosphere of a city that’s so far historically removed from present time? The setting is always the star of Assassin’s Creed titles, no matter which installment in the franchise you’re playing. But, they have to tread carefully because a dull city makes for a dull game.
I'm playing a lot of ping pong this weekend. Remember Ping Pong: The Animation? It has saved anime. I'm in some unfathomable cabin with a pool, pool table, ping pong table, tequila, and just enough wifi to post this. My hair is alive with olive oil. Maybe it will attract the bears.
This weekend, you should call your mother. See how she's doing. Mine wants to hang tomorrow but I'm in the woods.
Hang out with your mom and watch Ping Pong: The Animation with her. Cook some food.
[We post a lot of articles here at Destructoid. The endless, ouroboros news cycle has us burning the snake at both ends, which will ultimately push big news, thoughtful original pieces, and all sorts of other great content off of the front page. Check here every Saturday for my attempt to rectify that.]
The Civilization series is famous for playing out in unplanned marathon sessions, where "one more turn" quickly turns into five more turns, which turn into another hour, before the player finally looks away from the screen to see that it is starting to get light outside. Knowing this, I'm not sure what I was thinking starting the preview build of Civilization: Beyond Earth on a Friday night.
By the time I finished for that session, I had played for eight hours straight and it was then four in the morning. Then I went to sleep, woke up four hours later, and started playing again, eventually logging almost a full day's worth of play time in a single weekend.
Yes, this is still Civilization through and through, but there are some new concepts included that impact gameplay in significant ways. Though there are clear connections, Beyond Earth is far more than just a reskinning of Civilization V.
I put a sizable chunk of time into the original God Eater 2 on the Vita late last year. It was a solid entry in the long line of recent hunting action games, but certainly not without its fair share of issues. It suffered from a lack of content, and its AI was dreadful. The plentiful content updates helped a lot; online coop, new story missions, extra equipment. At the end of the day though, it still felt incomplete. The underlying mechanics were strong, so I was hopeful that we'd see an upgraded version ala Monster Hunter and the Ultimate/G releases sometime in the near future.
Enter God Eater 2: Rage Burst.
Featuring a new storyline, new characters, new weapons, and all sorts of other additions, Rage Burst's developers are pushing it as the definitive version of the game. I had a chance to go hands on with the Vita build and clear the two demo quests at Tokyo Game Show, and I came away feeling good about the changes.
Ask most Tales fans what game has their absolute favorite version of the Linear Motion Battle System (LMBS), and you're likely to get a wide variety of answers. Some prefer the 2D combat from the Tales of Destiny PS2 remake and its sequel, while others hold up Tales of Graces F as representative of the direction the system should go. While I wasn't a huge fan of the latter game, I adored its fast paced, technical combat, and was let down when I eventually played through Tales of Xillia. It wasn't necessarily bad, it just wasn't what I wanted from the series.
I had heard that Tales of Zestiria would be borrowing major elements from Graces' combat, and after ten minutes of time with the TGS demo, I can definitely see the similarities.