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Xbox One

Dangerous Golf photo
Dangerous Golf

Devs are already thinking about the next generation of consoles


Devs need to 'build for that future now'
Feb 09
// Vikki Blake
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...
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 ...
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...

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...

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, ...
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...
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...
Dark Souls III photo
Dark Souls III

Come watch Dark Souls III's opening cinematic


Scholars of the First Spoiler
Feb 08
// Joe Parlock
Bandai Namco and From Software have released the opening cinematic of Dark Souls III. Be warned, though, as it obviously contains massive spoilers for both the story and, presumably, at least some of the bosses. They're ver...

Review: Unravel

Feb 08 // Caitlin Cooke
Unravel (PC, Xbox One, PS4 [reviewed])Developer: Coldwood InteractivePublisher: Electronic ArtsReleased: February 9, 2016MSRP: $19.99 Unravel’s story begins with an elderly woman making her way up to bed as Yarny, the game’s darling protagonist made from red yarn, comes to life downstairs. His adventure begins just outside of the cottage, roaming through the garden and into the beyond in search of lost memories made by the family that once inhabited the house, unraveling himself along the way. Yarny is able to roam freely throughout the cottage, a landing area for the ten chapters in the game which are accessed through framed pictures. Each photo transports our hero to the area it was taken where he encounters fragments of lost family memories, pictures frozen in time. At the end of each chapter he places the memories into a photo album that starts to come to life, weaving pictures into a story. [embed]339641:62166:0[/embed] To capture all the memories you guide Yarny through various terrain and strategize on how to make it past obstacles without unraveling him too much, as he only has limited amounts of yarn before reaching another spool. At first the game throws a lot of yarn techniques and mechanics at you quickly, but with time they start to become second nature. Coming up with clever solutions using environmental props along with grappling, swinging, climbing, rappelling, and tying knots for points of resistance are key to making it through. The yarn puzzles are fairly easy to figure out without being too simple -- each task is fairly small and broken up, not requiring long chains of thought but at the same time being challenging enough to feel rewarded when making it through. There were a few areas I was stuck on for longer than I’d like, but for the most part I found them to be fun and clever. Surprisingly, the levels never felt repetitive and the game was kept fresh by experimenting with the yarn’s mechanics in new environments. Outside influences also give a bit of flavor, requiring additional thought behind the puzzles -- for example, landslides, animal chases, and active machinery all play additional parts to the game beyond the yarn. Because the yarn is finite and will stop unraveling if you use too much, being cautious with solutions is critical to making it past obstacles. Yarny will get visibly distressed and emaciated if you pull too far away -- but don’t worry, you won’t kill him, he just won’t stretch any farther. If you find yourself in a particular bind (literal or no) you are able to reset back to the last save point by holding the down button. This is an extremely useful and necessary feature as it is quite possible to accidentally get yourself in an unsolvable situation. Spools act as save points along with providing the additional thread, and are fairly regular throughout the levels, however there are some small stretches that can wear thin if you’re not careful and make too many mistakes. Unravel as a whole is a whimsical and endearing adventure, pulling you further into the atmosphere through the intricate textures and bright effects. In one of my favorite levels you make your way through a snowy farm, rolling pine cones to make snowballs. The environment was so realistically captured and joyful that I felt I was right there with Yarny rolling around in the snow. Textures and light within the environment are slightly exaggerated, but in that magical way that makes fond memories stand out brighter. Everything from a log to a puddle comes to life beyond what’s contained in reality, almost like watching the most beautiful sceneries replay in your head. There’s a certain sadness to the experience that I can’t quite explain, perhaps lost nostalgia and a lingering familial longing that tugs at the heartstrings. It’s not necessarily "sad" or depressing in the traditional sense, but a thoughtful tale that brings forth various emotions throughout that will vary depending on the player’s personal history and connection to the story. These emotions are certainly drawn out even further by the sepia tones and lovely violin accompaniment, along with the self-discovering nature of the game. Unravel cherishes the best moments in life while recognizing the hard battles we sometimes face as families, all wrapped up within delightful gameplay and stunning scenery. The atmosphere is so compelling that I couldn’t help but feel like a piece of my own story was wrapped up in the game with the rest of the photo album. It’s rare but a special thing when a game manages to impart a story that touches strings deep in the heart, and Unravel manages to meet and exceed this feat. Get ready to have all the feels. [This review is based on a retail build of the game provided by the publisher.]
Unravel review photo
Simply beautiful
At first glance Unravel feels akin to LittleBigPlanet with its adorably miniature yarn-clad mascot, but don’t let it fool you. It’s a heartfelt story with little communication beyond imprinted memories, woven with...

The Division photo
The Division

Ubisoft deliberately keeping PC version of The Division 'in check' with consoles


PCMR 4EVA
Feb 08
// Vikki Blake
[Update: Ubisoft has released the following statement regarding the PC version: "It has come to our attention that a comment from one of our team members has been perceived by some members of the community to imply the...
Battalion 1944 photo
Battalion 1944

Is it about time to revive the WW2 shooter?


Apparently so
Feb 07
// Kyle MacGregor
Years ago, World War II shooters were everywhere. Then the bubble burst. Activision, EA, and all the pretenders trained their sights on more contemporary settings, quickling transitioning series like Call of Duty, Medal of Ho...
Titanfall photo
Titanfall

Report: Titanfall 2 will include single-player mode


Retelling American war stories in space
Feb 07
// Kyle MacGregor
Titanfall 2 hasn't been revealed yet, but a sequel to Respawn Entertainment's 2014 shooter is in the works and is planned for release "sometime late this year or early next," according to the series' lead writer Jesse St...
Red Dead Redemption photo
Red Dead Redemption

You could be playing Red Dead Redemption on your Xbox One right now


If you own a digital copy on Xbox 360
Feb 07
// Zack Furniss
[Update: Looks like Microsoft pulled the trigger early. The game has been removed and more info is coming soon.] Last year, Microsoft hosted a vote to see what Xbox 360 titles folks wanted to see on the Xbox One via backwards...
Quantum Break photo
Quantum Break

Quantum Break sure has changed over the last four years


Before it got Shawn Ashmore'd
Feb 07
// Zack Furniss
I haven't been following Quantum Break too closely, even though I love Max Payne and Alan Wake. What I've seen so far has felt a bit generic, lifeless, and grey, so I'm hoping that Remedy's traditional biz...
Song of the Deep photo
Song of the Deep

Thirsty for details about Song of the Deep? Drink up this video


Not my best headline
Feb 06
// Zack Furniss
Us folks at Destructoid didn't attend PAX South this year, so we've been keeping our collective eyes on any information that continues to dribble out now that it's over. Windows Central attended the event, and was able t...

Review: A Boy and His Blob

Feb 06 // Brett Makedonski
A Boy and His Blob (Linux, PC, Mac, PS4, PS Vita, Wii, Xbox One [reviewed])Developer: WayForward TechnologiesPublisher: Majesco EntertainmentReleased: October 13, 2009 (Wii), January 20, 2016 (Re-released on other platforms)MSRP: $9.99 WayForward's take on A Boy and His Blob is intentionally vague and that's possibly its best quality. In an opening sequence reminiscent of EarthBound, a child is woken in the middle of the night to a crash outside his window. After a brief bout of exploration, Blob is discovered. From there, it's just adventuring for the sake of adventuring, and saving the world for the sake of saving the world. Blob is billed as the greatest asset, a shapeshifter who can perform about a dozen different functions. For example, Boy feeds Blob a jellybean and Blob turns into an anvil. Or a soccer ball. Or a trampoline. Over the course of 40-some levels, variations of this sequence play out hundreds (maybe thousands) of times as the main function of this puzzle platformer. You wouldn't think it from the game's title, but Blob is actually a tertiary character. If it were named more accurately, this would be called A Boy and His Jellybean Wheel. A disconcerting amount of time is spent in a time-frozen state clumsily navigating a menu of the level's eight-or-so pre-assigned jellybeans. After a jellybean is thrown and Blob (hopefully) performs his duties, it's only a matter of seconds until you're forced to again pull up that menu. That process sucks the life out of A Boy and His Blob. Even though most of the game's levels are notably short, they often feel like arduous endeavors because the pace grinds to a crawl. Puzzle solutions are usually easily identifiable -- in fact, there are often giant signs pointing out the answer -- but their execution is needlessly slow and sluggish. [embed]338372:62152:0[/embed] Making matters worse, there are many many instances when Blob simply won't do what you want. Blob has a tendency to shift shapes just ever-so-slightly not quite where intended. It's annoying at first, but becomes a detriment in later levels. That combined with stiff and unresponsive platforming controls often leads to starting the section over from scratch.  And, that's all when Blob is actually on-screen. It's not uncommon for Blob to be missing altogether, either because it was left behind or it hopped into an abyss. When this happens, the game would like for the balloon jellybean to be tossed, causing Blob to eventually float to your position. Mercifully, however, there's a call button that can just be impatiently pressed over and over until it balloons your way automatically, slowly but surely. What A Boy and His Blob has on its side are intangibles, of sorts. They're plucky attributes that significantly and understatedly enhance a game, but don't necessarily make a game. For instance, there's no denying A Boy and His Blob's innocent aesthetic, unspoken emotion, or charming spirit. Those are the qualities that make the game more tolerable than it would otherwise be. Without much option of anything besides leaning on the NES version's method of using Blob (a non-playable character) as the means of gameplay execution, WayForward's take on A Boy and His Blob is frustratingly imprecise and inaccurate. But, by deviating a bit and adding the jellybean wheel, it killed any momentum and turned the game into a slog. That is truly the worst of both worlds. [This review is based on a retail build of the game provided by the publisher.]
A Boy and His Blob review photo
Blah-b
A Boy and His Blob, a 2009 "re-imagining" of the NES game of the same namesake (and recently re-released on current platforms), is an interesting case study. When does retro game design and a devotion to source material becom...

The hardcore Destiny community forgets why we play

Feb 06 // Darren Nakamura
There are a lot of possible answers to that question, but the most common among the hardcore players is because they are not at the maximum light level, or don't have every piece of exotic gear. Basically, they're in it for the stuff. This isn't some mindblowing revelation. Bungie has employed specific knowledge of human psychology in order to hook people into the loop. It's a classic Skinner box through and through, and Bungie wants players to keep hitting that lever for the chance at getting a food pellet. This is even more apparent now that Bungie has shifted to its limited-time events. I read a sentiment about the Sparrow Racing League from late last year that paraphrases to "I play SRL because the loot drops are high and frequent." More recently, Iron Banner Rift has seen players manipulating the Mercy Rule to intentionally throw matches and get to the end-of-game rewards more quickly. The problem with this mindset is that it treats the game like work. As players, we should be saying "I want to engage with this content because it is entertaining," not "I want to get to the end of this content as quickly as possible because my number might go up." I played a decent bit of SRL when it was around because the racing was a nice change of pace to the usual shooting. I played the most recent Iron Banner because Rift is my strongest game type and I knew I'd enjoy the process. I run King's Fall because it's a great feeling coordinating six Guardians into a well-oiled machine. Heck, I will still run the old raids, Vault of Glass and Crota's End, despite that they drop useless rewards. I play Destiny for the intrinsic value. I play Destiny because it is entertaining. When you treat a game like it's a job, then the saltiness comes out. Farming materials for the exotic sword quest is a good example. If you view it as an item on a checklist and try to power through it as quickly as possible, you're in for a bad time. Sure, you can mainline material routes for four hours straight to get it, but it'll be a boring four hours. Instead, I would go on Patrol, grab a few materials, participate in public events, kill some Taken champions, and head back to orbit when I felt like doing something else. It probably took me twice as long over multiple days to finish farming, but that was eight hours of enjoying myself instead of four hours of hating the world. The economics here are clear: if you play only for the reward at the end, you rob yourself of the enjoyment throughout. I implore players: divorce yourself from the reptilian part of your brain that is so susceptible to Destiny's operant conditioning. If you ever find yourself playing because you feel you have to rather than because you want to, ask yourself, "Am I enjoying this?" If you find yourself more interested in the reward at the end than the content in which you use the reward, ask yourself, "Is this worth it?" If your answers to those questions are no, there's no shame in finding something else to do, inside the world of Destiny or outside of it. Never forget the reason we play in the first place: to have fun.
Destiny opinion photo
Forget chasing loot for once
I've been playing a lot of Destiny lately -- late to the party, I know -- and going deep into the rabbit hole almost requires players to frequent r/DestinyTheGame or some other similar community site. Without it, I'd never kn...

TrackMania photo
TrackMania

TrackMania Turbo hits PC and consoles in March


Back on the radar you go
Feb 05
// Jordan Devore
At some point during the past several months, TrackMania Turbo slipped off my radar. Which is a shame, because it looks super good. You can air-drop from a helicopter into a race and drive upside down on magnetic rollercoaste...
Rise of the Tomb Raider photo
Rise of the Tomb Raider

First Rise of the Tomb Raider PC patch mostly just makes sure you can go 'sploring


And murdering too, I guess
Feb 05
// Brett Makedonski
Rise of the Tomb Raider is quite the good showing from Crystal Dynamics. Good enough, in fact, that we awarded it our Best Xbox Game of 2015. But, when we put it through its paces on PC, we found performance to be lackin...
H1Z1 photo
H1Z1

H1Z1 is becoming two separate games


'King of the Kill' and 'Just Survive'
Feb 05
// Jordan Devore
Daybreak plans to split up its multiplayer zombie survival game H1Z1 on February 17, 2016. It's becoming two titles: H1Z1: Just Survive, an apocalyptic open-world experience with the usual scavenging and crafting, and H1Z1: K...

Review: Tachyon Project

Feb 05 // Chris Carter
Tachyon Project (PC, PS4 [reviewed], Xbox One)Developer: Eclipse GamesPublisher: Eclipse GamesReleased: July 15, 2015 (PC, Xbox One), Jan 19, 2016 (PS4)MSRP: $9.99 Tachyon, as the name probably suggests, is housed upon a foundation that involves a cheesy cyberpunk hacking plot. Players are placed into a dystopian future of sorts, hacking police stations and corrupt governments by way of a tiny ship. In a way, it's kind of like the setup for the Sly Cooper spinoff Bentley's Hack Pack, but a lot more serious. And really, there is a bit of charm there, especially if you dig the cyberpunk aesthetic. I commend Eclipse Games for trying something other than the "menu to shooting" approach, and it helps ground the campaign a bit and give the whole affair meaning. Some light commentary during missions also helps make things interesting while you're blasting away. The soundtrack, like the story, has a muted, chill feeling to it, which I dig. While Happy Hardcore songs during bullet hell dodging is great, I like the low key electronica soundtrack here, as it meshes well with the game's dark hues and not-too-bright neon visuals. Gameplay-wise, Tachyon operates on a twin-stick control method, with two sets of power-ups mapped to two buttons. That's all you really need to know, and once you start progressing on your journey, more options will open up. The shooting bits in general work well, and I like how using your normal cannon has a recoil effect (but not jarringly so) -- forcing players to course correct and get to know their ship a bit better. Players can also min-max stats by choosing a new chassis to suit their own style of play. I'm more of the defensive health-conscious player myself. Levels primarily stay engaging because of interesting enemy types. It's mostly stuff you've seen before, but black holes that suck up bullets, kamikaze ships, and generally aggressive AI will keep you on your toes. It's also easy to tell everything apart and identify its logic, so you don't have to constantly guess what a specific enemy type is. Tachyon Project isn't a remarkable shooter, but it's well-designed on several levels. There's no multiplayer to speak here, but with a decent campaign, lots of customization, and New Game+/Endless modes, you'll be perfectly fine going at it solo. [This review is based on a retail build of the game provided by the publisher.]
Tachyon Project photo
Hackin' like Jonny Lee Miller
While the shoot 'em up genre isn't the king it once was, more and more gems are coming out every passing year. New development studios are taking to Steam and mobile, and even Cave is coming out of the woodwork to become rele...

Dragon Ball photo
Dragon Ball

Dragon Ball Xenoverse sold the most in America


Europe was second
Feb 05
// Chris Carter
Europe may love its One Piece, but North America loves its Dragon Ball. Bandai Namco has shared the sales statistics for Dragon Ball Xenoverse, and they clock in at a massive 3.13 million copies shipped. Shipped, sold, whatev...
Destructoid Rocket League photo
SW33T!
Mr. Destructoid has been around for almost 10 years now (!!), and in that time his cold steel frame has graced a few video games. First there was Bomberman Live, then came Raskulls and BurgerTime World Tour. Heck, the green m...

Destiny photo
Destiny

Bungie makes several interesting changes to Destiny PvP matches


Changing the Crucible
Feb 05
// Vikki Blake
Bungie’s weekly update has been rebranded This Week at Bungie… and that’s not the only change coming from the Destiny developer this week. There are two new Crucible playlists headed our way - Freelanc...
Grand Theft Auto Online photo
Grand Theft Auto Online

GTA Online is still making shedloads of money


So don't expect a new GTA game just yet
Feb 05
// Vikki Blake
If you thought the hype around Grand Theft Auto V - and specifically, the multiplayer component GTA Online - was over, think again. Addressing an earnings briefing (via Gamespot), CEO of Rockstar’s publisher Take-Two sa...
Unravel photo
Unravel

EA and Origin Access subscribers can play the first two levels of Unravel right now


Oooh Yarny, kumbayaaaa
Feb 05
// Joe Parlock
It’s not long now until puzzle-platformer Unravel is launched. On February 9, the world will be too distracted by how adorable Yarny is to notice many of the world’s ills, and we will at last have achieved global ...

Review: Fortified

Feb 04 // Jed Whitaker
Fortified (PC, Xbox One [reviewed])Developer: ClapfootPublisher: ClapfootMSRP: $14.99Released: February 3, 2016 Fortified's story is quite familiar; robotic martians come to Earth and start destroying every living thing in their path, and it is up to four heroes to stop them. In this case, the heroes are made up of four different selectable characters ranging from a spaceman, a rocket scientist, a secret agent and, of course, a handsome captain of the team. For my playthrough, I chose to play as mostly the rocket scientist as she was the only female character available. Each character has special abilities that they can do for a brief time upon filling a meter, and the rocket scientist's allows her to fly around the map with endless clips of ammo and invulnerability. Her starting weapon is a grenade launcher that knocks enemies in every direct with each explosion, which is a nice way to delay the advancement of martians. Each level plays out in a varying number of waves of enemies. Before each wave, players have the ability to stage defenses along the path enemies will be following as they attempt to blow up your base, or, in this case, rocket ship. Some stages only have one rocket; others have multiple and if any of them are destroyed, the level is lost. During waves, players can freely attack with their weapons of choice which have unlimited ammo but varying reload times. After completing stages, characters gain experience points and upon leveling up gain points to unlock and upgrade weapons and defenses. Each character levels independently and has their own set of unlockables, though it appears there may be some crossover between characters. XP is only gained when completing levels for the first time on each difficulty, or by grinding the endless waves of Invasion mode, so you can't cheese the system and grind the first level to unlock everything quickly. This keeps the game from being a total cakewalk, but it certainly isn't hard. [embed]338092:62075:0[/embed] I was able to complete the 12 stages on offer without much of a challenge. I believe I had to retry three or four levels, but that was typically caused by loading into the levels without needed defenses. Specifically, early on in the game, I was given the choice between unlocking a couple of options, and I didn't choose the auto-turret that fires at flying enemies, therefore I got quickly bested in the next stage. Luckily, you can redistribute your points between levels as you see fit, and unlock the necessary equipment without any hassle. While there are two other difficulties available -- hard and the unlockable insane difficulty -- they don't feel like what I was hoping for. Hard limits you to 15 seconds between waves with a 15-second respawn timer, but otherwise felt the same as the normal difficulty. Insane only has five seconds between waves, enemies can kill you in one or two hits, and respawns are only at the start of each wave. The time between waves doesn't matter so much as you can place defenses whenever, nor does an extended respawn timer for the most part. Insane mode felt mostly unfair and cheesy. Multiplayer, on the other hand, is a bit more difficult in the sense that enemies take far more damage before keeling over. I would have preferred to see more enemies instead of having them be proverbial bullet sponges, but I guess this is intended to encourage players to work together -- if only players did that. Can't blame the developer for your teammates not communicating or working together, though. Overall the online experience was smooth, with no noticeable issues. Playing Invasion mode with a high-level character felt far too easy, as I was able to build enough defenses to sit back and let them do all the work for me. That said, it is a nice addition, but only has three different maps to play on, so unless you plan on using it to grind XP, I don't think it adds much longevity to the game. While 12 levels may seem like a low amount, it felt just right to me. The game didn't overstay its welcome and the levels were varied enough to remain interesting. Some of these levels have over 700 enemies to kill, with tons of them on the screen at the same time. Impressively, the Xbox One version didn't have any noticeable framerate issues or slowdowns, keeping a pretty nice 60-ish frames per second. While the graphics aren't all that spectacular, the art style stays true to the films of old that it is based on. As far as audio goes, get ready to hear the same song over and over, as apparently there can be only one. Somehow, I still found myself both humming it and hating it by the time the credits rolled. Overall, I enjoyed my time with Fortified, but it is hard to recommend as a single-player-only experience due to it being too easy, and with no split-screen on offer, you're going to have to make friends or play with randoms online. The entire story consists of three short cutscenes, so those wanting a deep narrative need not apply. If you're looking for a campy romp with some friends and a few thousand martians, though, Fortified is easy to recommend. [This review is based on a retail build of the game provided by the publisher.] Fortified (PC, Xbox One)Developer: ClapfootPublisher: ClapfootMSRP: $14.99Release Date: February 3, 2016 If you're familiar with any of the campy 1950's sci-fi flicks, then Fortified's story will be quite familiar; robotic Martians come to planet earth and start destroying every living thing in their path, and it is up to four heroes to stop them. In this case, the heroes are made up of four different selectable characters ranging from a spaceman, a rocket scientist, a secret agent and, of course, a handsome captain of the team. For my playthrough, I chose to play as the rocket scientist as she was the only female character available. Each character has special abilities that they can do for a brief time upon filling a meter, and the rocket scientist's allows her to fly around the map with endless clips of ammo and invulnerability. Her starting weapon is a grenade launcher that knocks enemies in every direct with each explosion, which is a nice way to delay the advancement of Martians. Each level plays out in a varying number of waves of enemies. Before each wave, players have the ability to stage defenses along the path enemies will be following as they attempt to blow up your base, or, in this case, rocket ship. Some stages only have one rocket; others have multiple and if any of them is destroyed the level is lost. During waves, players can freely attack with their weapons of choice which have unlimited ammo but varying reload times. After completing stages, characters gain experience points and upon leveling up gain points to unlock and upgrade weapons and defenses. Each character levels independently and has their own set of unlockables though it appears there may be some crossover between characters. XP is only gained when completing levels for the first time on each difficulty, or by grinding the endless waves of Invasion mode, so you can't cheese the system and grind the first level to unlock everything quickly. This keeps the game from being a total cakewalk, but it certainly isn't hard. [embed]338092:62075:0[/embed] I was able to complete the 12 stages on offer without much of a challenge. I believe I had to retry three or four levels, but that was typically caused by loading into the levels without needed defenses. Specifically, early on in the game, I was given the choice between unlocking a couple of options, and I didn't choose the auto-turret that fires at flying enemies, therefore I got quickly bested in the next stage. Luckily you can redistribute your points between levels as you see fit, and unlocked the needed equipment without any hassle. While there are two harder difficulties available, the hard and unlockable insane modes, they don't feel like the difficulty I was looking for. Hard limits you to 15 seconds between waves with a 15 second respawn timer, but otherwise felt the same as the normal difficulty. Insane only has five seconds between waves; enemies can kill you in one or two hits, and respawns are only at the start of each wave. The time between waves doesn't matter so much as you can place defenses at any time, nor does an extended respawn timer for the most part. Insane mode felt mostly unfair and cheesy, but might be the best way to play if the difficulty doesn't scale with multiplayer; I hope that is the case. Playing Invasion mode with a high-level character felt far too easy, as I was able to build enough defenses to sit back and let them do all the work for me. That said, it is a nice addition, but only has three different maps to play on, so unless you plan on using it to grind XP I don't think it adds much longevity the game.
Review: Fortified photo
Domo arigato Mr. Martian Roboto
The 1950s were considered the golden age of campy sci-fi films, with aliens often invading Earth alongside giant animals, and, of course, robots.  Fortified tries to recreate the feeling of those films in a third-pe...

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