Inti Creates is just full of surprises. First, we had the announcement of a brand new Mega Man-like project that absolutely exploded on Kickstarter. Then we got word that Azure Striker Gunvolt was in production, and was an attempt to recreate the feel of the Mega Man X and ZX titles.
Now, we have a full-on 8-bit loveletter to the NES area in the form of Mighty Gunvolt, which is a free add-on for Striker. Provided that Mighty No. 9 delivers, this is going to be one hell of a retro trifecta.
If Capcom ever decides that they're done with Mega Man, someone will carry the torch. Whether it's tireless fan creators or the father of the Blue Bomber himself, the Mega Man community is one of the most passionate collectives I've ever seen in the gaming industry.
Not content with rebooting his creation entirely with Mighty No. 9, Inti Creates has crafted a love-letter to Mega Man ZX, and the 8-bit era. If Azure Striker Gunvolt is anything to go by, I hope that passion lives on for quite a while.
I really enjoyed watching Clementine's tale unfold over the course of The Walking Dead Season 2. It managed to establish a different tone than the first season, which makes them rather hard to compare bit by bit.
But in terms of delivering a suspenseful, emotional finale, I think Lee's final outing takes the cake. Season 2's No Going Back is the last time we'll see Clementine for a while, but for the most part the episode deals with many of the same themes we've seen in her adventures so far.
Not that it's a bad thing, mind you -- just don't go in expecting it to blow your mind.
It's five months later, and inFamous: Second Son is still one of my favorite games of the year. As a massive improvement in just about every facet of the franchise, I enjoyed seeing how Delsin's story played out, and as I slowly made my way towards a 100% completion rate, I wanted more.
Well, we're getting just that with inFamous: First Light, a standalone DLC story not unlike Festival of Blood, starring Fetch -- the neon heroine from the original.
I’ve tried to explain Lethal League to a lot of people. I've found that the best way to describe it is “If Mario Tennis and Smash Bros. had a baby, and it was raised by European DJs who love baseball.”
Now if that doesn’t sound interesting to you I don’t know what would.
CounterSpy's stylized Cold War re-imagining is on point. It looks good, with its spindly spy running, rolling, and leaping like a jumping spider. It sounds good, with its jazzy soundtrack that reminds of James Bond.
Despite how you may feel about the polarizing second arc of Sword Art Online, fans generally have nothing but good things to say about the first arc. It managed to nail a lot of aspects of MMO culture, along with marrying the aspect of a virtual game of death into an interesting narrative full of mostly likable characters.
Sword Art Online: Hollow Fragment manages to re-tell the end of the arc in videogame form, and even though it isn't the best RPG on the Vita, it's pretty much a must-have for hardcore fans of the series who always wondered what lurked beyond the 75th floor of SAO.
Hohokum is amazing. It can also be awful. My time with it was often as captivating as it was arduous. Hohokum is everything right and wrong with videogames. It's equally worthy of condemnation and acclaim.
Firefall is a game that has seemed to get a lot of press over the past few years, often for the wrong reasons. Whether it's word of troubled staff, protests, or delays, most Firefall news isn't good news.
But alas, as we all know, the true test of a game's strength is how it plays on its own merits, when it's fully released. After testing it out for a few weeks I can safely say that Firefall hasn't blown me away, but it has laid a decent foundation to build upon in the future.
The term "roguelike" gets way too much airtime these days. If anything has permadeath, it's instantly a roguelike. If it takes place in a dungeon -- "roguelike!" But the original Rogue's core mechanical element was its grid-based gameplay, where every action by the player warranted an equal and opposite reaction, adding a puzzle element to the mix.
Road Not Taken operates very closely to the formula of the original Rogue, but doesn't really hold that premise as well as it should throughout.
Look, $50 is a lot of money for a Season Pass in a first-person shooter. If it was just comprised of 16 maps alone, no matter how good they were, it probably wouldn't be worth the money for all but the most diehard of FPS fans.
But thankfully, Infinity Ward has made amends for the rather bland core package of Call of Duty: Ghosts, and the Nemesis map pack is no exception. In addition to four solid maps, there's another chapter of Extinction, the developer's out-of-this-world take on Treyarch's zombies.
Because of these packs, I'm actually a bit more excited for Infinity Ward's follow-up in two year's time.
The specter of Diablo looms large over the action-RPG genre; most games borrow heavily from Blizzard's seminal game and those games' success is usually judged on how close they stick to the formula and how well they execute on that.
While it's tempting to praise a game for breaking away from some of the genre's conventions in order to make itself stand out from the crowd, Sacred 3 has stripped away so many of the things that make an APRG fun. Stats? Pretty much gone. Loot? Almost none. A really enjoyable combat system? Nope.
Oh, and there's people talking wince-inducing garbage over the whole thing.
Steel Empire is a game that not many people were able to experience, sadly. As a child, you likely only had access to either a Super Nintendo or Sega Genesis, which cut out a ton of potential classics for you to play and cherish as time's cold embrace passed you by.
I was very lucky to experience it for a few brief days attending a friend's house many years ago, and now, thanks to the magic of porting, everyone can give it a go on the 3DS. As long as the price point isn't too rich for your blood, you should jump on this opportunity.
Gods Will Be Watching is a tough game. It puts the player in positions that they'd rather not be in and asks them to make difficult choices. In order to succeed at a mission, you may have to do unthinkable things, betray your morals, and become a monster just to survive a little longer.
It's also tough in another sense: the game is bloody hard.
A pastime needn't necessarily be transcendent to make for an experience enjoyable. So long as there's a hook, something to keep one captivated throughout the journey's duration, it's easy enough to look beyond some frayed edges and just enjoy the ride.
In the case of Battle Princess of Arcadias, the hook never really manifests. The action role-playing game casts out some nice ideas, but none are quite compelling enough to really reel one in.