Assassin's Creed IV: Black Flag was a huge game. Like, you could easily sink 100 hours into that whole experience before getting 100 percent completion. So Assassin's Creed Rogue may or may not be quite the game for you. It just depends, really.
If you couldn't get enough of the pirate sailing and high seas traveling, then you'll be all over Rogue. (Those of you stuck on last-gen platforms, at least). If you've had more than your fill already though, well, Rogue may not have enough to offer you.
Personally, I'm in the camp that's excited for Rogue. More so than Unity, in fact. The open ocean stuff still intrigues me enough to warrant another adventure on a map that's comparable to Assassin's Creed IV's. But more than that, I like the idea of playing as a Templar this time around.
Whereas Origins was a glorious return to old-school RPG sensibilities, Dragon Age II played like an action game that took place in the same universe. I liked the sequel for different reasons, but it felt like a wasted opportunity as it attempted to juggle some of the RPG elements from Origins while having some faults of its own, like re-used environments and a lack of scale.
If you felt the same way, Inquisition may be for you.
I got my hands on Borderlands: The Pre-Sequel recently, and I've got some hot info on the new mechanics, and one of the new player characters, Athena the Gladiator. The game's new Stingray vehicle has a neat trick to it, there may be smart-targeting laser guns in this new iteration, most importantly, Athena is definitely a badass.
Borderlands: The Pre-Sequel releases in North America on October 14th, 2014; with the worldwide release following on the 17th.
Sure, Natural Doctrine doesn't look great (well, the environments; it does look better in miniature on the Vita). It's a far cry from director Atsushi Ii's gorgeous minimalism in Patapon.
But Kadokawa Games' first internal venture can get a pass for looking a bit dated if the core gameplay can hold up, and it just might. Producer Kensuke Tanaka felt that JRPGs were "lacking in difficulty," that they didn't "make you think," NIS America representatives explained. Natural Doctrine is an answer to that.
However, NIS America was not able to answer why exactly the lead in a fantasy RPG of orcs, magic and lizard men is named Jeff.
The next Dead Island game isn't Dead Island 2. Of course, Dead Island: Riptide already showed the series' disregard for numeration. Counting the early access MOBA, Dead Island 2 should be Dead Island 5. But Dead Island is doing things differently in order to "create a universe in this IP."
And from this comes Escape Dead Island, a single-player only, cel-shaded "survival mystery" that's "Groundhog's Day meets Memento." I wouldn't go that far. It's something different, though.
Yup, you read that headline correctly. Platinum Games, the maker of such fine titles as Mad World, Bayonetta, Metal Gear Rising, The Wonderful 101, and more, is creating a game based on The Legend of Korra series. It's being published by Activision as a download-only title for PC, Xbox 360, Xbox One, PlayStation 3, and PlayStation 4.
We all saw the reveal teaser yesterday, but now it's time I told you how the game plays. Platinum is aiming to ship this one out in the fall of this year, and based on what I got to play of the alpha build, the game is shaping up to be a pretty solid action brawler.
What can be done freshen up the zombie genre at this point? Videogames, television shows, movies, comics -- virtually every pop culture medium's been infested by the craze, long ago hitting a saturation (and then oversaturation) point. So, how does a developer like Techland, who's most well-known recently for its zombie games, take the concept and still manage to make it its own?
Techland's creating a game about zombies, that isn't really about zombies. Counter-intuitive as it may seem, that's what it's doing with Dying Light. And who knows -- maybe that's the take on the undead genre that'll liven it up a bit.
Fantasy games have some of my favorite settings in all of videogames. Forests, mountains, chasms, rivers -- they all have a serenity and majesty about them that wonderfully adds to the sense of scale. It shouldn't surprise me that Dragon Age: Inquisition is poised to be incredibly huge and make nice use of the locations. At the beginning of a 30-minute presentation, I couldn't help but be amazed anyway.
The first thing I noticed in the hands-off demo was simply how big everything was. The open area that we started in seemed to stretch on forever -- mountains book-ending the sides, with a ton of detail in between, thanks to the use of the Frostbite 3 engine. Inquisition's executive producer made sure to make a point that everything we could see could be traveled to.
I wasn't out of my mind for thinking that it looked big. That area alone was larger than the entire play space of Dragon Age: Origins. Inquisition will be the biggest Dragon Age game to date. But, all that area isn't going to waste. Every location in Inquisition is part of a larger story.
The last decade has brought us ten new Call of Duty games. With that steady drip of titles, the series' developers have figured out how to craft increasingly elaborate action scenarios. Despite being at it for a while, the franchise shows no signs of slowing down. That's great news for players that like their games with plenty of adrenaline-fueled moments.
At E3, Activision was showing Call of Duty: Advanced Warfare in hands-off presentations. While that format isn't very conducive to getting a good feel for games, the demo did a fine job of driving home the point that Advanced Warfare is going to be laced with over-the-top setpieces.
I tried my hardest to imagine what the combination of pinball and RPG would look and play like before meeting with Atlus at E3, but I kept coming to mental roadblocks so I decided to wait and be surprised when I got to see it. When I finally did see and play this unimaginable creation from indie debs Phantom Compass, I certainly was surprised.
First, I was surprised at how off-base I was with my imagined concepts. More importantly, I was surprised at how well it all came together in upcoming game Rollers of the Realm.
As Miku fans likely already know, Hatsune Miku: Project DIVA F 2nd is coming to North America this year, to both PS3 and Vita. It was through your support for the first title that this sequel's release is possible, Sega tells Destructoid. That strong support also made it so that Sega will be bringing physical releases for both versions. That's great news for fellow Vita fans.
I spent a little bit of time with DIVA F 2nd. As you know, the gameplay is pretty close to that of the first game. But they've made a few changes and improvements to that gameplay. In playing through "The World is Mine," "Decorator," and "Doppelgänger," I had to get used to the stick flicking and linked stars (tracing shapes with analog sticks), but those are fun after you get them down. I liked being able to tweak the difficulty settings even further with items, especially on stages I sucked on. Even Normal setting is pretty challenging at first.
There will be 40 songs in this release, some of which have only been available in Japan until now. Old ones were upgraded to HD, too. Some of the videos for these stages were crazy busy, but that's how I like it.
No surprises here, though. Series fans know what they're getting. Stay tuned for more news on DIVA F 2nd's release.
The Metal Gear Solid V: The Phantom Pain E3 trailer was good, but I'm used to good trailers for Metal Gear. It didn't light a fire in my belly. Ground Zeroes didn't exactly do so either. The behind-closed-doors Phantom Pain gameplay demonstration? Yes, yes, yes.
Red robot-armed Snake (Big Boss) ventures into an Afghan desert on horseback with Ocelot. The camera took a low angle long enough behind the two riders to appreciate some nice horse butt strut. This is the start of operation aw crap Miller forgot his sunglasses when he was kidnapped, go bring them back to him and rescue him while you're there I guess.
The introductory cutscene transitions seamlessly to gameplay. Snake's horse poops a bunch and the demo begins.
Along with our open world walkthrough, Max Scoville and I went ahead and checked out the competitive multiplayer in Destiny. We gave both maps a spin, and we also checked out each playable class for the videos.
The biggest thing you need to know is that all the weapons you can carry in the main game can be brought into multiplayer. Even bigger, you can switch your guns at any time from your inventory while in the middle of the match. No grabbing guns from the ground, no limited loadouts, just whatever you have with you. Up to at least 18 guns!
You all saw the gameplay footage of Far Cry 4, right? Well I got to play through the demo myself, specifically focused on taking over the outpost (now referred to as fortresses). We saw how to take it over from the sky at the press conference, but I decided to take things differently by riding a big elephant into battle.
It was glorious.
At the reveal event for Alien: Isolation, we were shown a lengthy demo that got right to the heart of the conflict at-hand: Amanda Ripley trying to navigate a space station as a very aggressive Xenomorph hunted her. In our first look at the game, those were the only two entities present. We were told at the time that there'd be some human survivors, but the developers were fairly tight-lipped as to what their roles would be.
Now that we've had a second chance at Alien: Isolation with a new build developed specifically for a pre-E3 event, the picture's significantly clearer as to how these interactions will go. This demo, which was about as long as the first one we saw, did more to highlight what some of the game's shortcomings might be. That said, it also reinforced our initial impression that Isolation is poised to be a tense, heart-pounding affair.
The folks at Bungie gave Destructoid full access to the Destiny Alpha just before E3. You may remember that I wasn't all that excited for the game the last time I saw it, but having full freedom to do whatever and being able to discover things on my own has really changed my opinion.
I'm way more excited for Destiny again now, and you can see why as Max Scoville and I play nearly an hour's worth of the open world aspect known as Patrols. Plus we went and checked out the social space hub called The Tower at the very end of our playthrough.
For more on Destiny, check out Chris Carter's full hands-on breakdown, and we'll have some videos of the multiplayer PvP stuff later today.