Telltalle has been a busy beehive lately. Having wrapped up The Walking Dead Season 2 and season one of The Wolf Among Us, this fall will bring us right into the first episode of Tales from the Borderlands. Darren seemed...
Mighty No. 9 is probably one of the most anticipated games of 2015. After a massive Kickstarter, creator Inafune and developers Comcept and Inti Creates have kicked off a long line of products to hype it up, including Mighty Gunvolt and a potential cartoon.
After all that hype though we finally have a chance to play the game. I have to say, it has the feel of a Mega Man game, but a few aspects definitely took some getting used to.
There was some initial skepticism when it came to Geometry Wars 3: Dimensions and its so-called "3D action." For starters, it's been several years since the last games entered our lives to rekindle old leaderboard feuds. There was also confusion surrounding developer Lucid Games who, as it turns out, is made up of former Bizarre Creations staff.
Even if I hadn't known that fact going in, I like to think I would've picked up on it instinctively during a hands-on session at PAX Prime. Despite a few significant changes such as the shift from a flat playing field to planet-like 3D stages, Dimensions unmistakably feels like Geometry Wars.
As I sat down for my appointment with Borderlands: The Pre-Sequel, I had to make my toughest decision at PAX Prime. Running through Claptrap's capstone abilities, I was faced with the following dilemma: Do I want to become a pirate ship or a disco ball?
I wasn't exactly jarred by the wacky prospect. I mean, this is Borderlands we're talking about, and even more specifically, this is Claptrap. But, you seriously expect me to just select between those two like it ain't no thang?
I went disco ball. I can't say I regret my decision.
Costume Quest, like every Double Fine game, is charming. It's a fresh-feeling, low stakes take on the JRPG genre, more Earthbound than Final Fantasy. Though, as Chad put it in his review, it's "RPG Lite," accessible for all ages.
Double Fine doesn't want to sacrifice that, but does want to make Costume Quest 2's combat a bit more engaging. I was engaged with Paper Mario (or Final Fantasy VIII) style timed button presses that help your attacks do a bit more damage. Similarly, a well timed tap on defense will reduce the damage you take. This engagement, though, make things a bit easier so long as you can hit those button presses.
Think back on Far Cry 3. Reflect on all the memorable moments you had with that game. What sticks out the most? The missions or the unscripted stuff that happened in the open world?
Chances are you primarily remember the unsc...
Gamescom is a noisy, crowded mess. Shoulder to shoulder with patrons that didn’t seem to care what they bump into, I trudged my way to my next appointment. As I stepped through the door to the meeting room, something unexpected happened. I was teleported from a loud convention center to a rebellious teenager’s room.
Seated at the foot of a twin-sized bed, I took in my surroundings. The top of a makeshift television stand housed a half-smoked joint, while a pair of dirty Converse rested underneath. Posters of influential punk rockers littered the wall, all askew. “Fuck” was scrawled on almost everything, but especially a tattered American flag.
I wasn’t in Germany anymore. I was in Arcadia Bay, Oregon. More specifically, I was in Chloe’s safe place -- the only spot in the world where a misunderstood teenage girl can be herself. I was inside the world of Dontnod’s newly announced Life is Strange, and it was a wonderful place to be.
Far Cry 3 had some pretty wild moments. Like, remember when Vaas was dancing around on the stripper pole? Good stuff. Far Cry 4 will have some crazy segments as well, but these are a little more grounded to the core of the game.
Scattered around Kyrat are hidden tankas that, once discovered, allow the main character to meditate and travel to Shangri-La to relieve the life of a legendary warrior. You'll be transported to a surreal world with floating islands and you are equipped with only a bow and arrow to take on the enemies of these environments.
Oh, and you have a tiger that you can command to attack others. The tiger can also turn invisible.
Though it was initially seen as "Jaws-in-space," the legacy for Alien is certainly much more pristine than the one with the giant shark. Originally released in 1979, the first Alien would eventually become a much-loved horror film that spawned a major movie franchise. And while the sequels would get more attention and prominence among fans, the original still holds a special place in the hearts of fans.
After the release of some rather disappointing Alien titles, and with the Cameron interpretation of Alien as the de-facto standard for the franchise, the developers at Creative Assembly believed it was about time fans went back to the roots of the series. Just a week before gamescom, Sega invited Destructoid out to get some quality time with Alien: Isolation, and to speak with the game's creative lead, Alistair Hope. During our time, we got to learn just how different horror is when faced off with something out of your league.
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.
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.