I quite liked the first Max and the Magic Marker. It was a cute little 2D game that let me draw things and crush enemies with them. I was surprised to hear of a sequel, Max: The Curse of Brotherhood, especially as one of th...
If you haven’t played the eXcellent XCOM: Enemy Unknown, you should. However, now there is a caveat to that. You should play it, but you should probably wait until November 12 to do so because that’s when the Enemy Within eXpansion comes out
Those who own Enemy Unknown on PC or Mac will need to plunk $30 down on the expansion and start a new XCOM campaign to eXperience the content. Console owners can nab a bundle of Enemy Unknown, all its DLC, and Enemy Within for $40, which is a particularly lovely deal if you haven’t picked the game up yet.
I recently got to play a solid few hours of Assassin's Creed IV: Black Flag and was able to do whatever I wanted, outside of the select core missions Ubisoft wanted to specifically show off. There was a lot to do, but I wanted to focus specifically the open ocean world and how you'll be interacting with it here.
Why? Because it was easily my favorite new feature for the Assassin's Creed series due to it being something fresh and different. Plus I liked ramming my big ship into tiny little ships because I'm the best pirate ever.
Assassin's Creed IV: Black Flag will of course bring back the ever growing multiplayer versus mode, and like always, we can expect plenty of new content. New maps and characters are a given, but the biggest surprise with this iteration is Game Lab, a feature that lets you create your own modes.
You're able to take any of the six existing game modes and make it your own. There's up to 200 parameters you can change, everything from a match's time limit, turning off stuns, enforcing melee kills only, etc. From here players can share these custom modes with others, and if a mode gains a lot of popularity then Ubisoft will add it to the public playlist for all to enjoy.
There's a ton of different things that players can alter, even going as far as making the versus mode near identical to Assassin's Creed: Brotherhood's multiplayer mode that fans are still playing to this day.
Strider was…well, it wasn't a big deal at Tokyo Game Show 2013. It could be found at a couple of places on the show floor, but you had to look for it. But I didn't need any fanfare or huge signage to want to try it out. I mean, who doesn't like Strider? Or at least the idea of Strider.
The franchise games and their spiritual successors have been all over the map (though I really dug Moon Diver). This one, while still a side-scrolling slasher, also comes from a different area of the map. Double Helix's Strider moves like a ninja, but he moves and fights even faster than the fastest ninja ever dreamed. Shinobi would look like a turtle in comparison.
First, you need to watch this trailer for Valiant Hearts: The Great War before reading anything about it.
This isn't your typical war game, as Valiant Hearts is going beyond the disconnected action tropes of "good versus evi...
Yeah, you read that headline right. Trust me, I was having a hard time wrapping my head around it too, but sure enough, a Japanese-style role-playing game from Ubisoft. Even stranger, Child of Light is by writer Jeffrey Yohalem and creative director Pat Plourde, two of the main people behind Far Cry 3.
Child of Light is a 2D action JRPG made on the UbiArt Framework engine, the same engine that's made that last two wonderful-looking Rayman games. The team is looking to make a love letter for JRPG fans, those that fondly remember the golden age of Squaresoft, with influences from Final Fantasy to Grandia.
That's right! The Vita darling is going all HD for the Xbox 360, PlayStation 3, and PC early 2014. Development started shortly after the Vita release thanks to how the fan base reacted so positively to it after the E3 reveal...
Spencer Hayes and I got some quality time with Techland's Dying Light and we both came away pretty surprised from the experience. The game features a day and night cycle, and the day time stuff we played was pretty average. We knew what to expect, especially after playing games like Dead Island, another open world zombie game from Techland.
But then the night time stuff came up and holy crap the game gets super intense. More importantly, Dying Light becomes way more fun. The zombies transform in runner style zombies like the ones from Left 4 Dead and they become relentless in chasing you down. My heart was seriously racing as I tried to escape the horde, so they've certainly nailed down the horror aspect.
I've heard a fair bit about Max: The Curse of Brotherhood this year. This spiritual successor to Max and the Magic Marker sounded great, but it somehow was just off my radar, lost in the shuffle among the new games and consoles we're constantly hearing about.
I'm glad I had a chance to spend some time with Brotherhood at PAX Prime this past weekend. It's now on my radar, and I liked it so much that I am already planning a straight-through play marathon upon its release.
Super Time Force, in the state that it's being shown at PAX Prime, is a product that has been refined and shaped by player feedback along all steps of the development process. Capybara Games first showed the game at PAX East 2012, after a mere couple months working on the project. As conventions came and went, the developers used information gleaned from watching people play Super Time Force to perfect it.
Anyone would be hard-pressed to say this method hasn't worked, because Super Time Force is really damn good.
Super Time Force follows a cast of characters that are on a mission to right all the wrongs in the history of time -- both past and future. For instance, the crew embarks on a quest to prevent the extinction of the dinosaurs. They also travel to the future to download Internet plug-ins, because as studio head Nathan Vella told me, "Downloading new plug-ins is pretty much the worst thing ever".
Exactly how they do all this is the game's hook. The team's ability to manipulate time permeates the core experience. The side-scrolling Contra-like shooter expects you to die -- several times over in fact. That's why everything's a one-hit kill. After each death, the player can seamlessly rewind the level as far as they want to re-attempt the bit they just failed. As this happens, you play alongside your former characters up until the point that they die.
Lords of the Fallenlooked good at E3; it looks even better at PAX Prime. After another hands-off demo, the next-generation action role-playing game really seems to be coming along nicely. Admirably, it seeks to improve, or at least deviate, on the formula that a certain well-known and similar couple of titles nearly perfected.
There's no two ways about it -- Lords of the Fallen invites comparisons to Demon's/Dark Souls. The developers are painfully aware of the fact, almost immediately surrendering into an anticipated half-chuckle as the first syllables of the From Software's projects names were uttered. That's ultimately okay though, because Lords of the Fallen doesn't aim to mimic the Souls games.
Rather, Deck13 is structuring Lords of the Fallen to be a bit more of an accessible Dark Souls. That doesn't mean it's going to be easy -- spending any amount of time in front of the game makes that much wildly obvious. But, it's also not going to be punishing. Challenging and complex? Definitely. But not punishing.
I tried my best to flank the enemy and shoot out his treads while trying out World of Tanks for Xbox 360 at gamescom. That helps. Lesson learned. That was after a previous unsuccessful roll-out where I died so quickly that I kind of hoped no one was watching.
Everyone was watching.
I got some quick hands-on time with both the Xbox 360 and iPad versions of World of Tanks in a gamescom meeting with Wargaming. The insanely popular tank MMO is now making its way to other platforms, with the Xbox 360 currently in beta in North America. The European side of this beta launches this week, too. Asia will follow, as will CIS. Wargaming says that getting the servers set up for all of this has not been easy.
As a big Fables fan, I'm pretty happy, if not relieved, that The Wolf Among Us looked great based on my hands-on time with the game. Adaptations of other mediums into games tend to be as bad as adaptations of games into movie...
The Assassin’s Creed franchise has seen some pretty bizarre events occur. From off the wall historical conspiracies, conducting time travel by way of DNA, and ancient precursors looking to destroy humanity; it's amazing to see how they manage to up the ante with each game. Even after the third numbered entry’s seemingly conclusive finale, Ubisoft have got no plans to stop their best selling franchise now.
Just prior to Gamescom, Ubisoft invited Destructoid out to their San Francisco office to play the latest build of Assassin’s Creed IV: Black Flag. Along with a new setting, main character, and storyline, this new entry has some bold plans for the franchise. And judging by my hands-on time, Black Flag looks to be the series’ most open-ended and innovative title to date.
With The Walking Dead, Telltale had an advantage when it came to selling a game to a mass audience. The comic series is huge, and you have the AMC television series to back it all up. Plus, everyone knows what a zombie is....