Pneuma: Breath of Life is, through and through, a creationist tale. There's no theory of evolution, carbon dating, or Darwinism to cause debate. It's one god and the world that he brought into existence mere seconds earlier.
As it turns out, being the only inhabitant of a world is a dull affair.
For its first game, developer No Goblin seemingly subscribed to the K.I.S.S. school of thought: "Keep it simple, stupid." But, perhaps the studio misunderstood the acronym to mean "keep it simple and stupid." That'd explain how Roundabout revels in its own absurdity while revolving around a rock-solid gimmick: rotation.
Yes, the notion of motion is at the center of Roundabout. There is literally not a moment in gameplay where action is at a standstill. Even the most innocent, non-meaningful proceedings in Roundabout squarely feature its constantly spinning limousine -- a trademark that it rightfully relies heavily upon.
I'm thoroughly impressed by Capcom's efforts with Resident Evil: Revelations 2's Raid Mode. It's much deeper compared to previous efforts, augmented by a sleeker interface and a seamlessly integrated mini-story.
Because of that it may take a little bit longer to acclimate, so here are some tips.
Resident Evil is in a weird place. After the middling Resident Evil 6 and the public flogging of Operation Raccoon City, I'm sure Capcom got the message that it needed to go back to basics. It did just that with Revelations on the Nintendo 3DS, which was met with enough positivity to warrant a full-on set of console ports.
Then Capcom reached overwhelming amounts of success with Resident Evil HD, a game that's as basic as you get in terms of fundamental survivor horror. Resident Evil: Revelations 2 may be more action-oriented than some other entries, but it's a damn fine showing for the series.
Trying to pin down my exact thoughts on Evolve has been trickier than pinning down any kind of prey the game has thrown at me. I was cautious with my initial impressions of the game earlier this week, noting an uneven play experience that often feels like a frustrating runaround. While I'd love to say another few days of dedicated hunting and skulking was enough to iron out the kinks and worries I had, in the end this is one hunt you might want to sit out.
It's a shame, because when Evolve is firing on all cylinders, it has been some of the best multiplayer fun I've had in years. But those precious few moments are far too rare -- and far too laborious to set up -- to give Evolve an unreserved recommendation.
If you didn't know Turtle Rock Studios was the brains behind 2008's Left 4 Dead, you could probably guess as much after a few hours with its latest game, Evolve. The zombies might be gone in favor of giant monsters and lethal flora, but the basic core of the game's asymmetrical multiplayer experience is instantly familiar. Everything about L4D, both the good and the bad, is concentrated and focused like a laser beam in Evolve.
As a huge fan of L4D and rampaging Kaiju-like monsters, the idea of Evolve sounded like a wish come true. But after spending some time with the game, I'm starting to worry the wish was made with a monkey's paw, and I suspect its bony digits are giving me the middle finger behind my back.
Evolve will launch with twelve hunters: eight men, three women, and a robot, though it's referred to as a "he." Of the three female characters, two are medics (Val and Caira) and the other (Maggie) is a trapper. There are currently no female assault or support class characters.
That could certainly change in the future. The asymmetric shooter's season pass contains an additional four hunters. As it stands, though, three-fourths of the cast are men, a ratio sure to disappoint some. Others may be surprised to learn there are any female characters at all.
The topic came up in an interview I conducted with Evolve creative director Phil Robb late last year. Speaking at developer Turtle Rock Studios' office in Lake Forest, CA, Robb told me "there was no political agenda" behind the uneven gender distribution. "It wasn't a planned thing," he added.
Robb went on to describe a fluid design process, one driven by "what feels right."
That's what I have to keep telling myself while agonizing over the release of Mortal Kombat X. As someone who logged nearly 7,000 matches into the last Mortal Kombat, and still plays Injustice from time to time, any new info is good news, and NetherRealm has recently dropped a lot of details on the game's online modes.
I'll be the first to say it: it's going to be the year of Souls. With the release of Bloodborne only a month away, which looks to redefine the experience along with its wonderful change of setting, From Software has been busy as of late. But that's not stopping the studio from re-releasing its previous titleDark Souls II for new audiences on new hardware.
Recently, the developers released an update for existing versions of Dark Souls II for all players, adding in an invasion faction, characters, and even new encounters. Of course, this is to ease them into what Dark Souls II: Scholar of the First Sin has to offer. Though there's been little information about what to expect from this revisit, the folks behind the title had a lot to say about it.
At a special Bandai Namco Games event last week, Destructoid got to go hands-on with the new and improved version of Dark Souls II and chat with Bandai Namco global producer Atsuo Yoshimura. Though many see it as simply a remaster, From Software thinks of it as much more.
I would not last a day in Westeros. My best hope would be to spend some time in Oldtown to train as a maester, and even though it would help to protect me from personally going to war, I would probably be too close to the political intrigue underneath it all.
Game of Thrones: A Telltale Game Series: The Lost Lords is out, and now some of the seeds sown in Episode One are ready to harvest. As it turns out, I made all of the wrong decisions in Iron From Ice, and I continue to make all of the wrong decisions. With the path it is currently on, my version of House Forrester is doomed.
I'm not a huge fan of most indie games. There I said it. I find most of them derivative and lacking in quality, and I hate when quantifying a game I have to say, "It's a great indie game," as if that fact gives it an excuse for being less engaging or of lesser quality.
The duality of this is every once in a while an indie title comes around that blows my mind with how fun/clever/unique it is to the point where some of my most beloved experiences in gaming are with FTL, Out There, Little Inferno, Papers, Please, and now #IDARB.
It's not too often we see a major publisher humbled. With the announcement of Battlefield Hardline last year, EA and Visceral Games were ready to release another entry in the epic and grandiose Battlefield series. But soon after, they decided to hold off, and push the rather ambitious title back to 2015. After taking in its criticisms and lumps from the original beta release, they figured this was one one title they didn't want to botch.
Moving the battlefield away from the military setting, Hardline brings the combat to the cities and streets across the U.S. as the police and criminals battle for control. As the first Battlefield game not set in a military conflict, the developers at Visceral Games wanted to make sure they knocked it out of the park. And in order to do so, they had to put players first and listen to what the community wanted.
In a special preview session with their second upcoming beta, playable on February 3-8, EA invited Destructoid out to get some early hands-on with it, where we had a chat with Battlefield Hardline's executive producer Steve Papoutsis. During our talk, we learned what they took in from its initial beta, and how important it was to give the best of what the series is all about.
It's always great when a game's Achievements exploit the mechanic or feature that the title does best. That's what Life is Strange's set does -- at least for the first episode. Almost everything in episode one can be unlocked through exploration. The sole exception is an Achievement for simply finishing.
The Achievements that might prove difficult are for taking ten optional photos. Life is Strange has a chapter select feature that tells you how many photos in each section remain to be collected. However, make sure to select the option to "play this chapter in collectible mode" which will allow you to hunt without changing any choices you've already made.
Everything from here on out may contain spoilers. Even the images for the Achievements are spoilers in that they give away what needs to be done. I've listed them in the order in which they appear, but I highly recommend playing through once at your own speed before using a guide to clean up.
With all the formalities out of the way, an easy 200 Gamerscore's right around the corner!
"If I'm not looking through a viewfinder, I'm looking through a window. Always looking."
Max Caulfield, the introspective protagonist of Life is Strange, spends her life searching, observing. Actually, it might be more akin to wandering. She's 18, a newly minted "adult." Everyone keeps telling her how much life has in store for her, but she's more intent on the short-term -- just surviving one awkward social interaction after another.
It's a situation that's easy to empathize with. Everyone's felt the uncertain pangs of adolescence, even the most sure-footed of people. Life is Strange gives the player a chance to walk in those shoes with Max -- to try to avoid the gaze of every set of judgmental eyes, and to skirt confrontational conversation lest things just get even worse. It can be weird and cringe-worthy at times, but, hey, doesn't that nicely sum up those formative years?
Resident Evil: Revelations 2 is the latest episodic game series about a grizzled man with a dark past protecting a mysterious child survive a zombie or zombie-like danger scenario.
Our own Alessandro Fillari recently had the chance to get some time in with the Barry Burton side of the game's campaign, as well as the new iteration of its score-focused Raid Mode. Both of these modes may be a little more strange than Alessandro led you to believe. Either that or he just has a much higher tolerance for weirdness than I do. From where I stand, this game looks bananas.
This video was initially planned to be about a minute long, working as little supplement to Alessandro's write-up. Before I knew it, I was seamlessly splicing together sound-alike pop songs from different generations of music history, giving The Last of Us a new name, making a supercut of some of Barry Burton's best lines from Revelations 2, and erasing the whiteness around the one and only Sherlock Hemlock.
If you have half as much fun watching this video as I had making it, then you're about to have an above-average amount of fun.