hot  /  reviews  /  video  /  blogs  /  forum

Xbox One

Disney Infinity 3.0 expands with the Star Wars and Inside Out playsets

Jun 01 // Alessandro Fillari
For those who aren't familiar, or maybe just a bit confused about what Disney Infinity is, this title brings players into an open world and unified experience to craft unique and original playgrounds for Disney characters from the past and present. Much like the Skylanders series, characters are acquire by purchasing actual figurines that can be uploaded into the game via a world disc, a real world scanner. While you can create levels and unique scenarios and share them with others online, you can also dive into unique playsets centered around specific Disney films and television shows. In its third year now, Disney Infinity has seen a number of upgrades and additions. With last year's expansion introducing Marvel characters, they've also spent some time upgrading the gameplay and general design. In order to do this, they recruited help from independent developers such as Ninja Theory, Sumo Digital, and United Front Games where they worked on the key areas of combat, racing, and additional character support respectively. With general development handled by Avalanche Software (note: not the same Avalanche behind Just Cause), they've found the creation of Disney Infinity to be a rewarding and satisfying experience. "The two words that come to mind are 'humbling' and 'gratifying," said the GM of Avalanche Software John Blackburn while reflecting on his work on Disney Infinity. "I feel so fortunate to work with all these brands, and it's a dream come true in a lot of ways[...] I'm pretty happy that people have responded to it in the way that have, and have accepted it and are looking forward to the new versions right now. I want to make sure we're doing a good enough job that we're really trying to make high quality kids and family entertainment, because that's been more and more difficult as a business to do. So it's very gratifying to see that we're doing it right." With the 3.0 expansion, new environments and characters will be added to the core game, such as the recently announced Star Wars: Twilight of the Republic (based on the prequel trilogy), Rise Against the Empire (original trilogy), The Force Awakens, and also Pixar's Inside Out playsets. While Star Wars will be largely combat and vehicle focused experiences, Inside Out will experiment more with platforming in surreal environments. Much like the film, the gameplay centers around the emotional state of a young girl named Riley and her changing perception and feelings. Set sometime after the film, players take control of Riley's emotions Joy, Sadness, Disgust, Anger, and Fear, when she experiences a nightmare after falling asleep during a scary movie. The playset focuses on platforming gameplay through Riley's dreamscape, where environments and enemies take on a variety of different properties, such as warped gravity and the ground turning into hot lava. Each character has their own unique abilities and skills which will serve them throughout the adventure. After seeing the movie, I was itching for another trip into the bizarre and evocative world from Inside Out, and the Disney Infinity playset serves a great follow up to the film as it's basically the sequel to the film. Moreover, it fleshes out many of the settings and areas from the film, such as the dream productions studio where Riley's subconscious craft her dreams by way of old school film production. It's a very colorful and imaginative world, and it's likely the most unique playset Disney Infinity has had yet. The devs at Disney Interactive were very excited about what the new playsets can offer. "Every year a new fan is born," explained the VP of production John Vignocchi. "We're sitting here in the hallowed halls of Pixar, and everyone there will be someone who sees Toy Story for the first time, and we want to make sure that when they pick up Buzz Lightyear, or another favorite character, and when they play with them inside of Infinity, that he is just as cool as he was in the film." Even though I've only had some minor experience with Disney Infinity, I was quite surprised with the creativity found in these playsets. Perhaps this was coming off of my high after seeing Inside Out a month early, but I was very pleased with the translation from film to game. With the writers and directors from the film working with the devs, along with the same voice cast including Amy Poehler and Bill Hader, they wanted to ensure that it would be as faithful as possible. It's pretty crazy to see how much Disney Infinity has grown over the years. What was once a strange experiment trying to catch on to the Minecraft and Skylanders craze, has now turned into a title that's really come into its own. It's pretty impressive to see how much detail and content is packed in the title already, and with the new 3.0 expansion hitting this Fall, the Disney universe is about to get a bit bigger for fans to explore.
Disney Infinity photo
It's a small world after all
Who knew that Disney's strange and bizarre mishmash of characters into one large game would turn out to be such a big hit? I know, a Disney title with a bunch of Pixar, film, and legacy characters would've sold regardless, bu...

Review: Game of Thrones: A Telltale Game Series: Sons of Winter

May 26 // Darren Nakamura
Game of Thrones - A Telltale Game Series: Sons of Winter (Android, iOS, Mac, PC [reviewed], PS3, PS4, Xbox 360, Xbox One)Developer: Telltale GamesPublisher: Telltale GamesReleased: May 26, 2015MSRP: $4.99 (episode), $29.99 (season)Rig: AMD Phenom II X2 555 @ 3.2 GHz, with 4GB of RAM, ATI Radeon HD 5700, Windows 7 64-bit [Editor's note: there will be no major spoilers present for the episode reviewed here, but events in previous episodes may be discussed.] Those following along with the series shouldn't expect any major changes in how events play out. There is lots of dialogue, lots of split-second decisions, a handful of quick-time events, a little bit of exploration, and not much else. The split between the four living playable characters stays about the same as well: Mira's sections are almost entirely dialogue-based and Asher's are generally more action-focused. Despite being the Forrester known better for stabbing first and asking questions later, Asher's story in Meereen comes with some of the more interesting this-or-that decisions this episode. Where Rodrik has to choose between murder and mercy, Asher has the more nuanced quandary of loyalty to the family that exiled him and loyalty to his sellsword partner Beskha. Parts of Beskha's past come to light in Sons of Winter that give the situation more gravity. Of all the decisions in this episode, Asher's handling of the mission in Meereen is "the big one" for me, and I'm most anxious about the potential fallout from my choice, which won't show up until next episode at least. [embed]292557:58611:0[/embed] Mira's tribulations in King's Landing continue to be a high point for the series. Though this episode lacks the big names -- neither Cersei, Tyrion, nor Margaery makes a significant appearance -- the way Telltale handles Mira shows genuine understanding of what makes the source material so great. Any game could have quick-time swordfights, but a Game of Thrones game ought to be more than that. Her best scene is at Tommen's coronation feast. It comes closest to being like a classic adventure game. She must navigate the celebration cautiously, eavesdrop on conversations to gain information, and use that information at the right time. Even if it turns out not to be the case in the end (as Telltale games often do), the feast scene felt like it could have ended with a much different outcome. As it stood for me, I came out of it laughing, pleased with how clever I felt to have achieved what I wanted and particularly smug about the last line I had Mira say to close out the scene. It reinforced the idea that in King's Landing, shrewd manipulation of information is just as powerful as a sword, if not more so. Rodrik has his own share of politicking to deal with on the home front. A new opportunity lands in his lap that could help return control of Ironrath to House Forrester, and he has his own decisions to make, though they seemed a bit more obvious. Satisfy a desire for petty revenge near the beginning and he loses some leverage for later on in the episode. I'm curious to know how things shake out with other choices; in contrast to the first few episodes I feel like I made the best decisions for Rodrik this time around. There is a tense scene as Rodrik at Highpoint, the Whitehill stronghold. Not only are the stakes high, but it also rewards an attention to detail. Prior to the meeting with Lord Whitehill, some light exploration can help to reveal information that can be used in the encounter. It's another instance where proper intel beats physical force that feels right in place in the A Song of Ice and Fire universe. Gared's scenes were the least interesting this time around. Where prior episodes set him up to be part of the party that goes to Craster's Keep, he ends up with a blander story. It still has room to get better once the importance of the North Grove is revealed, but in this episode it felt a bit like he was stagnating. The oil paint aesthetic that turns people off remains, though it does feel like Telltale has tuned down the baffling polygon edge blur effect that plagued the first two episodes. It's still present, but not nearly as distracting as it used to be. There aren't any heart-stopping moments or dramatic twists like there were in the early episodes, but Sons of Winter sets a good pace and keeps it up throughout the episode. It's great to see the continued focus on shrewdness over brute strength for most of the characters, especially considering House Forrester's situation in Westeros. What the family lacks in soldiers, it must make up for in cleverness. Being party to the events makes me feel clever, whether I truly have much of an effect or not. [This review is based on a retail build of the game provided by the publisher.]
Game of Thrones review photo
Son of a...
At the end of Episode 3: The Sword in the Darkness, Game of Thrones: A Telltale Game Series was in an interesting place. Nearly all of the playable characters were in tough spots, but all of them ended the episode with some h...

Review: Life is Strange: Chaos Theory

May 26 // Brett Makedonski
Life is Strange: Chaos Theory (PC, PS3, PS4, Xbox 360, Xbox One[reviewed])Developer: Dontnod EntertainmentPublisher: Square EnixRelease date: May 19, 2015MSRP: $4.99 (Each Episode) As Life is Strange plays out chapter by chapter, it's increasingly difficult to talk about with any degree with specificity. Doing so not only runs the risk of spoiling the many significant plot points that continually punctuate this game, but it also feels like a disservice to discuss Life is Strange's events in black and white when much of its brilliance lies somewhere else. It's not a linear story progression that makes this title worthwhile, rather it's the character building and continually changing relationships that constantly shine. While episode two felt like it meandered too much, it laid the framework for an effective third part. Just spending that extra time inside the head of Max, getting to know Chloe, and seeing the incessant vitriol at Blackwell made for characters who are easier to empathize with. It all pays off in a big way in Chaos Theory as the cast is finally at a place where the audience feels like it knows them and cares for them. At the forefront of this trend is Max's relationship with Chloe, as the duo is ditching the re-introduction stage and have hit a groove of sorts with their interactions. There are plenty of moments when Chloe's rebellious carpe diem spirit rubs off on Max in a charming way; likewise, Max's level-headed and rational demeanor affects Chloe, probably for the better. [embed]292750:58673:0[/embed] These conflicting personalities may have been most at equilibrium during a serene midnight dip in the academy's swimming pool. It's here that the two are at their most introspective and humble. It's here that they express that they lean on one another. There's an understated emotionality about it all that makes it one of Life is Strange's best scenes yet. Really, the swimming pool scene best exemplifies the quality that Dontnod's employed masterfully throughout the three-fifths of Life is Strange that we've seen: restraint. It would've been easy to highlight the moment with some sort of memorable event. But, the developer didn't. Instead, it let the two simply talk, which wonderfully lends humanity to them both individually and as a team. However, it's not just Chloe and Max that are further humanized. Almost all characters have some sort of sympathetic progression, as Life is Strange continues to prove that it excels at dealing in shades of grey. We get a glimpse at how scumbag drug dealer Frank has loved and lost. We see how "step-prick" David password protects his computer not with a nod to his army service or himself, but with a receipt that holds the date he met his wife. The latter of those revelations is discovered through a fetch quest-style puzzle. As painful as it is to admit, this element of gameplay is still where Life is Strange is at its very worst. The reason that's sort of tough to swallow is because it always encourages exploration and will often reward the curious. However, when it forces that wandering upon the player, the pacing drops from a self-imposed standstill to a mandatory one. It's enough to deaden the mood rather quickly. It's a rare instance of Dontnod eschewing that aforesaid restraint to somewhat negative results. Thus far, the developer has done a great job keeping everything in check so as to not go off the rails. The time-rewinding mechanic still doesn't feel as if it's taken over the game nor does it serve as a permanent crutch. Instead, it's mostly sparingly used, usually to glean more information from a tight-lipped witness. Similarly, Life is Strange hasn't yet gone full-out on the paranormal aspect that clearly hangs over the entire story. This reserved approach is appreciated, as it lends weight to the characters and their personal circumstances rather than spotlighting the supernatural. There may be an imminent deviation from that pattern in the very near future, though. In the waning minutes of Chaos Theory, Max discovers a new ability that could easily shift the narrative focus. Chaos Theory is effective in that it's the first time Life is Strange asks the player to evaluate the net benefit of Max's ability to alter time. Until now, it's mostly dealt in small affairs where the results are immediately noticeable. Episode three finds a way to work on a longer timeline and with more at stake. In all honesty, it's the first time I've felt that exact heart-wrenching emotion that I experienced eleven years ago when watching The Butterfly Effect. The cliffhanger that Chaos Theory ends on is so perfect for this portrayal of the fictional Arcadia Bay, Oregon where nothing's ever perfect. However, it's also scarily dangerous in that it very well might render most of the world-building a moot point. It'd be such an absolute shame if that were to happen. We have to wait to see if that's the case. But, Life is Strange now has me in its grips, and if I'm worried, it's only because I care. I finally really, truly care. [This review is based on a retail build of the game provided by the publisher.]
Life is Strange review photo
Tornadoes in Texas
I'm worried about Life is Strange. But, it's not the same concern usually expressed when a game's teetering dangerously close to mediocrity or worse. It's the type of uneasiness reserved for a title that's taken three install...

Devil May Cry 4: Special Edition brings the gang back together

May 18 // Alessandro Fillari
Now this isn't the first time that the original DMC series has received the Special Edition treatment. A year following the release of 2005's Devil May Cry 3, Capcom released an enhanced version that made a number additions and tweaks -- most notably the inclusion of a playable Vergil with his own moves and levels to play through. Now with the release Devil May Cry 4: Special Edition coming, nearly eight years after the original, the creative minds at Capcom sought to rekindle the same enthusiasm found in Devil May Cry 3: Special Edition for this supped up re-release. And much like the recent Definitive Edition for DmC, they looked their well-received PC release as the base."There was content in the PC version of the original DMC4 that was not possible for consoles at the time due to hardware limitations. We have always wanted to provide these features to more DMC fans, most notably Legendary Dark Knight Mode," said DMC producer Takashi Fujii. "We wanted to provide a good action game that really gives the player a lot to sink their teeth into. With the features I’ve mentioned previously, and the addition of three new playable characters we’ve designed, I think fans will be very happy with all the content we’re offering in DMC4 Special Edition. With the hardware capabilities introduced in the new console generation, it proved this was the right time to revisit DMC4 and provide all of these features that we had been thinking about."Back when Devil May Cry 4: Special Edition was revealed last year, we all got a nice tease showing that Vergil was going to be making a return. But who would've thought that DMC's leading ladies, Trish and Lady, were going to get in on the action as well? While the ladies were already present in the core DMC4 story, Vergil's campaign in the Special Edition features his own unique story taking place many years before the events of DMC3 and 4. In addition to these new characters are several tweaks and upgrades made to the core game. Such as higher texture and graphical quality, auto-saves, rebalanced orb and proud soul economy, official trophy support across all platforms (take that early generation seven architecture!), and also some tweaks to puzzles -- such as the infamous dice game. It's a pretty meaty package. You might as well call it "Super Devil May Cry 4." The larger cast was a way for Capcom to offer variety in a convincing and fun way that stayed true to its combat heritage."Everyone plays Devil May Cry games a bit differently, and so with Devil May Cry 4 Special Edition in particular, it was important to us to give players more ways to enjoy the gameplay experience," explained the producer. "It was important that these characters each had distinctive combat styles, so fighting a boss you may have fought as Nero, for example, will feel very different from doing so with Lady or Vergil." In the two hours I spent with the game last month, it was quite clear that a lot of work went into the new characters. Though of course they're still going through the same areas and fighting the same bosses from the original game, that didn't really bother me all that much after getting settled with the new characters. Any fan will tell you that the combat is the crux of the series, and the new characters offered a lot depth and complexity that are totally unique to them -- which really set themselves apart from both Dante and Nero. And yes, for those who've gotten really comfortable with Dante and Nero over the last seven and half years, you'll be please to know that they're largely untouched (aside from general gameplay tweaks). "No changes have been made to Nero or Dante," said the producer rather bluntly and with the utmost clarity. So please, use high-level tricks such as guard flying and intertia to your heart's content. And with the sharing functionality on PS4 and Xbox One, showing off your high-flying antics and finger acrobatics will be much easier than before.For those who read my long preview last month, you could tell that I was quite smitten with this title. Devil May Cry is easily my favorite Capcom IP, and seeing it return this year with two really cool titles was a total joy for me. Checking out the new characters in DMC4SE was a complete blast, and I can't wait to dive back in from the beginning. I'm telling you guys, Trish and Lady are not to be messed with. Vergil's got some serious moves, and his concentration mechanic is a total game-changer, but these ladies are total bad-asses. I cannot wait to see some high-level exhibitionist videos later once people get them in their hands.With the release next month just after E3, you'll have the opportunity to get some quality time with the gang again. We all remember that tease at the end of DMC4 with Dante, Lady, and Trish teaming up to battle more demons, so it's definitely exciting to see that it's finally coming to fruition. So don't let this slip past you. If you've been screaming for a chance to return to these wonderfully goofy characters in this over the top world, you finally got it.And by the way, be sure to check out Capcom's weekly twitch livestream on Wednesdays for sessions with DMC4: Special Edition  by Capcom staff.
Devil May Cry photo
Capcom Producer talks revitalizing DMC4
In case you missed it, Devil May Cry 4: Special Edition is now a thing. Following up on their release of the excellent DmC Devil May Cry: Definitive Edition (seriously, it's great), Capcom are readying their second hit o...

Review: Schrodinger's Cat and the Raiders of the Lost Quark

May 18 // Darren Nakamura
Schrödinger's Cat and the Raiders of the Lost Quark (PC, PlayStation 4 [reviewed], Xbox One)Developer: Italic PigPublisher: Team17Released: May 12, 2015MSRP: $9.99 Raiders of the Lost Quark takes place in the quantum world, zoomed in so far the elementary particles of matter are visible. Previous knowledge about quantum physics is not required to play, though it does enhance the experience a bit. For instance, there are six flavors of quarks: up, down, top, bottom, charm, and strange. Schrödinger's Cat uses the first four flavors of quark in his platforming adventure (charm and strange are much rarer), and just like in real life, the quarks combine in groups of three. This central mechanic is smart. It allows Schrödinger's Cat to employ a lot of different abilities, using only the four shoulder buttons. It starts off with basic combos: three up quarks form a propeller that will carry the cat upward, three down quarks form a drill that will destroy terrain downward, three top quarks form a protective bubble to safely pass through hazards, and three bottom quarks form a platform to stand on. From there, quarks of different flavors can be mixed and matched. Two ups and a down (or two downs and an up) will form a missile that can be fired in any of the four cardinal directions. It ends up being one of the most useful abilities. With all of the combinations, there are 14 different abilities. Though it sounds confusing, it all comes fairly naturally, and there is a helpful quick reference on the pause screen detailing all of the different constructs. [embed]292295:58563:0[/embed] At its best, Quark takes the quark combination mechanic and applies it to a puzzle platformer. Half of the levels are designed, giving the player a specific set of quarks to overcome a specific task. Though several quark groupings can achieve similar outcomes (the copter, base, and bounce constructs will all help Schrödinger's Cat move upward), a limited supply of quarks means having to choose wisely, considering what will be left for other tasks. If it were just the puzzle platformer levels, Schrödinger's Cat would a tight little game that does its thing well. It's unfortunate that between the puzzle levels are procedurally generated filler areas. Though they still make use of the quark combination mechanic, the abundance of quarks takes away any sort of interesting decision making or a need for much forethought. Though there are 14 different abilities, I found myself mostly using the same 4 in these sections. There's no need for creative problem solving when the copter, missile, bubble, and net can do everything that needs to be done. It highlights the drawbacks of procedural generation. It can be a powerful tool for two types of games: enormous sandboxes that would be unreasonable to hand-design (Minecraft) and short, replayable experiences that reward experience over memorization (Spelunky). Raiders of the Lost Quark is neither of these. The procedural levels aren't interesting enough to merit a huge open world and aside from some new dialogue there isn't a whole lot of reason to replay it after going through once. Another downfall that stems from the procedural generation is in the environmental art. The destructible terrain and the chunky grid look outdated in the best cases. At worst, the environments are almost nauseating in their color choices and design. This come in stark contrast with the character artwork. Cutscenes have a sharp cartoon look, and the animations are smooth and visually interesting. Schrödinger's Cat's movement and combat animations are particularly good. The supporting cast members have really inventive designs, bizarre enough to fit well in the weird and wonderful subatomic universe. The art for the quark combinations is noteworthy as well. Looking closely at each construct, players can pick out which quark is performing which function, as they all stretch, bend, and combine together. It even helps from a gameplay perspective, where each design is memorable enough on its own that it helped me recall which quarks to summon for a particular ability. Even with the ones I used less frequently like the parachute, I can picture which colors go into it and use that to activate one without having to pause for the reference. Though the overall story is silly, the writing is good. Comedy in games is difficult, but Raiders of the Lost Quark had me laughing out loud a few times. That said, I'm a science geek, so your mileage may vary when it comes to the physics jokes. On a more disappointing note, I did run into a handful of notable bugs during my play through. On multiple occasions I got stuck in the level geometry. Sometimes there would be a creature listed for capture but that creature wasn't actually present, leading to unnecessary time wasted scouring the area. The Bosons were especially hard to work with; they are supposed to attack one another when brought too close, but I had several that wouldn't budge. None of these issues were gamebreaking; a reset to the last checkpoint or leaving and returning to an area fixed all of them. They still hurt the experience through wasted time. None of those waste as much time as the procedurally generated levels, which are easily the biggest flaw in Schrödinger's Cat and the Raiders of the Lost Quark. They take up about half of the play time, present very little worthwhile gameplay, and feel like a drudge by the end. If it cut all the fat and featured only the smart puzzle-platforming found in the hand-designed levels, Raiders of the Lost Quark would be a leaner, more engaging, and ultimately much better game. [This review is based on a retail build of the game provided by the publisher.]
Schrödinger's Cat review photo
A superposition of good and bad
"Schrödinger's Cat" refers to an old physics thought experiment that highlights the weirdness of the quantum theory. Though it generally applies to very small particles, a device could be designed that leverages the prob...

Weekend Deals: Witcher 3, Galactic Civilizations III up to 28% off

May 16 // Dealzon
Top Deals Witchin' Deals The Witcher 3: Wild Hunt — $35.99 - login required The Witcher 3: Wild Hunt — $39.99 at DLGamer  (list price $60) The Witcher 3 + $10 Rewards (PS4, Xbox One) — $59.99 The Witcher 3 + $10 Xbox Gift Card (Xbox One) — $59.99 More Top Deals Galactic Civilizations III (Steam) — $39  (list price $50) Xbox One Master Chief Bundle + 2 Games + $100 eGift Card — $379.99  (list $450) Monster Hunter 4: Ultimate (3DS) — $29.99  (list price $40) Tomb Raider GOTY Edition (Steam) — $4.68  (list price $30) Sleeping Dogs Definitive Edition (Steam) — $4.68  (list price $30) Thief (Steam) — $4.68  (list price $30) Recent Releases 05/12: Final Fantasy IV: The After Years (Steam) — $12.48  (list price $16) 05/06: Project Cars (Steam) — $36.99  (list price $50) 05/05: Wolfenstein: The Old Blood (Steam) — $15.60  (list price $20) 04/30: Block N Load (Steam) — $9.94  (list price $15) 04/21: Assassin's Creed Chronicles: China (Uplay) — $7.95  (list price $11) Upcoming Releases 05/26: Magicka 2 (Steam) — $11.70  (list price $15) 06/23: Batman: Arkham Knight Premium Edition — $70.19  (list price $100) 06/23: Final Fantasy XIV: Heavensward — $31.20  (list price $40) 06/23: Devil May Cry 4: Special Edition (Steam) — $19.50  (list price $25) PC Game Deals Just Cause 3 (Steam) — $42.12  (list price $60) Ultra Street Fighter IV (Steam) — $14.44  (list price $30) World of Diving (Steam) — $13.29  (list price $20) Spintires (Steam) — $12.95  (list price $30) DMC: Devil May Cry (Steam) — $10.62  (list price $50) Red Faction Collection (Steam) — $10.19  (list price $60) Darksiders Franchise Pack (Steam) — $9.34  (list price $60) Remember Me (Steam) — $6.37  (list price $30) Enemy Front (Steam) — $5.85  (list price $30) Thief: Master Thief Edition (Steam) — $5.15  (list price $33) Demonicon: The Dark Eye (Steam) — $4.68  (list price $40) Killing Floor (Steam) — $3.90  (list price $20) XCOM: Enemy Unknown (Steam) — $3.51  (list price $30) Console Game Deals Dark Souls II: Scholar of the First Sin (PS4, Xbox One) — $47.99  (list price $60) Call of Duty: Advanced Warfare (PS4, Xbox One) — $47.99  (list price $60) Dying Light (PS4, Xbox One) — $39.99  (list price $60) Grand Theft Auto V (Xbox 360, PS3) — $29.99  (list price $60) The Crew (PS4, Xbox One, Xbox 360) — $29.99  (list price $40) Skyrim Legendary Edition (Xbox 360, PS3) — $19.99  (list price $30) PS4 Borderlands: The Handsome Collection (PS4) — $47.99  (list price $60) Destiny (PS4) — $28.49  (list price $50) Xbox One Mortal Kombat X (Xbox One) — $44.99  (list price $60) Xbox Live 12 Month Gold (Digital Code) — $40.95  (list price $60) Xbox Live Gold 3 Month (Digital Code) — $16.95  (list price $25) Minecraft (Xbox One) — $14.99  (list price $20) Metal Gear Solid V: Ground Zeroes (Xbox One) — $9.99  (list price $20) Misc Console Deals Borderlands 2 (PS Vita) — $19.99  (list price $40) Freedom Wars (PS Vita) — $19.99  (list price $30) The Walking Dead: Season 2 (PS Vita) — $14.99  (list price $30) The Wolf Among Us (PS Vita) — $9.99  (list price $30) Laptop Deals 15.6" HP Omen 15t, i7-4710HQ, GTX 860M, 256GB — $1,049.99  (list $1,600) 14" Lenovo Yoga 3, i7-5500U, 8GB, 256GB SSD — $949  (list $1,250) 15.6" Lenovo Z51-70, i7-5500U, 8GB, Radeon R9 M375 — $829  (list $1,080) 11.6" MacBook Air, i5-5250U, 128GB SSD — $749.99  (list $900) HDTV Deals 49" LG 4K 3D LED TV with webOS + $200 eGift Card — $999  (list price $1,699) 60" Sony 1080p 120hz Smart LED HDTV — $889.99  (list price $1,799) 55" Vizio 1080p Smart LED HDTV — $597.99  (list price $798) 48" Sony 1080p Smart TV + $150 eGift Card — $498  (list price $528) Hardware Deals PlayStation 4 + Last of Us Remastered + PlayStation TV — $399.99  (list $400) Nintendo 3DS XL + Case (Blue, Red, Black) — $149.99  (list $175) Samsung 850 EVO SSD 2.5" 1TB MZ-75E1T0B/AM — $336.34  (list $450) Crucial M500 Series SSD 2.5" 960GB — $279.99  (list $520) AMD Radeon R7 Series SSD 2.5" 240GB — $99.99  (list $165)
Weekend deals photo
Now where's my $500 GPU...
Update 6/1: A new 40% off discount has sprung up on The Witcher 3. Login or create an account on this page and drop the price to $35.99. The The Witcher 3: Wild Hunt is finally releasing next week May 19th. It's sto...

Review: NERO

May 13 // Brett Makedonski
NERO (Xbox One [reviewed], PC, Wii U, 3DS)Developers: Storm in a TeacupPublisher: ID@XboxReleased: May 15, 2015 (Xbox One), TBA (PC, Wii U, 3DS)Price: $19.99 But to spend a little more time in NERO's world is a wondrous thing. The omnipresent phosphorescent set-dressing strikes a dissonant chord against the subject material, but works in an odd mutuality. When hope seems like it's sure to slip away forever, the aesthetic inspires in an underlying way. Hey, maybe things will turn out all right after all. As this is a foray through a child's mind who's going through uncertain realities, nothing about NERO is metaphorically black and white. The journey is paced however you see fit. Meandering about is enticing, as everything about it begs for exploration. Backtracking is likely to occur often, as you realize you've been staring at the lustrous sky for too long and forgot to pay attention to your surroundings. Every time this happens, you'll fall a little more in love with NERO. Wandering off the beaten path has its benefits beyond taking in more scenery. NERO is a first-person puzzle-solving game, but it can be very light on the latter if you so choose. The majority of the puzzles are tucked away in areas that aren't even necessary to venture to. Those who opt to complete these brain-teasers will be awarded with an extra slice of narrative. [embed]292028:58522:0[/embed] Honestly, those who take the quick and narrow path through NERO are robbing themselves -- not just of a few puzzles, but of the core experience. It's a game where you slowly figure out that aimless wandering is the aim. It's something that requires some marinating, soaking in the world to fully appreciate it. Approaching NERO with a destination in mind is a mindset that will result in disappointment. Likewise, those who appreciate clearly drawn lines will similarly feel frustration. NERO is intentionally ambiguous at all times about its narrative, but its tone is always striking. Different thematic accents constantly punctuate different scenes; the ones that don't happen to arch over the course of the entire journey. For all the discussion it's sure to raise regarding plot, it's undoubtedly a story of love and loss, grief and guilt, companionship and family, and coping when the world is so goddamn unfair. All that being said, NERO isn't perfect. Detractors will knock it for a short run-time, flat textures, frame rate stutters, and lack of puzzle variety. However, isolating those issues is akin to missing the forest for the trees. There's something greater at play here, and letting yourself become immersed in NERO will likely render those shortcomings moot. Even after finishing, it's difficult to pin NERO down to a concept or feeling that's easy to explain. It's a game that prioritizes emotion above all else, and it does so wonderfully. But as the boy at the heart of this tale learns, emotions are tough to understand, and thus NERO is tough to understand. You'll just know that you felt something, and that sensation alone is worth the journey.
NERO review photo
A strange and distant land
I don't know why I kept playing NERO. That's not a statement meant to express disdain. I literally don't know what -- but something -- drew me to keep trekking through this sad, enamoring world. Its gravitas has a gravity abo...

Review: The Witcher 3: Wild Hunt

May 12 // Chris Carter
The Witcher 3: Wild Hunt (PC, PS4 [reviewed], Xbox One)Developer: CD Projekt REDPublisher: Bandai Namco (Europe), WB Games (NA), Spike Chunsoft (Japan)Released: May 19, 2015MSRP: $59.99 From the very start, The Witcher 3 is a return to form in terms of presenting the core Witcher lore from the first game. Unlike the second iteration, where many elements important to the overarching story were teased or merely mentioned in passing, you get to see more events up close. You'll have the chance to experience The Wild Hunt itself even more-so than the original title, which is going to be a huge bonus for fans of the series. You get to delve deeper into the world as a whole, and the more personal take on Geralt makes it even better. Over the course of The Wild Hunt, players will experience Geralt as a teacher, lover, and hero. There are far more opportunities to actually be a Witcher, haggling for goods and demanding gold for your service. These elements were always communicated in past games to some degree, but given the vast scope of this title, you'll actually get to live it on a constant basis here. The script as a whole is also much sharper, with stronger dialog and a funnier general feel. It helps that it hosts the most interesting cast yet, like a funny young creature that loves to poop, a terrifying trio of witches, a dumb goat named Princess, and one very angry ghost baby. The setup this time around involves Ciri, a young woman that Geralt has essentially raised as his own daughter. She's trained with Witchers, but she also hosts a power no one quite understands that has sparked the interest of The Wild Hunt -- a mysterious and powerful group that roams the land and terrifies everyone who comes in contact with them. Geralt kicks off the adventure in search of Ciri, attempting to find her in various locations, learning of her whereabouts through story missions. Occasionally you'll get to control Ciri herself in short standalone sequences, which serve as a window into her point of view and are a welcome brief departure from the Geralt show. [embed]291344:58447:0[/embed] In general, choices feel like they carry more weight in The Wild Hunt, and the characters are more fleshed out as a whole. I felt like the second game had way too many "Would you like to do option A or option B?" black and white choices, but the third iteration brings back some of the ambiguity from the original. There is immediacy to your decisions, but there are lasting consequences in some cases, with individuals that I actually cared about. I like Ciri in particular, and was inspired to press on to find out what happened to her. More importantly, the game is designed as a large collective of little choices compared to a few sweeping options in The Witcher 2. Having a bit of control over nearly every aspect of your personal story is a much more desirable design. A lot of you out there will probably be disappointed to learn that combat is now essentially Assassin's Creed, as most of the nuances like stances from the first game and the slower flow of the second game are now gone. Instead, you'll attack with light and heavy attacks, spicing things up with a few magic abilities, and separate dodge and roll buttons. Geralt still carries his trademark steel sword for humanoid opponents and silver for creatures, but since he automatically takes the appropriate one out most of the time, that bit of strategy is quashed too. It's not enough to make the game "easy" (especially on higher settings) but normal is significantly more hack and slash oriented than The Witcher 2. For all of the streamlined changes though, I actually enjoy this take on combat the most. Your magic abilities run the gamut of everything you'd need, from traps to projectiles to a defensive shield, and the dodge mechanic works better than it ever has, which makes battles feel more action-oriented and less like an outdated pen-and-paper scheme. When you add in the ability to parry and counter, combat gets even more interesting. Ciri's bits are even less expansive, as she can't access an equipment or inventory screen at all, and only has a few unique spells at her disposal. When you're exploring about, the way fast travel is handled is just about perfect. You can technically use it, but players will need to have explored the target area first, and access an actual dedicated fast-travel signpost. It encourages you to see the world without pulling your hair out and losing tons of time manually getting to places you've already been. Roach, your horse, will assist in finding those new locations, and the controls are fairly versatile with walking, running, and galloping options. Sailing is probably my favorite means of travel, and in one instance I was even left stranded on an island after enemies capsized my ship! Questing is also much more satisfying now because The Wild Hunt is less "tunnel" oriented. Thanks to the advancements of newer tech, the open world can be fully explored by climbing, sailing, and horseback riding. The climbing mechanics are a welcome addition, but like a lot of other sandbox titles (I'm looking at you, Bethesda), it comes with its own set of glitches and rough animations. Specifically, ridges and edges are problem areas, and I had Geralt get stuck a few times in the game world or die to very questionable amounts of fall damage. It doesn't help the situation when a few main story quests have bugs in them as well. It should be noted though that there is a very forgiving checkpoint save system, and you can manually save at any time. I suggest doing so often. Once you get your first look at the world and see the new engine up-close, you'll likely forget about those stiff movements and occasional rough patches. The draw distance is wonderful, and the map in general is insanely detailed. While there are three particular areas that are instanced (cut off from the rest of the world), the core area is huge, and would take you hours to fully traverse and explore, even if you didn't stop to actually do anything. For the purposes of this review, I played The Witcher 3 on PS4, which features 1080p visuals, with a 30 frames-per-second cap. Unfortunately that latter figure is noticeable all too often, especially when you're outside, moving the camera about, and fighting multiple enemies. I have to give it to CD Projekt RED for creating a beautiful, vast universe with very little in the way of load times, but the console edition does feel like a compromise. If you have the rig, I highly recommend taking a look at the PC version, though I haven't had a chance to test out its stability just yet. There is something to be aware of in addition to the technical issues. While the combat and overall story have been improved, a lot of quests (particularly the transitions between story missions) involve "Witcher Vision." Yep, Arkham's Detective Vision mechanic is now a part of the Witcher world, and you're going to be spending a lot of time holding down a button, looking at footprints, and following them blindly to the next sequence. At first it's a really cool mechanic, and appropriately represents a Witcher's advanced sensory and tracking capabilities. But once you do it roughly 100 times, it gets a tad old. If you're looking for a lengthy adventure, you'll find pretty much everything you need here. With four difficulty levels (including a super easy mode) there's something for everyone. Alchemy mechanics shine in The Wild Hunt, as there are lots of ingredient nodes all across the world, easily visible on the game's mini-map -- almost like the developers took a page from the newer Far Cry games. There's literally hundreds of quests to complete, secret locations to find, and buried treasure to search for. The core story will last you a good while. It took me roughly 50 hours to complete the game. Hilariously enough, there is one point that feels like it's the end, to the point where the game even warns you that you should save and that you cannot turn back after entering the area. After I finished that sequence, it turned out that I had at least another 10 hours to go. Once the story is said and done, a few select sidequests can't be completed, but you're plopped back into the world, ready to explore. I suspect I'll be at it for over 100 hours by the time I'm ready to put the game back on the shelf. The Witcher 3: Wild Hunt is a huge step up from its predecessor, mostly because it manages to tell a more compelling and personal tale. At the same time, that intimate feel is juxtaposed against a gigantic, sprawling open-world adventure that may hit some snags along the way but still comes out on top. [This review is based on a retail build of the game provided by the publisher.]
The Witcher 3 review photo
100% more Witchay Woman
I have an odd history with The Witcher series. I absolutely fell in love with the first game near launch, at the behest of a friend, and adored the way it approached morality. Typically, games of that era would offer up black...

Castlevania's IGA back with 'dream game' Bloodstained: Ritual of the Night

May 11 // Steven Hansen
Bloodstained stars Miriam, an orphan stuck in the middle of "a classic tale of magic, or rather faith and belief, versus science," Igarashi told me through a translator. A group of alchemists, fearing its waning relevancy as science captures the 18th century setting, try to warn against the world losing faith. Start fucking loving science, they warn, and a bunch demons will take over. When that doesn't happen, egg on face, the alchemists start fusing demonic crystals into orphans to call the demons to earth, attempting to instigate a global annihilating "told ya so." The demon crystals have a, "natural inclination to expand, eat away at hosts' bodies," not unlike bad videogame companies, perhaps. "Stained glass" acts as an artistic motif reflected in the art style, but those pretty shades in characters' skin are also the basis of gameplay. Enemies drop materials, which are forged into gems, which can be formed into weapons. Rare materials can be forged into ability crystals that can be stuck in Miriam's body. They can also be combined in a number of ways, like adding a strength+ attribute crystal to a double jump for a double jump attack move. Igarashi explained the new system would be a little less repetitive than old Castlevania's, naming Aria of Sorrow specifically, where "you're just grinding on the same enemy to create the same thing." Why stained glass? "Stained glass is already cool-looking as it is, but stained glass weapons is badass." A recent walk through Grace Cathedral in San Francisco has me in agreement. Igarashi, "wanted to have a more colorful palette," and so on top of the stained glass, you have a blue-heavy protagonist, purple tinted key items (candles, keys), and an active blood orange sky in the background (thanks to parallax scrolling) inspired by an 18th century Icelandic volcano eruption that killed 23,000 Brits and bore a "bloody sun rising." All of this is framed by classic Gothic gray. If the mock up is any indication, it could look lovely. That's a "could," of course, because the game has not been made yet. Igarashi is someone you can likely depend on to make a Castlevania-style game. Inti Creates has been delivering for a long time. And Bloodstained isn't even held hostage by its Kickstarter, though it's meant to fund the last "20%" of development (and make for physical, pressed Xbox One and PS4 discs). Still, it's a way's out. Igarashi hasn't been gone from Konami much more than a year and shopping this proved difficult, hence last year's "hold." Igarashi "scoured the globe" and "pitched every major -- even minor -- publisher on this concept." "There was a ton of interest, but for various reasons, from, 'we do distribution for Konami and...don't want to anger them,' to 'Oh, this looks like a Japanese game.' But they didn't realize Igavania games sold better in America than any other territory." Incidentally, despite the widening popularity of the term "metroidvania," the team is eschewing the "castle" and "metroid," opting for the term "Igavania," explaining, "We want to make sure we don't anger Nintendo, and Igavania is a more accurate name." This project will likely irk someone at Konami regardless -- "Konami doesn't know about it," Igarashi said last month -- perhaps even more if it proves successful, like Mighty No. 9 or the recent not-Banjo-Kazooie platformer from ex-Rare folks, Yooka-Laylee. Given those examples (or Double Fine Adventure Game, or a number of others), it feels like a sure thing, but Igarashi does seem a bit more unsure after constant publisher rejection. "A lot of them were more interested in AAA stuff," he said. "There's a big disconnect between what the publishers are giving people and what the fans want." Inafune's success, specifically, "proved that the Western audience would put its money where its mouth is and support the creators that it loves." Igarashi doesn't expect he'll generate "anything close" to Mighty No. 9. He remains modest about the whole thing. "I spent the last year trying to make this work because I believe that's what the fans are telling me. And if the Kickstarter campaign shows that's not the case, then in the end the publishers were right and I was wrong." "From Iga-san's perspective," the translator, explains, "the most frustrating, saddening part is that he did his due diligence. He tried to work within the standard publisher model." It does seem surprising that Mr. Castlevania shops around a Castlevania and no one bites. Then again, why did Igarashi have to leave Konami in the first place to make this sort of game? "In the good old days, it used to be, as a producer you'd put your neck out on the line to make a game and if it's didn't work out, then you'd be done," Igarashi explained. Speaking specifically of Konami, at least as far as he left it a year ago (and somehow it was in a better state then), "Recently, there's more of a delicacy at [Konami] towards how they handle IP to the point where rather than maybe making new games, 'let's just not touch it'" becomes the mantra. "Or, 'we have to do it a bigger way." The 3D Castlevania, perhaps. Igarashi thinks it's "more risk averse" because someone used to, "pledge it would be okay, and it was their responsibility," but given that he would've have pledged on a new Castlevania, or Metal Gear Solid creator Hideo Kojima's likely ending relationship with the company, I'm not sure that's all of it. But Konami is in the past now. Inti Creates is making Bloodstained under Igarashi's direction. "We had several developers that were interested," he explained. "We needed a team that was both capable, but more importantly passionate. "They said, 'Listen, ever since becoming an independent studio, we've wanted to do three games.' One was a Mega Man type game, which they're now doing. The second was an Igavania game. And the third is a Zelda-type game, which they will probably never get a chance to do," Igarashi chuckled. Nintendo seems more open these days, though. Igarashi did dredge up some past, scoring the composer of Symphony of the Night, Michiru Yamane. "I basically tricked her into joining the campaign by getting her really drunk and making her promise she would help," Igarashi said. "You think that's a joke, but it's the truth." I believe it. And I believe Bloodstained: Ritual of the Night's campaign shouldn't have a problem, "proving that this is a concept that the fans really want." I mean, all you have to do is ask "Sword or whip?" and they flip.
IGA's metroidvania photo
Publishers wouldn't touch it
Last year, Castlevania: Symphony of the Night assistant director and subsequent series producer Koji "IGA" Igarashi left Konami after nearly 25 years with the company. At GDC that year, Igarashi ended his interesting Symphony...

Swery: D4 on PC is '100 percent bona fide D4'

May 07 // Brett Makedonski
The reason that Swery doesn't feel that the Kinect-to-mouse transition is a concession of sorts is because control method isn't what's at the core of D4. Swery elaborated "D4 is a game that doesn't derive its entertainment value merely from the fact that you can control it. My design has always been focused around the 'sensory replication' element. All input devices have their own special characteristics, and I feel that I've created separate control schemes that are all designed specifically for the Kinect, controller, and now the mouse." This "sensory replication" Swery speaks of isn't some marketable-sounding term that he tacked on to describe control schemes; it's something he spends a lot of time thinking about and crafting experiences around. In fact, further hypothesizing by Swery is the reason the PC port is even happening. He explained how D4 on PC came to be by saying "I started working on the PC version at the end of last year, through to GDC this year. At that time, I had made no plans about releasing it. It was just an experiment to help prove the contents of my GDC speech. To sum up [my speech]: 'Even without Kinect, the theory of symbolization and sensory replication through minute observations is still possible, and pieces that replicate sensations in this manner can enhance the overall empathy that people experience.' In order to prove this, I started making a sample version of the game that could be played using only the mouse. I revealed it to people at GDC and PAX East, and since people responded more positively than I had expected, I decided to develop an official release." That official release won't come as easy as one might think. This is Access Games' first time working on a PC title. (The poorly-received PC port of Deadly Premonition was controlled by another studio, and Swery says that Access wasn't able to exert control over the process because it didn't own the rights to the game.) Because of Access' inexperience developing for PC, Swery describes the process as including "a lot of unexpected surprises and problems." He went into detail by saying "Like I talked about earlier, we had to figure out how to create sensory replication with the mouse. Since we couldn't use Kinect, we needed to figure out how to make the PC version a game that anyone could easily enjoy with the mouse. Our game designers, programmers, and UI designers really had to rack their brains about this. Next, we had to think about adding user options and confirming minimum system requirements and recommended specifications that didn't exist in the console version. Since we created an original shader for D4 using our own code, it was hard to make it backwards compatible simply through changing settings in Unreal Engine, so we had to adjust the code and add new parts to it. Since we've only worked on console games so far, this was a brand new experience for us." Above all else, Swery's says he's dedicated to not letting the PC version of D4 go the way of Deadly Premonition. "The team that worked on the Xbox One version of D4 is in charge, and I've also been taking part in the adjustments. We're really serious about this, and intend to treat the D4 IP with the utmost care." One thing that he wasn't too serious about was commenting on his feelings about Microsoft announcing one year ago that it'd release a version of Xbox One without Kinect. After all, Swery had likely undertook this project with the understanding that Kinect would be something that's in every living room that an Xbox One is in. All of a sudden, that wasn't the case. Swery took the high (and humorous) road by simply chiming in "#ThanksObama." Temporary comedic relief aside, Swery seems very serious about D4 and its future. When asked about reading fan theories (a pastime that's dominated the Destructoid office at times), Swery said that he refrains out of respect for the fans. He clarified by saying "D4 is of the mystery genre. With this genre, the fun comes from 'enjoying' all the mysteries up to the end. I think it's natural for people to closely watch the developments, hypothesize, and then think up their own opinions and theories. That's what's so great and important about the mystery genre. With that in mind, I think I have no right to take part in those sorts of discussions." For all the transparency and openness behind the whole process of getting D4 to PC, Swery turned mysterious again when the topic on everyone's mind came up: Is a second part to D4 ever getting made? "I still can't talk about what'll be coming next. All I can say is that I'm working my hardest!," he said. Figures. But, maybe with the help of a PC audience pushing for more D4, we'll get the resolution we need. Or, maybe we'll get more fights with a cat lady. Both are welcome with open arms.
Swery interview photo
Kinect didn't make the game
To say that developer Hidetaka Suehiro -- or, Swery65 as most everyone knows him -- has a knack for creating unique and strange videogame experiences would be an understatement. He has a loyal cult following, as anyone that l...

Review: Wolfenstein: The Old Blood

May 05 // Chris Carter
Wolfenstein: The Old Blood (PC, PS4, Xbox One [reviewed])Developer: MachineGamesPublisher: Bethesda SoftworksReleased: May 5, 2015 (Digital), May 14, 2015 (Physical - AUS, EU, NZ)MSRP: $19.99 The Old Blood is a genius idea on paper. Set as a prequel to The New Order, anyone can pick it up and find themselves on equal footing. When coupled with the budget price of $20, that prospect is made even more appealing. The team was also able to provide some slight enhancements to the engine due to the core focus on the PS4 and Xbox One editions -- it's nothing that noticeable, but it is smoother overall if you really look at things up close. So what is it, exactly? You're basically getting more New Order set the tune of two "episodes," once again starring the heroic B.J. Blazkowicz. The whole bloody affair is roughly eight hours long, filled with secrets and the return of the perk system, which are both implemented to encourage multiple playthroughs. Just like its predecessor, The Old Blood runs at 1080p and 60 frames-per-second on both consoles. In the first episode, "Rudi Jäger and the Den of Wolves," you'll quite literally return to Castle Wolfenstein, as you attempt to obtain a document that sets up the events of the previous game. It doesn't go quite as planned of course, and you'll encounter a few new enemy variants like a sniper, as well as some puzzle-like encounters, and a good mix of stealth and action scenes. It's not mind-blowingly different and it's a tad slow at the start, but it does feel like a proper expansion, and the labyrinthine tunnels of the castle work well when juxtaposed to the mostly open areas from New Order. [embed]291497:58425:0[/embed] The second half, "The Dark Secrets of Helga Von Schabbs," is a little less traditional. Well, okay, it has zombies in it, so it's a lot less traditional, but perfectly fitting for the gaiden "B-movie" feel Old Blood is going for. While the first episode is good in its on right, the town of Wulfburg in the follow-up episode is something completely different from what you're normally used to with MachineGames' reboot. There are a few really tense scenes, and the mystery of Helga and her adventures to uncover occult objects kept me engaged throughout. All of the classic FPS mechanics return, like the glorious multi-weapon wheel that outshines the two-gun limitations usually found on consoles. There's also a few new weapons like the melee-centric pipe and the explosive Kampfpistol, and existing guns have been refined, to the point where everything feels more viable. The perk system is still attached to challenges like stealth takedowns or weapon-specific kills, and is just as inspirational when it comes to driving players to experiment with new playstyles. The old adage "if it isn't broken, don't fix it" works here. Where Old Blood truly shines is its brevity. Both episodes are laser-focused, and don't waste as much time as some missions in the original. Both Castle Wolfenstein and Wulfburg are expansive enough to justify an entire game, and the development team does a good job of managing the pacing between stealth and action. I will say though that both core villains are a little less compelling than Deathshead, the experience is a tad more linear, and there's less character development here in general. Wolfenstein: The Old Blood operates just like an old school PC expansion should, and if you liked New Order, this is a no-brainer. In fact, due to the pulp feel of the second half I even slightly prefer it to the original, and the two interconnected plots are incredibly easy to swallow in an afternoon. [This review is based on a retail build of the game purchased by the reviewer.]
Wolfenstein review photo
Remember when PC expansions felt expansive?
Wolfenstein: The New Order was a refreshing reboot for a series that has a history of having many different development teams at the helm. After a five year hiatus, MachineGames came in and made the franchise its own, pu...

Review: Project CARS

May 01 // Brett Makedonski
Project CARS (PC, PS4, Xbox One [reviewed])Developers: Slightly Mad StudiosPublisher: Bandai NamcoReleased: May 6, 2015 (PC), May 12 (PS4, Xbox One)Price: $59.99 Even though Project CARS is difficult, it's all rather appropriate. I've never raced cars before, but I imagine it to be an unrelentingly tough gig. There are a dozen or so drivers that are all after the same checkered flag. Slightly Mad has done a fantastic job crafting a racing experience that reflects real-life competition. Whereas other games often feel like races take place around the player, Project CARS feels like the player is one small part of the race. However, in the heat of the moment, one could be forgiven if they don't agree with that. Project CARS' AI can be so aggressive at times that it seems as if the game is trying to pound the player into submission. Opponents will veer across the track to block progress, and they'll occasionally send you skidding into the gravel trap. Sure, it's an accurate portrayal of racing, but, man, that comes as no consolation at all when it dooms the entire race. The AI isn't the only opponent in Project CARS; you're a constant threat to cause your own downfall. In the rare event that you break free from the pack, the most minute of miscalculated turns will send you straight to the back. One tire overstepping the bounds of the track will often send the car skidding off into a pile of tires, relegating you to an unimpressive finish. Also, this title doesn't play the rubberbanding game, so once the leaders have created separation, you're likely to stay off the podium. Again, frustrating, but that's what you signed up for when you booted up Project CARS. [embed]291507:58427:0[/embed] All that annoyance isn't aided by the fact that Project CARS starts the career with the lowest levels of kart racing, which just so happen to be the most uncontrollable vehicles in the game. It's almost like a trial by fire of sorts, a challenge from Slightly Mad that if you can command these unwieldy beasts, you're good enough to play this game. I was handily defeated so consistently during these races that I wondered if tweaking vehicle settings was an absolute necessity to success. That's where Project CARS' commitment to being for hardcore simulation fans became actively detrimental. Before each race, the menu will implore the player to make alterations, but offers little in the way of guidance as to what anything does. Those who know the ins and outs of cars may take great pleasure in adjusting camber angles and changing suspension heights, but the layman will be left wondering if they're actively at a disadvantage. Honestly, they probably are. Regardless of where all those sliders end up, Slightly Mad has some great driving to offer. The cars all have an appropriate weight about them, only seeming floaty when they're the lightest of vehicles. Project CARS also mandates a nice degree of subtlety with the throttle and brake, often requiring barely touching the gas to optimally weave through a set of turns. The most appreciated facet of driving is that most of the 70-some vehicles feel legitimately unique from one another, meaning that each takes some time behind the wheel before you can control it efficiently. That learning curve won't be welcomed by everyone, however. A lot of nuance is needed, and it's difficult to master. This is especially true with a standard gamepad, which is how the majority of people will play Project CARS. These controllers are often too finicky, and will send the car careening further and more slapdash than the player intended. Those with proper racing wheels will surely have an easier time. One aspect of Project CARS that never fails to impress is its aesthetic. Everything is stunningly gorgeous at all times, even when the sun blinds you as you're trying to corner. The scenery might be at its best during the rainfall, which looks fantastic, but adds another degree of difficulty as the slick roads definitely impact driving performance. Unfortunately, it also impacts game performance, as rainy weather acts as a kind of stress test, and it's where the frame rate dipped the most noticeably in the Xbox One version of the game. For a title that touts itself as offering a staggering amount of control, Project CARS is ironically rather shallow. While all cars are unlocked right from the get-go, the player has no say in what they drive throughout the career. Once signed up for a new league in which to compete, the game decides what vehicle the races take place in. Likewise, outside of the standard career progression, there just isn't much more to do in Project CARS. It basically boils down to the obligatory multiplayer, some community events, and some one-player quickmatches. The game doesn't give the player much incentive to keep playing, so that drive has to be internal. If it isn't, you might find yourself putting down Project CARS sooner than you'd think. Actually, Project CARS' career is paced in such a way that it directly conflicts with the desire to keep playing. Every race is preceded by a practice and qualifying round. Each of those lasts a minimum of ten minutes. You can probably afford to skip practice (easy, Allen Iverson), but qualifying is borderline mandatory. Bypassing it, or simulating to the end after a solid lap, means you run the very real risk of starting the race in last place. If that happens, it's unlikely that you'll finish first. The AI is just too good to let you overcome those odds. You were probably damned before you even began. Admittedly, Project CARS isn't for everyone. In fact, it isn't for most people. It's niche, and it's for those who take their racing games seriously. It does most of what it sets out to do, and it does that very well. However, the broad appeal is lacking, as the long learning curve likely outweighs what most are willing to put up with. But, for those who put in the time and manage to take the checkered flag, this title has a supremely rewarding experience that most anyone can feel proud of, regardless of familiarity with cars.
Project CARS review photo
Hard charger
Project CARS is a game that revels in its inaccessibility. It was made specifically for people who have come to expect more from their realistic racing simulators. Developer Slightly Mad took that desire and ran with it....

The Destructoid Xbox One Game File Size Guide

Apr 29 // Brett Makedonski
GameFile Size 1001 Spikes 235.82MB Alien: Isolation 24.41GB The Amazing Spider-Man 2 9.89GB Angry Birds Star Wars 1.81GB Another World: 20th Anniversary Edition 267.8MB Assassin's Creed Chronicles: China 3.25GB Assassin's Creed IV: Black Flag 22.29GB Assassin's Creed Unity 39.36GB Battlefield 4 37.1GB Battlefield: Hardline 45.33GB Blue Estate 4.14GB Boom Ball for Kinect 506.32MB Borderlands 2 23.34GB Borderlands: The Pre-Sequel 13.84GB Call of Duty: Advanced Warfare 48.97GB Call of Duty: Ghosts 42.21GB CastleStorm 641.14MB Chariot 2.69GB Child of Light 2.31GB Contrast 1.94GB Costume Quest 2 1.11GB The Crew 15.97GB Crimson Dragon 6.83GB D4: Dark Dreams Don't Die 8.81GB Dance Central Spotlight 1.4GB Dark Souls II: Scholar of the First Sin 12.2GB Dead or Alive 5: Last Round 9.4GB Dead Rising 3 26.9GB Defense Grid 2 1.44GB Destiny 24.2GB Diablo III: Reaper of Souls - Ultimate Evil Edition 31.55GB Disney Fantasia: Music Evolved 5.88GB Disney Infinity [2.0] 9.61GB Divekick: Addition Edition 3.6GB DmC: Devil May Cry: Definitive Edition 20.09GB Don Bradman Cricket 2.26GB Dragon Age: Inquisition 41.96GB Dragon Ball Xenoverse 9.89GB Duck Dynasty 8.93GB Dying Light 20.78GB Dynasty Warriors 8: Empires 23.16GB EA Sports UFC 17.74GB The Escapists 323.88MB The Evil Within 34.14GB Evolve 26.61GB Far Cry 4 26.6GB Fibbage: The Hilarious Bluffing Party Game 319.84MB FIFA 14 9.82GB FIFA 15 12.67GB Fighter Within 11.05GB Final Fantasy Type-0 HD 22.35GB Flockers 5.86GB Forza Horizon 2 38.21GB Forza Horizon 2 Presents Fast & Furious 15GB Forza Motorsport 5 40.54GB Fruit Ninja Kinect 2 1.1GB Funk of Titans 1.71GB Game of Thrones - Episode 1: Iron From Ice 2.56GB Game of Thrones - Episode 2: The Lost Lords 1.55GB Game of Thrones - Episode 3: The Sword in the Darkness 2.35GB Geometry Wars 3: Dimensions Evolved 260.5MB Giana Sisters: Twisted Dreams - Director's Cut 2.35GB Goat Simulator 878.25MB The Golf Club 3.9GB Grand Theft Auto V 46.76GB Guacamelee! Super Turbo Championship Edition 816.86MB Halo: Spartan Assault 2.49GB Halo: The Master Chief Collection 59.11GB Hand of Fate 4.22GB Happy Wars 1.7GB How to Survive: Storm Warning Edition 3GB #IDARB 402.78MB The Jackbox Party Pack 1.47GB Jet Car Stunts 351.24MB Just Dance 2014 22.81GB Just Dance 2015 15.8GB Kalimba 2.66GB Kickbeat: Special Edition 859.59MB Killer Instinct 19.02GB Killer Instinct Classic 441MB Killer Instinct 2 Classic 581.09MB Kinect Sports Rivals 10.88GB LA Cops 1.2GB Lara Croft and the Temple of Osiris 2.58GB The Legend of Korra 2.9GB Lego Batman 3: Beyond Gotham 7.33GB Lego Marvel Super Heroes 6.48GB The Lego Movie Videogame 6.85GB Lego The Hobbit 8.76GB Life is Strange - Episode 1: Chrysallis 2.91GB Life is Strange - Episode 2: Out of Time 2.58GB Limbo 212.46MB LocoCycle 13.21GB Lords of the Fallen 5.95GB Madden NFL 15 15.07GB Madden NFL 25 12.52GB Magic: The Gathering - Duels of the Planeswalkers 2015 1.2GB Max: The Curse of Brotherhood 3GB Metal Gear Solid V: Ground Zeroes 4.79GB Metro 2033 Redux 7.85GB Metro: Last Light Redux 9.24GB Middle-earth: Shadow of Mordor 28.43GB Minecraft 668.64MB Monopoly Deal 744.68MB Monopoly Plus 1.03GB Mortal Kombat X 34.66GB Murdered: Soul Suspect 11.83GB NBA 2K14 43.89GB NBA 2K15 46.61GB NBA Live 14 9.37GB NBA Live 15 14.88GB Need for Speed Rivals 16.58GB Never Alone 2.92GB Neverwinter 10.5GB NHL 15 21.25GB Nutjitsu 261.89MB Oddworld: New 'n' Tasty 7.51GB OlliOlli 533.62MB Ori and the Blind Forest 7.68GB Outlast 3.68GB Peggle 2 2.55GB Pier Solar and the Great Architects 2.29GB Pinball Arcade 3.83GB Pinball FX2 420.03MB Plants vs. Zombies Garden Warfare 17.5GB Pneuma: Breath of Life 10.47GB Pool Nation FX 12.03GB Powerstar Golf 4.09GB Pro Evolution Soccer 2015 22.2GB Project CARS 18.13GB Project Spark 2.86GB Pure Pool 599.75MB R.B.I. Baseball 14 1.12GB R.B.I. Baseball 15 4.86GB Rabbids Invasion: The Interactive TV Show 14.22GB Rayman Legends 3.4GB Resident Evil 14.68GB Resident Evil Revelations 2: Episode 1 6.96GB Resident Evil Revelations 2: Episode 2 4.05GB Resident Evil Revelations 2: Episode 3 3.69GB Resident Evil Revelations 2: Episode 4 3.82GB Riptide GP2 203.8MB Risk 2.79GB Rocksmith 2014 5.68GB Roundabout 2.97GB Rugby 15 2.76GB Ryse: Son of Rome 36.96GB Saints Row IV: Re-Elected 12.07GB Saints Row: Gat out of Hell 6.65GB ScreamRide 4.41GB Shadow Warrior 6.78GB Shape Up 7.4GB Sherlock Holmes: Crimes and Punishments 12.45GB Shiftlings 2.3GB Shovel Knight 243.11MB Sixty Second Shooter Prime 292.45MB Skylanders: SWAP Force 15.72GB Skylanders: Trap Team 19.08GB Sleeping Dogs: Definitive Edition 17.83GB Sniper Elite III 23.18GB State of Decay: Year-One 3.91GB Stealth Inc. 2: A Game of Clones 396.68MB Stick it to the Man! 1.78GB Strider 3.09GB Strike Suit Zero: Director's Cut 1.81GB Styx: Master of Shadows 6.48GB Sunset Overdrive 26.06GB Super Time Force 930.45MB Tales from the Borderlands - Episode 1: Zer0 Sum 2.53GB Tales from the Borderlands - Episode 2: Atlas Mugged 1.41GB Terraria 503.66MB Tetris Ultimate 498.3MB Thief 19.25GB Thomas Was Alone 465.46MB Threes! 331.28MB Titanfall 19.73GB Tomb Raider: Definitive Edition 14.47GB Tower of Guns 1.15GB Transformers: Rise of the Dark Spark 11.19GB Trials Fusion 8.44GB Unmechanical: Extended 986.44MB Valiant Hearts: The Great War 1.32GB Volgarr the Viking 291.15MB The Walking Dead: Season One 4.65GB The Walking Dead Season Two 4.48GB Warframe 6.98GB Warriors Orochi 3 Ultimate 19.61GB Watch Dogs 14.44GB White Night 1.83GB The Wolf Among Us 4.95GB Wolfenstein: The New Order 43.27GB Wolfenstein: The Old Blood 37.14GB Worms Battlegrounds 1.88GB WWE 2K15 21.84GB Xbox Fitness 390.76MB Zombie Army Trilogy 10.25GB Zombie Driver Ultimate Edition 1.62GB Zoo Tycoon 2.64GB Zumba Fitness: World Party 24.15GB
Xbox One File Size Guide photo
From MB to GB
With the rise of digital distribution, hard drive constraints are becoming more problematic than ever. It's never fun purchasing a game only to find out you don't actually have space for it. Here is a constantly-updated list ...

The Battletoad fight in Shovel Knight Xbox One is so much better than the PSN's Kratos

Apr 28 // Chris Carter
[embed]290962:58324:0[/embed] Unlocking the Battletoads is as simple as following the exact same unlock method for Kratos in the PSN version of the game. Just follow my instructions here or watch the recap video above and you're good to go. Now, onto the fight. Spoilers, obviously. [embed]290962:58325:0[/embed] My God, I was not prepared for this. I thought it was just going to be a single battle with Rash, Zitz, and Pimple, but it's so much more than that. It's a three-tiered adventure that takes you through multiple elements of the classic NES game, including, yes, that infamous underground racing section. Oh, and it has a tiny little hub zone that you can return to in addition to an armor reward. I mean, Yacht Club Games just went above and beyond with this Battletoads cameo. Kratos was a cool fight that paid proper homage to the character but it was over very quickly. Having these dudes linger here like they're part of the game's world is amazing. You can go back and chill with them, enjoy a few Easter eggs, or replay a minigame! Unfortunately, it's tough to recommend the Xbox One version over the PSN one overall due to the fact that the latter hosts Cross-Buy and Cross-Save functionality. You're literally buying three games for the price of one on Sony platforms, which Microsoft can't really compete with at the moment unless they really kick it into gear with Windows 10. Still, this is basically the same exact game, so it does top the Wii U, 3DS, and PC editions due to the new ass-kickin' Battletoads boss battle. Maybe Nintendo can get a Fire Emblem character involved? Who knows, but seeing as how Sony and even Microsoft were willing, it would be disappointing to see them go silent on the matter.
Battletoads Shovel Knight photo
Watch it here
Shovel Knight is the gift that keeps on giving. It was already pretty loaded for a digital release, packed with secrets and replayability, but Yacht Club Games has been busy with other stuff too. For starters, the PSN ve...

What we know about Call of Duty: Black Ops III

Apr 26 // Robert Summa
Single player is no longer for singles As Call of Duty continues to march into the modern era of gaming, Black Ops III will introduce the option of online co-op in its single player campaign. The main campaign will now support up to four players working together. Jason Blundell, campaign director and senior executive producer, said it will redefine how Call of Duty is played. Set in the near-future, Black Ops III is all about bio augmentation and robotics. Something that will not only affect your single-player experience, but also multiplayer (but we'll get more into that later). Giving players the choice between male and female characters, the campaign will put you in the role of an enhanced cybernetic Black Ops soldier.  The intensity and theme of the game were on full display as Treyarch showed us one of the levels of the campaign, called Cairo. At first, it seemed like one of your standard Call of Duty experiences. But as the level progressed, the world awoke and the retooled battlefield was on full display. [embed]290987:58342:0[/embed] With the main fighting occurring in an open space, the ambition of Black Ops III was immediately apparent. There was an amazing scope to the level and the action within it. The world felt very alive and tangible with action happening in just about every space within the player's view. Planes flying overhead, bullets whizzing by, robots. It was hectic. New devastating weapons, such as a spike launcher, were unveiled. Rolling balls of spikes looking to impale unsuspecting victims littered the battlefield. The reliance and added value of your co-op partners certainly played a part in a level where a new emergent AI was able to make intelligent decisions based on what your team was doing. According to Treyarch, the AI was a focus during development. The team added a new animation set and claim that the goal-oriented AI can now communicate and organize itself -- which is key with the variety of options that the campaign now offers with the availability of co-op. Blundell stressed some key points Treyarch is trying to drive home with Black Ops III's campaign. Buzzwords such as cinematic intensity, epic action, a gritty narrative, and replayability are what the single-player experience is trying to be. Customization is key Allowing players to express themselves in a unique way has been a staple of the franchise for a number of years now. Treyarch is looking to build upon this by allowing players not only more set-up options, but a player experience system within the single-player that will allow extensive upgrades not only to your character and his or her abilities, but also to the weapons themselves. Cyber Cores and Cyber Rigs are cybernetic modifications that will allow added layers of player customization. Cyber Cores will let players do things from remote hacking to controlling drones to chaining melee strikes, while Cyber Rigs are passive upgrades that allow advanced movement and defensive capabilities. With the addition of the Safe House, customization and socialization options will be available. This is the area players will go between levels. The Safe House will have your own customizable bunk and provide access to a wiki with information related to the game. There will be collectibles and opportunities to purchase tokens, which can be used in your upgrades. PC will not be ignored Treyarch studio head and president Mark Lamia said a greater emphasis was placed on the PC version of Black Ops III. While not getting into a great amount of detail (such as anything server-related), Lamia said Treyarch worked closely with hardware companies to bring a high-end experience for those who have upper-tier machines and have adopted 4K.  While catering to the high-end crowd, Lamia also said the team put a great deal of effort into optimization. The current recommended specs are as follows (but they are subject to change): Operating System: Windows 7 64-Bit / Windows 8 64-Bit / Windows 8.1 64-Bit Processor: Intel® Core™ i3-530 @ 2.93 GHz / AMD Phenom™ II X4 810 @ 2.60 GHz Memory: 6 GB RAM Graphics: NVIDIA® GeForce® GTX 470 @ 1GB / ATI® Radeon™ HD 6970 @ 1GB DirectX: Version 11 Network: Broadband Internet connection Sound Card: DirectX Compatible But what about Zombies? Treyarch remained silent on what exactly Black Ops III will offer for its fan-favorite zombie mode. What we were told, however, is that it will have its own player progression system, distinct storyline, more depth and will include all kinds of "mind-fuckery," as Lamia put it. As with the main game and multiplayer, the social aspects of Black Ops III are set to play a key role in zombies as well. Who cares about single player, tell me about multiplayer Even with the inclusion of online four-player co-op, there still will be a faction of Call of Duty fans who only care about one thing: multiplayer. I got my hands on multiplayer, which is covered in-depth in a separate article, but I want to tell you what you should expect. As mentioned, Black Ops III has its focus on risk versus reward. Nowhere is this more apparent than with multiplayer and the complete reworking of not only gun-play, but movement as well. To do this, the team changed some of the rules. For instance, players will now be able to shoot while doing all movements in the game -- this includes everything from jumping to wall running (yes, wall running) to climbing over ledges and, for the first time, swimming. While still remaining true to three-lane map design philosophy with no buildings above two stories, the team has also added new movement abilities such as thrust jumping and power sliding, and as mentioned, wall running and swimming. Oh, and did I mention you can sprint for as long as you want? Treyarch said it wants to allow players to have full combat control with no pause in the action.  While players won't be limited with their sprint, there will be limitations to the power slide and wall run. They aren't significant limitations, but they are present. These changes are immediately noticeable with the varied results that thrust jump, wall running, and the power slide provide. There is a fluidity now to the action. While it seems overwhelming at first glance, the general simplicity and ease of use associated with Call of Duty is still in place. Dan Bunting, game director, said the philosophy is guns up, not down. They want omni-directional movement options in what he says will, "feel like a BLOPS II evolution." In all, it's about endless momentum and making the gameplay faster and more engaging. This is my rifle Through the Gunsmith menu, players will be presented with what is being billed as a whole new level of weapon customization. Here, players will be able to name their weapons, preview attachments on actual in-game models and of course, access a paint job option that will allow for near-limitless personalization. You will be able to equip up to five attachments and an optic. The emblem creator is back in a new way, this time called Paintshop. Not only will the images that players create be more visible on their weapon of choice, but they will now have access to 64 layers for three paintable sides. There are also material options such as carbon fiber and the ability to design gun camo. Looking for someone special Another significant shift within Black Ops III's multiplayer is the usage of what are being called Specialists. There will be nine total, but we were only shown four.  Each Specialist is essentially an archetype the player will choose from and develop over time. They have their own unique abilities and power weapons to choose from -- and of course their own look, personality and voice. The goal, Treyarch said, is to give every player the opportunity to become powerful within the game.  If you were one of those people who have come to despise Call of Duty because of excessive and overpowered killstreaks or scorestreaks, Treyarch is attempting to balance the playing field with the inclusion of Specialists and their unique weapons and abilities. While the best players will still have advantages, the goal is to now let everyone get involved, not just the top tier. The first Specialist we were shown goes by the name Ruin (real name Donnie Walsh). This is a rusher/bruiser character that uses Gravity Spikes as his power weapon. He's pretty much the Titan from Destiny. Once the Gravity Spikes are used, an area-of-effect blast deals damage and eliminates all enemies within the vicinity. It's devastating, but must be timed and used smartly for best results. Players will have to choose between Specialists' unique power weapon or ability. Ruin's ability, Overdrive, provides a burst of speed, making for a character that will thrive in Capture the Flag. The second specialist presented was Seraph (real name Zhen Zhen). She sports a hand cannon called the Annihilator that deals a single shot capable of taking out multiple enemies if lined up perfectly. Her ability, Combat Focus, will trigger a bonus multiplier to your score that will go toward your scorestreak for a short period of time. The third specialist, and probably my favorite so far, is Outrider (real name Alessandra Castillo). She comes with the Sparrow, a compound bow that will explode enemies after sticking to them. But this isn't why I liked her. I always suck with bows in games, so the real draw of Outrider for me was her ability, Vision Pulse. The ability will ping the surrounding area and tag the location of all enemies within range. With it, you will essentially be able to see enemies through walls for a short amount of time. Perfect for campers, such as myself. The fourth, Reaper (real name Experimental War Robot), is a combat robot with an arm that can transform into a minigun, called the Scythe. While it does take time to spin up, the results of it in action can be devastating. Reaper's ability is called Glitch. With it, Reaper can relocate about three seconds into the past to a previous position. The Specialist power weapons and abilities are only available after a certain time or score threshold has been met. Charging over time, the refill rate is directly affected by your participation within the game. However, even if you sit and do nothing, you still will have at least one opportunity to use either option.  As with everything else in Black Ops III, the power weapon and ability are a choice. You can't have both. Depending on your play style, you will quickly find which is more effective for you. Just like your load outs, all of these options will be available pre-match. To wrap it all up The goal for Treyarch is to make the "deepest and richest Call of Duty ever," Lamia said.  He said the intention is to make it easier for players to find each other, not just in multiplayer, but single player and zombies as well. While he wasn't willing to go into specifics, he said he wants players to be aware of what others are playing and allow them to do whatever they want to do at any time. Lamia asserted that the social aspect of Black Ops III is what will distinguish it from others. Near the end of the presentation, Lamia revealed a couple of special opportunities for players to get their hands on the game and see for themselves how it plays. At this year's E3, Lamia said fans will have the chance to actually play multiplayer. But even if you aren't able to attend E3, those who pre-order the game will have access to the game's beta. Black Ops III will be available on PlayStation 4, Xbox One, and PC. Overall, the promise for Black Ops III is there. This is a series that has extremely high expectations. It's obviously too early to say whether or not Black Ops III will come close to meeting those, but the foundation is there. The blueprint and makings of a great and varied experience that breaks the mold is evident.  For now, all we can do is wait. 
Black Ops III photo
Multiplayer campaign and more
Whatever you think you know about the Call of Duty franchise is about to change. As a series that is often criticized for offering more of the same, Black Ops developer Treyarch has made every attempt to alter that mindset wi...

Review: Assassin's Creed Chronicles: China

Apr 21 // Chris Carter
Assassin's Creed Chronicles: China (PC, PS4, Xbox One [reviewed]) Developer: UbisoftPublisher: UbisoftReleased: April 21, 2015MSRP: $9.99 (China is part of the Assassin's Creed Unity Season Pass) Assassin's Creed Chronicles: China isn't a new concept, as Assassin's Creed II: Discovery basically built upon the older Prince of Persia games, which Ubisoft even took a crack at last generation with a remaster. Nonetheless it's a welcome one on paper if we get to see other parts of the world beyond western civilizations, even if it does feel rushed in many aspects. The story this time around follows Shao Jun, one of the lone assassins left in her order after Zhang Yong of the Tigers (Templars) wiped them out. It takes place after the events of Assassin's Creed: Embers, which ties her into the core storyline by way of a chance encounter with Ezio Auditore. Fans will enjoy the connection for sure, but most of you out there can completely ignore it as yet another wacky "Assassins versus Templars" adventure and just enjoy this as a 2D platformer. You might want to ignore the story anyway, because it's not very good. Framed as a standard revenge tale, Shao Jun will hobble across various landscapes killing whoever gets in her way to the top. The dialog is particularly terrible and not in a funny B-movie way, and no one that turns up is memorable. I know a lot of people didn't dig the meta-narrative fluff in the core series, but at least it was something worth talking about. In many ways it feels like a missed opportunity to flesh out the brotherhood in China, but hot damn if the setting itself isn't beautiful. [embed]290711:58237:0[/embed] In fact, the first thing I noticed about the game was the killer art style. The lazy slideshow cutscenes aren't that big of a deal when everything looks like a living painting, especially Shao's flowing red cape. In-game the art is still wonderful, but the environments themselves often lack detail, with washed-out backgrounds making a frequent appearance. That feeling of disappointment will pass quickly though once you reach another vibrant setpiece. Fans of the core series will find it easy to acclimate, as the controls are very similar. There's a button to hold down to run and initiate reckless mode, a button to go all stealthy, and your standard light and heavy attacks. While the narrative isn't all that slick, Shao Jun controls like a master assassin, and I had very few issues getting her to go anywhere I needed her to be. Grabbing ledges, crawling about, and avoiding guards was a breeze. All of this action will be navigated around awareness cones for enemies, which are visible front and center on-screen. Enemies are fairly observant of their surroundings, with clear "sound" circles and other nuances influencing their movements, but sadly they don't follow you to the ends of the earth like past games -- if you're in a tricky spot, they'll just sit there for about 10 seconds before returning to their patrol route. It reminds me of the camp of the original Tenchu, with mixed results. Non-lethal force is preferred, but Shao has access to a whistle ability for distractions, in addition to firecrackers, daggers, and a noisemaker tool. Every power feels roughly the same which makes for some dull variations early on, but every level will unlock newer, cooler abilities that mix things up much more than her basic skillset. I'm talking grappling hooks, more options for hiding places (like that "quick switch" leap Sam Fischer is so good at), and sliding assassinations. Melee combat is run-of-the-mill but it looks sexy, especially when coupled with Shao's unique animations. Backwards blocks and bullet dodges are fluid and responsive, which is key as you'll be doing both of those things a lot. You won't fight many interesting enemies, but even the meat grinder of foes the game throws at you is fun with this system. Once you're done with the five-to-six-hour adventure there's two New Game+ options to replay with slightly different mechanics, which do just enough to justify another playthrough or two. Assassin's Creed Chronicles: China has the makings of a good 2D Prince of Persia re-awakening, but it lacks a lot of character both aesthetically and mechanically. Still, there's very little actually wrong with it if you're looking for another platformer to add to your pile. Hopefully future iterations of the Chronicles subseries can build upon the foundation that China has provided. [This review is based on a retail build of the game provided by the publisher.]
Assassin's Creed review photo
Shao Jun gettin' it done
Just last week I asked readers if they were into the idea of 2D Assassin's Creed games. Roughly 41% were on board, 33% preferred the 3D iterations, and 26% have checked out of the series entirely. Ubisoft doesn't really care what you think, though. As long as they sell, those assassins will keep on stabbin'.

PC Port Report: Mortal Kombat X

Apr 20 // Nic Rowen
Mortal Kombat X (PC)Developer: NetherRealm Studios, High Voltage Software (PC)Publisher: Warner Bros. Interactive EntertainmentMSRP: $59.99Release Date: April 14, 2015Rig: Intel i7-920 2.70 GHz, 12GB of RAM, GeForce GTX 770 GPU When I first installed Mortal Kombat X it was unplayable. I don't mean in some sort of prissy, PC elitist "anything less than 60 FPS burns my eyes" kind of way (although you could make a strong argument that if any genre of game has the right to demand a consistent and high frame rate, it's competitive fighting games). I mean in the "this game doesn't work" way. Things went south as soon as I hit the character select screen and the fighters started drawing themselves in one painful frame at a time. Actual fighting was impossible, with the action portrayed like a garish, bloody View-Master reel. I have a fairly decent gaming PC. My processor is admittedly old, but I have plenty of RAM and a muscular GTX 770 to help it power through. I run plenty of modern multi-platform games with nary a hitch. There is no reason for Mortal Kombat X to perform this badly. My situation is far from uncommon, with mobs of flustered would-be-warriors with top-end gaming rigs complaining they were in the same bind in the Steam discussion pages. After some rooting about in support forums, I altered my settings, manually installed some drivers, and fussed about until I got the game in working -- but far from ideal -- order.  I managed to get the game running smooth enough to fart around in the practice mode and work on some combos. Even still, certain stages caused noticeable stuttering and after a few minutes the game would start to hitch and falter no matter where I fought. Oddly, when the performance dipped like this I found that performing an X-Ray move (which automatically locks the action to 30 FPS) seemed to jar the game out of it, restoring a smooth 60 FPS after the move finished (for a short while anyway). I'm about as far from a programmer as you can get, but to me this suggests the problem is less to do with system specs and more with how the game is coded. Something just isn't working right. While being able to unclog the frame rate with an X-Ray was handy during my protracted training sessions, it's also vaguely frustrating to know that a functional game is trapped somewhere inside of this rickety port job, but only accessible by jumping through hoops. Of course, the reason I spent so much time in the training mode this weekend is related to the second major problem with the PC port. The entire online component of the game was up on cinder blocks for most of the time I've played.  Online Kombat was down for the majority of weekend. Either the game would entirely refuse to access the online component, saying it couldn't retrieve my stat card (and therefore refused me entry), or it would simply leave me perpetually waiting to "find a match." Even during the periods where I was able to find regular ranked and player matches (still with large five minute plus waiting times between opponents) other features wouldn't work. The room lobby system, useful for finding similarly skilled or geographically local opponents, was up and down all weekend. Mostly down. The Faction War nonsense has been offline since I installed. Not that I thought that aspect of the game was particularly meaningful, but it's still annoying to have to wait through one more loading screen as the game fails to find the faction server and informs you of such. More annoying still, trying to view the progress of the on-going war effort locked me in an inescapable loading screen. Fun times. Of the online matches I got to play, lag seemed to be a total crapshoot. Some fights were buttery smooth like me and my opponent were shoulder to shoulder in the arcade. Others started fine but eventually de-synced and broke down. Still others were like wading through molasses from start to finish, becoming a game of chicken to see who would blink first and have the dreaded black mark of a Quitality branded upon their house. When the room feature was active, I managed to find a neighboring Toronto player and stuck through a series of humiliating, but silky, matches against a terrifying Liu Kang who outclassed me in every possible way. I worried I wouldn't find another decent online match that night and would rather face his burning fists than chance it, a fear that came to pass when he left the room (no doubt in disgust of my pathetic Kotal Kahn). A succession of smaller quibbles nip at the heels of those catastrophes. Trying to re-configure a control pad or joystick crashes the game (to turn off negative edge I had to pull every USB device out of my computer and go into the menu with the keyboard). Timed features in the Krypt are reportedly not working right. I was mildly irked to notice that the post-character-select animations (Jax slamming his fists together, Cassie snapping her gum and flipping the bird, and so on) are absent in the PC version. I suppose you could say they thought the faster loading times on the PC version would make them obsolete, but the game still drops you to a loading screen before the fight. Why not chew up those few seconds with something to look at? (I realize this is the smallest complaint of all time but this port ripped my heart out of my chest so bear with me.) Maybe this shouldn't come as a surprise. Both Mortal Kombat 9 and Injustice had troubled ports with similar problems. Distressingly, many of those issues never got sorted out. With a simultaneous day and date PC release for Mortal Kombat X though, you would have hopped they would be ready to go this time. Motal Kombat X deserves better than this slipshod port. I want to believe that NetherRealm and High Voltage Software will do right by its fans and iron these problems out, that this rough first week is an unfortunate debacle. Given its track record though, part of me fears the worst. I'll be keeping an eye on this port and will post an update in a few weeks or so to see if the situation improves. As it stands now, I can't put it any plainer: do not buy this broken port of a great game. [This review is based on a retail code purchased by the reviewer, a PC review copy was not made available by the developer.]
PC Port Report: MK X photo
Never-ending Brutality
I have never played a game that I've wanted to love so badly that seems so set and determined to antagonize me than the PC port of Mortal Kombat X. In the abstract, Mortal Kombat X is a great game. The single player content i...

Devil May Cry 4: Special Edition is ridiculous and over the top in all the right ways

Apr 20 // Alessandro Fillari
Devil May Cry 4: Special Edition (PC, PlayStation 4 [previewed], Xbox One)Developer: CapcomPublisher: CapcomRelease date: Summer 2015 Set some time after the events of the original Devil May Cry, the devil-hunting half-demon Dante investigates the mysterious Order of the Sword, a religious sect that worships his demon father, Sparda, as a god. After an infestation of demons swarms the island of Fortuna, causing mass panic and bloodshed, the Order sends a young holy knight named Nero, who may have some demon lineage of his own, to find the source -- whom they believe is Dante. But along the way, Nero discovers that things are not what they appear, and that the Order of the Sword may have sinister motives in mind for him and the son of Sparda. Taking cues from Devil May Cry 3: Special Edition, the developers chose to include more supplementary features for DMC4:SE, while retaining the core structure of the original game. Using the excellent PC version of DMC4 as a base, the Special Edition now features Turbo Mode (20% increase to game-speed), Legendary Dark Knight mode (Hard mode with larger crowds of enemies), higher texture and visual fidelity, and tighter performance and framerate for both PC and console releases. But of course, the SE also brings additions that are brand new to DMC4, such as playable Vergil, Trish, and for the first time ever, Lady -- along with new cutscenes, new costumes for every character, some slight gameplay tweaks, new art to unlock, and some other surprises neat to find. However, it should be stressed that the core structure of DMC4 is almost exactly the same, and anyone expecting new bosses, monsters, and areas to travel to will likely be disappointed. It's still DMC4 through and through. I know many DMC enthusiasts were worried about what balancing tweaks were made to the game, particularly with Dante and Nero. With exception to general tweaks such as quicker Speed boost, faster Orb and Proud Soul acquisition, and some other minor tweaks and adjustments, the core gameplay for the original duo is largely untouched. So anyone who's mastered the intricacies of Guard Flying, Interia, and the incredibly tricky DRI (Distorted Real Impact) should rest easy knowing that they're intact and ready to take advantage of. Truth be told, though, I was a bit surprised by how much of the game was kept as is, even after eight years worth of feedback and cool PC mods that have surfaced. I'm bummed out that the new modes from DmC: Definitive Edition, such as Must Style, Hardcore, and Gods Must Die weren't included either. It seems like a missed opportunity, and DMC4:SE could have really taken advantage of them in a cool way.  With that said, I was impressed with the new content that awaits players in the Special Edition, and the folks at Capcom have put in the work to make it just as rad as ever. The focus of my session was checking out how all of the playable characters stacked up in DMC4:SE, and I was quite pleased to see how much diversity was offered here. Rest assured, these aren't some cheap additions to the game. The new characters feature their own unique playstyle and strategies that set them apart from the rest, which is a welcome change of pace for those who've clocked hundreds of hours into Bloody Palace. Moreover, they all have their own unique movesets to unlock, which is just as expansive as the original characters. I played with all five characters fully maxed out, so I got a pretty unique opportunity to see what they were like at their best. As you no doubt saw from the many teases we've seen over the last few months, Vergil is back, and this time he's more motivated than ever. Set many years before the events of DMC4, we find a young Vergil investigating the Order of the Sword. Not long after his arrival, demons invade the island and Vergil must put them in their place while uncovering the truth behind the mysterious group. Though his progression follows the Dante/Nero campaign beat for beat (sans original cutscenes), they feature all new opening and ending scenes to bookend his experiences. And we may even find some answers regarding his connection to series newcomer Nero. Many fans adored DMC3's incarnation of Vergil, and DMC4:SE continues his stoic and composed sense of combat, while upping his versatility to new heights. Wielding his standard Yamato -- along with the Beowulf gauntlets and Force Edge/Yamato combo from DMC3 -- Vergil dispenses his calm and uncompromising style of action that sets him apart from the others. Though fans will likely have reservations about Vergil possessing these weapons at this point in the timeline (before DMC3), the developers hope that the ambiguity of the plot and his expanded moveset will give them a pass in the eyes of fans. And after playing with Vergil, I'm certainly cool with the liberties they've taken.  Essentially the antithesis to Dante's bombastic and machismo combat style, Vergil feels more composed and cunning than his brother, which in essence lies the true genius of his style. This is reflected in the brand new Concentration meter, which rewards calm and precise combat. As you connect with strikes and dodge attacks, you build Vergil's Concentration level, which boosts his attack power and speed. Once you build it up to the max level, Vergil becomes a serious force in combat, and even unlocks special moves to use in his Devil Trigger phase -- such as the Judgement Cut End, an ultimate attack that slashes all foes at the cost of your DT gauge. I was supremely impressed with how much the developers had expanded Vergil's gameplay. The new Concentration meter makes combat feel more rewarding and satisfying, and keeping my meter full made fights more tense, as getting hit or missing an attack would decrease the meter. Thankfully, Vergil is still a beast even at the lowest concentration. In addition to incorporating DmC Vergil's sword teleportation move, which allows Vergil to teleport to enemies hit with his sword illusion skills, his weapon combos have also been fleshed out more. With Yamato using new ground and aerial combos, including aerial variants of Judgement Cut and also Vergil's take on Nero's Roulette, Force Edge also employs new combos paying homage to DMC3's Agni and Rudra moveset. Not to mention, his DT phase enhances his abilities and combos, giving him faster charge time and reduced cooldown, along with replacing his side-roll with the Table Hopper evade. I know I won't be alone in saying this, but I would've been plenty satisfied with just having Vergil as a new character. But of course, Capcom decided to take things a step further by including two more characters to the roster with Lady and Trish. Though Vergil has the campaign all to himself, Lady and Trish will share a campaign mode similar to Nero and Dante's story. With two new cutscenes, their story focuses on their exploits in the background as Nero and Dante are getting into trouble throughout the island. Lady's portion takes her through Nero's missions, using her grappling hook for traversal, while Trish cleans up in Dante's later levels. This is the first time Lady has been playable in the DMC series, and as the sole human character in the roster, the developers had to rethink how combat would work for her. Focusing more on her firearms, and employing a keep-away style, Lady is at her best while at a distance. With her only melee weapon being the massive and lumbering rocket launcher Kalina Ann, which feels fairly limited compared to other melee weapons, it's quite clear that players will have to adjust how they engage their foes with Lady. Thankfully, her arsenal of firearms and gadgets, including the Kalina Ann's grappling hook which pulls in enemies, offers more than enough stopping power to take down whatever comes her way. While it's easy to assume that her combat mechanics are a carbon copy of Dante's gunslinger style, there's definitely a lot of nuance to be found in the human devil hunter's fighting style. Using pistols, a shotgun, and the Kalina Ann as her primary weapons, Lady's focus on range gives her an edge that the other characters do not. Taking some inspiration from Nero's exceed gauge, Lady is able to charge her weapons up to three levels, which boosts her attack power significantly. When charged, the bullet icon on the HUD will show how much juice is left in the charge, giving players an idea of how much time they have for their attacks. Not only is Lady able to charge her weapons much faster than the other characters, her weapons react differently with a full charge. For instance, a max-level charge for the Kalina Ann sends out a super-charged rocket that pierces through multiple foes. And yes, she does have a double jump and also a neat spin on the Devil Trigger phase. Her take on double jump has her rocket launcher firing off a shot, propelling her upward and damaging foes underneath (which has damage jump cancelling potential), and her spin on the Devil Trigger is essentially a volley of grenades that clears out all nearby enemies. I adored the character in DMC3, and finally getting the chance to play as her was such a blast. Granted, it was an adjustment. I had to resist the urge to use melee attacks with Lady -- it was quite clear they weren't her strong suit -- which in itself was a bit of an oddity for DMC. While every character thrives on getting up close and personal, Lady is the polar opposite. Many of her moves even focus on getting her in and out of the action when the need arises. For instance, her take on the shotgun's gunstinger move has her charge in gun first for a deadly close-range blast, then follows up with another shot that her launches back out of the fray. Another example is her R1+ Back + Jump move, which replaces the typical backflip and causes Lady to jump backwards while tossing a number of grenades to the foes in front of her. Ultimately, I found Lady to be a very technical character, and she's arguably the most unique choice in the roster. I'm usually a player that uses firearms somewhat sparingly, but playing as Lady offered some inventive ways to use them. Which I certainly appreciate. Finally, the last new character to grace the Special Edition is long-time femme fatale Trish. She was last playable in Devil May Cry 2, and thankfully the developers sought to flesh her out. Using her fists, the sword Sparda (the Force Edge's transformed state), the pistols Ebony and Ivory, the super weapon Pandora, and her demonic lighting powers, Trish is essentially DMC4: Special Edition's wildcard character. On the surface, she seems to be there just for eye-candy -- but in truth, Trish is one of the deadliest characters in the roster. With her focus being primarily on crowd control and group combat, many of her moves attack multiple foes at once, due in part to her range and lightning imbued attacks. To be totally honest, I initially I felt that Trish seemed overpowered, given that she has pretty easy access to such powerful weapons. Moreover, she's an incredibly flashy character, which has her pulling off a number of elaborate combos with ease. While developing DMC4:SE, the creatives wanted to have a character that allowed newcomers to get in easily, which meant removing the weapon-switch options and keeping her arsenal present at all times. Now before you grab your pitchforks over the thought of accessibility tied to DMC, do know that selecting Trish does not mean you picked the "you win" character. As I got more comfortable with her, I found a lot of nuance that required knowledge of enemy placement, range, and sheer timing on my part. Her moveset is very robust, and features larger depth in crowd control and focused attacks than the others. Her primary weapons are her fists, called Bare Knuckle, and it's the most robust unarmed moveset the series has ever had. Bare Knuckle takes advantage of her lighting powers, and gives each of her attacks a serious boost. Along with Sparda, which is set to the Style button (Circle on PS4), Trish uses the legendary sword as is with strikes and launchers, but she can also treat it like a boomerang to keep enemies locked in place with Round Trip, or to scoop up a group of foes towards her from a distance. Her ultimate move, however, is truly a sight to behold. As one of the longest combos in the game, Trish uses almost all of Sparda's moves in an intensive flurry, finishing off with her calmly using the legendary weapon as a golf club against the unfortunate foe. Simply put, she's a badass and an utter joy to watch cut loose. Fans of her Ultimate Marvel vs. Capcom 3 appearance will be pleased to know they've incorporated her moveset into DMC4:SE. One of her Bare Knuckle moves called Inazuma is an aerial kick that leaves streaks of energy in the environment, which can trap enemies in their place. Add in Sparda's round-trip ability, along with Trish's glorious take on Chun-Li's Spinning Bird Kick, and you've got potential to dish out some gnarly damage. During a quick trip into Legendary Dark Knight mode, I went to Mission 17's street area, which is notorious for featuring the largest number of enemies in the game. While other members of the roster may take some time to clear out the mobs, Trish was in her element and laid waste to the masses in a way that would make the characters from Dynasty Warriors sit down and watch her at work. Seriously, using Sparda's round-trip, along with Inazuma and Pandora's beam cannon (which uses some DT meter) against the mobs was like witnessing Satan's weed wacker at work. It was brutal, incredibly satisfying, and it was clear they didn't send enough enemies to fight. I remember playing as Trish in DMC2, and I was really disappointed that she was a reskin of Dante. Thankfully, DMC4:SE does the character justice. With the entire roster in mind, I felt that they all complement each other, and bring levels of panache that feels special, especially if you're willing to invest the time to learn and grow with them. But what truly impressed me the most was that each character brings something unique to the table. None of them felt half-baked or intended as a diversion from the other more established members. I was quite blown away by how much we're getting here. I spent about two hours tooling around with all the characters, and while Nero and Dante feel just as sharp and versatile as ever, I anticipate the newcomers will get all the attention come release, and with good reason. Although I was initially worried that the new characters would compound the tedium of the recycled environments, I was pleased to find that the new playstyles help to offer a refreshing take on the old encounters. That will certainly take the sting out of backtracking. Hopefully, anyway. But I still have to express my disappoint in that no new modes were added. However, this is one of the great aspects of the remaster trend. Much like its companion title DmC: Definitive Edition, it's allowing games from the previous gen that may have missed the mark to reach a greater potential and be the game fans want it to be. It's been such a long time since Capcom came out with a follow-up to the original DMC series, and Devil May Cry 4: Special Edition shows that it hasn't lost its touch one bit. It's looking to be an incredibly enticing package that revels in gloriously stupid action, and ain't that the best kind? As the Street Fighter of the action genre, this franchise has a large legacy to uphold. And if you were among those who weren't too keen on DmC Devil May Cry and yearned for a return to the classic series, you've now got your shot to do so. So take it. And don't forget to turn on Turbo Mode in the options menu. 
Devil May Cry photo
The time has come, and so have I
The Devil May Cry franchise has experienced some strange happenings in recent years. After the release of Ninja Theory's reboot and many debates among fans about what direction it should go next, the future of the franchise f...

Review: Mortal Kombat X

Apr 14 // Chris Carter
Mortal Kombat X (PC, PS3, PS4 [tested], Xbox 360, Xbox One) Developer: NetherRealm Studios, High Voltage Software (PS3, Xbox 360)Publisher: Warner Bros. Interactive EntertainmentReleased: April 14, 2015 (PC, PS4, Xbox One) / June 2, 2015 (PS3, Xbox 360)MSRP: $59.99 It sounds absurd, but the story of Mortal Kombat 2011 is a tough act to follow. The universe was NetherRealm's playground, offering up alliances and betrayals at every turn. There were no rules, and it did a fantastic job to the point where I'd easily call it one of my favorite fighting game story modes ever. With Mortal Kombat X, it's not quite as over-the-top, unpredictable, or even as lengthy. After Shao Kahn's attempt to rule, Shinnok is up to his old tricks again, as was hinted in the previous ending. The warriors of Earthrealm managed to seal him within his amulet, but of course, certain evil characters have an agenda to fulfill, and the realms are once again in peril. Most of the campaign takes place 25 years later, allowing for a certain degree of progeny-based storylines to accompany the new additions to the roster. I'm really torn on the new roster in general (29 kombatants, with five as DLC), not just in terms of characterization, but gameplay as well. I'm a huge fan of Kotal Kahn, D'Vorah, and his gunslinging manservant Erron Black. Cassie Cage and Jacqui Briggs iterate enough on their parents (Sonya/Johnny and Jax respectively), but Kung Jin and Takeda feel like wasted slots to me. [embed]290360:58138:0[/embed] Takeda in particular has a really horrid background involving abandonment issues from his father Kenshi, and it comes across far cheesier than the rest of the game's attempts to link various relationships. For that matter, Cassie's role in the story feels incredibly forced as well. The strength of the roster overall hides these blemishes for the most part, including the absurd DLC practices by WB, as the on-disc world of Mortal Kombat X is definitely worth exploring, no matter how brief (the story clocks in at just several hours). I think the tone overall is funnier than the last game, and the action scenes are just as entertaining. A few players though (myself included) may feel like it's a bit too streamlined, particularly due to the fact that it eliminates all of the crazy parts of 2011 (like uber-hard boss battles and 1v2 matches) and sticks with standard 1v1 bouts. A lot of you out there will probably love the lack of frustration, but I felt like it was a tad too simplistic despite it being a fun ride. The core fighting system is relatively untouched though, which I'm more than okay with. Two punches, two kicks, and a block button are at the forefront of the game's mechanics, with simple command moves offering up concepts like slide kicks, teleport punches, and projectiles. The lovely three-tiered meter is back with EX moves (powered up command abilities), combo breakers, and X-Ray supers in tow, which is not only easy to pick up, but incredibly versatile. Combos aren't terribly long in Mortal Kombat X but they are complex, and the right ones can deal a deadly amount of damage. It's good then that you can break them by conserving your bar instead of always using X-Rays, and punish with EX moves that you will have access to on a regular basis. There's even advanced tactics like meter burn canceling to avoid punishes, and environmental cues (which can be toggled on or off) that allow you to use the background as a weapon or a jungle gym. As previously mentioned the roster is a great mix of styles, from rushdown to zoning, without going over-the-top with the latter. A number of characters have really interesting wake-up games and other tactics that advanced players will relish -- in other words, this is a pretty deep fighter that you'll have to spend some time with to really stand a chance. I love the new model designs and the engine, which feels decidedly less dated at launch. Existing characters like Ermac now have a lot more personality, which is perfectly accentuated through his move set, including three variations. Yep, every character in Mortal Kombat X has a choice of three modifiers, which in Ermac's case would allow him to fly, or gain access to a set of new command moves. It's not as complex as adding three new characters in my mind, but it will easily serve as a way to vex hardcore players as they'll have to learn every frame of every variant as they spend their time in the "lab" practicing. There are modes beyond the story of course, like Faction War, a meta-game that is constantly being played behind-the-scenes, Towers, a large collective of challenge rooms, and other tidbits like Test Your Might or Test Your Luck. Towers is probably the breakout hit in Mortal Kombat X, with traditional series of fights and "Living Towers," which rotate on a hourly, daily, and weekly basis. Test Your Luck is also a standout, providing random round parameters like "no arms" or other wacky statistical changes. It's perfect for people who don't normally excel at fighting games and don't want to learn every character's ins and outs. Faction War isn't really a game-changing concept, but it is a decent way to keep hardcore people playing. You'll have the choice of joining a certain clan or group at the start (praise Lin Kuei) for a bit of extra little fluff. Each match you win will contribute to your team's overall ranking, and fun rewards like more currency or bragging rights can be yours after a certain time period has passed. Just like the new first-person Krypt mode, it's a great extra to keep you playing even when you don't feel like fighting a traditional match. My experience with the netcode has been mixed. For a good while I'll have fairly uninterrupted matches, but online play is limited by the system NetherRealm currently has in place. In other words, if you are close to someone geographically, it will play better. This sounds like common sense, but in 2015 online gaming is so massive and so global that everything needs to work comprehensively. As such, some matches stuttered -- not to the point of fully breaking constantly -- but stuttering can be the difference between a win and a loss in a competitive match. If you have a local friend to play with this is a non-issue, as nearly every mode is available offline. Likewise, if most of your Mortal Kombat buddies aren't located across the globe, you should be mostly good to go. Mortal Kombat X's impact isn't as explosive as 2011, but it's well polished and a worthy successor. I think with a more reliable netcode it will grow into one of the biggest fighting games of 2015, and as more DLC characters are added to the roster, it will become even more enticing for that Komplete Kollection purchase. [This review is based on a retail build of the game provided by the publisher. A Goro unlock code was also provided on launch day.]
Mortal Kombat X photo
Still not ready for a series Fatality
Fighting game developers are in a really tough spot when it comes to sequels. If you don't iterate enough, newcomers will be tempted to call it a "rehash." If you iterate too much, hardcore fans may feel alienated by the vast...

As the first current-gen Naruto, Ultimate Ninja Storm 4 is a huge visual leap

Apr 13 // Chris Carter
Naruto Shippūden: Ultimate Ninja Storm 4 (PC, PS4 [tested], Xbox One) Developer: CyberConnect2Publisher: Bandai Namco EntertainmentRelease: TBA 2015 Sometimes when a developer is able to focus solely on the production of a current-generation build, it shows. That's the case with Ultimate Ninja Storm 4, which is easily one of the best-looking anime games I've ever seen. Despite the screen being constantly filled with blasts, everything runs very smoothly, which is crazy when you consider the amount of detail present in nearly every battleground. For instance, one encounter had a giant animated nine-tails monster looming about, and even though it wasn't directly involved in the fight, its presence was felt. Since this is supposed to be the last game in the Ninja Storm series (the manga just ended), it will feature many elements from the final stretch of episodes, as well as the last film. New Ultimate Jutsu techniques are in, as are new characters like Hanabi Hyuga. Players will have the opportunity to switch leaders while playing story mode in many sequences, which was one of the most requested features from fans. I was able to chat a bit about the new game with the CEO of CyberConnect2, Hiroshi Matsuyama, who arrived at the event donned in an appropriate costume. When asked why he enjoyed working on the franchise so much, he responded, "I want to create a game where I'm satisfied as a fan first, and then I can know that fans will be happy. I wanted to support the series by creating a masterpiece to close out this chapter of Naruto." I asked him about the advantages of having new systems as a lead platform, and the biggest change that he is excited for is the focus on "bigger battlefields, with more open air. We want to really give players a sense of scale and we can do that now on the PS4 and Xbox One. There will also be more animations that weren't possible before, like costume damage details, even things like water extinguishing fire damage." From what I could tell based on my demo playthrough, these claims were true, as Ultimate Ninja Storm 4 is ridiculously cinematic, almost like the equivalent of a Michael Bay movie in anime form. By that same token, it can be repetitive to watch said cinematic play out in an actual battle, like one fight that had a CPU character using the same 30-second invincible move every minute or so. The good news is once you get through it, it's off to another fantastic setting that looks nothing like the others, chained together through QTE transition phases. Naruto Shippūden: Ultimate Ninja Storm 4 is looking great so far, and I'm really happy with CyberConnect2's decision to focus on newer platforms. It'll be interesting to see where its involvement with the Naruto series will go from here, because it is too good of a developer to stop now.
Naruto preview photo
A more authentic look
There are more Naruto games than one sane person can possibly handle. Although Bandai Namco Entertainment owns the license, a number of different developers have worked with the gaming side, most notably CyberConne...

Which low tier character will I waste my time on in Mortal Kombat X?

Apr 11 // Nic Rowen
When it comes to NetherRealm's fighters, I've been in top form. I took one look at Noob Saibot, the ninja-by-way-of-Darth-Vader, and decided to main him in Mortal Kombat 9. He was fiddly and awkward at close range, while being outclassed by more dynamic zoners at full screen where he was supposed (?) to dominate. Sure, his X-Ray move was undeniably dope, but when would you ever get a chance to use it when you were so busy eating Cyrax bombs and Kabal's aerial energy blasts? In Injustice, I mained Lex Luthor from day one and never looked back, even when facing ten game (and higher) losing streaks. Lex was a giant lug of a fighter with all the size and sluggishness of a grappler and none of the damage to back it up. He was a finesse character, based on set-ups and smart use of his hyper armor in a game where the most popular characters could evaporate half a health-bar with one combo and had moves specifically designed to ignore hyper armor. I doomed myself to living under Kryptonian tyranny and had only myself to blame. So which piece of deadweight will I pick up in Mortal Kombat X? Which character will I fall in love with early and stick by, despite it becoming increasingly apparent that they are absolute garbage? What kind of destructive co-dependent relationship will I get tangled up in this time? Quan Chi Quan Chi is a dark sorcerer shitbag that nobody likes, both in the fandom and in the series' narrative. He is a universally reviled toady, unsuccessfully scheming behind the back of whatever master he is currently serving like an incompetent, bald Starscream. The contrarian streak in me that identifies with underdogs finds these qualities strangely endearing (this is also why I'm doomed to fail). Quan has a couple of bizarre fighting styles that rely on the clever use of a summoned bat-demon or cheeky portals to force the opponent into mix-up situations and generally be an annoying jackass. He also has a variation that uses weird glyphs and symbols on the ground for a variety of effects, such as nullifying projectiles or pumping up his damage. Because that kind of gimmick couldn't possibly be a pain in the ass to try and use while Lui Kang pelts you with fireballs and bicycle-kicks right? Another trick-based finesse character that requires a lot of momentum to get going and can be shut down with a strong offense? Sounds like Lex all over again -- sign me up? I don't know, maybe I just have a thing for bald guys.   Jax MK 9's Jax had quite the character arc in the meta-game. He was one of the weakest members of the roster on release, but a few, possibly heavy handed, patches and buffs suddenly thrust him to the top of many tier lists. A real rags-to-riches story (or a great example of why fighting game players hate patches). Skilled Jax players could be a nightmare to deal with, hassling opponents from a distance with earthquakes and projectiles while utterly dominating up-close with powerful grabs and terrifying damage. Later patches toned him down a bit and in the end Jax retired as a respectable, but not spectacular kombatant. I'm not really interested in any of that. I honestly have no idea if Jax will be a ridiculously powerful demigod of command grabs in MK X, reduced back to his meek early MK 9 low tier hero status, or find some middle balance between the two extremes. I just think he looks awesome. Jax is a guy who pummels ninjas to death with a pair of robotic arms, which has been scientifically determined to be the coolest possible way to beat a ninja to death. He has a distinguished dash of salt and pepper in his beard, and the kind of preoccupation with cigars that I'm sure Freud would have something to say about. Or maybe not, considering he likes to alternatively snuff those cigars on his robotic fists, or the bloody neck-stump-turned-ashtray of his opponent. Jackson Briggs has it going on. If I can age half as gracefully (and cybernetically) as Jax, I'll die a happy man. I know it's an odd criteria, but if basing my fighting game character choices on aspirational life goals is wrong, I don't want to be right. Kotal Kahn Kotal Kahn is my wild card. He's a new character, so there's no telling if he'll be good or bad. On one hand, he was built with MK X's unique systems and play style in mind instead of being re-tooled to fit the mold. It's entirely possible he'll be an utter wrecking machine of sun-worshiping bad-assery. On the other, he hasn't had umpteen iterative appearances to figure out his place in the food chain, so maybe longtime favorites like Kung Lao will mop the floor with him using established fundamentals (such as -- hat throw, hat throw, hat throw, dive kick). This is all irrelevant. I've got my eye on Kotal because he looks like some kind of Aztec war-god, and that's pretty tough to beat aesthetically. Why would I want to throw a silly bladed hat at someone when I could fry them with divine sun beams, or cut their heart out with one of those cool wavy cult daggers? Kotal also as a variation where he carries around one of those crazy tribal swords that is basically a wooden board with a row of razor sharp sharks teeth inset along the edges, which seems like the worst thing mankind ever devised to cut another person in two with. It would be like being paddled by a frat brother and devoured by Jaws at the same time, two of my recurring nightmares condensed into one horrific device. I don't know how Quan, Jax, and Kotal will shake out. Going by my track record, the fact that I'm expressing any interest in them at all pretty much dooms them (so maybe you'll want to take this article as a cautionary tale and stay clear of them). Or maybe they'll turn out to be awesomely powerful specimens and I'll be retroactively accused of tier-whoring whenever I select them. It will be interesting to find out in a few months when people have had a chance to dig into MK X and test their might. Until then, I'd be interested to hear what characters you're excited about. Do you plan on sticking with the tried and true like Scorpion and Raiden? Will you embrace the next generation of fighters and take selfies with Cassie Cage and her crew? Or are you going to be that one freaky dude who mains Ferra/Torr from day one and beats everyone down Master Blaster style? At the end of the day, tier placement really doesn't mean much, what matters is your skill and enjoyment. As long as you're having fun and improving your game, any character is the right choice.
Low tier heroes photo
You do it to yourself, you do, and that's what really hurts
They say you should never marry for love, but I always do. Every single damn time. I guess you could call me a romantic. If you felt like being less charitable (and possibly more accurate), you could call me a scrub. I couldn...

Won't somebody think of the children?

Apr 09 // Nic Rowen
[embed]290207:58107:0[/embed] Thankfully, I had a secret weapon to get MK off the black list in my home. Aside from being a nightmarish murder simulator, I knew that MK was also fucking ridiculous; a fact all those self-serious senators stumping on the public decency ticket always seemed to forget to mention. Despite all the media hubbub, my mom was, thankfully, still inclined to give me the benefit of the doubt and listen to reason. We struck a deal, I'd be allowed to rent the neutered, bloodless SNES version under the condition that she would watch as my brother and I played it. If she felt it was too violent for our sensibilities or somehow mentally damaging, she would banish it straight back to the Netherrealm of Blockbuster Video and the veto would stand. In the end she didn't watch for more than an hour before realizing that MK was just too stupid to be considered harmful. When you break it down, MK is a game about karate men fighting each other one-on-one to save the world from a four-armed claymation monster and his boss who looks suspiciously like Lo Pan from Big Trouble in Little China. Even the famed gore of the series, when not breathlessly described by a dour parental advocacy spokesperson, was too dumb and cheap looking to take seriously. The production values on those original fatalities were a joke, character sprites awkwardly sticking into and through each other at angles and depths that don't line up quite right. The obvious cost-cutting steps of re-purposing animations and sprites stole a certain degree of gravitas from the executions. MK 1 has the same disarming flimsiness of a student film effort about zombies. It's hard to take stumbling freshmen in thrift store clothes splattered with red food coloring seriously -- the effect is more slapstick than sinister. My brother and I were left alone to throw fireballs and exchange uppercuts with the understanding that we weren't to tell anyone we were allowed to play MK (because who wants to have to explain that to the other moms) and that any attempt to actually rip a sibling's heart out would result in a summary grounding. I thought it was a pretty fair compromise. I felt mature. I was proud that I was able to hold my ground and defend a piece of media I thought was being unfairly vilified. But more than that, I was gratified that my mom believed in my ability to separate fantasy from reality. To know my own boundaries and limits and be able to compartmentalize what was totally rad in a game, but horrific in real life. Which is why I feel like the biggest, shittiest hypocrite in the world when I worry about kids playing MK X. It makes me feel like a crusty old man shaking his fist at those damn kids for doing the exact same thing he did when he was younger. I want to be able to extend the same charity, the same vigorous defense I gave MK 1 to MK X of the difference between fantasy and reality. But holy shit, have you seen this game? It is CRAZY. The way bones snap and break during x-ray moves, how skin will peel and tear to reveal musculature and ligaments, the fully detailed models of organs and intestines that are ripped apart and strewn about during fatalities, it's just so -- ewww. You can't say the game is too silly to take seriously anymore. If anything, if I were a kid now trying to convince my mom to let me play MK X, I think I'd probably focus on how it would be a great way to study up on human anatomy for biology class. Now don't get me wrong, this isn't the twist ending where I say it turns out all those senators and other finger wagglers from back in the day were right all along. They were wrong (and hysterically stupid) then, and they're wrong now. I still don't think MK X is intrinsically harmful. I don't think that the kids who weasel their way into playing it (and I absolutely guarantee they will) and watch Scorpion cut Sub-Zero's face off to let his brains slide out on the pavement will turn into a generation into of serial face-slicers. But I also know I'd hesitate to let a nine-year-old play MK X, especially a nine-year-old I was in charge of raising and ensuring didn't turn into a complete sociopath. I also know I'd probably feel a certain brand of ugly judgmental smugness, a lofty “tsk, tsk,” over any parent or guardian who didn't. There is a disconnect there that I can recognize but have trouble explaining, even to myself. Because at its core, I don't think MK X is really all that different from MK 1. Ed Boon is honestly just making the same game he has been making for 20 years. I don't think he is a different person now, that over the past two decades he really has taken the villain's part and is trying to corrupt young minds. The tone and intention of the MK series hasn't really changed at all, it's still all about silly ninja-men killing each other in completely ludicrous ways. But the technology behind that intention HAS changed. With two decades of graphical advancement and a production budget that dwarfs the cost of anything imaginable in 1992, MK X has reached a point where the fatalities and violence really ARE as gory and disturbing as the moral hand-wringers always claimed. This is the source of that disconnect for me. I've always defended the MK series as campy fun under the guise of gritty violence, and I still absolutely believe that is true. While the fatalities are not as outwardly silly as Johnny Cage uppercutting a guy so hard three heads pop off, they still rely on a completely over-the-top kind of violence that goes so far it loops back to comedy. When Kano cuts open his opponent's ribcage mid-match, only for his victim to promptly stand back up and continue fighting like nothing happened, I think there is still a sort of winking-at-the-camera comedy there. “Don't worry, none of this is too serious.” But the joke isn't as plain to see anymore, and it's even more difficult to articulate to others. There is a small shitty part of me that worries that kids won't “get it.” Ironically, part of the technological advancement that has made MK X slightly uncomfortable compared to its predecessors also ensures that there has never been an easier time for kids to circumnavigate any attempts to keep that material away from them. I mean, not that any of those efforts have ever worked. When I was a kid trying to play MK in 1992, my back-up plan if mom did ban the game was to just sneak off to the arcade or go over to a friend's house who had slightly less strict parents and play it there. Now, thanks to downloads, YouTube clip reels, and streaming Let's Play series, kids won't even have to leave the house to sneak a peek at a few fatalities. And overall, it's probably for the best. You can't stop culture or technology. Games will get gorier and crazier, and kids will find their way to them younger and younger. If little Johnny is going to eventually see a bisected brainpan or a perforated liver in full anatomical exactitude, he might as well see it in MK X; a game that is ultimately stupid and non-hateful (and I mean that in the most affectionate sense). So won't somebody think of the children? Well I have, and it's complicated and uneasy and difficult, but at the end of the day the old tricks are probably still the best tricks. Kids will play MK X, and it's going to be a little fucked up. But with proper parental oversight and a good explanation of boundaries and the divide between fantasy and reality, it shouldn't be anymore harmful than watching a 16-bit Johnny Cage awkwardly stick his foot kinda, sorta, into another digitized sprite. With that off my chest and out of my brain, I can get back to feeding Quan Chi to a buzzsaw-hat -- guilt free.
MK X Gore photo
Decapitations for the YouTube generation
When I was a little boy, Mortal Kombat was a tough sell around my home. Like most pre-adolescents of the era, I was darkly attracted to the idea of ninjas and movie stars decapitating each other in bouts of gladiatorial comba...

Rainbow Six Siege is coming along nicely, if the closed alpha is any indication

Apr 08 // Chris Carter
This week, the Rainbow Six Siege closed alpha kicked off, featuring one mode (Hostage Rescue), two maps (a house and an airport), and 10 Operators (classes). Although playing a single gametype can lead to a certain degree of tedium after a while, I really enjoyed seeing the core components at work, and I think it'll be worth checking out come release time later this year. Hostage Rescue hosts a very simple premise: two sides, each playing the role of either offense or defense. Before the match actually begins, a prequel phase of sorts occurs, with the offense commanding rolling drones to locate the target, and the defense setting up barricades to hinder the capture of the hostage. It's a really fun mechanic, as drones can leap through the air and the defenders can blow them up after locating them. There's quite a bit of stuff to do during this phase on either side. Teams can hole up with the hostage, or go out in the open, put down barbed wire on chokepoints like stairs, or tactically leave drones in a spot that will have a lot of foot traffic -- allowing an attacker to switch views mid-match to get a better look. Those on the offensive will have plenty of fun rappelling off walls with the tap of a button (with the ability to go inverted at will), and defenders can set up their own labyrinthine corridors and traps to thwart the other team. While asynchronous multiplayer has the tendency to favor one side in terms of fun factor, I really liked playing both. Classes are very unique, leading to some interesting counters. For instance one defender has the ability to see through walls at short distances, and one attacker can set charges to blow through barricades. At one point a player blew away an attacker while he was setting an explosive through the barricade while another player blasted through the ceiling and took him out. There are some "iron bars" in place so you can't literally bring the whole house down, but it's open-ended enough. When choosing a loadout, players can very clearly see the icons of your team across the top, so even without direct voice communication you can get a well-rounded composition of classes. Teams choose their spawnpoints (and thus, where the hostage is located on the defense) for each round, and deaths are permanent until the next one starts. Because of the nature of shifting spawns, teams can both enter and defend the house in a multitude of ways every time. In terms of its pedigree as a first-person shooter, Siege runs very smoothly on PC, and thank goodness, it's not going to be held back by the previous generation -- it's set to only appear on Xbox One and PS4. The controls are very easy to pickup, but the two shoulder buttons assigned to each classes' unique abilities is where the learning curve starts. Bullets have weight to them, and blowing away walls is satisfying every time. It's too early to tell how Rainbow Six Siege will really turn out, but I'm impressed so far. It seems to have a great class system on its shoulders, and there's a good mix of action and tactical gameplay abound. I can see this becoming a really fun eSport to watch if there are interesting teams involved.
Rainbow Six Siege photo
Classes done right
Rainbow Six has had quite an interesting history. After playing it in 1998 on a friend's PC I fell in love, and so did mostly everyone else in the gaming community. For a full decade, Ubisoft pumped out game after game, most ...

What is your favorite Souls series boss?

Apr 07 // Chris Carter
Chris Carter: Ornstein & Smough I'm already a sucker for humanoid encounters already, so a dance with two of the most fearsome warriors in all of Lordran is pretty much a perfect situation for me. It helps that they were sufficiently tenacious in taking me down, leading to the source of most of my deaths in all of Dark Souls. It wasn't just the fight that was memorable though. Forging on to Anor Londo for the first time and seeing the stark contrast of brightly lit skies was breathtaking, and felt like a brief respite from the challenging areas that lied ahead. Stephen Turner: Capra Demon The Capra Demon scared the shit out of me. Then I realised he had a problem with stairs. He didn't seem too scary after that. Also, Moonlight Butterfly because I made the ghost witch with the big hat do all the hard work while I cowered in the corner. Honestly, I gave up after the Gaping Dragon and stopped at the gates of Blighttown. Never went any further than that. I heard there was a lot of poisoning going around and it was a bit rundown, so I imagined it looked exactly like Swansea. Occams: Gravelord Nito Talk about doing more with less?!  Just a writhing ball of skeletons wearing darkness like a cloak.  And it's arm ending in that wicked scythe. For such a simple design, it conveys a lovely sense of dread and power. From Software could have made Nito some undead Lord and gone the ornate route.  Instead, they focused on making it a primal force of nature.  For me, this elevates Nito to one of the most memorable designs in a series rife with amazing bosses. Mike Martin: The Asylum Demon Meeting him for the first time set the tone of the game and showed you what you were in for. His size, his design and his moves all seemed to be designed to intimidate. It's not a hard a fight at all, but it really sucked me into the world. From the moment he crashed down from his chicken-like flight, swinging his hammer, destroying pillars I knew this was a game I was going to be absorbed and challenged by. Best tutorial ever. Ben Davis: Tower Knight I think the Tower Knight from Demon's Souls will always be my favorite Souls boss, although a few other bosses from the later games, like Sif and the Looking Glass Knight, come pretty close. The Tower Knight was the second Souls boss I ever fought, and it's all thanks to him that I fell in love with Demon's and the series in general. The Tower Knight beat me to a pulp so many times that I didn't want to play the game anymore, but everything about the battle (aside from the losing) was so awesome that I couldn't stop thinking about it. The music, the sheer scale of the giant knight, the knowledge that I could die in an instant if I made even the slightest mistake...something about all of this made me feel like this was a game I needed to beat, a game I would love if I was ever able to master it. And so I came back and finally beat the Tower Knight, and promptly fell in love with Demon's Souls. Nic Rowen: Black Dragon Kalameet There are more imaginative bosses (Smough and Ornstein), ones with better atmosphere (Nito, Gwyn), and better soundtracks (Seath), but Kalameet is the one and only dragon I've ever fought in a videogame that actually felt like fighting a dragon. After watching Kalameet douse the entire battlefield in black flame, snatch an adventurers life away with a quick swipe of his tail, or pound through a knight's tower shield with relentless tearing claws, who could ever go back to the listless, floaty dragons of Skyrim or even the immobile Dragon God of Demon Souls? Jordan Devore: Gwyn, Lord of Cinder As you push through the fog gate leading into Gwyn's ash-covered domain, he's off in the distance, waiting patiently. It's all come down to this. Somber music fades in and the Lord of Cinder charges at you, culminating in a massive leap with his fiery sword aimed at your chest. After fighting and slaying so many huge bosses that looked scary at first glance but ended up being clumsy or easy to read, Gwyn intimidates. He's not much bigger than you, but he's swift and persistent. For me, the hardest part of this duel wasn't timing individual blocks, or rolls, or sword strikes during vulnerable moments -- it was remaining calm throughout the entire fight. And when I finally did kill Gwyn many attempts later, any satisfaction I felt was quickly replaced by another feeling: guilt. From Software somehow made me feel guilty for killing the final boss. Kyle MacGregor: Tower Knight The encounter with the Tower Knight is far and away the most indelible moment I've experienced in a From Software game. Just crossing paths with the hulking warrior means charging across a bridge patrolled by a giant fire-breathing dragon and a small army of men armed to the teeth with crossbows and other instruments of death. And it gets no easier upon reaching the end of the line. The Tower Knight is an utterly massive, imposing figure. He stands two stories tall, greeting players with a stomp of his colossal solleret and impenetrable tower shield. Behind him a clown-like man chuckles, as dozens of crossbowmen flank the player from the surrounding ramparts. The battle figures to be a short one where the player either ends up riddled with crossbow bolts or flattened under the behemoth's boot. Then the music kicks in. It's an eerie chant accompanied by unsettling horns and strings that heightens the mood. It's harrowing. Death seems all but certain. More so than the Phalanx before it, the Tower Knight sets the tone of what players can expect out of Demon's Souls and the rest of the series. This doesn't feel like a fair fight. Not in the slightest. But if you keep your wits about you and are persistent you'll eventually triumph. It's an incredible challenge, but a totally surmountable one. And that victory is all the sweeter for your hardships.
Favorite Souls bosses photo
It's hard to pick just one
Yesterday, we talked about From Software Director Hidetaka Miyazaki's favorite boss fight from the Souls series. Interestingly enough it was the Old Monk from Demon's Souls, an encounter that blurred the l...

Review: Evolve: The Hunt Evolves Update

Mar 31 // Nic Rowen
Evolve: The Hunt Evloves Update (PC [reviewed], PS4, Xbox One)Developer: Turtle Rock StudiosPublisher: 2K GamesReleased: March 31, 2015MSRP: $24.99 Hunting Season Pass (includes all four hunters), $7.49 individually, $14.99 for Behemoth (or included with pre-order Monster Expansion Pack) The update includes four new hunters, one for each class. These characters are included in the $24.99 Season Pass, or can be bought individually for a dubious $7.49. Of course they are included in the ridiculous $99 PC Monster Race Pack if you bought that. Each new hunter is a fully fleshed out character with fresh abilities, new lines of dialogue, and new ways to take on Shear's wildlife. The new Trapper, Crow, reeks of edgy mid-'90s design sensibilities. He's dark, broody, and has a pet bat-thing to help him track the monster. So spooky. Crow's massive sniper rifle can shoot rapid-fire bursts, or charge up a single power-shot that will bypass the monster's armor and rip into its permanent health. Very nasty. Similarly, his stasis gun can be fired willy-nilly to slightly slow the monster down or stop it in its tracks with a charged shot. Knowing when to charge and when to spam seems to be key to playing Crow well. 50% robot and 100% MANLY, Torvlad is the new Assault character. He sports a no-nonsense beard, tattoos over his shirtless chest, cybernetic limbs, and wears a gigantic twin mortar launcher on his back. The dude means business. Of all the new characters, Torvlad's play style jived with me the least. While his mortar launcher does tremendous damage, its indirect fire takes a moment to land which can be fiddly and difficult to aim on a rampaging monster. I imagine with some great teamwork and practice he could be a beast, but when compared to Parnell's point-and-click rocket launcher, Torvlad seems like more work than he's worth. Slim is the new Medic and I really love his design. The result of genetic experimentation, he's got a total Cronenberg thing going on, looking more insect than human. Despite his odd appearance, Slim acts and talks like a normal affable dude, setting up some of the funniest interactions in the game. Slim's whole gimmick revolves around his healing burst, which has a far greater range than the other Medics. Successful hits from his default weapon reduce the cooldown time on his burst, and because of its long range he can generally heal the entire group in a fight, encouraging him to play aggressively. He also gets a nifty healing drone that can tag along after a hunter. It's squishy, but can heal while on the run or revive downed friends remotely. I can easily see Slim becoming the new go-to Medic for random games. Lastly, Sunny, representing the Support class, is a real treat. Another character that seems to borrow abilities from other characters, but adds a fresh twist to make them her own. She has a grenade launcher similar to Caira but with a lot more oomph, and can generate energy shields like the Duck Dynasty dude, but has a drone to do it for her -- freeing her up to lob more grenades, yay! She can also supercharge her teammate's jetpacks with an energy beam, perfect for giving your Trapper the extra lift he or she needs to get the mobile arena up over the monster. Sunny seems super handy and is probably my favorite of the new hunters. Also, her extra robot arm/glove is adorable. The new monster, Behemoth, is a rock creature with a passion for squishing things and a serious aversion to heights. Unique among the monsters, Behemoth has no leaping or flying ability and must trundle his way around the map on foot. His mobility is supplemented by the ability to climb up almost any sheer surface, and by occasionally curling up into a boulder and rolling around like a giant petrified Sonic the Hedgehog. Still not super speedy by any means, Behemoth must rely on smart use of his attacks and other abilities to stay ahead of the hunters. Players hoping to get their money's worth out of Behemoth are going to want to learn how to use his rock wall ability ASAP. Slamming both fists into the ground, Behemoth can spontaneously generate a fairly large wall of rubble in front of him. This is good for creating an impassible barrier in choke points to get away from the hunting pack, or for separating one unfortunate hunter from the others for a beatdown. His lava bombs function on the same idea, allowing him to create damaging pools of fire that further restrict the hunter's movement. Rounding out his tool set is an area-of-effect shockwave attack that will travel up walls, and a tongue lash that can capture prey at a distance and drag them in close, Scorpion style. Overall, he seems like a monster that relies more on positioning and using the environment than raw force. While billed as the "tank" of the monsters, trading mobility for sheer tenacity, Behemoth went down disappointingly quickly in my games against him. That's not just a #humblebrag -- a TRS producer confirmed during a livestream that the beast is suffering from some bugs that are curbing his survivability at the moment. The leading theory is that the hitbox of his weak point is too big and is getting clipped by shots that should be striking his more protected areas. This is an issue that should be fixed in the near future, but is still disappointing for players who ponied up the cash for Behemoth expecting a fearsome monster only to get a broken bird. Personally, it was hard to tell if this bug was the problem, or if Behemoth's size and sluggishness was the real culprit. Hitbox and health issues aside, Behemoth's lack of mobility seems to be a real Achilles' heel. While most monsters are able to avoid the full brunt of an orbital strike or Torvlad's mortars, Behemoth, especially if hampered by tranqs or traps, just gets hammered by them. Smart rock monsters will definitely want to pick their battles inside caves and buildings to avoid the worst of these attacks and play to his strengths, but considering most map objectives are outside this may be difficult. Behemoth, surprisingly, is not included in the Hunting Season Pass. If you want to play as this new beast, you'll either need to have the pre-order bonus Monster Expansion Pack, or pay out another $15. I'm not an accountant, but shelling out almost a quarter of the cost for a full game for ONE character seems like a tough sell. In fact, this entire update is incredibly pricey. If you want to get everything (and didn't pre-order) you're looking at another $40 for a game that barely felt worth $60 at launch. There are some free bells and whistles included in this update as well. A new Observer Mode has been added that will allow players to spectate matches from a variety of angles and perspectives. It's a very robust spectator mode, with support for shoutcasting and variable HUD options to best keep track of everybody's condition. I'm sure there are some hardcore fans of Evolve who will love this mode, but for most of us it will be firmly relegated to the "oh, that's nice I guess" pile. There are also two new maps out apparently. However, they are exclusive to the Xbox One version of the game for now and will only be available for PC and PS4 players next month. Sadly, as a PC player, I haven't been able to test those maps out yet, and while the idea of timed exclusives makes me grumpy, it's great to see Turtle Rock Studios add content to the game for everyone and not fracture the community behind paywalls. Kudos where kudos are due. I love these new characters -- they're undeniably fun to play and drip with personality. I think Behemoth could be cool (when he gets patched at least). But at the cost they are commanding, I can't recommend them in good conscience. This entire pack, hunters, monsters, and all feels like it should cost $15, or be the first installment of the Season Pass, not the entire thing. If you're a diehard Evolve fan still playing regular matches, then maybe consider the new hunters. I wouldn't even think about Behemoth until he gets fixed, and even then I'd advise waiting, both to see how his metagame plays out and for a price cut. There is nothing here that should attract new players or even bring back lapsed hunters who have already moved on to other titles. I don't usually soapbox about prices for game content, but the cost-to-value ratio for these packs is borderline insulting. If you already bought the Season Pass at launch, chalk it up to a lesson learned and enjoy the new hunters. If you haven't, don't support this kind of fleecing. [This review is based on a retail build of the game provided by the publisher.]
Evolve update review photo
Caught in a snare
More than a month ago Evolve came out to tepid reactions and muted fanfare. Today's release of the game's first major content update, delivering on the Hunting Season Pass and the pre-order Monster Expansion Pack, might have ...

Review: Forza Horizon 2 Presents Fast & Furious

Mar 31 // Steven Hansen
[embed]289632:57948:0[/embed] Forza Horizon 2 Presents Fast & Furious (Xbox 360, Xbox One [reviewed])Developer: Playground GamesPublisher: Microsoft StudioReleased: March 27, 2015MSRP: Free until April 10, then $9.99 Steven: I don't got friends... I got family. Want to talk about 2 Forza 2 Furious? Brett: Yeah, we can talk for review. Start with some dialogue, send it, and I'll respond. S: Too late. I'm counting the preceding as "started." Everyone is going to see how the Destructoid sausage gets made. Boring fucking emails. I am so very torn (I'm all out of faith, this is how I feel) on Forza Horizon 2 Presents Fast & Furious. On one hand, I am playing a free (without Xbox Live, but only until April 10) sampling of Forza Horizon 2 that feels like it contains enough of what Forza Horizon 2 is about -- especially to me, as not a car person. On the other hand, the Fast & Furious partnership that bore this free thing feels too crass, too spurious. It's just not there thematically because this is still Forza Horizon 2 (a very fun car driving game). NOS and racing for pinks feel like set dressing. Ludacris' voice over linking races just feels sort of bland. They couldn't even throw in a "Did you see that?" B: Fantastic Natalie Imbruglia reference aside (I have a whole story about "Left of the Middle" for another day), this feels less Fast & Furious and more like a large-scale demo for Forza Horizon 2. If I can add a third and fourth hand to your two, this might be the best that Forza Horizon 2 ever gets. No boring C and D class races -- just fun cars, and a campaign with a digestible scope. However, the Fast & Furious veneer isn't fooling anyone. The one-minute unskippable movie sizzle reel at the beginning is the strongest the tie-in ever gets. I don't know that anyone expected this to be anything more than fan-service, but it barely qualifies as that. The NOS mechanic is the one alteration made to gameplay, and it doesn't even do anything! It adds a filter to indicate that you're going real fast, but you don't actually gain ground on other cars. Maybe they're all using their NOS at the exact same time I am. If so, it's uncanny how that keeps happening. S: It's probably the weakest boost I've felt in a racer. Seems to slowly up your top speed on straightaways. The digestible scope thing is interesting because for as short as it is in terms of providing you with explicit objectives, the pace felt kind of whack. I already drove a McLaren in one of those skill point challenges before I won one in a race, and even then it was arguably not better than the Nissan GTR I used to win it. Plus, the few more cars you unlock down the line mostly drop from these super cars to A level or whatever, and it's like, why am I going to trade down? If you're a car nut, I guess. Or really want to drive a Jeep Wrangler. Races are engaging at any level, though, whether your top speed is around 90 or 200 mph which is good because the latter half in the race progression doesn't solely scale to super cars and will make you pick out other options in your garage. The skill point challenges, on the other hand, are rather dull or too easy. I drove around haphazardly burning out and running into things and aced most of them without much effort, save for the one that was like 25,000 points, which just took a bit longer. On the other hand, one challenge that was a combination of the two -- race to an end point in under two minutes and score 15 near misses with other cars -- was a nice mix and fit a bit more into the Fast & Furious theme of skilled drivers doing exceptional and cool things with cars. Even if "get close to but don't hit this many cars for no particular reason" is, well, arbitrary. Being able to come in first place consistently despite being a horrible driver that crashes monstrously evokes the opposite feeling, despite helping to keep things light. B: That isn't so much a problem that's inherent to this particular piece of content, so much as it is of Forza Horizon in general. And, if you want to go broader, it's really the case for any racer that doesn't pride itself on being simulation-like, or whatever. I mean, it's easy to forget when the mediums stay in their respective corners, but when you try crossing them over, you realize that in a lot of ways, Forza Horizon 2 basically already was Fast & Furious: The Videogame. That is to say, it's just a lot of fast racing and over-the-top stunts that generally require a suspension of belief. The #synergy between the two franchises is obvious, so the tie-in makes sense on a base level. However, tacking a movie known for being ridiculous on top of a game known for being ridiculous elevates expectations in a way that's near impossible to deliver on. This game falls flat in that sense, because those are heights this never had a chance to soar to. S: That's it. This is fun because Forza Horizon is fun and it is nice that it's free (until April 10), glorified demo that it is, but it makes me yearn for an actual Fast & Furious game with a "Press F to drink a Corona" prompt and a Han lives retcon. [This review is based on a retail build of the game downloaded for free on the Xbox Marketplace.]
Fast & Furious Forza photo
Just a quarter mile
Forza Horizon has long been considered the Fast & Furious of games, so this standalone release makes sense. Unfortunately. it's not much more than a thin, thin Fast & Furious skin over Forza Horizon 2, a bit of a disa...

Review: Call of Duty: Advanced Warfare: Ascendance

Mar 31 // Chris Carter
Call of Duty: Advanced Warfare: Ascendance DLC (PC, PS3, PS4, Xbox 360, Xbox One [reviewed])Developer: Sledgehammer Games (Current-gen) / High Moon Studios (Last-gen) / Raven Software (Zombies)Publisher: ActivisionReleased: March 31, 2015MSRP: $14.99 ($50 Season Pass for four packs) Site 244 is Call of Duty's take on Mount Rushmore, with a tad more destruction and radioactive waste to boot. Set to the theme of a ruined test site, the map looks cooler than it actually plays. The constant attention to detail is something you'll notice immediately, and the actual mountain itself isn't immediately apparent unless you look up in the distance. Unfortunately, the cheap crag-like layout feels limiting in a game that's supposed to be about freedom of movement. The layout is handicapped by "paths," which are basically just giant crags that block you from experimentation and herd you into various chokepoints. Because of its aesthetic value I don't necessarily vote to skip it during the loadout screen, but I'm not thrilled with it either. Another map in the bunch, Climate, follows the same style-over-functionality principle with a gorgeous design and a boring layout. It reminds me of Zoo on paper, one of my favorite maps of all time, but the layout itself is similar to Site 244 in that it feels far too restrictive. It's very flat outside of one particular quadrant, and you'll spend a lot of time shooting across long stretches and hallways, which feels counter-productive with an outdoor map. Filling the area with acid is a nice touch that occurs later in a match, but it's not enough to really make this one stand out. One arena shines above all others in the pack -- Perplex. It takes place in a five story apartment complex in the heart of Sydney, Australia, and it's just as amazing as it looks. Both the background (with the Sydney Opera House and active sailboats) and the interiors of Perplex look painstakingly crafted, and you can even see the details like the weather channel on TV, which at this point, is actually visible on-screen sans blur. It doesn't end there though as the design is genius, providing a five-story meta-game that has players constantly moving up and down to get a proper vantage point. It's also neat to see new modular apartments being flown in by drones, which end up being part of the level. As a welcome surprise, Perplex is now one of my all-time favorite new Call of Duty maps. With the new grapple playlist (more on that in a second), it's even more enjoyable.  While Site 244 and Climate felt different enough to justify the identity of the DLC, Chop Shop just feels like a decent map that should have been included in the base game. It feels like a mix of Horizon and Ascend from pretty much every angle, which you already paid for. Every time I geared up for Chop Shop it didn't feel premium in any way, but it's a decent map for objective-based games if that's your thing. To add a little oomph to Ascendence, you'll also net the OHM-Werewolf gun, as well as the aforementioned grapple playlist. The weapon itself is an SMG-shotgun hybrid that shoots blue energy bullets, able to switch between both modes of fire with a quick d-pad tap. It feels new without being overpowered, as you're inherently limited by your lack of range no matter what toolkit you use. The grapple playlist ended up being a joy to play, as everyone's Exo powers are eliminated and replace with a grappling hook, which can be used mid-jump or to scale pretty much anything. With a low cooldown meter you can pretty much grapple at all times, and it's just as fun as it sounds. Of course, the main attraction for many is the Exo Zombies mode, which also comes with a new map called Infection. It takes place in a decidedly less industrial setting, with a burger joint and an interconnected sewer system. Long time fans will remember Burger Town, which has been a "Pizza Planet"-like Easter Egg since Modern Warfare 2. The more I play Exo Zombies the more I really start to see the effort that was put into it, as zombies don't just aimlessly shamble along through windows like they did in the past -- they slip through cracks and dynamically approach you throughout the level, even if their spawn points are scripted. It's also nice to see Activision commit to an interesting cast (Bill Paxton, John Malkovich, Rose McGowan, and Jon Bernthal) rather than have them as a one-off like past DLCs. The Exosuit (once you locate it) continues to add an extra layer to the classic co-op formula, as double-jumping and air-dashing is still just as exciting when you're running from zombies. And you'll need to run, as there's plenty of formidable foes that can infect you or shut down your Exosuit temporarily. Call of Duty: Advanced Warfare doesn't really have a killer Season Pass so far, but if you're still into zombies, it's worth the investment -- mostly because you can't even access the mode without buying some form of DLC. There are a few flashes of brilliance in the maps delivered in Havoc and Ascendance, but I'm hoping that John Malkovich and the crew won't have to carry so heavy a load for the next two add-ons. [This review is based on a retail build of the game provided by the publisher.]
COD DLC review photo
A new meaning for Cyrus 'The Virus'
I've come to really enjoy Call of Duty: Advanced Warfare's multiplayer months down the line. It's withstood the test of time, and although I was skeptical of Sledgehammer Games' first Duty outing, it has done a decent jo...

Assassin's Creed Chronicles: China gives the series a fresh perspective

Mar 31 // Alessandro Fillari
Assassin's Creed Chronicles (PC, PS4, Xbox One [previewed])Developer: Climax StudiosPublisher: Ubisoft Release date: April 21, 2015 (Episode One) / Fall 2015 (Episodes Two and Three) "It's a very exciting and very challenging project to work on," said lead game designer Xavier Penin. "[Ubisoft] had a pretty [sizable] pitch for the project and wanted them to be short, episodic, and each of the stories would have their own specific artstyles that fit the character and time period. We knew we had to focus our efforts on making something that didn't just feel like a smaller Assassin's Creed." For the first episode, Assassin's Creed Chronicles: China, players take on the role of female assassin Shao Jun, who fans might recognize from the animated film Assassin's Creed Embers. Picking up some time after the events of Embers in 1526, Shao Jun returns to China after her training with Ezio Auditore and seeks revenge against Emporer Jiajing of the Ming Dynasty after the massacre of the Chinese Assassin Brotherhood. During her exploits, she'll acquire new abilities and contacts that will help in her quest, and revitalize the Assassin presence in 16th-century China. China has been a top requested location from fans, along with a playable Shao Jun, and seeing it come to pass is exciting. In the three levels I played, set in The Forbidden City and Fujian Province, we got to experience a starkly different setting and visual palette not seen from the series. Moreover, the brief taste of the India and Russia episodes we saw also feature their own art styles and aesthetic. Granted, the nature of this downloadable title allows them to try different settings, but I was blown away by the potential AC has in such lush environments. This enthusiasm was also shared by the folks behind the title. [embed]289710:57987:0[/embed] "When we were going to do this game with [Shao Jun], I was really excited about it and wanted to get all the information about background and her story, but it was actually pretty thin," said Penin. "So eventually we decided to come up with new ideas and settings, beyond Embers, and we came up with a story that AC fans will enjoy." Understandably, the switch from 3D to 2.5D has brought some changes to the action-stealth gameplay. For the most part, players will still traverse the environment with free-running maneuvers while avoiding detection, and only using combat as a last resort. Players will run and leap across obstacles in the environment and move between the foreground and background during traversal. I was impressed with the depth shown in the environments, and I was quite surprised that areas shown off were largely interactive. In one section during a prison escape, I had to find my gear before making an exit, which meant having to search for a guard's keys. After traveling through a hallway, I entered a large cavern housing dozens of prison cells. Off in the distance in the background, there were several guards making their rounds near a number of prisoners. From the foreground, I jumped onto a fallen pillar, which allowed me seamlessly run across to the background of the environment, which had its own unique layout and design. It was neat to be able to see how much depth the levels have, and the later levels show off much more intuitive and clever design. The stealth gameplay has had a bit of change, however, and the assassins now have to rely more on shadows and darkness to slip past their foes. Instead of the line-of-sight design from past titles, Chronicles utilizes a vision cone system. Similar to Mark of the Ninja's gameplay, all enemies can see and hear only a certain distance ahead of them, which gives you the means to figure out the best way around them. While it's still very much AC, the new design feels different. The lead designer elaborated a little further with how they went about re-designing AC stealth for 2.5D. "We had a lot of work to find the right recipe because this is the type of gameplay that require precise signs of feedback," said Penin. "We experimented a lot with the detection system, which focuses on cones of vision that work really well because it shows accurately in the 2D perspective. While some people initially thought [the visual representation of enemy line of sight] got in the way of the art style, ultimately the function allowed for us to design the stealth for players to be more interesting." Though you can easily avoid all conflicts by sticking in the shadows or hiding inside doorways or off the sides of ledges, there are a whole assortment of gadgets that Shao Jun has at her disposal, such as the rope dart which can sling enemies and help her traverse to new heights. The action and pace of the stealth from past games is present, though there seems to be much more thought put into it. Some sections felt like actual puzzles more than action-stealth gameplay, and I mean that as a good thing. The narrowing of the perspective put a lot more depth into this facet of gameplay, and it was refreshing to have a more refined approach to it. I'm also quite impressed with the visual aesthetic of Chronicles. The developers have stated that each episode will have a unique look to it, and China's style is stunning in its representation of perpetual autumn and uses of inkblot-style visuals and palettes. The colors are vibrant and lush, and the shadows and darkness show a certain roughness, as if it's a place that only the Assassins, history's wet-workers, can venture to. These still-images do not do this title justice -- it's quite gorgeous in action. While I was enjoying myself throughout the China setting, a part of me wished this was a fully 3D title rather than a downloadable side story. Nothing against this game, as it's really solid and makes some clever choices in regards to approach to stealth in a limited perspective, however I feel that such rich settings would be better used for full-fledged 3D Assassin's Creed titles. In any case, Assassin's Creed Chronicles is looking to be a nice surprise for the franchise. Though we can undoubtedly expect to see another main entry in the series this year, Chronicles will serve to be a nice change of pace for those looking for a different take on the series. For those who bit on the Unity season pass, you'll get the first episode on day one. The bite-sized nature of these titles will make them easy to get into, but they're sure to surprise players with how much depth is present.
2.5D Assassin's Creed photo
Stabbin' necks through history in 2.5D
It's not often we see a major player in the big leagues of yearly releases reinvent itself in a more modest and distinct way. With Assassin's Creed titles expected every year, it's been a bit of a challenge for Ubisoft to kee...

Review: Borderlands: The Pre-Sequel: Claptastic Voyage

Mar 29 // Darren Nakamura
Borderlands: The Pre-Sequel: Claptastic Voyage (Linux, Mac, PC [reviewed], PS3, PS4, Xbox 360, Xbox One)Developers: 2K Australia, Gearbox SoftwarePublisher: 2K GamesReleased: March 24, 2015MSRP: $9.99 (included in Season Pass and The Handsome Collection)Rig: AMD Phenom II X2 555 @ 3.2 GHz, with 4GB of RAM, ATI Radeon HD 5700, Windows 7 64-bit With the premise of entering the mind of Claptrap, The Pre-Sequel had a ton of freedom with where it could go and what it could do. As with the Dungeons and Dragons-esque setup for Tiny Tina's Assault on Dragon Keep, the narrative hook allows Vault Hunters to leave the planet of Pandora (or its moon Elpis) in favor of even more fantastic locales. In practice, Claptastic Voyage takes players from the samey blue-gray moon surface and industrial complexes to samey blue-gray electronics (that look a lot like industrial complexes). At least, that's how the first half goes. It's immediately disappointing that the limitless setting produces such uninteresting environments, but that changes further in. A little ways into the DLC the Vault Hunters can access Claptrap's old memories, revisiting areas featured in previous titles like Fyrestone or Overlook. Eventually, the shooting goes deep enough into Claptrap's mind to find wholly original, diverse environments. The Escherian temple of Claptrap's subconscious is particularly fun to explore. One thing that Claptastic Voyage does especially well is to fill in gaps in the overarching story that have only previously been hinted at. It does this with the memory exercise in Overlook, illustrating the town's deterioration to the state players find it in Borderlands 2. It ends with a direct lead-in to BL2, showing how Claptrap meets Sir Hammerlock in the frozen tundra on Pandora. It even goes so far as to explain Claptrap's penchant for dubstep where it wasn't present in the original Borderlands. [embed]288904:57729:0[/embed] All that said, while the details are cute for fans of the lore, the main plot in Claptastic Voyage has been done several times in the Borderlands series. Perhaps it's intentionally self-referential, but the plot device that introduces the main villain early on as an ally who "unexpectedly" betrays the heroes is tired at this point. He is clearly designed to let the player know what's up, so watching the characters go along and be flabbergasted by the betrayal creates a sort of disconnect between player and protagonist. At a micro level, the writing follows what we have come to expect from the series. Though it isn't as laugh-out-loud funny as Tales from the Borderlands has been, it hits the right notes of dark comedy. It manages to get through its eight-to-ten hour campaign without making nearly as many pop culture references as the last few games in the series have done. Gameplay is largely unaltered from The Pre-Sequel's main campaign. It remains fast and frenetic to moon jump and butt slam between enemies. There are very few zero-atmosphere environments in Claptastic Voyage, so players are free to use the double jump without having to worry about running out of oxygen. Almost all of the enemies are new in some way, with viruses, bugs, and protection software given physical manifestations to explode. Even the old standby enemies like bandits and psychos behave a bit differently, able to phase in and out of existence occasionally since they are computer projections generated by Claptrap's memory. The theme of software given life extends to in-universe advertisement, with foes who do nothing but stream audio to the player until they are destroyed. There are also pop-up ads: chest-high walls that appear from the ground and can either be closed or serve as randomized mini stores for health or ammunition. The final boss deserves special mention, though not necessarily for the best reasons. It begins as an interesting fight, with a lot of different tasks the player has to juggle. There are jump pads, helpful "volatile bits" to trigger, lava to avoid, small enemies to keep at bay and use for revives, and the main boss who can deal some serious damage if he is ignored. It's exciting for the first 10 minutes. Then it keeps going. Then the boss transforms and recharges his shield. Then it keeps going. Then he transforms and recharges his shield again. I timed it; it took me 45 minutes to solo that one fight, and that was on my second try. (On the first try, I spent what felt like an hour, made it to his final form, died, and started back at the beginning of the fight. I quit for the night.) It illustrates how 2K Australia can get some aspects of Borderlands so right, but just miss the mark in other ways that bring the whole experience down a bit. The boss just has too much health, and that one element turns it from an interesting fight into a slog. It's almost as if it is intended to be a raid boss, except that it's required in order to complete the story. In fact, there is no optional raid boss like there have been in past Borderlands DLC packs, which is a little disappointing considering how phoned in the raid boss in The Pre-Sequel's main game is. That said, 2K Australia does its own thing for high level content. In addition to farming the end boss for Legendary drops, a special arena unlocks after getting through the story. It boils down to fending off waves of enemies in an arena, but it allows parties to customize various aspects of the battle. Players can increase or decrease the difficulty and add "mutations," like bonus damage for certain gun manufacturers or increased magazine size at the cost of decreased reload speed. Of course, more difficult settings yield more valuable loot. It's an interesting idea that I'd like to see explored further in future installments. Overall, Claptastic Voyage is an improvement to Borderlands: The Pre-Sequel. It seems like 2K Australia has been listening to a lot of the criticism of the base game. Aside from some invisible walls, I didn't experience any of the bugs here that detracted from The Pre-Sequel. The environmental design starts off disappointingly unimaginative, but soon goes to unexpected places. The core gameplay is as fun as it has ever been. However, Claptastic Voyage still suffers from some of the problems that plague the entire series. The main plot is average, lacking any real standout moments worth discussing. It exists as a vehicle to get players between gunfights or to the more entertaining optional missions. This won't go down in history as an example of exceptional DLC, but it does what it does well and it's worth the time to play through.
Claptastic Voyage review photo
PreSequel++;
With Borderlands: The Pre-Sequel, I like and dislike different parts of it in almost equal measure. The combat is exciting and the characters are likable. On the other hand, the environments are a little dull and it suff...

What if videogame consoles were Transformers?

Mar 28 // Mike Cosimano
Megatron: Xbox One In Dark Cybertron, IDW's first major Transformers-only crossover event, Decepticon leader Megatron did the impossible: he switched sides and joined the Autobots. Megatron has gone from trying to conquer the universe to exploring it with the wacky spacefaring cast of More than Meets the Eye (currently the best ongoing series in comics). It felt like a real stretch at the time (because it's a simple change in character that is going to sell a lot of comic books, like Bucky Cap or Lady Thor) but the issues released since then have justified his change of heart. Many Transformers stories have tried to make the audience feel sympathy for Megatron, but none have ever been so successful. More than Meets the Eye successfully reconciles the 'violent despot' characterization we all know and love with the new 'tired old revolutionary' Megatron used to soften his previous deeds, crafting a new version of the character that feels absolutely definitive -- against all odds. This reminds me of the Xbox One. When the console was first revealed, there was a sizable amount of justified backlash. It was a device for busy rich people: expensive, packed with irrelevant features, saddled with baffling limitations, and bearing a hidden $60 per year cost. Everyone was worried they wouldn't be able to play their single-player games if their Internet went down, or that the evil camera would watch them have sex in front of their television. Both fears were not totally unfounded, leading to an enormous backlash and low pre-order numbers. In order to save the system, Microsoft had to pull an about-face, reversing almost every controversial decision. Since then, we've seen the Xbox One drop the Kinect along with $100 off the MSRP, reach out to indies with the ID@Xbox program, and chase weird exclusives like Phantom Dust. Ever since Phil Spencer took over the Xbox division, the company has made positive strides towards fixing its reputation. It's not hard to see the parallels between Megatron (as written by James Roberts), Megatron (the character in More than Meets the Eye), and Phil Spencer's work on the Xbox brand. When you want to make a change, be it financially motivated, a creative decision, or an emotionally motivated faction change, there has to be some revisionism. You have to convince yourself that the past doesn't matter, and then you have to perform the Herculean task of convincing everyone else of the same. For the moment, it's almost impossible to tell whether Megatron or Microsoft were successful. We won't know how successful the Xbox One will be until well into the life cycle of the Xbox Two, and I honestly don't know where Megatron's character development could go from here. Either way, I'm looking forward to both. Tailgate: Wii U Tailgate is a relic. Not long after coming online, he fell into a sinkhole on Cybertron, only escaping his predicament after a six-million-year-long power nap. Physically, he is older than almost every character in More than Meets the Eye, but he approaches the Lost Light's various adventures with a childlike enthusiasm. Which makes sense -- he's technically two weeks old when the comic begins. Tailgate used his age to fabricate a series of stories, even claiming he was a bomb disposal expert. He's gone through some real trials over the course of the comic -- including almost dying of old age and saving half of the Cybertronian race in one week -- but he's come into his own, accepting his true role as a waste disposal 'bot and letting go of his tall tales. It's hard to hear the word 'relic' and not give the Wii U a little side-eye. When the console launched, it was months away from being outdated, with online decisions that were utterly baffling in the Xbox Live era and a launch library that was primarily a series of efforts at reclaiming old glories and ports nobody asked for. Hell, look at the name of the thing -- Wii U. Smarter people than me have been pointing this out since the console was revealed, but I'll be damned if that isn't the most transparent attempt to move units I've ever seen. The Wii U smacked of an old man trying to convince the kids he was cool, not realizing he was a kid at heart the whole time. All he had to do was embrace his inner child and the people would come running. There's something futile about chasing old glories, especially when they're made up. Nintendo has never been good with third parties. Remember that "historic partnership" between EA and Nintendo? Remember when Call of Duty: Ghosts coming to Wii U was a big deal? Where's Advanced Warfare? Where's Battlefield 4? The Wii U was a joke back when it was trying to be just another videogame console; another machine for you to enjoy those big tentpole releases. Today, it's genuinely beloved, even if the rampant amiibo shortage threatens to overshadow Nintendo's recent successes. Is the Wii U selling well? Of course not, that door closed when it launched with a crappy Mass Effect port and didn't have a killer app until a year into the console's life cycle. And Tailgate lost any chance of becoming an Old Cybertronian legend the second he fell unconscious. But we've got Mario Kart 8 now, and Tailgate defeated a genocidal despot by sticking a finger in his robo-brain. (God, I love these comics.) Accept your limitations, and use them to move forward. Can't wait for whatever NX is! Drift: PlayStation 4 Everybody on the Internet goes through a phase where they make an awesome self-insert character for their favorite thing. You know the type: mysterious, silent, unkillable, tortured past, maybe a bit of a dark streak? We've all done it! Be honest with yourself. Maybe post your original character in the comments. Now, imagine a world where you were paid to make that character an official part of your favorite thing. Hell, the character even gets a toy! And the best part? The character will be just as badass as you imagined: no watering down. That's Drift. And -- surprise surprise! -- when he premiered in the pages of the mega-event All Hail Megatron, everyone realized he was a cynical attempt at making a new fan-favorite character. Thankfully, he was redeemed in More than Meets the Eye, recast as a lovable hippie. Now, Drift is actually a fan favorite, despite being universally disliked when he first appeared. (Ironically, we've actually come full circle with the super racist Drift in the fourth Transformers movie) And, let's be real, nobody really liked the PlayStation 3 when it first came out either. It cost too much, the infamous "PS3 HAS NO GAMEZ" meme had a ring of truth to it (even though Resistance and Metal Gear Solid 4 were great) -- everything about the console reeked of post-PS2 swagger. But, much like the Wii U, the PS3 stumbled out of the gate. Compare that to the PS4, a console that came out swinging, easily taking and holding the lead. Now, I can't verify this for myself, but I've heard enough talk from enough different people that it makes sense: the PlayStation 4 is a Sony Computer Entertainment of America joint. That's why you're seeing people like Adam Boyes and Mark Cerny take the stage during E3 press conferences, and that's why the company is going after Western nostalgia properties like Grim Fandango. This change in power seems to be working: the PS3 never saw positive press the likes of which we saw when Jack Tretton confirmed the PS4 could play used games. Sometimes, it's smart to let go of the wheel and let somebody else take over. I'm not saying Shane McCarthy (the creator of Drift) is a terrible writer, or that Sony Japan doesn't know how to make a console. The PlayStation 2 is the best console of all time! But every so often, giving control of your creation to someone with a different vision works out best for all involved. It's just a simple matter of seeing that maybe you aren't the right person for this job. I mean, the PlayStation 4 has sold twenty million consoles so far, and Drift's resurgence in popularity got him another mini-series. Leaving your pride at the door works, as it turns out. Maybe that's the crux of all three of these consoles: pride. The Xbox One isn't trying to shove terrible ideas down our throats, the Wii U is no longer convinced it can be something it's not, and the PS4 isn't asking for $600. In many ways, success is about letting go of that pride, learning to accept your limitations and playing to your strengths. And it may have taken a little while, but I feel like each console is currently taking that to heart. I like where these consoles are at right now, and I think we've got a fantastic generation ahead of us. Also, Transformers are great. Thank you.
Transformers photo
Blast(er) Processing
This isn't clickbait. This isn't some article cashing in on hypothetical fan art of an Xbox turning into Megatron or a post about those awesome Mega Drive/PlayStation Transformers. This is my life, you fools. I've spent time ...


  Around the web (login to improve these)




Back to Top


We follow moms on   Facebook  and   Twitter
  Light Theme      Dark Theme
Pssst. Konami Code + Enter?
You may remix stuff our site under creative commons w/@
- Destructoid means family. Living the dream, since 2006 -