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Xbox One

Xbox One photo
Natively playable on Xbox One
Phil Spencer just dropped a bombshell at Microsoft's E3 presser. Xbox One will be backwards compatible with Xbox 360 games. By this holiday, 100 titles you've already purchased will be playable on Xbox One. Microsoft used Mas...

Fallout 4 photo
You can play Donkey Kong on your Pip-Boy
Tonight at Bethesda's E3 2015 press conference, game director Todd Howard demonstrated Fallout 4, which begins before the bombs fell. The character creator takes place in a mirror and adjustments happen in real time. And, yes...

Doom at E3 photo
IDDQD
[Update: Watch the trailer here!] Bethesda showed off its first footage for the new Doom today at its inaugural E3 conference in Los Angeles. Executive Producer Marty Stratton took the stage, stating that Doom is b...

What I want from Fallout 4

Jun 13 // Nic Rowen
Better stealth I'm going to take for granted that better gunplay is a given for Fallout 4. The awkward, inaccurate shooting of Fallout 3 was probably the most common complaint about it, and New Vegas' attempt to address it with a janky iron-sights system was so rough and amateurish that it felt like a hacked together mod. Fallout 4 will obviously have to do better in the guns-and-ammo category, so I'm not going to waste my breath begging for it. What I will beg for though, is better stealth design. Some of the best moments in Bethesda's games have emerged from the shadows. The Thieves Guild and Dark Brotherhood had the best quests in Oblivion and Skyrim, encouraging many players to roll up at least one sneaky character. I know I personally spent a huge chunk of my time in Fallout 3 trying to skulk through super-mutant camps, silently seeding the area with mines and booby traps before pulling down on some mutant and watching the chaos pop off as his buddies came running. When done well, the tension and power dynamics of stealth can provide some of the best gameplay around. Bethesda seems to know this. It includes so many quests and options in its games that encourage you to be a sneaky little jerk. So why does sneaking around feel like some after-thought, Scooby Doo bullshit? The old "crouch down and watch an icon that tells you if a raider can see you or not" routine isn't going to cut it anymore. Stealth should be more than a factor of your sneak stat and a matter of breaking line of sight. I'm really not interested in another stealth experience that allows enemies to pick you off from 50 yards away in the dark like you were holding a road flare if your sneak skill is low, or let you squat down straight in front of their shins like you're the Invisible Man if the skill is pushing 90 and above. Make stealth active, give us something to do to make us feel sneaky. Instead of making the Sneak skill and active camouflage gear the end-all-be-all of stealth, how about throwing in some active abilities to let us dynamically manipulate the enemy? They don't have to be complicated. Take a page from the Far Cry games and give players with a moderate skill investment in stealth the ability to throw a distracting rock or bullet casing to draw enemies away. Make some cubbyholes or hiding spots that only intermediate ninjas can use. Let Sneak-Kings focus down like Joel from The Last Of Us and get some "I'm super good at hearing" ghetto-SONAR ability. I'm not asking for Metal Gear Fallout: Sons of the Atom Bomb or anything here. I understand that in a game as big and complex as the Fallout games have been, you can't layer on every little system and nuance you'd like (that's what paid mods are for, am I right folks?) but I'd like to see something to make crawling around in the shadows fresh for Fallout 4. More skill checks please, but keep them quiet One of the things I love, love, LOVED about New Vegas was its focus on non-combat skills. Reaching back to the original Fallout, New Vegas went out of its way to incorporate skills like barter, repair, and science outside of their obvious (and boringly pragmatic) purposes way more than Fallout 3 did. This is without a doubt the right direction to move in and I would love to see Fallout 4 double down on the idea. I love this idea because it makes each character feel unique. My tech obsessed teenaged hacker had a much different experience in the Mojave Wasteland than my cannibalistic night stalker. Not just because she preferred to melt her worries away with a stream of molten plasma while he would literally cut to the heart of a problem; they moved through the world differently, physically and socially. She would hack into systems, open doors, appropriate security drones, all that good, typically sneaky stuff. But she was also able to use her skills as a currency, occasionally repairing broken gear or fixing otherwise unsolvable problems for people in the Wasteland. She fell in with the equally tech obsessed Brotherhood of Steel and it felt natural. My cannibal used his detailed knowledge of anatomy to occasionally work as a makeshift surgeon, appearing as a wolf in sheep's clothing to the unaware, and was invited into a cabal of secret people eaters. Each of them had opportunities and moments that were totally unique and exclusive from each other and that's amazing. That's exactly what Fallout should be about. I just don't want to know about it up front. I would love a little more subtlety and mystery when it comes to skill checks in Fallout 4. As I loved how New Vegas worked, I couldn't help but find the giant, full caps skill messages jarring. Nothing quite reminds you "oh yeah, you're playing a videogame" like a big old block of mechanical text that says something like [MEDICINE 60 REQUIRED]. Fold skill checks into the game more organically. If a player doesn't have the skill required to pull something off, don't show the option. Or, maybe show the option, but don't promise success. Let Prof. Goofus with his measly 15 points invested in repair set off a bomb when he tries to defuse it. Let someone who thinks they're a smooth talker chat their way into a slaver's pen. I know some people may prefer to know their options up front and the stats they should shoot for, but I'm a big believer in surprises and trusting the player to figure things out. Besides, if you really want to know the stat requirements for every interaction, there are always wikis and FAQs.   I can't believe I'm saying this, but maybe make it a little darker? Okay, hold on. Don't go branding me with the mark of #Darksiders2 just yet. I'm not asking for Fallout 40K edition here and I'm not saying I want some grim and dirty "realistic" depiction of a blasted out radioactive wasteland, because realism wouldn't do the game many favors. All I want to see is Bethesda even out the tone. Make the normal world a little darker and saner so the black humor and absurd moments can pop in contrast. I love the line Fallout walks, that razors edge between unimaginable despair and corny '50s sci-fi pulp. It's a difficult balance to find and while I think both Fallout 3 and New Vegas did a decent job at it, I think they could have done better. I think the problem is that neither game is willing to let you get your feet under you before piling up the silly stuff. Fallout 3 starts in a Vault isolated from the realities of the world, so I'm willing to put up with the greaser shenanigans of the Tunnel Snakes. But then the first town you come across in the real world, Megaton, is full of equally goofy shit and ridiculous people. You go from one silly place to another without a big change in tone when the game could have set you up for a gut punch by showing you a very zany life in the Vault and then plunging you into the harshness of the wastes. New Vegas starts its story by introducing you to Victor, a robotic cowboy with a TV in his chest and machine guns in his arms like a very well armed Teletubby. Again, don't get me wrong, I love the idea of a robot cowboy, but couldn't we wait five dang minutes to establish the stakes and condition of this post-apocalyptic world before saddling up on the wacky horse? When you come across a crashed alien saucer, find a settlement of pacifist super-mutants, or liberate a slave mine with Lincoln's very own rifle, it should be a hell of a moment, not business as usual in the wastes. Fallout 3 and New Vegas come at you with the bizarre and ludicrous so hard and so often that it runs the risk of losing its impact and blurring together. I'd like to see Fallout 4 avoid that if possible. Don't get rid of the black humor and ridiculous moments, just space them out a little more, or make the average day in the wastes a little more grounded so they can stand out better. Going by the very sombre trailer we've seen, I may just get my wish on this one. How about you? What are you looking forward to in Fallout 4? What kind of perks do you want to see? What kind of companions? How much are you hoping all these rumors about a voiced protagonist and a very focused main-plot with a mandatory male character are black and filthy lies? I know I am! Hopefully we'll find out more at Bethesda's big event tomorrow. Then we can either sing the praises or count our dead.
Fallout 4 wishlist photo
We'll find out soon enough
I'm a huge Fallout nerd. I can wax poetic about the Fallout games and how much they mean to me all day (I've done it before), so to say I'm looking forward to what Bethesda does with Fallout 4 is a little bit of an understatement. I do have some requests though. A wish list of things I would personally like to see in the next installment.  

Payday 2: Crimewave Edition is yet another competent port

Jun 12 // Mike Cosimano
[embed]293774:58944:0[/embed] Payday 2: Crimewave Edition (Xbox One [reviewed], PS4)Developer: Overkill SoftwarePublisher: 505 GamesReleased: June 12, 2015 MSRP: $49.99 In Payday 2, you're a gang of criminals in Washington, D.C, intimately familiar with the ins and outs of crime and crime-related activities. You and three friends (or AI partners if that's how you roll) apply this skillset liberally, transforming places where once there was no crime into a veritable haven of villainy. In some ways, you could say the Payday Pals are some kind of wave...of crime. These dirty deeds range from bank robbery, to jewelry store robbery, to museum robbery, to art gallery robbery, to murder. To be fair, unless your team is quite good, each mission ends with a sizable body count, so there's murder to be found in just about every mission. This is a sticking point with Payday 2 -- it's very difficult to pull off a controlled heist. Even if you're rolling with a team of people you know and everybody's using microphones, there are still a lot of unknown factors and most of the best stealth gear is locked behind dozens of hours worth of progress. Since the core shooting is tight and responsive, stealth attempts quickly transitioning into explosive gunfights was never a genuine problem. At first blush, locking different approaches behind progression is at the very least disingenuous, but if you're going to be playing the game for that long anyway, rewarding time spent with variety is a smart play. But in this case, appreciating design must take a backseat to player enjoyment. Pistol suppressors -- a crucial tool for stealth missions -- are either the luck of the draw or hidden behind some labyrinth of menus. It's impossible to tell which. Although there's a limited pool of missions, I never saw them all in my 16 hours with the game. This is partially because I spent time grinding out shorter, easier missions for cash and experience, but there's still a fairly respectable amount of content available. Since Crimewave Edition comes with all the DLC released up to that point, there's a lot even beyond the missions. There's more guns, a new character class, and even new characters (including a female member of the Payday Pals, and the boogeyman himself: John Wick). Something also has to be said for the game's atmosphere. When the relentless, driving soundtrack kicks in right as a fresh wave of pigs rush your crew, it's hard to not get swept up in the moment. I'll always choose stealth over action, but I never felt the need to restart a heist in Payday 2 because I had grown accustomed to the combat -- it had become a regular part of life in this fictional capital. Maybe there's something there about the normalization of violence, about how the endless war of attrition between the law and those who operate outside it only serves to perpetuate a culture of death -- when the authorities perform a show of force, perhaps they are creating the very criminals they seek to apprehend. Look, there are a lot of re-releases in stores right now, and even more coming this year. More often than not, they are slight, if competent, upgrades from the last batch of consoles. They've got nothing on the PC versions, but not everyone can afford a monster rig. Payday 2 is reasonably engaging, and the Crimewave Edition works as advertised. The framerate is solid, which is a nice bonus. But this is still a slightly new wrapper on a two-year-old game. Know this, at the very least: if you choose to skip this game in the hopes of drawing a line in the sand regarding split-gen ports, there are worse titles to pass over.
Payday 2: Crimewave photo
Yeah, I'm thinking I'm back
Much like the president from Resident Evil 6, the last generation of games has risen from the dead to feast on the living. We’ve seen so many remasters, remaster collections, and straight ports in the past year that it ...

Based on the new demo, I have a good feeling about Shantae: Half-Genie Hero

Jun 11 // Chris Carter
[embed]293784:58947:0[/embed] The first ever playable build of the game that's been released to the public features three levels -- a water ruins location, a desert, and an action sequence that takes place on a conveyor belt. The first two heavily feature transformations, which thankfully have returned after their absence in Pirate's Curse. For the first stage you'll have the opportunity to change into Shantae's classic monkey form, which can climb up walls and jump with ease, and on the second, she sports a crab transformation with heavy defensive capabilities. As always, her new forms are downright adorable. Unlike Mighty No. 9, which doesn't match its great gameplay with a similarly impressive visual style (it still looks a little bland), Half-Genie Hero is gorgeously hand-drawn. In other words, it looks almost exactly like the concept art: a rarity these days. It also plays great, as the simplistic three-button system (jump, attack, and dance for transformations) works perfectly even in this early build. I dig the bright settings, platforming design, and art direction. Get a look at two of the stages above yourself -- you'll have plenty of time to decide on whether or not to pull the trigger, as WayForward has made it clear that there is still no solid release window for Half-Genie Hero.
Shantae: Half-Genie Hero photo
Three levels in Early Access
Back in 2013, WayForward crowdfunded a new project by way of Kickstarter called Shantae: Half-Genie Hero, the fourth game in the storied Shantae series. It managed to raise almost a million dollars in funding, whic...

Sneak king: 14 hours of Metal Gear Solid V: The Phantom Pain

Jun 09 // Steven Hansen
[embed]293558:58900:0[/embed] There is a reason I am excited about Snake's horse having a poop button and it is not only that I am a dumb idiot. While I never managed to confirm, I am sure that you can do something like strategically place poop so an enemy walks into it and stops, or maybe slips. Because things like that are what elevate Metal Gear Solid V above typical stealth and/or open-world titles. It's the idiosyncrasies, like calling in a supply drop from Mother Base right onto the head of a stationary guard, knocking them out. It's knowing winks like hiding in a PS4 cardboard box, or the ghost from PT being an item, or a spoken, in-universe tutorial where you're told fourth wall breaking things like "press X" while under extreme virtual duress. The opening segment, which has mostly been covered in diced up trailers, stuck with me in hindsight for how long it goes on with you controlling a crawling, limping Snake in the under siege, burning hospital. It's a while before you're given any power back (guns or even the ability to walk properly), which I appreciated. Kojima ratchets up the direness here, too, as loads of hospital patients get brutally murdered all around. The meat of Phantom Pain opens after this mix of spectacle and terror with a trip to dusty Afghanistan to save Miller that ends in a frightening [redacted]. This plays similarly to Ground Zeroes, of course, but with a horse and more scouting and enemy tagging to do. I wormed my way up to where Miller was captive, climbed up a crack in a building, and jumped from one roof to another to neatly sneak in. Carrying a less-limbed Miller out did get me plenty shot up, but a whistle for my buddy D Horse got both of us out of there quickly. Back on Mother Base, the structure becomes clear. There are main missions you must travel to (by helicopter to a nearby landing zone, or on horseback/by ground vehicle) and they are not all story heavy, though you're always treated to beginning and ending credits, as if each mission was a TV episode, just in case you forgot that this was directed by Hideo Kojima. One mission simply tasked me with rolling up on a compound and assassinating three Russian officers. I fulton'd them all -- attached balloons to them to send back to Mother Base -- against Miller's wishes instead, which proved wise as the officers had some high statistical aptitudes. These poached soldiers fill out your private army and get cool names like Blue Mastadon. Eventually you can scan them ahead of time to know which have high stats, or you can sometimes interrogate soldiers into informing you if an en elite operative is nearby (provided you've acquired a translator for your support team, as Snake's language skills are limited). [embed]293558:58893:0[/embed] It's a lot of contract work in addition to the narrative goal of stopping the Hamburglar-masked Skull Face and generally figuring out what the hell is going on with things. I was actually a bit surprised by how infrequently missions came with cutscenes or main story ties. Sometimes they open up three at a time and you can take them on in any order. You can also choose to repeat a mission at any time if you want to aim for a better performance ranking. I did this with a prisoner extraction mission I had previously finished, but barely. Turns out using the Phantom Cigar to speed up until nighttime, coupled with the night vision goggles, made that particular mission a five minute cakewalk. Going at it in the day led me to enough deaths that I was offered the Chicken Hat, which makes things easier and slows down enemy reaction time. Other dynamic weather events -- rain or sandstorms -- can also come into play, sometimes not at opportune moments. The low visibility caused by sandstorms helped me a few times, but also led me to walk right into an enemy soldier, once. There are also useful side missions that pop up for you take at your leisure, often en route to the next mission point. The Afghan desert is huge, but much of the terrain is empty or cordoned off by mountainous areas or steep cliff sides that encourage you to use the main roads. These roads are littered with enemy outposts, however, often with small platoons of three to four and a watch tower. Sneaking through them isn't too tough, because often you can take a longer loop around them, but they often house collectables (you can pinch a huge assortment of music from enemy tape players) and valuable resources that tie into the upgrade system. Oil, alloys, raw diamonds for straight cash, plants to upgrade the sleeping toxin in Snake's tranquilizers or the time-shifting Phantom Cigar -- you'll be scooping up all of it, though other means of acquisition open up when you can start sending squads out on missions. Plus, those posts are full of soldiers to abduct and, after you upgrade your Fulton balloons, things like heavy artillery to nick. [embed]293558:58895:0[/embed] Everything you Fulton, barring bad weather or bad luck with nighttime visibility, ends up back at Mother Base, which is large enough, especially once you get construction going, that you can actually take a helicopter to other parts of it. Or you can take a long, straight drive in a jeep. Going back to visit helps your troops' morale. They're also proud and happy to have you practice your close quarters combat on them at any time. During my lengthy hands-on, I never got to the point where my Mother Base came under attack, though that's supposed to be a big part of it, up to the point where you can consider nuclear capability as a defense. It's worth noting that 14 hours or so with Phantom Pain and I didn't feel close to finished. Back at Mother Base, I was still building an animal sanctuary (necessary to house all the wandering sheep and other creatures I kept bringing back) and trying to get an imprisoned, sun-bathing Quiet as a deployable buddy like D-Horse and Diamond Dog (the adorable wolf pup that grows into a super-scouting badass). She just sat in the cell, face down, top undone (got to watch those tan lines) listening to tunes from an eclectic, amusing soundtrack. Adorably, construction scaffolding on Mother Base is all stamped with a picture of a dog in a hardhat with a pick axe. It's the little things. Like changing my Diamond Dogs logo from a boring, stencil font "DD" to a cool ass octopus emblazoned with the words "VENOM WOMAN." You can even paint Mother Base if that Giants-orange is too much for you. I find a tasteful dark blue goes well with the sea. My favorite Mother Base quirk so far, though, is the giant shower Snake can jump into to come out feeling refreshed. It also washes off all the blood that accumulates on him while out on missions (if you end up getting shot, at least). [embed]293558:58891:0[/embed] While there are reasons to return home, you can manage a lot of Mother Base, like troop allocation and base development, while out in the field through the iDroid. It also acts as Snake's cassette player, useful for Codec-replacing heaps of exposition, which is just about the only place I heard Snake do much talking.  From the iDroid you can also develop new or better versions of weapons and items. There are upgraded critter traps, different abilities for Snake's robot arm, enhancements to the binocular scanner, extra Fulton balloons to heft heavier weight. I mostly played with a stealthy approach so I didn't dabble much with the vast assortment of snipers, machine guns, or rocket launchers you can call in. Nor did I ever run up on a lack of funds that would prevent re-supply drops of my own essential Fulton balloons and tranq darts, but the fact that you have to call in and then get to the supply drops means that the feature rarely made things too simple. Especially because missions often end up in close quarters or indoors where a supply drop would be useless anyways. I was impressed by how naturally set piece sort of areas exist in Metal Gear Solid V's world. There are long tracts of dusty road, vast open desert, but suddenly you stumble upon an enormous, imposing compound. In the case of one early mission, it was an Uncharted-style winding, honeycomb-esque historical labyrinth, which you get to by creeping through an excavation camp. There are mission areas that would feel like obvious "levels" elsewhere, but here they mesh cleanly with the open world. Just starting or ending a mission (the latter, usually by reaching a helicopter and flying out in real time) is seamless and the day/night cycle persists in cutscenes. I did hit one snag with this open-world structure, though. When you start a mission (or side-mission), you're then restricted to a "mission area." Leaving it ends the mission. I only ever noticed after one challenging mission that ended with [redacted] and [redacted] coming up on [redacted] and holy hell [redacted] -- anyway, towards the end I tried to hightail it on my horse, but I ended running clean through the mission area and having to start from way, way back. It wanted me to sneak to a nearby chopper extraction point instead of just racing to safety and calling one in. This is, incidentally, when I noted the cutscene and subsequent segment I originally did at night now took place during the day. [embed]293558:58892:0[/embed] Phantom Pain feels like the freshest, most distinct use of an open world since Far Cry 2 and it does this without sacrificing the cozier feeling of the series' past level design. While I can't say anything about the story, I don't actually know much at this point, either, besides various "holy shit" moments that have only raised questions. It's appropriate, then, that this Sutherland-voiced Snake speaks sparingly. He always seems sad and a little bit confused, retreating into the rote, work-like task of soldier stuff hoisted upon him by Ocelot and Miller, who seem to be a bit at odds with each other as well.  While Ground Zeroes' sadistic storytelling might raise concerns over how this extra grim tale will play out (Snake is basically a devil what with the horns, the intro is pure brutality before giving way to surreal insanity, there's still a whole thing about child soldiers at some point), I've come away nothing but impressed with Phantom Pain. I don't miss codecs, I don't miss Hayter. I've embraced the open world, I love the tangible Mother Base. And I feel like I've only scratched the surface. There's so much more to do. I've barely used the cardboard box -- you can leap out the sides or hang out in delivery zones and actually have enemies unwittingly pick you up and drive you into outposts. I haven't used to inflatable decoy to bop someone off a cliff. In a world of blockbuster clones and genre convention, Metal Gear Solid V manages to feel fresh. I can't wait to get someone to slip on my horse poop.
First hands-on! photo
First hands-on with Metal Gear Solid V
Trailers from as far back as two years ago offer evidence enough, though. Do you all remember the giant, on-fire man supplanted in malevolence seconds later by the even more giant, on-fire whale careening through the sky to ...

Review: Massive Chalice

Jun 08 // Steven Hansen
Massive Chalice (Xbox One, Mac, PC [reviewed])Developer: Double Fine ProductionsPublisher: Double Fine ProductionsMSRP: $19.99Release Date: June 1, 2015 A talking cup with the alternating voices of an old man and younger woman gives you a "Hello Commander," informing you that you, an immortal being tied to the chalice, are the only one who can navigate humanity to victory against the encroaching, monster-filled Cadence. With that brief set up, you pick five pre-generated families to serve as your starting vanguard of fighters. It's an aesthetic choice. Try and pick families with distinct flag colors (and fun surnames) because otherwise keeping track of them is a mess. The Fab Five have different stat-affecting traits (bred) and personalities (learned) and three different base classes that can be combined to make sub-classes with slightly different abilities. You're also seemingly bound to get stuck with an asthmatic early on whom you can rightly cast off into the scary orange mist because they will be useless and the life of an individual isn't worth much in a 300 year war effort. Massive Chalice operates on two levels. Combat is turn-based with grid movement and two actions per turn. Walk a bit and then attack, or walk further and leave yourself unable to attack are the big ones. The latter has a chance of leaving a character screwed if they wander into the obscured battlefield Fog of War and reveal a pack of waiting enemies. Outside of combat, there is scant decision-making and a lot of hitting the Advance Timeline button as you try to make it to year 300 to destroy the Cadence by building kingdoms for your characters to bone in to produce better soldiers and advance the bloodline. [embed]293482:58868:0[/embed] Combat, however, feels one-dimensional, perhaps appropriate for the rote meat grinder that is 300 years of war. There's no cover or overwatch, never objectives beyond kill everything within line of sight. Inch forward, kill, inch forward, kill. I often had to double back through the sometimes obnoxiously routed, procedurally generated levels to off one last monster that was content to, I guess, walk around in circles in the far off map corner for all its turns. Enemies are impressively distinct. Ruptures create a wide berth of corrosive tiles upon death, Lapses sap soldiers' XP, Wrinklers age soldiers on contact. But Massive Chalice only metes out these highly specialized enemies and facing them over and over, in larger and beefed up quantities, gets tiring. Its turn-based strategy feels brute forced and basic. Even with the addition of sub-classes and the tips screen advising carrying members of every class, I still felt like fielding a team of five Hunters to SOCOM its way through fights was ideal and borderline easy (on Normal mode). The Alchemist's volatile, limited projectiles killed more of my own troops than enemies in my last run and sending the melee-focused Caberjack into the fray always feels too dangerous. This, though, raises a huge problem with the lengthy final fight that I've found unwinnable without the area of effect moves of the other classes. Nation management, too, feels simple and sterile. You are asked to choose between research projects which take years to finish. The most obviously necessary are the Keeps, which is where you retire soldiers to and appoint a mate on the grounds of eugenics. I find that once I get Keeps built and Übermenschs screwing, research becomes haphazard. A couple pieces of gear (mainly for Hunters), the experience raising item, and then I'm mostly choosing something at random and slamming on the "Advance Timeline" button until someone else dies of old age and needs to be replaced at their post. It is clinical and the soldier stat effects feel slim (so long as you avoid breeding a handful of proper blights, like asthma). The idea of bloodlines is a good one, but the sparse overworld (the same Simon panel of territory and occasional, stoic look at a throne) does not support any narrative or connection in the vein of a Crusader Kings-like strategy game. All there is are brief, occasional text adventure events that have you make a decision (how will you settle a squabble between two troops?) that might affect some mild stat. Meanwhile, the short shelf-life of fighters doesn't support any connection to individual troops in combat, save for the one or two fights you'll have a high-level troop with a funny nickname. The most attachment I felt was to a flag color. This becomes a weird problem with the ending, which tries to suddenly loop back around and deliver an unnecessary story element that, at best, would "explain," in-universe, subsequent playthroughs. It is odd, unnecessary, and even robs you of basic world-saving catharsis. It also reminded me that, on Normal, I've yet to come close to my kingdom falling, which belies roguelike claims, while on the other hand I sort of dread playing 300 more years (plus failure restarts) on higher difficulties because of the simple combat. Massive Chalice is both beautiful and approachable, somewhat rare qualities in the genre. But its 300 year arc bends toward apathy and inhumanity. By mid-game, what was novel and enticing becomes a slog. The nation and bloodlines are mostly built out, ending the high level tactics, and battles become more brute force as the same enemies double in HP, power, and quantity. I felt like middle management making the same position appointments that a computer could make more quickly and all I got for my click click clicking was combat with bigger numbers on the same handful of stages. There is some payoff with the bloodline idea at the end, but it is not worth the rote meat grinder to get there. [This review is based on a retail build provided by the publisher.]
Massive Chalice review photo
Great fighter with a glass jaw
Double Fine's less scrutinized Kickstarter success, Massive Chalice, has been formally released half a year since entering Early Access. Along with Invisible, Inc., it formed a one-two punch of time-eating, XCOM-tinged turn-b...

Dark Souls III photo
Supposedly releasing next year
Following a report that Bandai Namco would announce Dark Souls III later this month at E3, The Know has come out with a slew of supposed screenshots and information for the game. This is the same group responsible for that s...

In case you missed it: The Fallout 4 debut trailer is live

Jun 06 // Alessandro Fillari
[embed]293232:58797:0[/embed] In the press release, game director Todd Howard spoke briefly about the current development of Fallout 4. "We know what this game means to everyone," he said. "The time and technology have allowed us to be more ambitious than ever. We've never been more excited about a game, and we can't wait to share it." We also have official word about its presence on consoles. Before its debut, there was some concerns about it being a cross-gen title. Meaning, it would be released on current and past-gen consoles. Thankfully that's not the case, and Fallout 4 will be developed for current tech only. I'm glad to see it finally revealed. It felt like the worst-kept secret in the gaming industry, so it's good that the shoe finally dropped. And it's so wonderful have Ron Perlman return.
Fallout 4 photo
You know what it is
No talking, here it is. Fallout 4 is being developed for PS4, Xbox One, and PC. 

Review: Call of Duty: Advanced Warfare: Supremacy

Jun 02 // Chris Carter
Call of Duty: Advanced Warfare: Supremacy DLC (PC, PS3, PS4, Xbox 360, Xbox One [reviewed])Developer: Sledgehammer Games (Current-gen) / High Moon Studios (Last-gen) / Raven Software (Zombies)Publisher: ActivisionReleased: June 2, 2015 (Xbox) / TBA (PC, PS3, PS4)MSRP: $14.99 ($50 Season Pass for four packs) First up is Skyrise, a map that takes place in futuristic Greece. Well, you wouldn't notice the setting unless you really looked, as the only clue is the Acropolis landmark on one side of the map. As it stands, it's basically a straight remake of Modern Warfare 2's Highrise. It's a classic arena in its own right -- but as I've said in the past, I'm not a fan of injecting remakes in a $15 DLC pack. Having said that, Highrise really holds up. It's a classic tiered map with plenty of high, middle, and underground paths, with a giant playground in the middle, and hidden side paths. It's a nice addition to the rotation, and enough time has passed between the release of Modern Warfare 2 to not piss me off. Parliament is set on the River Thames in London, and is yet another tanker map. It's almost like Activision needs to fulfill an imaginary quota of tankers in every Call of Duty, so this is where you can get your fix if you're a fan of steel traps. It's a lot like Skyrise in that most of the cool stuff is happening in the background, but there's some decent opportunities to jump around the map and over hazards like the river itself. It's not quite on par with Skyrise's layout, but I have no real qualms when it comes up, since it takes advantage of the increased Exo mobility quite well. Kremlin, obviously set in Russia, is extremely colorful, and sets itself apart from the rest of the pack immediately. I love that it feels like a legitimate map from an older game like World at War, as there's tons of detail inside and out, and nearly none of the layout is wasted. It's one of the best objective-based maps currently, as there are multiple chokepoints built into it, including one really rad area that involves a long road and a mounted machine-gun perch. Whenever it comes up in a playlist, my eyes light up and I mash the vote button. It seems like there always needs to be one bad apple in these DLCs, and Compound fulfills that niche. Taking place in a staging ground in Colorado, Compound is a boring, small map that serves no real purpose in Advanced Warfare, which is a much more mobile game than past iterations. From what I've played, opposing teams tend to spawn on top of one another, leading to a bunch of messy firefights. They tried to go for a more tiered design here, but it mostly fails because everything is so low to the ground. Thankfully, the Exo Grapple playlist returns for Supremacy, and I recommend playing it to get more mileage out of Compound. In case you were wondering, there's no DLC weapon this time around -- which I'm more than fine with. [embed]293187:58782:0[/embed] Like clockwork, a number of issues I have with Supremacy have been alleviated with the third part of the Exo Zombies tale, Carrier. I really love how Sledgehammer and Raven Software are moving the story along with the same cast of characters, and its narrative style is pretty much exactly where it needs to be. It's not as cryptic as Treyarch's method, it's not too on-the-nose, and it's far more interesting than Infinity Ward's alien-oriented Extinction lore. It helps that Bruce Campbell is now along for the ride, and he fits the tone of the game perfectly. Maybe he'd be better suited as a full-on Ash cameo down the line with a wackier take on the zombies mode in general, but he does a great job of acclimating to the already talented cast here. Carrier itself looks aesthetically similar to the first Exo Zombies mission, but the intricacies will soon start to pop out the more you play. One of my favorite bits involves a makeshift Pachinko machine on a random wall that takes spare grenades, rewarding you with cash. There's also a lot of cool skirmishes with humanoid opponents this time, which elevates the mode and gives it a certain degree of depth that exceeds your normal "horde" expectations. Objectives like defusing bombs while fighting off ravenous zombies do a great job of keeping you on your toes. Call of Duty: Advance Warfare's DLC drops have become incrementally more impressive as Sledgehammer is willing to take more risks. While I didn't think it'd be able to bring anything new to the table for its first Call of Duty outing, the studio has proven me wrong, surpassing Infinity Ward in my mind. While the jury is out on the fourth DLC for Advanced Warfare, Sledgehammer has already done enough to make me look forward to its next project. [This review is based on a retail build of the game provided by the publisher.]
Call of Duty DLC review photo
Third time is a charm
Another year, another round of Call of Duty DLC -- four rounds, yet again, in the case of Advanced Warfare. We've already had the Havoc and Ascendance packs drop so far as part of the Season Pass, and while they weren't bad offerings, nothing about them really vied for a purchase. With Supremacy, there may be a case for the pass, at the very least at a discount down the line.

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...


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