With the rise of high-definition re-releases, many fans have likely made a wish list of titles they hope will eventually get the HD treatment. Whether they be classics from the '90s or 2000s, we're seeing a variety of games f...
Having now surpassed 500,000 downloads, Terra Battle fans will soon enjoy new characters from the original character and dragon model designer of Panzer Dragoon, Manabu Kusunoki. For more information on upcoming milestones and recently unlocked milestones, please visit Terra Battle's Download Starter.
Sydney-based independent studio Flat Earth Games has released its top-down cyberpunk-noir contract killing simulator Metrocide via Steam Early Access at the reduced price of $6.99. The final version of the game, which should be available in around six weeks, will cost $12.99.
To coincide with the title's Early Access launch, game creators Leigh and Rohan Harris have released a second developer walkthrough to demonstrate some of the more complicated hits you'll be tasked with completing in the third zone of the game, Hilldale.
In this latest video, viewable below, anti-hero T.J. Trench is far better equipped than he was in the last. Sporting a high-powered silenced rifle and remotely detonated explosives, T.J. can now take down targets from a safe distance, but there's a catch -- depending on the contract's criteria, visiting the crime scene may be necessary for cashing in on the reward. You may want to think twice before striking from a distance; it's going to be difficult to pick up that briefcase with several heavily armed police drones hovering over the body.
Max and I got a chance to dick around in an almost-finished build of Far Cry 4, but unfortunately Max went home sick with an earache, so here's my playthrough, along with my impressions. And Max's dumb jokes.
Back in 2012, Far Cry 3 turned out to be a surprise hit for Ubisoft. It became the bestselling title of the series, appearing on many game of the year lists, and also created a rather excellent spin-off title. But with the announcement of Far Cry 4 back in May, many fans were pretty psyched to have a new game exploring another exotic locale, but also surprised to see something come so quickly.
With the reveal and release happening within six months of one another, it all seems like it has been going too quickly, and we've never really had the opportunity to digest something substantial for the game. Thankfully, Ubisoft agreed and allowed some extended hands-on time with the upcoming open-world shooter. After experiencing some time with the game's open-world, I can say that November is certainly going to be interesting month with this title coming to market.
Max was poring through some new Far Cry 4 footage and spotted a few things that he didn't quite understand. Here's his top picks of interesting things he can't explain, because this game isn't out yet and we thought you might want to see some of it because this is a videogame website, you clown.
It's been four years since Assassin's Creed became an annual fixture. Every year, like clockwork, Ubisoft releases a brand new, fully developed title in the AC series. But things have changed slightly this year. In a surprising move, Ubisoft decided to ditch the cross-gen development for this year's release of Assassin's Creed, and focus on making two different titles that focused on different directions. With Assassin's Creed: Unity coming to current gen and PC only, many fans will likely miss out. But it seems like people have forgotten that another title in the series is releasing on the same day.
The ever elusive Assassin's Creed: Rogue, which was just announced two months ago, is Ubisoft's attempt to try to offer something for fans who haven't made the jump to current gen, but also aims to improve upon the design and structure set by fan-favorite Assassin's Creed IV: Black Flag. Speaking with Rogue's producer, Karl Luhe, and after spending a good four hours with the tittle at a recent preview event, I see that there's a lot to like with this recent entry in the series.
Over the weekend, I was fortunate enough to check out the alpha build of Discord's enchanting procedurally generated action-RPG platformer Chasm. Now that I've finally had some hands-on with the game, I'd like to share my impressions.
We've talked about this gorgeous game on several occasions, but for those of you still unfamiliar with it, Chasm's list of influences should shed some light on what the team is going for. When asked which titles served as inspirations for the game, director James Petruzzi listed off classics such as Super Metroid and Castlevania: Symphony of the Night as well as The Legend of Zelda and Mega Man. Additionally, and this is something I would not have picked up on without poring over the game's newer screenshots, some not-so-subtle salutes to From Software's Dark Souls.
Modern-day Paris is vastly different than the city that served as the backdrop to one of the most famous uprisings in history: the French Revolution. Some of the greatest locales of the revolution are now gone -- either on the cusp of being forgotten by society, or repurposed altogether. The exact spot where the guillotine was used to behead Louis XVI can be pinpointed by going to Concorde Square and counting one, two, three lampposts in. The Bastille, the prison that was infamously stormed and destroyed is, well, destroyed. It’s been reduced to a scant few blocks next to a metro platform where commuters mostly ignore it. What was the residence of royalty now houses other treasures such as the Mona Lisa and Venus de Milo.
Therein lies the challenge for developers of Assassin’s Creed games. How do they capture the mood and atmosphere of a city that’s so far historically removed from present time? The setting is always the star of Assassin’s Creed titles, no matter which installment in the franchise you’re playing. But, they have to tread carefully because a dull city makes for a dull game.
The Civilization series is famous for playing out in unplanned marathon sessions, where "one more turn" quickly turns into five more turns, which turn into another hour, before the player finally looks away from the screen to see that it is starting to get light outside. Knowing this, I'm not sure what I was thinking starting the preview build of Civilization: Beyond Earth on a Friday night.
By the time I finished for that session, I had played for eight hours straight and it was then four in the morning. Then I went to sleep, woke up four hours later, and started playing again, eventually logging almost a full day's worth of play time in a single weekend.
Yes, this is still Civilization through and through, but there are some new concepts included that impact gameplay in significant ways. Though there are clear connections, Beyond Earth is far more than just a reskinning of Civilization V.
My time with Resident Evil: Revelations 2 at Tokyo Game Show was brief -- maybe 20 minutes if we're being generous. Swiftly dumped into the beginning of the game, I was left to try to unravel the mystery of what exactly was happening, an inquiry that went unsolved. It was predictable, though. There's a lot of story to tell over Revelations 2's month-long release of four installments in early 2015; they're not going to clue me in right from the get-go.
What I do know is that I woke up in a jail cell as Claire Redfield, the action protagonist of Revelations 2. She handles all the shooty/stabby parts, and her cohort Moira Burton handles all the investigation bits. Moira was similarly imprisoned close by, until I used Claire to free her. From then on, the two could be switched on-the-fly with a simple press of a button.
Seeing as it was the beginning of the game, this is where Revelations 2 did its best to acclimate players with the simpler mechanics. Here's a knife, stab stuff with it; here's a gun, it's used for shooting bad people. That sort of thing. After teaching me how to push shelving, a zombie burst through the other side, imploring me to punch him with my knife in his big dumb face.
Say what you will about Ubisoft, but they've got a knack for trying something a little different for their DLC offerings. After the incredibly successful launch of Watch Dogs back in May, it seemed like they've been biding their time with the release of some smaller DLC packs to one of their best-selling new titles. With so much content packed in Watch Dogs, I was curious to see how a single-player campaign DLC can stack up.
But now, it seems Ubisoft felt that four months was enough for players to explore the city of Chicago as Aiden Pearce. With a new playable character, a new set of tools, and new missions to dive into; players can see the streets of Chicago through a fresh perspective, and can even bring a friend along for the ride.
When I entered BioWare's offices and had a chance to speak to the game's Executive Producer and Studio GM, I had one goal in mind -- to find out how Dragon Age: Inquisitionwas going to be more like Origins, and less like Dragon Age II.
You'd expect a lot of Molyneuxian backpedaling when confronted with the idea that the last game was a letdown in many eyes, but the responses I received were genuine, with a real concern for learning from past mistakes, and a confident assurance of the game Inquisition could really become.
After checking out The Binding of Isaac: Rebirth at PAX Prime, I spent a decent chunk of time with another upcoming Nicalis project, Castle in the Darkness. It's a challenging platform-adventure PC game that feels all too appropriate given the company's prior involvement with 1001 Spikes.
Admittedly, words like "challenging" and "difficult" get thrown around often -- too often -- when describing games that aren't afraid to test players. But good lord, Castle in the Darkness was tough. I must have died 50 times during my playthrough, and that's being conservative.
Part of that has to do with your limited health -- a few hits is enough to do you in, at least early on -- and your knight's movement, which takes getting used to. He's quick, super quick, and his initial sword attack doesn't extend very far. It was frustrating at first to come to terms with all of this, but I suspect the fast pace will feel great with sufficient practice and muscle memory.
The game's structure is exploration-based in that you'll hit switches and acquire items that will allow you to reach previously inaccessible areas. There's also going to be a ton of bosses, based on what I played. That damn owl from the trailer gave me hell. Expect gear upgrades, too.
Castle in the Darknessis rather clearly inspired by NES classics in the genre, particularly Castlevania, which I don't consider to be a negative. Maybe you do. Either way, I'd suggest getting your hands on it before casting any final judgments. Could be pretty cool at the right price.
When Epic first announced Fortnite, I was on board based on the premise of defending player-made forts from monsters. But that was a couple of years ago. Things change.
My interest had been waning up until recently, when I got to spend two hours with the "action building" game during PAX Prime. Mechanically, it's like a mix of the third-person shooting and trap-laying defense of Orcs Must Die! with the scavenging and construction of Minecraft.
It's certainly an exciting time to be an independent game developer. With the rise of Kickstarter allowing anyone with the knowledge, the skills, and an idea to find support, we're seeing a larger breadth of games come out that try something a bit different. One such game is Neverending Nightmares, and last year Jonathan Holmes wrote up a nice post about its Kickstarter campaign.
After a few ups and downs, the Kickstarter for this evocative horror title managed to make its funding goal. With release set for September 26, the developers are finally ready to unleash their survival horror game that's far more personal than most would realize. At PAX Prime 2014, I got the chance to check out an updated build and chat with some of the talent behind the game.
Something about the video I posted on Gun Media and Mighty Rabbit's title Breach & Clear: Deadlinedidn't sit well with me. I kept thinking about it the day we ran the story.
After revisiting it that night, it still didn't hit me as to why Devolver Digital had decided to co-publish this game. I just kept feeling that I was missing something important here. So, the next day I decided to reach out to Mighty Rabbit to see if I could take a look at the game in person.
To my surprise, co-founder Josh Fairhurst was nice enough to set up an appointment for me to meet the team on Labor Day. After arriving at Mighty Rabbit's studio, I was given a hands-off walkthrough of the same gameplay segment recently shown at gamescom.
In the team's own words, Deadline is a "strategic tactical action RPG in a modern day setting, featuring Special Forces weapons, tactics, and equipment vs. horrific monsters."
From what I saw during my time with it, I'd say it could be described as having a combination of elements from Rainbow Six, Left 4 Dead,XCOM: Enemy Unknown, and a pinch of Diablo's loot grinding for good measure.