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Into the Stars is an intense Space Opera, hits early access July 9

Jul 02 // Alessandro Fillari
Into the Stars (PC, [previewed], Linux, Mac)Developer: Fugitive GamesPublisher: Iceberg InteractiveRelease date: July 9, 2015 on PC (Early Access)Set in the far future where mankind has populated the outer reaches of the known universe, you take on the role of a captain for the last human ship carrying a most precious cargo. After a war with an alien race destroys the last colony of humans, you must lead the remaining survivors and your crew on an exodus through uncharted territory in order to find a new home in Titus Nova, located in the far end of the galaxy. Along the way, you'll recruit new crew members, trade with neutral alien factions, and wage an on-going struggle with the aliens that destroyed your home planet. With the fate of many lives in your hands, you'll have to make many tough decisions in order to secure the future of humanity, while also keeping your one and only ship in working order. The developers weren't shy about sharing their influences for Into the Stars. From Battlestar Galactica, to Firefly, Star Trek, and even Guardians of the Galaxy -- the folks at Fugitive Games wanted a space adventure that emulated the same wonder and awe from classic Space Operas, while injecting a tense and hectic atmosphere that gave players the sense that one wrong move could lead to disaster. Storytelling was an important area of focus for the devs, and while there aren't really any cutscenes or dramatic set-piece moments, the players will be able to create their own captain, crew, and ship parameters (with adjustable stats and areas of focus) from scratch -- giving them freedom in how they play and choose to forge their way across the galaxy.With an entire galaxy map to explore, you'll have to choose wisely where you want to guide your ship, as many different resources are consumed during travel, and dangerous foes might rear their ugly heads. Taking place on over 90 tiles shown on the galactic map, each space represents a sector of the galaxy that can be explored. Players can freely steer their ship within the tile and explore at their own pace. Each tile possess their own unique points of interests, planets, culture, resources, and other sources of intrigue. While some randomness comes into play, the developers wanted to give the entire universe a hand-crafted look and not rely on procedural generation to fill in the blanks. And the results are quite stunning. The visuals within Into the Stars are a feast to behold, and the work from the Unreal Engine 4 shows great promise. From soaring past gas-giants, derelict spacecrafts, to massive floating artifacts from alien cultures, there's much to explore within the galaxy, and it'll take more than one playthrough to witness all the visuals. Though be warned, spending too much time in a certain section of the galaxy will attract the attention of hostile forces that wish to wipe you out.Taking cues from titles like XCOM and FTL, the developers at Fugitive Games wanted to have a strong focus on crew and resource management while gathering resources and keeping ahead of danger. Your ship will need resources and a strong crew to keep flying, and in order to keep both on the up, you'll have to take risks and even make some sacrifices. When you come across planets and installations throughout your travels, you can send probes or Away Teams (a capable team of explorers) down to the point of interest to search for resources and valuables. Though bare in mind, these places can often be dangerous and result in some deaths or harm to your ship if things go south. During one instance, we sent our away team to a remote planet and found many valuable resources with no incidents. Unfortunately, our luck wasn't so great when we went to a derelict human spaceship. An accident occurred which resulted in the deaths of some crew. [embed]295154:59311:0[/embed]As a whole, Into the Stars is a game about taking risks. While some cases may call for the occasional space heroics, most of the time you'll have to play it safe. During planetary examinations, sometimes its better to send probes, which result in a mini-game where you mine materials. Though keep in mind, the lives of your crew and your cargo of human survivors are a valuable resource as well. While traveling in space, you'll come across merchants that may sell goods at the cost of valuable materials vital to the function of your ship. While giving away minerals may be easy, in some cases merchants may request some humans for the trade. It's a pretty grim prospect, and though it may be easy to turn down a request when its first presented to you, you might be in a tight spot and have to entertain the offer. By any means necessary, your ship has to make to Titus Nova, and you may have to make some decisions that could compromise your own captain's humanity.But what would any space opera be without epic ship battles? When you encounter foes that seek to raid your ship, or just want to wipe out what's left of humanity, you'll have to defend the vessel and command your crew in a battle of wits and instinct. Unlike other space-sims, battles take place in quasi-term based format within the confines of the ship. Within the bridge, you have a clear view of the attackers, and you'll have to simultaneously adjust shields, make repairs, and strike against the enemy when the time comes. Initially, I found the battles to be a bit confusing and somewhat dense. It's all in menus, and you have to keep track of different crew attributes and ship parameters to stay one step ahead of your enemies. When making repairs, your view switches over to the engine room as you monitor hull breaches and causalities, all while the enemies are still attacking. While the smaller foes can be easily defeated, facing groups of enemy ships and some of the more massive cruisers can result in somewhat lengthy battles.I was largely impressed with Into the Stars. While we're definitely seeing an influx of space-sims as of late, this title subscribes more to the technical school of thought, rather than the focus on action and explosions. While I admit I got a bit lost during some moments, and had to consult some tutorials, I found Into the Stars to be an incredibly ambitious game that seeks to install a simultaneous sense of dread and awe from players. Not many games can get me feeling nervous while traveling through a lush and colorful galaxy filled with rich cultures and places to explore. If you're looking for something a bit more introspective and technical for your spacefaring needs, then you'll definitely want to keep an eye on Into the Stars.Into the Stars - Early Access [Steam]
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Find a crew, find a job, keep flying
The Space Sim genre has been one of the most ambitious and sought after titles from developers and fans alike. Ever since the early days of gaming, there's been a desire to craft a title that allows for exploration across a s...

Willy Chyr's Relativity is Escher art come to life

Jun 26 // Jordan Devore
I only got to play around in one world, but there are others, each with a different theme or pattern. One was straight out of House of Stairs. Their designs make a lot of sense once you know that Chyr does, among other things, installation art. It shows. Relativity is somehow his first game. He has something cool in mind for how those worlds connect, but wouldn't say any more about the transitions. I'm curious to see how everything ties together, assuming I don't get totally lost.
Relativity preview photo
Walk on walls
When you jump off a ledge in Willy Chyr's Relativity, you can keep falling. Forever. The abstract world, made up of floating platforms and puzzle rooms, loops. Why climb a huge flight of stairs when you can just "fall" to the...

Goliath eliminates the repetition found in survival games

Jun 25 // Zack Furniss
In a hands-off session with Whalebox, I got to see some of the mechanics setting Goliath apart from other survival games. Playing as a 1930s fighter pilot who finds himself in a bizarre coalescence of time periods and alternate worlds, you're as likely to find a pyramid as you are a spaceship. Or lizard people. Or spacecrafts. Oh, and you have a fancy robot arm. The arm's purpose isn't solely to make your anachronistic character look dorky; this limb serves as your axe, pick, or other resource gathering tool that you would have to create in another game. Since you start out with it, dying is less heartbreaking since you won't have to gather rocks and logs just to build tools to begin your process anew. You won't have to wait long until you can build one of the titular Goliaths. I was told that you can access the first one, the Wood Goliath, within ten minutes of starting. Whalebox wants you to get right into the fray, since you can't fight in human form. Since the denizens of the wild may find you to be a delectable treat, it's usually wise to stay in your Goliath. If it's ever destroyed, you get about 80% of your materials back so it isn't too much of a grind to get it back up and running. If you need to get out to craft or forage, you can set it on autopilot to let it fend for itself. There seem to be plenty of options as far as Goliaths go, too. You can choose from three on the fly, but there are fifteen variants of the wood, iron, stone, and crystal types. You earn these variants via achievements; for example, using long-ranged weapons often can earn you a sniper Goliath. You can also draw on them to create your own custom designs, provided you find the right berries to create paint.  The stone type was my favorite out of what was shown in the demo. There's a temperature gauge whenever you reach extreme climates, and the stone Goliath acclimates to these rapid shifts in heat. When in snow, it covers your rocky exterior and you gain a defensive bonus whereas fiery surroundings give you a magma form with flame damage. Combining all of this with head, torso, arm, and leg slots to customize means I'll be spending most of my time trying to look fashionable. We went through a few basic quests in the beginning that showed how strange this world could be. The first one that we saw was given to the player by a self-aware robot who wanted his pet robot bird back. After tracking down the bird, we learned that he had found a group of real birds and thought he belonged among their number. After that, we saw various factions, including the fantasy-esque Forest Folk (read: fox people), a group of religious robots who worship their creator, and some lizard people. You can build reputation with these groups by doing tasks for them that start simple but become complicated. Since everyone that you meet was also warped into this new world, no one trusts each other. By aligning yourself with a faction you can earn special Goliaths, but midway through the game the opposing groups find themselves in an all-out war. You had better be confident in your choice by then. Though the world is procedurally-generated, it's broken up into fifty levels called shards. They're not very large, which eliminates the need for fast travel. Since this is more structured than an average survival game, death isn't permanent. When I asked them how death would work, they had one of my favorite ideas I've heard re: video games in awhile. They're not sure if they can get this to work yet, but they want several years to pass if your character dies. When you come back, faction dynamics will change and the world will look different. Everything you knew before has been altered in some way. Cool! The story will have multiple endings and will be written by an Eisner-nominated comics writer. Though they only showed the fighter pilot, Whalebox plans on having more characters so that players can identify with what they see on-screen. They mentioned a female medieval knight who has been masquerading as male. The more options the better, as there is going to be both co-op and player versus player modes. Four-player co-op will function similarly to Borderlands, where you can drop in and out of a friend's game and get credit for completing your own quests. While the team is undecided as to how many players the versus mode will support, they are going to let you bring your own customized Goliath. A "Capture the Human" mode was also mentioned as a possibility. While Goliath sounds enormously ambitious, even the early state in which I saw it showed promise. A survival action-RPG with a focused story mode, limited repetition, and customizable giant robots is right up my alley. It'll be coming out Q1 2016 for PC, Mac, and Linux. Consoles are an eventual possibility.
Goliath preview photo
This time your arm is the tool
Survival games like Don't Starve can provide some of the best moments in gaming. The early hours of trying to fathom how this new world works, the slow strengthening of self until you gain confidence, and the s...


Super Dungeon Bros plays like garbage, with humor to match

Jun 25 // Mike Cosimano
Super Dungeon Bros takes place in Rökheim. There are four rock-themed brothers: Axl, the angry one; Freddie, the one who knows no fear; Lars, the one who keeps saying 'love' ad infinitum; and Ozzie AKA Michelangelo From TMNT, But A Rock This Time. I had to look up this information on the provided fact sheet, because the 'bros' are not characters. They have a "thing" and that "thing" is drilled into your skull like a well-placed icepick at an Italian dinner party gone wrong. Here's an example: when the party encounters some enemies, Lars can say "Careful, they've lost that lovin' feeling." This is the patent pending "Bro Banter" system, controlled by the player via the d-pad. Now, imagine hearing this line dozens of times over the course of a single dungeon run. It's a joke that would be right on the edge of amusing...if told once. And that's not even the worst of it! Ozzie's catchphrase is "That's what she said," a phrase I literally have not heard in years. When this was presented to me, I had to check my calendar to make sure I had not been trapped in some kind of 2011-centric time vortex. The Bro Banter system is supposedly reactive -- you can respond to banter from your compatriots with banter of your own, but I never got it to work organically during my play session. I did manage to get a confirmation that more recorded lines would be coming. Although I wouldn't get my hopes up for that, considering the fact that somebody told somebody else that recording a line from everyone's collective middle school experience and putting it in the game was a good idea. Playing the game is on the same level as the writing; it's bad. The characters are floaty and unresponsive, it feels like you're controlling an invisible character pushing the player character around. And the combat is somehow worse. The heavy attacks and the light attacks feel almost indistinguishable. I also found myself struggling with the controls more often than I'd care to admit in mixed company. It's not that the game is complex, it's just flat -- like a can of soda left out in the sun. The enemies feel same-y, both in terms of design and attacks. What separates an ice giant from a small goblin? Not much aside from their health bars. And when the weapons feel so inefficient, that larger health bar can be a real nuisance. Some of the loot in the full game could potentially mitigate this issue, but the game still has fundamental control issues. Maybe it was that 'last day of E3 funk', but the action made me want to take a nap. In order to complete 100% of the game, players will have to spend about 100 hours of their time with Super Dungeon Bros, which feels like a threat. The game plays terribly, and it's not amusing. Yes, it has couch co-op, but so does the excellent Diablo 3 console port. There are funnier games, there are better brawlers, there are more engaging couch multiplayer titles, there are more rewarding dungeon crawlers. Just because Super Dungeon Bros comprises all of those elements doesn't mean any of them work.
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Keep that dungeon locked
Unnecessary negativity is a blight, especially for writers. It can poison the mind and alienate the reader; a cancerous state of mind that serves nobody. Personally, I try and avoid it whenever possible. That mentality does m...

Mega Man photo
The classic series returns with remixes
Mega Man Legacy Collection bundles the first six Mega Man games for PC, PS4, Xbox One, and 3DS. I played a bit at E3. Gut reaction: it's probably going to be worth the $14.99 asking price. You might be wondering what's up wit...

Eitr photo
Eitr

Hands-on with 2D Souls-like Eitr


Eitr? I hardly even know her!
Jun 22
// Steven Hansen
Zack and I finally played Eitr, which I've talked about before, at E3 this year. Then we sat very close together in camping chairs, shared a mic, and talked about it. To quote a YouTube comment, "Is everyone is dtoid just ga...

Pee on sandwiches and poop on hot dogs in Butt Sniffin Pugs

Jun 22 // Jed Whitaker
[embed]294562:59185:0[/embed] While not a very deep experience, Butt Sniffin Pugs was good for a laugh and a break from all the seriousness that was at this year's E3. I laughed, I pooped, I pissed myself, I smelled butts; what more could I man want in life?
Butt Sniffin Pugs preview photo
Poop EVERYWHERE
Sometimes you're walking around a convention floor and you just find the diamond in the rough of the show. This year's E3 2015 diamond is for certain Butt Sniffin Pugs, a game played with a giant tennis ball, two buttons, and...

Need For Speed is back with double spoilers and customization galore

Jun 21 // Jed Whitaker
While the cosmetic customization in the build I played was deep, it was nowhere near as in depth as the beloved Need for Speed: Underground. The car tuning was fantastic and simple enough for a none car guy like myself to understand. There is a slider that allows you to make cars control more like modern games in the series (drift handling), or more like classic games in the series (grip handling). You can also manually adjust features of cars to make them control as you see fit.  Hundreds of events are scattered around a large open world, and players just need to pull up and hit a button to start the event. Other players can fill out the roster as competing racers. Completing the events advances one of five stories based on different types of driving: speed, style, customization, hanging with your crew, and messing with the cops. It is still unclear how exactly these stories will be advanced, but story is rarely important in racing games. Need for Speed is looking like it really could be the definitive game in the series. Get your hype engines revving. 
Need For Speed preview photo
Definitive version of NFS
The upcoming Need for Speed doesn't have a subtitle because it wants to be the definitive game in the series, according to Craig Sullivan of Ghost Games. The developers have cherry picked the best parts of the previous subtit...

Mother Russia Bleeds is a brutal throwback to classic brawlers

Jun 19 // Alessandro Fillari
Set in an alternate universe where the USSR has been crippled with crime and drug abuse, leaving society in an ever-present dystopian fugue-state, a group of street fighters take it upon themselves to fight back against the criminal element. Addicted to mysterious drugs in syringes that enhance their abilities, they'll have to use their skills to take down the Russian mafia, the powerful government, and a secret society of sexual deviants to exact revenge on those that have laid waste to the motherland. While the plot is pretty standard for a beat-'em-up, the story gets damn dark throughout. What's interesting is that you're not necessarily a good guy -- just a lesser shade of grey roaming the streets. The presentation does a great job of pulling you into this twisted world. Much like Hotline Miami, it uses dark and hypnotic lights to set the tone, and also manages to mess with your head. There were several points where I really tripped by the visual style. And I mean that as a good thing. The style is trance-like, and once it gets you, it doesn't let go. Much like the classic titles Mother Russia Bleeds pays homage too, its controls are largely easy to get into and remember. With a combination of heavy and light attacks, including grab and dash moves, you'll be able to take out the various enemies trying to rush you down. You'll also find weapons and gear in the field, such as bats, guns, and bar stools. Moreover, each character possesses their own moveset and stats. Out of the three characters available, I chose Boris, a seemingly homeless brawler with serious speed. With his moves, I made quick work of the mobs. Oddly enough, friendly fire was enabled by default, which made battles hectic but also irritating. Thankfully, you can turn it off (unless you're in need of an extra challenge). With that said, there are a number of cool additions to the traditional mechanics. The syringes that the fighters possess grant them buffs for periods of time. When used, the screen turns dark and the fighter on his high will gain super speed and increased strength. Also, they get access to a unique fatality, which instantly kills one enemy. They're brutal and satisfying to pull off, but you'll sacrifice the remainder of your buff period. Also, syringes are used to heal yourself and revive downed allies. Though if you're running on empty, you can sacrifice some of your own life to revive them. Playing Mother Russia Bleeds was a trippy experience. Though there were a number of odd quirks they'll have to iron out before released, I was very pleased with what I played. We also got a peek of some upcoming features outside of the story mode. Along with Boss Rush, challenge missions, Arena, and Versus play, the developers plan on giving the people the total package. I got the sense that this was made from folks that loved the genre, and with their aspirations to help revitalize the brawlers, I can say fans will find a lot to admire here.
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Launches on PC, Mac, and PS4 in 2016
One of my favorite types of games from back in the day was the side-scrolling beat-'em-up. Though the sub-gene has sorta evolved into more standard and narrative-based action games, I still feel there's more to be done with t...

Frictional Games' SOMA brings true horror to PS4

Jun 19 // Alessandro Fillari
[embed]292979:58725:0[/embed] In an underwater research station, you play as an engineer, Simon, who must uncover the mysteries behind the disappearances and deaths of the crew. After finding himself alone in an unknown part of the station, he discovers that things have taken a turn for the worse as machines begin inhabiting human characteristics. Some robots have even gone rogue after merging with the biology of the deep, and will hunt down anything they find. Using his own resourcefulness and whatever gadgets he can find, Simon will have to evade these horrors to reach safety. Following the school of design found in Amnesia: The Dark Descent, the player will not have any weapons at their disposal to take on whatever creatures they encounter. And gadgets and other support tools to help evade the creatures will only do just that. The name of the game is evasion, and hiding behind crates or other furniture scattered around is usually your best bet. Much like studio's previous title, this can make encounters incredibly nerve-wracking. Though my session only had one real encounter with one of the deep-sea abominations, I got pretty tense during it. That sure made solving the puzzle to escape more challenging. The environment is an interesting setting as well. The underwater research facility is dank and in disrepair, and with the horrors of the deep seeping into the facility, it feels like an industrialized take on the Lovecraftian aesthetic. While venturing through the halls of the station, you'll come across the bodies of workers that still possess clues and other secrets. As each member has in internal black-box installed, you can experience their last moments in audio-log form. It's a clever take on the mechanic, and it does a lot to flesh out the story as well. Though I only had a brief session with SOMA, I found the developers made something that felt like a more natural evolution of Amnesia -- a continuation of the same hide-and-seek-style horror that many fans loved. And in such a rich setting, surprises are in store. Without saying too much, there's a lot more going on with the character's journey and his surroundings than you might think.
SOMA preview photo
Releasing September 22 for PC and PS4
Even though it doesn't seem that long ago, it's been five years since a group of indie developers struck it big with the release of Amnesia: The Dark Descent. The game became a hit with players looking for...

Elite: Dangerous for Xbox One adds new multiplayer mode

Jun 18 // Alessandro Fillari
With its recent launch on Xbox One, Elite: Dangerous has seen immediate success on the console. Boasting over 500,000 active players, the community is very active and passionate about the game. The developers stated that though PC and Xbox One players can't play with one another, the economy and active-narrative within the universe is consistent with shared, which makes the universe feel more alive than ever before.During our presentation, we got to witness the upcoming multiplayer content, the Close Quarters Championship. Taking place in instanced arenas around the known universe, players will be able to take their best ship and compete with others in a variety of different modes ranging from Deathmatch, Team-Deathmatch, and a altered take on CTF called "Capture the Datasphere". As they level up and acquire currency, they'll be able to upgrade their multiplayer ship and build it up to be a top dog within the CQC. All upgrades made in CQC will only be available for multiplayer. The developers felt the mechanics and systems within the multiplayer were unique and required an extra boost, and that players can already acquire a massive amount of content within the open universe.Though the content is only set for Xbox One as of now, players on PC can expect to see it sometime later this year. The developers felt that the Xbox community was the best place to test out the new mode, given the existing player community that loves their MP content. Speaking of which, the Xbox One version of Elite has developed quite well. As it's in beta presently, the developers are still working on new features and tweaks to the port. One of the proudest accomplishments they had with the development of the console release was that they were able to place all the mechanics into the controller without watering down the gameplay. The controller utilizes context-sensitive prompts and hold-button options to bring up new options. It's pretty clever, given the scope of the original title.If you're interested in giving Elite: Dangerous a shot, and don't possess a beastly PC to do so, then the Xbox One release is your best shot. Currently on discount, this port retains all the best elements of the game, and might even make it a bit more accessible for those who may have been scared off by the scope of the PC title. And with new content coming to console first, there's plenty incentive to give it a go.
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Launches in July, PC later this year
As one of the most well-known Kickstarter titles, Elite: Dangerous has really become a massive and seminal title within the PC community. With an entire universe to explore, built to scale according to the developers, they pr...

Hideaki Itsuno talks his return to DMC with Devil May Cry 4: Special Edition

Jun 18 // Alessandro Fillari
It's been more than seven years since the release of DMC4 back on PS3 and Xbox 360 back in 2008, and things have changed quite a bit. During that time, Itsuno choose to begin work on his passion project, an open-world Action-RPG title for consoles, which eventually became Dragon's Dogma. The sprawling role-playing game was one of Capcom's most intensive projects, and was largely met with acclaim. Though sometime after its release, the opportunity to return to the series presented itself, and Itsuno was keen on giving the series another go. "Once the original DMC4 production was over , I was ready to be done with DMC for awhile, and it was quite good timing," said director Hideaki Itsuno while recalling his work on Dragon's Dogma. "But by that time [after Dragon's Dogma], I felt that I wanted to work on another DMC game, and the topic of the Special Edition came up and it was really good, it came at a great time for me. Also it wasn't too difficult coming back to DMC mentally after awhile. I had actually been working on some mobile titles for awhile before this. It was good to be home with DMC, it was a year and a half project, and and I really enjoyed it all." As the second Special Edition release for the series, many fans have det their expectations high for the return to DMC4. Since its reveal, we've learned much about what the Special Edition will contain, and surprisingly they decided to go further with including the most playable character in a single title that the series has ever seen. While talking about the development of the game, Itsuno recalled what they wanted to focus on when making the Special Edition."Coming off DMC3: Special Edition, including Vergil was a no-brainer really, and it was also something that a lot of fans pretty much expected to happen when you announce another Special Edition," said Itsuno. "The next thing we looked at was bringing it up to speed [...] It's been seven years since the last game, and people may not be as familiar with it as they once were. So even just having tiny things like auto-save, helped bring up to console standards. Then we added Lady and Trish."Right from the beginning of the series, gamers have recognized that DMC is in a class of its own when it comes to combat. After Itsuno took over as director for the series, the combat expanded much further. With experience on titles such as Capcom vs SNK and the Street Fighter series, he used much of his work on honing combat and fighting mechanics and transitioned it over to DMC. With DMC4SE, the developers plan on injecting more of the fighting game mentality into the series with the inclusion of multiple playable characters, as each posses their own unique playstyles.  "You definitely could say I've brought my fighting game experience to bare," said Itsuno while talking about the new playable characters. "Particularly because we got some additional characters and gameplay experiences are quite different for each character, and the gameplay will change for each. It's quite a unique aspect to DMC, compared to other action games where we have this selection of characters, so you're really getting a different gameplay experience with each character. We looked at people's combo play videos for 4 and also 3 Special Edition for Vergil, and we used those as references. But ultimately, we wanted to make sure it was the game you love." During my time with DMC4SE's Vergil, it was clear that he adopted some tricks from DmC Vergil. Ninja Theory's work on the mechanics for Vergil offered some very inventive takes on classic moves and also included some new skills that very clever in their own right. Over the years, DmC: Devil May Cry has been a pretty divisive title among series fans. Many of whom don't tend to view it in the same light as the original series. The director of the series spoke about his work supervising the developers at Ninja Theory, and still holds the game and its developers in high-regard."It was a three year project working on DmC: Devil May Cry with Ninja Theory, and I was going back and forth to Cambridge working on it with them. And I got a lot of great memories, I'm still really great friends with those guys, whenever I see them I'm like 'give me a hug, bro', and even though it was a divisive game, and that was the reaction from fans, obviously -- I still feel it's a well respected game. I don't like thinking of it as this separate other thing from the rest of the other games. My work on that game definitely influenced DMC4SE.As with every upcoming E3, many fans like to hypothesize about what's going to be announced at E3. Just checking on twitter or NeoGAF, you could see massive threads detailing fan theories and speculation about some upcoming news relating to the developers and publishers attending. And though many were convinced that Capcom was going to drop the bomb and announce Devil May Cry 5 at this year's expo, they of course were mistaken. But rest assured, Capcom is totally aware of the enthusiasm for the series. Itsuno had this to say to fans about the current state of Devil May Cry.  "Of course, there was some people rumor and speculating whether or not there'd be a new announcement at E3. Sorry, but there wasn't one this year. But 4SE is something I really wanted the chance to get DMC in the hands of the next-generation console player. It's been that long since the original series, the hardware has changed, standards are different, and I know that people are waiting to play the game again." With the upcoming Special Edition almost upon us, it's going to be a special time for many fans who've longed for the return to the original series. I've spent quite a bit of time with it, and I feel that many long time fans will love what Itsuno and the developers have done to reinvigorate DMC4. The new characters add a whole new level of freshness to the game, and fans who've spend countless hours exploring the nuances of Dante and Nero will love what Vergil, Trish, and Lady bring to the table. Expect our full review from Chris next week.
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This Special Edition goes all in
As you have probably noticed over the last few months, Destructoid has been loaded with articles about the Devil May Cry series and its upcoming titles. The folks at Capcom have been very open with sharing details about the s...

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Good shoes
With Mirror's Edge Catalyst, DICE is giving us more freedom while robbing Faith of hers. This is an origin story, and an open-world one at that. It's the same fun first-person running, rolling, jumping, and sliding as before,...

DICE's Star Wars Battlefront feels like a half-assed Battlefield mod

Jun 17 // Jed Whitaker
Air support has to be called in by finding tokens placed throughout the battlefield that randomly give you either a special weapon or a ship to fly, thus removing the need to rush for a vehicle to have the chance to pilot one. The flying mechanics feel a bit better than Battlefield games, where I typically can only stay in the air a few moments before crashing, but the hit detection was shit. As I flew my Y-Wing around Hoth, I tried to get a bit closer to the ground to lay down some fire for my comrades below and my ship inexplicably exploded -- I was told I'd killed myself. I'd estimate that I was at least 100 feet off the ground, so I'm not sure what I could have possible collided with. [embed]294292:59136:0[/embed] Upon starting each spawn you can select from loadouts, of which we had two to choose from. A primary weapon can be selected, and then the actual loadout is basically support options including: grenades, bubble shields, and short-use jetpacks. One particular option let you lob three explosives a great distance and this was typically an instant kill if aimed correctly. I fell to this the most. Gun-wise, there were a few different blasts available, none of which felt much different in third-person view, but had different scopes in first-person view. The former option felt similar to the old games: holding the left trigger allowed you to focus your shot while slowing down your movement speed. First person felt ripped from Battlefield, with aiming down sights or through scopes. In one of the trailers it shows swapping seamlessly from third person to first, but I couldn't figure out how to do it for the life of me other than using a menu, only taking effect after respawning.  Aim assist was on by default which had the crosshair sticking to enemies and turning red whenever aiming relatively close to one of them, which would be fine except for most shots miss if they are moving. This aim assist issue happened in both third and first person, causing me to have to fight with aim assist to try to line up shots for moving targets. After turning it off it felt a bit better, so perhaps for less advanced players it will be a great option, but more serious players will want to shut it off. I found myself dying far more often than I remember in classic Battlefront games, and that has been a problem for me in Battlefield games as well. Indicators that you're taking damage aren't obvious enough and by the time you do realize you're taking fire, you're dead. While there is a health meter that ticks down, I still felt like I was dying nearly instantly as if I were playing a Battlefield game. The demo I played was presented on PlayStation 4, and the amount of graphics popping in just a few feet ahead of my character was disturbing. I realize this is an early build but it was still shocking. There was a choice between locking the game to 30 frames per second and having better graphics or playing at 60fps. I didn't get a chance to test if the pop-in still happened at 30fps before the battle was over, but I certainly don't want to play a shooter at 30fps in 2015. Overall I wasn't impressed with what little time I spent with DICE's Star Wars Battlefront. It really did feel like a half-assed mod slapped onto Battlefield 4, and I'm surprised modders haven't created something better already. That being said the game was still enjoyable -- it looked and sounded like Star Wars -- but this is not the Battlefront you're looking for.
Battlefront preview photo
Not the Battlefront you're looking for
Ever since the announcement that EA's DICE studio would be developing Star Wars Battlefront, fans of the series -- myself included -- have feared it will be "Star Wars Battlefield" and it seems like our fears have come t...

No Man's Sky dev happy he didn't end up at 'Fuktown' at Sony conference

Jun 17 // Brett Makedonski
To be fair, there are systems in place to safeguard against it. Hello Games has implemented a filter to prevent those types of names from popping up. But, it's not perfect, and there's always the chance that something will be spelled in such a way to circumvent the filters. Murray anticipates it'll probably happen when No Man's Sky eventually releases on PS4 and PC. They'll just have to deal with it as it happens. That was the light-hearted side to our time with Hello Games; the rest was about the serious scope of No Man's Sky. In a way, it might be positioned to be an accessible EVE Online for the PS4 crowd. Murray said that three distinct styles of play pervade the game: exploration, trading, and fighting. He remarked that while most players they've seen blend the three activities, almost everyone leans more toward one than the others. Those who just want to find new planets and species can earn currency by uploading their finds to Atlas, the corporation that pays for this sort of thing. Others can invest their time in economy -- buying, selling, and trading to turn a profit. If anyone doesn't have the patience for those first two methods, they can make their living by attacking or protecting others. [embed]294286:59135:0[/embed] Murray was hesitant to talk about it, but there is an overarching objective to No Man's Sky. We hadn't heard much about that before, and after this interview, we still haven't heard much about it. The ultimate goal is to reach the center of the galaxy by expanding the breadth of your hyperdrive. However, we don't have any idea what we'll find there. When asked about it, Murray's colleague chuckled and said "Now he's going to start talking about metaphysics." And, he sort of did. Murray tangented to classic game design in titles such as Super Mario Bros. and how we've been trained to know what to expect from most games. He wants to move away from that, even if it means shrouding his game in mystery. Actually, maybe especially if it means that; he seems to revel in people not knowing what to expect from No Man's Sky. Murray's done a good job keeping everything under wraps. The truth is, we aren't all that much closer to understanding No Man's Sky than when it was announced a year and a half ago. Its universe holds untold secrets and discoveries, the likes of which no one's willing to divulge ahead of time. It's now apparent that it's by design. After all, no explorer ever knows the end-game; they just want to unravel the universe's mysteries.
No Man's Sky photo
That was a real concern
When Hello Games' Sean Murray stepped on the stage at PlayStation's E3 press conference, he had one fear, and he never bothered to voice it to Sony; he just hoped like hell that he wouldn't get bitten by all the randomness in...

Just Cause 3 somehow makes explosions easier than ever before

Jun 16 // Brett Makedonski
Immediately after beginning, fellow editor Jordan Devore tethered three grapples to the crotch on a statue of an oppressive ruler, pulled it until the entire thing crumbled to pieces (dick tater, am I right?), hooked the statue's head to a helicopter, and flew it off a cliff to a fiery death. Yep, Just Cause 3 is pretty fucking wonderful. The third installment in Avalanche's over-the-top action thriller franchise has a plot, but you wouldn't know it from what we played. Now that he has a few kills under his belt, Rico's returned to the Mediterranean-inspired area that he left as a child to overthrow an evil dictator. Our sandbox was more concerned with defying physics with the parachute and grappling hook, and using the wingsuit to glide far over the land and sea alike. Ironically, the wingsuit moments provided a nice touch of tranquility as we floated over the gorgeous landscape. From that high up, everything looked so serene and peaceful -- it was almost impossible to believe it's the work of an oppressive regime. That was immediately cut short when the next thought was "this needs more explosions." Because Just Cause 3 prioritizes the ridiculous over the believable, Rico is a one-man demolition crew and his supply never wanes. Avalanche has equipped him with a never-ending supply of C4, meaning that explosions are never more than a second or two away. What's the best way to dismantle this factory or to put this bridge out of commission? Our good friend C4 does the trick nicely. A lot of the design decisions were seemingly made as a result of Avalanche shrugging its shoulders. Regarding infinite C4, a studio representative told us "Why not?" Likewise, a new helicopter stunt trick where you hang upside down from the bottom was implemented because "That's just cool." After playing Just Cause 3 for a half hour, it appears that the developer put anything in the game that would make for a good time. It's certainly not a bad direction to take. Another point of emphasis for Avalanche pertains to traversal. The developer wanted to create a world that's easy and fun to move around. That's why the wingsuit, grappling hook, and parachute seemingly offer an infinite amount of momentum -- because slowing to a crawl just isn't as thrilling. It's also the reason why cars can be saved in garages and then recalled anytime you're near one. Hey, if you're going to take the discreet way around Just Cause 3, you may as well do it in style. Regardless of method, getting around Just Cause 3 may take a bit longer than you'd think. Avalanche developers tell us that the world is at least as big as Just Cause 2, but the layout's inherently different. The third installment will feature lots of islands, archipelagos, and little towns (Just Cause 2 kind of did too, but we're just going with what we're told). Also, Avalanche says that all the towns feel varied from one another and have their own sense of culture, so to speak. We wouldn't know a ton about that, because we were restricted to the first area of the game. Zooming out on the map, we could see the other two regions. They were significantly larger, and, as we were assured, significantly more difficult. When that's all available, players will get to experience what might be the developer's biggest goal: To create a perfect flow through the world. When all is said and done, Avalanche wants you to be able to flawlessly travel anywhere you want, however you want, and have a blast doing it. While it was nice seeing first-hand that Just Cause 3 nails all the things you'd expect Just Cause to nail, it was almost disappointing that the demo was completely unstructured. Okay, the sandbox element works great, but what does it have to offer players who want a reason to press forward? We weren't given a glimpse at that. Hopefully it's as competent as the free reign component is. Really, the takeaway from our time with Just Cause 3 is blowing up a lot of stuff makes for an enthralling time. It's not a revelation necessarily, so much as it is a good reminder. As we concluded the demo by demolishing a water tower that towered over a military base, a rep for the developer told us with a half-grin on his face "we're not really into subtlety." That's great, Avalanche, because neither are we.
Just Cause preview photo
That's saying something
So many preview events obsess themselves with presenting a carefully crafted slice of game. Here's a chunk of gameplay that puts the title's best foot forward. Don't deviate too far off the path, stick to the rules, and a P...

It's truly fun traversing Assassin's Creed Syndicate's London

Jun 16 // Brett Makedonski
As these things go, our E3 demo was free of any sort of missteps that would hint at a repeat performance. No surprise there; these showings are almost always incredibly polished even though they're all in "pre-alpha." What is worth noting is that Ubisoft actually let us have hands-on time this year. In 2014, it was a one-on-one hands-off session while a developer played. That could be a small indicator that the publisher has more faith in this year's iteration. I was turned loose in a very small section of London, and I immediately felt a knowing comfort. Assassin's Creed isn't going to change that much, after all. Having just walked out of a pub, protagonist Jacob was on the ground and surrounded by three story (or so) buildings. Rooftops are the much preferred method of getting around, so it's time to start ascending. This is where Syndicate made its open-world pacing apparent. Rather than climbing the face of every structure, Jacob can shoot a grappling hook that will almost instantaneously transport him to any summit. It may seem like it wouldn't be all that noteworthy, as several titles have implemented the same feature in recent years. But, it does such a great job of opening up the Assassin's Creed traversal, it's impossible to ignore its significance here. [embed]294140:59097:0[/embed] Once on the rooftops, it was simple to shoot ziplines across to even further destinations. It's no longer necessary to go from roof to ground and back up when trying to cross a city. Now, pathfinding is incredibly simple because it just requires a quick tap of a button to fire across the chasm. These ziplines serve another purpose too, though. Partway between two points, Jacob can decide that whatever's underneath him needs a quick blade in the back of the neck. Performing air assassinations while gliding along proves to be quite satisfying, not to mention efficient. This particular demo tasked me with clearing out a relatively small compound, which was a great opportunity to test out the only new weapon I was shown. Jacob has hallucinogenic darts at his disposal, which make enemies easy to deal with. What's more, shooting them into a fire gives them an area-of-effect radius instead of only harming one target. I took out three people with one dart and then threw a knife to drop some cargo on the head of a fourth. It was a pretty great way to quickly and creatively dispatch a handful of enemies. That's when the faction leader began fleeing, necessitating commandeering someone's buggy to chase them down. With a terrified horse pulling me around with all the grace you'd expect from a panicked animal, I eventually caught up. This initiated a "gang war" where I fought alongside approximately ten others to kill those on the other side, which concluded the demo. For the few takeaways I had, I was left with more questions. What role would Evie play opposite of Jacob? Will either be playable under any circumstance, or do they each have scenes dedicated to them? How will gameplay differ between the two? What are Ubisoft's plans for the modern story? How will the boroughs of London seem unique? I had a lot of inquiries, but the developers were tight-lipped about almost everything, simply stating that oft-repeated line "We're going to be talking about that later." Frustrating as it is, it's par for the course. Information's always locked down until the publisher's ready to reveal. From what we saw, everything about Syndicate is very Assassin's Creed. That's not much of a revelatory statement, but it is what it is. The grappling hook -- the one thing that isn't very Assassin's Creed -- was undoubtedly the finest feature. It's not the type of change that will be at the forefront of someone's mind when they think about the game, but it's an improvement that will keep traversal from becoming too much of a slog. That's a welcome addition if I've ever heard of one.
AC Syndicate preview photo
And a whole lot quicker
Ubisoft finally had all the perils that come with annual franchise installments come crashing down on it last year with Assassin's Creed Unity. It was the most ambitious Assassin's Creed title to date -- with its insanel...

Cammy and Birdie are fantastic in Street Fighter V

Jun 15 // Alessandro Fillari
At the Capcom event I went to a couple weeks back, I got the chance to play with the initial four characters, and also the newly announced Cammy and Birdie. Sorry I couldn't tell you before, but the folks at Capcom wanted to keep it a surprise. You had no idea how hard it was to sit on that without telling anyone. I got some quality time with both Cammy and Birdie, and they definitely set themselves apart from the others.Much like the rest of the cast, Cammy and Birdie take unique advantage of the Variable System in interesting ways. As the system allows the fighters to tap into unique skills and tactics to overcome difficult situations, they can be used quite creatively in the hands of skilled players. Just like the others, the Variable System plays to Cammy and Birdie's strengths and their personalities, which fleshes their characters out into pretty cool ways.As one of the original SFII characters, Cammy has been around for a long time. With her prowess for speed and agility, giving her quite the edge in footsies and aerial game, she's an incredible force during fights. And SFV expands upon that in a big way. Her V-Skill, known as 'Axel Spin Knuckle', gives her the ability to do a forward spin move and follow up with a forearm blow. What's interesting about this move is that it not only allows her to pass through projectiles unharmed, but it can also have her spin to the opponent's back and striking them from their blind-spot. But her V-Trigger is where she turns up the heat. Called 'Delta Drive', her Trigger grants her a massive boost of speed and cuts down on the delays for her specials moves, allowing her to use them more often.[embed]294083:59059:0[/embed] And of course, we've got the big guy himself. Birdie is back in action, and after his last appearance in Alpha 3, he's been itching for another fight. This one came of out of left field, and I can guarantee no one expected him to make the cut. Unfortunately, he's sorta let himself go. The once musclebound goon has lost his figure, and he can't seem to keep food out of his hands. With a massive gut, and some Ron Jeremy-esque chest hair, he's not what he once was back in the good ol' days. But his passion for battle is stronger than ever, and he's worked around his new impairment. And he might be a far better fighter because of it.Though he seems like a gimmick character, Birdie has still got the moves to go toe-to-toe with the others. His chains wrapped around his wrist can be used to lasso foes and slam them to the ground, and his famous head-butt still packs a wallop. His V-Skill called 'Break Time' has him scarf down some snacks, which grants him extra buffs. And he'll even leave the trash on the ground, which the opponents can trip over. You haven't lived till you've seen M. Bison slip on a banana peel. His V-Skill also works when using different directional prompts, which will have him eat and discard different types of food. His V-Trigger is called 'Enjoy Time', and after maxing out his V-Gauge, Birdie will scarf down a spicy pepper, which will grant him a boost in damage and guard break potential for his special moves. I'm pretty excited about Street Fighter V. After my session with, I was left super impressed with what the developers at Capcom have in mind for the fans. And with the additions of Cammy and Birdie to the roster, it's clear that Capcom has got plans for both the familiar and the unexpected characters of the series. I can't wait to see more.
Street Fighter V photo
Hands-on with some old friends
As you could likely tell, Street Fighter V is looking pretty amazing. I was very impressed with my hands-on session with the game, along with my chat with Peter 'Combofiend' Rosas, and I can tell that many people will find a ...

E3: First hands-on Ubisoft's Tom Clancy's The Division

Jun 15 // Steven Hansen
[embed]294064:59046:0[/embed] We sure as fuck weren't as team work oriented as Ubisoft's carefully directed demo, which will basically be the case if you aren't playing regularly with a couple pals. Quoting the developer, it's a "standard shooter" in terms of controls. Each character had a few different abilities, which later can be customized (there's a turret, remote sticky bomb, a homing mine that follows you until it finds an enemy to go after) and my character was outfitted with a shotgun that somewhat unsatisfyingly took chunks of my opponents' health bar out. Like, that's not what shotguns should be doing. But The Division is heavy on its crazy tech UI theme, and the co-op focus means it could end up something like Destiny -- kind of a boring loot fest, but fun with friends. It's cool that you're at risk of losing your high level loot if you're killed in this instance and that might make even strangers try and team up (loot is evenly split, too). There are crazy dudes with flamethrowers to worry about and "Rikers," a gang of murderous inmates escaped from Rikers Island prison, which kind of doesn't make sense given how many prisoners in the United States are non-violent offenders and probably would return to their families if released rather than into a group of murderous thugs, but, hey, gritty apocalypse. Of course there are also other players to worry about. At any moment they can go rogue and start fights between fire teams (in our demo, we all tried to kill each other), but you can also all work together and wait for an extraction out of the instance. The goal seems to be making it so your first impulse isn't to kill anyone you come across, because that just makes things harder and puts your gains at risk. The Division isn't quite for me. I don't need endless progressions, bars, and numbers to play a game. But folks who got well into Destiny might find a nice little squad-based multiplayer shooter here. But I also still have no clue how the open-world element works, as this demo might as well as have been any old multiplayer map.
The Division photo
Divisioning a division in Division
Tom Clancy may be dead, but The Division isn't. It's been two years since Ubisoft announced its apocalyptic "online, open-world action RPG," but I finally got hands-on at a Ubisoft event this E3. We were set up in a boiling h...

I'm all about Plants vs. Zombies: Garden Warfare 2

Jun 15 // Jordan Devore
One of my teammates was a melee-centric superhero zombie named Super Brainz. There's also going to be a dedicated zombie sniper character, finally, and a sorceress. All told, there will be six new classes from the past, present, and future. Speaking of: one level is a time-travel theme park, as in, a theme park whose "attractions" are accessible via time travel portals. Clever. What else? Every mode supports split-screen play, which not even Halo is offering any more, and solo players can compete against AI if they're unwilling or unable to dip into player versus player (which was the best part of Garden Warfare). There will be private servers this time, as well as 40 characters at launch and regularly scheduled free content updates. PopCap wouldn't give any concrete details about character transfers other than "Yes, that's happening." Still great news. I wish I could give more detailed hands-on coverage but, shortly into our round of Graveyard Ops, the power went out at EA's preview event. Swearing ensued. I think an Xbox One even broke. Bummer. I'm curious to see PopCap uncover more layers of the Plants vs. Zombies universe -- it sure has gotten strange since the original lawn defense game debuted six years ago.
Garden Warfare 2 photo
First hands-on at E3 2015
Garden Warfare was astounding. It was a good shooter. It was also a good Plants vs. Zombies title, despite being a shooter. It had loads of free DLC. The game wasn't perfect, but I was hooked -- first on Xbox 3...

Rock Band 4 is doing a new fun thing you wouldn't expect

Jun 15 // Brett Makedonski
Between those dueling stages was an innocuous, decidedly less interesting room. But, what it lacked in flair, it made up for in substance. Some posted up nearby talking Filipino politics, but those who ventured inside found the biggest change to Rock Band in years. Guitar solos aren't what they used to be. Trepidation was abound. Shredding in Rock Band is such a staple. Now it's different. Accuracy has been replaced with creativity. I couldn't help but think that's a musician's move right there. I also couldn't help but be a little dejected that there's less skill involved with the instrument that I spent the most time trying to perfect. Down the hall, Pearl Jam's "Alive" started playing, and Eric Pope couldn't hide his disdain. I thought about firing it up to figure out how these new solos worked. I refrained and chose "Cult of Personality." In everyone else's hands, this is a plastic guitar; in my hands, it's a pipebomb. Things didn't pan out quite as I wanted. Rather than rhythmically dissecting the song until the solo hit, I was met with five minutes of solo. That's a dev mode thing -- perks of the preview event. I guess that's adequate time to figure out the ins and outs of the new format. I was mostly right, but not entirely. [embed]293727:59016:0[/embed] A small group had formed after a few minutes. Someone made a comment about the five buttons on a Rock Band guitar. The timing couldn't have been more perfect. A Harmonix representative sprung into action to correct the misstatement and pitch the Freestyle Solos -- a system that reminded everyone there are ten buttons on these axes. Intricate notes have been left by the wayside for colorful patterns. Blue means to play in first position (normal notes); orange indicates you need to slide up the neck and play on those five forgotten-about buttons. An algorithm decides exactly what gets played, whether it be sustains, eighth notes, sixteenth notes, or just wildly tapping without any strumming. One of the patterns mandates you just play anything. Make noise, anything works. While it sounds somewhat insane, it mostly works. The solos come together in a way that's satisfying -- as if you were actually playing the solo. However, substituting that for nailing a classic solo isn't a trade-off that I necessarily appreciated. It just feels like maybe it's a bit too easy now. That's not the only concern. Harmonix has made a point of framing Rock Band 4 as a party game that anyone can pick up and play. But, I saw many of my peers struggling to integrate the solos into the gameplay they already knew. When I asked the devs how long they expected it'd take for casual players to grasp Freestyle Solos, they thought it'd go pretty quick. I estimate it'll take slightly longer than very casual players want to commit. In that event, the mode can be turned off, which seems like a less than optimal solution. For those who have the patience to learn it but aren't dedicated enough to excel at the old solos, Freestyle may be a fine compromise. Wailing on those solos makes you feel really good even when you're performing a relatively simple task. It makes for a nice little illusion for anyone who doesn't want to look past it. 
Rock Band preview photo
'Play Freestyle!'
Everywhere I looked, my peers seemed to be having fun. Mere minutes before, everyone couldn't stop talking about how cold that Santa Monica rooftop was. It was the opposite of fun. Now, that had melted away, a distant memory ...

Borderlands players will probably dig Battleborn

Jun 12 // Jordan Devore
Sure, the copious amounts of loot are gone. And this isn't a wasteland -- it's the last star in the universe. But damn, Battleborn really will feel and sound familiar to Borderlands players despite having an extended cast of 25 playable characters. The roster has the diversity of a typical MOBA lineup, and the rate at which you're leveling up and acquiring new abilities matches that genre. First, Gearbox and 2K had us watch a group of people play a level to, uh, show us how it's done. Then we played that same level. Then we played it again. Then we played it a third time. The intention was to highlight the variation in characters, I guess -- and there's plenty -- but the format also reminded me how grating funny dialogue often becomes on repeated playthroughs. Our short slice of the campaign was set on a snowy area with suitably solemn music. It was mostly linear, with wider areas interspersed for larger engagements. I first chose a gentlemanly robot sniper who could call in an owl. He was great at safely taking down our primary foe -- alien monsters called the Varelsi -- from afar while my four co-op partners soaked up damage. After that, I picked a vampire-looking samurai with twin blades. He was ferocious, but I kept managing to lose my shields and then my health and then I needed to be revived. Sorry about that! I'm squishy! Even if I didn't quite get a handle on how to play him well, I still enjoyed the first-person slicing. On my third playthrough, I went with a witch who shot dark energy out of her four arms and could open portals from which hellish things would leak out. I liked her. Leveling up occurs regularly. Again, think Dota 2 or League of Legends. Instead of separate skill trees like in Borderlands, you're presented with a single either-or decision, one for each of your ten levels. You're able to choose between things like increased shields or higher weapon damage, and boost certain abilities over others. If you're like me, you'll wish you could just have every upgrade. As for mission objectives, the preview build was a lot of pushing forward, wiping out every enemy. Eventually, we had to protect a spider mech guy as he trundled along to his final destination where an inevitable boss battle took place. Along the way, we picked up shards from chests and fallen foes that could be spent on upgrading the mech's offensive or defensive capabilities as well as turrets during the final fight. Doing so seemed unnecessary, but I'm sure we were playing on one of the friendlier difficulty settings and that it can get real tough if you want a challenge. While I didn't get to see much of Battleborn, I'm more into it than I thought I would be as someone who isn't particularly crazy about Borderlands. I think it's the gunplay, which feels tighter here. There's also more care-free room for experimentation in terms of character selection and how you want to build them out. I'm unsure about the PvP, but I'll probably want to round up four friends to run through the story mode when this releases on PC, PS4, and Xbox One this year.
Battleborn preview photo
Hands-on impressions of the story mode
[Disclosure: Years ago, Aaron Linde used to write for Destructoid. He now works on Battleborn at Gearbox Software. As always, no relationships, personal or professional, were factored into this preview.] To sum up Battleborn ...

E3 2015 Preview: Pink eye and treadmills, VR is here

Jun 11 // Jed Whitaker
Tell me which of the following has you pumped for the future, as you surely are: ANTVR KIT - The All-IN-ONE Universal Virtual Reality Kit (ANTVR KIT), was independently researched and developed by ANTVR, launched on kickstarter, and raised over $260,000 -- exceeding its goal. The ANTVR headset features a 100 degree field of view, tracks head movements 360 degrees, provides vivid 3D images, and produces a non-distorted immersive virtual reality effect. It is compatible with PC/PS/XBOX and other platforms, as well as existing 3D/2D games and movies. TAW - TAW is a foldaway VR headset for smart phone which can bring you into the virtual world anytime while working with a smart phone of 4.5-6 inches. ANTVR Camera - ANTVR Camera is a 3D sports camera featuring 3D shooting with a 180 degree viewing angle and first-class image. It can be used with a VR headset. Guided Meditation VR - Experience an endless virtual vacation with Guided Meditation VR by Cubicle Ninjas. This virtual reality application provides powerful relaxation in exotic locations across the globe. Find your happy place as our "Relaxation Artificial Intelligence"walks through proven meditation and mindfulness techniques. Virtualizer - The Virtualizer is an advanced omnidirectional treadmill that allows users to walk, run, strafe, jump and crouch in virtual reality. Based on its third generation design, the Virtualizer is the first to offer 360 degree tangle-free rotation and a vertical free-motion ring for full freedom of movement in VR. Manus Data Glove - A data-glove for the common man. The Manus is an affordable data glove that tracks hand movement through various sensors integrated in to the glove. This data is then sent to our software -- which allows the user to play any game. With our open-source software you can program the Manus for other uses such a controlling drones, mobile games and more of your favourite devices. All of the above are real products that will be at E3 next week. Add these to Valve's Vive, Sony's Morpheus, and the Oculus Rift, and I assume you become The Lawnmower Man. Personally I'm looking forward to the Power Glove made for man ass. But for real, as cynical I've been about all this I'm very excited for E3, for the potential of VR, and to making as many informative (read: silly) videos I can from the show floor next week!
Yay eye cooties photo
The future is awesome?
As E3 approaches we here at Dtoid have been getting our inboxes filled with emails wanting us to check out new games and products, a large portion of which are virtual reality based and not just of the headset variety. O...

My first three hours with Street Fighter V were immensely satisfying

Jun 11 // Alessandro Fillari
Street Fighter V (PC, PlayStation 4 [previewed])Developer: CapcomPublisher: CapcomRelease date: TBA 2016 Once Street Fighter V is released, it'll be looked back on as a point in the series for many firsts. For starters, SFV is the first title in the series that will be available on only one console, but will also feature cross-play with the PC release. This is a big thing, as each platform for the previous installments tended to build its own microcosm of players. Not only will they play against each other, they'll share the same patches and updates, which will keep them together and competing regardless of the platform they choose. Moreover, Capcom is ensuring that online play will smooth and swift as ever with its new proprietary netcode called Kagemusha. Using some sophisticated rollback-based netcode, the developers are invested to ensure that the online play is consistent and hassle free. This is also the first in series to utilize the new and ever-versatile Unreal Engine 4. Though there were some concerns about whether or not Unreal could handle a title as twitch-based as SF, given the past iterations of the engine had difficulties with rendering and maintaining a solid frame rate, thankfully my time with the new fighter has made me a believer in the tech employed here. Not only are the visuals incredibly sharp and full of vibrant colors and details, the performance is rock solid. Simply put, this is the best Street Fighter has ever looked, and these images, nor the trailers, can match having the game played right in front of you. But enough about the fancy visuals; you want to hear how it plays. Of course, with every follow up to a massively popular and well-loved title, there comes the ever important question: what did they change? As you could likely tell from the trailers, Street Fighter V looks very similar to its predecessor, taking advantage of the same mechanics, like EX moves for instance, but also the similar focus on defensive gameplay (SFIV's Revenge Gauge). Street Fighter V definitely maintains those elements, but does them in a way that makes them feel unique to this installment. For instance, the Super Moves have now been upgraded to the new Critical Arts, which still require full EX Meter. While many of the signature moves are the same (Ryu's Shinku Hadoken and Chun-Li's Hoyokusen, for instance), the Critical Arts are more deadly and flashier than the supers of past. What I was surprised most by was that it goes further and features echoes to past SF titles -- even some influences from Street Fighter III and the Alpha series. While I initially thought they were just call-backs relevant to the characters (particularly the appearance of Nash), I found that the developers have essentially incorporated many elements that were successful from past titles, sometimes re-contextualizing them in interesting ways. After playing SFV, it was readily apparent that the previous trailers and footage we've seen haven't done the game justice one bit. Especially when you realize that they've been keeping one of their game-changing mechanics a secret. And it's one of the most interesting, engaging systems the series has seen in a long time. With the new Variable System, fighters can take advantage of multiple tactics and abilities that stem from the V-Gauge, an evolution of the Revenge Meter. As they build up bars of the gauge from taking damage or executing special V-Skills (character-specific support moves activated with MP+MK), they can use moves such as the V-Reversal, a powerful counterattack activated while blocking and pressing all punch or kick buttons (at the cost of one V-Gauge bar). But once you max out the meter, you can activate the special V-Trigger (HP+HK), which brings out the fighter's true potential. Despite some speculation, V-Triggers are not stance changes. The Trigger puts the fighters in a unique state for a short amount of time, where they can take advantage of unique buffs and some modified moves. Each character has their own unique take on the Variable System, which not only adapts to their own style, but does a lot to flesh them out. During my three hours of play, I got the impression that Street Fighter V is planning on enhancing the in-game narrative a bit by reflecting more of personality in the gameplay than ever before. For instance, Ryu's take on the system is influenced by his experience as a world-traveled warrior, and during his time, he's educated himself on different fighting styles, giving him the knowledge on how to best confront whoever he faces. In order to give you a better idea of what the Variable System is like, I'll be giving you an overview of things for the four playable characters we know of so far. Starting with Ryu, his V-Skill, called Mind's Eye, brings the return of the legendary Parry mechanic from Street Fighter III. For the novices out there, Ryu can time his skill at the exact moment of contact to block off enemy hits with no chip-damage -- and yes, it can be used for successive hits. Though in order to keep it balanced, it's unusable in the air. Once his V-Gauge is maxed out, he can activate his V-Trigger Denjin-Renki, imbuing him with a powerful aura for a limited time and grants him the ability to charge up his fireballs, giving them guard break potential. Also, his fireballs are given lightning properties, and when they connect you'll see brief flashes of the enemy's skeleton. It's a neat visual callback to SFII. Chun-Li's Variable mechanics focus on her maneuverability and dexterity during battles. As one of the more agile and aerial gifted fighters in the game, her Variable moves play on her strengths in a big way. For instance, her V-Trigger ability Ren-Kiko puts her in a powered-up state and gives her special moves extra hits. Her V-Skill, called Ren-Kyaku, is essentially a command jump that allows her to manually jump in any given direction. While this may seem like an odd skill, this command jump causes damage while leaving the ground and gives her ease of movement for some exceptional cross-up potential. The guys from Capcom I played against used Chun-Li quite effectively, and I left in awe of her acrobatics. It even made me want to shout out 'eh, eh, eh!' during her air juggles. Next up, we have the return of Guile's mentor and best friend Charlie. Since his last appearance in Alpha 3, things aren't the same for Charlie, who now goes by Nash. His new look shows that he's a changed man after his experimentation and torture by the hands of Shadaloo, and many of his former abilities have been modified, adopting a focus on swiftness and gap-closing maneuvers. His V-Skill, known as Bullet Clear, allows for him to absorb incoming projectiles and turn them into energy for his V-Gauge. For his V-Trigger, Nash does something a bit different. While many other characters enter a timed state that enhance moves, his trigger allows him to instantly teleport to a desired direction at the cost of his V-Gauge. Though this may seem a bit hefty of a cost for a teleport move, his V-Trigger can open up foes to a world of hurt if timed during a barrage of projectiles, leaving them vulnerable from behind or even in the air. By far, I had the most fun with Nash. He feels totally different from before, as his previous incarnations borrowed from Guile's moveset, and I'm pleased to say that he's truly come into his own for SFV. Lastly, we have M. Bison. As the main villain for much of the series, he's seen a bit of an upgrade since his last appearance. While older and a bit slower than his previous incarnations, he's still got plenty of tricks up his sleeve. With a far more menacing appearance, the leader of Shadaloo uses his Psycho powers to a far deadlier effect. With his V-Skill, called Psycho Reflect, he's able to conjure up a field of energy to bounce back projectiles and force them back at his enemies. As a charge-focused character, also sporting a modified movelist, this comes in handy when dealing with projectile-heavy opponents. With his Psycho Power V-Trigger, his abilities come into full effect, granting him increased speed and damage for special moves, and replacing his standard dash with a short-range teleport. I was impressed with what the Variable system brings to the table. In Street Fighter IV, the Revenge Gauge was only used to build your Ultra Combos, which for a lot of the skilled players often went unused. Thankfully, Street Fighter V makes better use of the mechanic here by making it a more active element during fights. The system added a whole layer of nuance to an already tried and true system, and I was super pleased with how easy it was to pick up. Though you've likely seen the phrase "easy to learn, difficult to master" thrown out a lot for games, I feel SFV lives up to that in a big way. I suspect many of the pros and hardcore fans will have fun analyzing the depths of the Variable System. It should be stated again at how gorgeous this game looks in motion. The frame rate was solid, and the new visuals have given the characters a greater level of detail. Though in some spots, it's clear that the game has still got things to work on. During the London stage, which looks incredible by the way, the background visuals didn't quite match up with what was going on in the foreground. For one, the frame rate was a bit off with the background action, which became a major distraction during battles running at 60 frames per second. But of course, this title is still a ways off, and it'll likely be cleared up before release. I have fond memories of growing up with Street Fighter II back in the day, and although I've kept with the series since, there were only a few titles that really blew me away and actively got me to up my game in order to compete with friends. Now am I saying that SFV matches those moments I had as a kid? Of course not. I only played a few hours of an unfinished build without the complete roster, after all. But what I did play showed a ton of promise, and honestly, I haven't felt this excited about Street Fighter in a long time. It's a great feeling having a new game in the wings, and I'm just itching to get back into the thick of it. Be sure to check back with Destructoid during the week of E3. We'll likely see more exciting titles from Capcom at the show. It's certainly going to be a good lineup this year.
Street Fighter V photo
Kick, Punch, it's all in the mind
After nearly thirty years, the Street Fighter series has still been going strong. With more incarnations than most people can remember, the series is seen by many as the quintessential example of what the fighting game genre ...

Adr1ft is going to give someone a panic attack

Jun 10 // Jordan Devore
Late last year, Brett covered Adr1ft and detailed its unlikely inspiration. What I saw and played at a pre-E3 event was much of the same content, only more polished. There was no puzzle solving in this initial chunk of game, only death. I strayed to investigate a distant lifeless body and the trip proved too lengthy. I suffocated. Horrible way to go, but my last sight, the earth, was majestic. Given how little of the game I experienced, I'm unsure what shape Adr1ft will ultimately take. Movement feels right, though, that I can assure you. Plenty of freedom, but not so much control that it's overwhelming. You have to be mindful of your surroundings. The sound design -- the stuff that actually makes gasping for air so damned horrifying -- is similarly great. Enthralling. I'd say I'm looking forward to playing the finished game but, well, I'm dreading it. Even without a virtual-reality headset, it's that nerve-wracking. Space doesn't need Xenomorphs to be scary.
Adr1ft photo
Stave off suffocation in space
I'm anxious about playing Adr1ft again. Every moment I spent with this lonely, immersive, surprisingly vivid game about an astronaut stranded on a damaged space station with an equally damaged suit was full of tension. Will m...

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 ...

There's no way I'm playing Fortnite with randoms

Jun 08 // Jordan Devore
[embed]293554:58880:0[/embed] I didn't come away with any major new insights. This is a meaty game meant to be experienced over a long period of time, and it's hard to get a sense of how justified that will be from preview events alone. At what point do you grow tired of smacking abandoned junk for resources? There's also the matter of putting a lot of care into your fort's design but not quite enough care to stop the masses from ripping everything apart. Or maybe you didn't craft enough ammo, and now you're being overwhelmed by bees and laser beams. The threat of the grind demoralizes. I'm fond of Fortnite, conceptually, but I wonder if people will connect with it the way Epic hopes. It being free to play on PC and Mac will help. If you're planning on playing, be sure to do so with friends who can hold their own, communicate, and adapt when things inevitably go awry.
Fortnite photo
The PC and Mac beta is coming this year
I don't know that I've ever previewed the same game twice, but that's the situation I'm in after seeing Fortnite again at a recent pre-E3 event. It was much the same as last year. But since many people are unaware of what the...

Disney Infinity Star Wars photo
Check and check
If you're making a Star Wars game with pilotable ships, I'm going to want to zip around Hoth in a snowspeeder and tie knots around some AT-ATs. I'll also want to shoot down a bunch of TIE Fighters on my path to destroy the De...

Triad Wars just made me want to play Sleeping Dogs

Jun 03 // Brett Makedonski
For those who don't know, Triad Wars is a PC-only MMO set in the Sleeping Dogs world. It's about rising through the ranks of the underworld, and eventually being the kingpin. This is done by attacking other players' turf and defending yours. However, the multiplayer is asynchronous in that you don't have to be online in the event of an invasion. You set up lines of defense to fight for you in your absence. As Jordan and I divvied up Pre-E3 assignments at Square Enix's showcase, I knew I wanted Triad Wars. That desire was predicated entirely on this trailer; I wanted a developer to show me exactly how many ridiculous, over-the-top kills he could perform. Skewer someone on a pile of marlin heads so I can laugh about how dumb that is. Instead I was sat down and given instructions. The combat description (which came first) began with "So, have you played Sleeping Dogs?" and was asked with such an inflection as to proceed quickly when I answered in the affirmative. "Nope," I replied. That killed the mood right fast. From there, I was sort of left to fiddle with the controls to figure out how to fight on my own. Luckily, henchmen were lined up plot by plot to fall to my lightning-fast fists. I wrangled them mostly with no trouble, figuring out the two or three different combos that seemed to always do the trick. In reality, that might've been less on me, and more due to the fact that the developer approximated that the account I was playing on was 50 or so hours in. "Okay then," I responded, unsure of how this play experience could be transformed into any sort of coherent preview. I mean, I completely blew past any sense of progression that would act as a good indicator as to how the MMO components were. You know, the addictive quality that keeps players coming back to the same game time and time again. "Take me to do something," I half-demanded in a friendly tone. I was sure this was just a waste of time at this point. So, I hopped in a sporty car and drove off to attack another base. I worked my way through the exteriors of the compound, relying on careful headshots while strafing and my hastily-learned combat moves. Eventually, I karate-kicked the boss to submission. It was all pretty easy -- again, probably more a result of that 50+ hour account than my competency. And, that was the end of it. My takeaway from the whole thing was that Triad Wars seemed rather vanilla, but I'm not completely comfortable with that assessment. After all, I didn't play it the way it's supposed to be played. When I picked it up, it seemed like I was already on top, rather than climbing the ranks to dominate Hong Kong's seedy underbelly. I also simply didn't have adequate time to learn its systems, such as the intricate in-game economy it supposedly features. Really, none of it was presented in a way that MMOs need to be. That's unfortunate, but it's less a knock against this demo, and more a quality of all MMOs in preview situations. But, on a personal note, it made Sleeping Dogs seem like it's probably a pretty killer game. There's an environment that's definitely worth exploring more. I don't know if an MMO is how I want to see it, though. However, those who have been through Sleeping Dogs might find this the perfect opportunity to get back to that world. Any excuse to shove some poor bastard's head through a circular saw, really.
Triad Wars preview photo
More of a compliment than it sounds
Here's another one of those "Confession: I have a shame pile of unplayed games" statements: I never got around to playing Sleeping Dogs. Yeah, I heard it was surprisingly good, but something about it never piqued my interest....

Donut County is a feel-good physics toy with flashes of Katamari Damacy

May 26 // Jordan Devore
Creator Ben Esposito describes his game as a "whimsical physics toy," and that's apt. A racoon chucks donuts from an airship and also rides a scooter, sometimes. Objects and animals topple when you trip them (and you will trip them). Puzzles feel organic, not forced. [embed]292754:58669:0[/embed] Early on, you'll discover that consuming fire and corn will cause popcorn to shoot back out of the hole (which you can then eat, obviously). Later, nabbing two rabbits results in lil babies spilling out of the pit. Another level involves interrupting an ant picnic with fireworks. The more I played, the more I didn't want to stop. The hungry hole is one of those mechanics that instantly makes sense but never seems to lose its energy or appeal. It just feels right. I wish I could've beaten the whole game in one sitting, right then and there, but this was only a preview. Donut County wont be ready for PC, Mac, and iOS until later this year. I'll be waiting. [embed]292754:58668:0[/embed]
Donut County photo
Unwinding: The Video Game
In Katamari Damacy, you roll up stuff. Small stuff, to start. Then cars, ships, buildings, mountains and, eventually, entire worlds. In Donut County, you slide an insatiable hole around to help it eat anything it can fit inside its maw. The more the hole consumes, the bigger it becomes. Where does it end up? How big can the hole grow? I'm not sure. But damn do I want to find out.


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