Volume is a fitting name for a polygonal, Metal Gear Solid VR Missions-looking stealth game with enough rectangles to feed a geometry class for the entire year. In the case of Mike Bithell's Thomas Was Alone follow-up, howeve...
Guild Wars 2 is one of the most accessible MMOs ever made. Eschewing the Holy Trinity of class builds, you can basically pick any character you want and still fulfill a role in any group. Everyone can heal, and everyone can contribute in some way.
As a result of that design however, a lot of opportunities for advanced tactics fell by the wayside, and the endgame was too simplistic to keep everyone interested. Can the upcoming Heart of Thorns expansion rectify that problem?
I had some time to talk to lead designer Colin Johanson and figure out just that.
Guild Wars 2 is an ambitious project. While ArenaNet's initial offering of Guild Wars was more of a social dungeon crawler than an MMO (the company called it a CORPG, or competitive online role-playing game), the sequel was a bonafide massive experience.
The kicker? ArenaNet was still able to cut out the subscription fee, effectively making Guild Wars 2 buy-to-play and allowing players to return at any time.
Here we are over two years later with the Heart of Thorns expansion on the horizon, and the developer continues to find ways to innovate.
I didn't expect to enjoy the first episode of Resident Evil: Revelations 2 as much as I did. It was nice to see Barry and Claire back in action, and the co-op elements were implemented in a neat asynchronous manner. Not to mention the killer Raid Mode that might be the best iteration yet.
The good times keep rolling in Episode 2 with a great atmosphere, more Raid levels, and an compelling-enough narrative.
There certainly have been a lot of creative 2D platform games releasing over the last couple of months, enough that there seems to be some genuine competition in the genre. If you're finding yourself in a position where it has become difficult to choose, allow me to make it easier.
Although Homeworld Remastered Collection is classified as real-time strategy, there are some elements that set it apart from its brethren. The 3D camera and movement add another whole axis to worry about that some may find disorienting, and the fairly strict strengths and weaknesses of the units may lead to defeat if a cohesive unit strategy isn’t considered.
These tips are geared primarily towards online multiplayer gameplay, but can also be applied to campaign or vs. the A.I.
In 1999, I was 11 years old. It was a time when every video game purchase was a gamble. The best you could do was to read a review or watch a grainy, minute-long Quicktime video that you spent an hour to download on 56k while hoping your $50 wasn't spent in vain. I discovered some of my favorite games with just the blind promises of the back of a box. Starsiege: Tribes, Suikoden II, Half-Life, Giants: Citizen Kabuto and more were all stabs in the dark that paid off with hours of enthrallment in front of the glow of a CRT.
As a young sci-fi fan, all anyone had to do back then to wrestle my hard-earned money from my wallet was throw some spaceships on a box. More than likely, if my mom allowed me, I'd fall in love with the simple promise of being whisked away to the stars. Sometimes my gambles paid off, like with Star Trek: Klingon Academy and Freelancer, and sometimes I'd get a dud like Allegiance, which was a good game, but one whose servers had been shut down before I even bought it. However, none made a bigger impression on me than Sierra's Homeworld did. The top-notch writing and 3D playing field etched themselves into my memory and left me clamoring for a sequel.
Although the story continued in Homeworld: Cataclysm in 2000 and Homeworld 2 in 2003, the series went dark and new copies weren't even available. THQ's bankruptcy in 2013 led to the franchise's rights going up for auction. After acquiring the IP with the winning $1.35 million bid, Gearbox announced it would be bringing an updated Homeworld and Homeworld 2 to a new generation in the form of the Homeworld Remastered Collection.
The Gold Saucer is finally a part of Final Fantasy XIV: A Realm Reborn, and it's glorious. That classic music returns, as do the iconic Triple Triad and Chocobo Racing activities. It's amazing how much content Square Enix has added to its newest MMO over time, more than justifying the subscription fee. It is living proof that not every MMO has to go free-to-play.
I had a chance to take the Saucer for a spin this week, and was pretty happy with what I found. So long as you buy into the two big draws, you will be too.
In a lot of ways, The Deer God is a love letter to nature. The idea was born from the developers' childhood memories of playing in the woods and seeing wild deer, and that admiration of the outdoors is quite apparent. The forests, fields, and other natural locations are simply gorgeous, and playing as a deer is as soothing as you might expect.
However, these tranquil moments eventually give way to some rather unfortunate gameplay decisions. I got a good sense of what the developers were going for, and in some respects they succeeded. But at times, it felt like they had too many ideas, or were trying to please too many people, resulting in a few areas of gameplay that fall flat or don't seem to fit in very well. It's still a very charming adventure, but it's hard to look past its flaws.
Pneuma: Breath of Life is, through and through, a creationist tale. There's no theory of evolution, carbon dating, or Darwinism to cause debate. It's one god and the world that he brought into existence mere seconds earlier.
As it turns out, being the only inhabitant of a world is a dull affair.
Aaru's Awakening is an unrelenting challenge of a game, which places players in the world of Lumenox, a mystical land in a precarious state of balance between four deities who rule it, Dawn, Day, Dusk, and Night. Now that balance is being disrupted, as Dawn sends a faithful warrior, Aaru, to travel the domains of the other gods on a quest to remake the world.
For its first game, developer No Goblin seemingly subscribed to the K.I.S.S. school of thought: "Keep it simple, stupid." But, perhaps the studio misunderstood the acronym to mean "keep it simple and stupid." That'd explain how Roundabout revels in its own absurdity while revolving around a rock-solid gimmick: rotation.
Yes, the notion of motion is at the center of Roundabout. There is literally not a moment in gameplay where action is at a standstill. Even the most innocent, non-meaningful proceedings in Roundabout squarely feature its constantly spinning limousine -- a trademark that it rightfully relies heavily upon.
I'm thoroughly impressed by Capcom's efforts with Resident Evil: Revelations 2's Raid Mode. It's much deeper compared to previous efforts, augmented by a sleeker interface and a seamlessly integrated mini-story.
Because of that it may take a little bit longer to acclimate, so here are some tips.
Sid Meier's Civilization: Beyond Earth released to mixed reactions. I loved how it took the took the classic gameplay to alien worlds, and I especially appreciated its underlying narrative about the future of the human race. Other long-time fans of the series saw it as derivative of Civ V, with too little added and too much stripped out.
Like it or not, one thing that Beyond Earth has done is to lay the foundation for Sid Meier's Starships. It continues the story of the human settlements on an alien planet, far enough into the future that they are able to travel between stars in less time than the initial exodus from Earth took. The result: a series of skirmishes for control of a very tiny galaxy. Sure, why not?
Resident Evil is in a weird place. After the middling Resident Evil 6 and the public flogging of Operation Raccoon City, I'm sure Capcom got the message that it needed to go back to basics. It did just that with Revelations on the Nintendo 3DS, which was met with enough positivity to warrant a full-on set of console ports.
Then Capcom reached overwhelming amounts of success with Resident Evil HD, a game that's as basic as you get in terms of fundamental survivor horror. Resident Evil: Revelations 2 may be more action-oriented than some other entries, but it's a damn fine showing for the series.
Iridium Studios started out as a tiny developer with a humble Kickstarter for its rhythm role-playing game Sequence. It saw enough success that lead designer Jason Wishnov was able to fill out his team and spend more time taking on a much larger project.
Four years later, There Came an Echo is finally out. Though it plays nothing like the studio's previous project, the two do share some striking similarities. Both are built on a neat idea, both explore themes of morality in science fiction, and both are a little rough around the edges.