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Found 359 results

  1. The indie title Mulaka has been gathering some buzz in recent months. The action-adventure game follows the shaman Sukurúame as he races to battle the otherworldly powers corrupting his homeland. Developer Lienzo created Mulaka in the hope that their game will be both enjoyable for players and also teach about the Tarahumara culture. Sukurúame and Mulaka are based largely on the Tarahumara, a people indigenous to northern Mexico. The Tarahumara were known for their stamina and ability to run vast distances in the sprawling landscape they called home, but they were far more than that. To help players better understand the beating cultural heart of Mulaka, Lienzo has launched the first episode of a three part educational series about the Tarahumara. Mulaka draws from the legends and myths passed down by the Tarahumara to create a visually unique world full of incredible demigods and magic - all grounded in real-world locations and beliefs. Lienzo hopes that giving the Tarahumara people a story within a modern game will help to shad some light on a culture many people might never have heard of otherwise. "Even though I didn't know the mythology, it is still part of the city I live in, and the state and the country I live in. So I really feel proud that we can get to share part of this amazing culture with the world," says Lienzo's lead developer Adolfo Rico. The next two videos will be coming soon. Expect to see them go up sometime before Mulaka's early 2018 release on PC, PlayStation 4, Xbox One, and Nintendo Switch.
  2. The indie title Mulaka has been gathering some buzz in recent months. The action-adventure game follows the shaman Sukurúame as he races to battle the otherworldly powers corrupting his homeland. Developer Lienzo created Mulaka in the hope that their game will be both enjoyable for players and also teach about the Tarahumara culture. Sukurúame and Mulaka are based largely on the Tarahumara, a people indigenous to northern Mexico. The Tarahumara were known for their stamina and ability to run vast distances in the sprawling landscape they called home, but they were far more than that. To help players better understand the beating cultural heart of Mulaka, Lienzo has launched the first episode of a three part educational series about the Tarahumara. Mulaka draws from the legends and myths passed down by the Tarahumara to create a visually unique world full of incredible demigods and magic - all grounded in real-world locations and beliefs. Lienzo hopes that giving the Tarahumara people a story within a modern game will help to shad some light on a culture many people might never have heard of otherwise. "Even though I didn't know the mythology, it is still part of the city I live in, and the state and the country I live in. So I really feel proud that we can get to share part of this amazing culture with the world," says Lienzo's lead developer Adolfo Rico. The next two videos will be coming soon. Expect to see them go up sometime before Mulaka's early 2018 release on PC, PlayStation 4, Xbox One, and Nintendo Switch. View full article
  3. Praise the sun! Okami makes the jump to current-gen consoles this December. The Capcom published critically acclaimed action-adventure game originally released for the PlayStation 2 back in 2006. Since then, it has been ported to Wii and PlayStation 3. Now, Clover Studio's classic will be available in HD with the option to switch between a more modern widescreen presentation or the original 4:3 ratio. In Okami, players become Amaterasu, the goddess of the sun who becomes a white wolf and sets off on a quest to defeat Orochi, an eight-headed demon bent on destroying the world of Nippon. Okami HD releases on December 12 for PC, PlayStation 4, and Xbox One.
  4. Praise the sun! Okami makes the jump to current-gen consoles this December. The Capcom published critically acclaimed action-adventure game originally released for the PlayStation 2 back in 2006. Since then, it has been ported to Wii and PlayStation 3. Now, Clover Studio's classic will be available in HD with the option to switch between a more modern widescreen presentation or the original 4:3 ratio. In Okami, players become Amaterasu, the goddess of the sun who becomes a white wolf and sets off on a quest to defeat Orochi, an eight-headed demon bent on destroying the world of Nippon. Okami HD releases on December 12 for PC, PlayStation 4, and Xbox One. View full article
  5. The recently released Elex is, quite simply, a painful slog of an RPG. At turns charmingly sloppy and infuriatingly obtuse, it feels like a bumbled combination of Dark Souls, The Witcher 3: Wild Hunt, and Mad Max. Elex stands as proof that you can create a world that pits magic Vikings, drugged up wasteland raiders, technologically advanced religious zealots, and magically enhanced super mutants against one another and somehow still render it all boring. How does it accomplish this feat? Read on. Elex takes a step in the wrong direction right off the bat with its protagonist. Commander Jax takes on the central role of this adventure. He's part of the Albs, a society of enhanced mutants that have purged themselves of all emotion in exchange for the massive power granted by a substance known as elex. However, we don't know any of that as in the opening seconds we see Jax's sci-fi fighter jet get shot down by unknown people for unknown reasons. The backstory to this scene gets inexplicably doled out in small doses via flashbacks to years before the events of the game. We have a protagonist without emotional responses to anything and a blank backstory. Jax does have one interesting spark of characterization, though. Severed from his connection to his fellow Albs, Jax slowly begins to either regain a connection to his emotions or not depending how the player behaves. Unfortunately, that aspect of the character never really feels explored, leaving Jax an incredibly bland and uninteresting lead. After being shot down in enemy territory, emotionless Jax embarks on a quest to get revenge. A bland protagonist might be something a game could survive if the supporting cast can shoulder the extra weight. Elex's writing and NPCs simply can't bear that burden. The dialogue hamstrings any attempt to build up other characters. The very first interaction the player has with an NPC results in that character explaining several times in the same dialogue tree that the player can find supplies in the nearby town. Did you know you could get supplies in town? Hey, no worries, you can get supplies in town. You can take some jobs and gear up in town. It never really becomes better as the game progresses, either. Sometimes characters will seemingly glitch over dialogue or have wild mood swings between dialogue options. One of the NPC companions went from feeling neutral towards Jax to idolizing him over the course of one conversation on one sidequest. On a different quest, I selected a seemingly innocuous dialogue option that prompted an NPC to attempt to murder Jax - and the game warned me after I killed him that the game had been altered significantly. Combat stands as one of the weakest elements of Elex. Despite existing in a world of hand grenades and plasma rifles, melee weapons serve as the primary way players deal damage in the world. Those who want to rely on ranged attacks will quickly find them weak, especially early on, and this can quickly lead to being mauled on all sides. That leaves players to rely on melee or the various faction abilities. In order to access magic, psionic powers, or chemical augments players will have to ally themselves with one of the game's three factions: the Berserkers, the Clerics, or the Outlaws. If you haven't allied with one of the three groups, generic combat will be the only option available. That leaves melee, which seems to be aiming for a Dark Souls-like rhythm, but fails spectacularly. Players must manage their stamina to make sure they can dodge or defend against enemy attack patterns. If attacks are properly managed, a special attack can be performed to deal critical damage. These attacks locks Jax into prolonged animations that frequently miss their target, leaving him vulnerable. This can be a huge problem in a game where even low level enemies on the easiest difficulty can take a player from full life to death in a handful of attacks. With such life and death stakes, the spotty hit detection becomes an unending source of irritation. I died several times from attacks that hit a visible distance away from Jax's character model. Important note: For a very, very, very long time after beginning the game, Jax will be weak. If you truly want to explore the open world of Elex and meet the other factions, you will encounter enemies capable of instantly killing Jax. Those deaths might occur with little to no warning, too, as many enemies are simply leveled higher from the initial areas - meaning you'll only know that they are different from the enemies you've defeated handily before when you get close enough to target them and see a skull by their names. Jax's weakness might be remedied by an empowering leveling system. The leveling system in Elex somehow manages to be a convoluted mess. Each level gives you 10 points to spend on character attributes and a learning point that can be spent at the various trainers throughout the world to learn new active and passive abilities. Attribute requirements are tied to each ability and each piece of armor and weapon in the game. If you want to have better armor, you need to gain a new level and put points into the required attributes. I'm sure there must be mid-tier weapons somewhere in Elex, but I couldn't find anything that seemed meaningfully different or more powerful from the blunt axe I found during the first hour of the game after having played the game for over a dozen hours. The weapons that I did manage to scrounge up all had requirements far beyond what I could equip. So, naturally, I put points into those areas to try to be able to use something better than that axe. The downside of that approach was that I couldn't put points into things like constitution, which meant I couldn't equip better armor or shields. Even when I finally managed to have the points in dexterity and strength required to shoot a plasma rifle, I was sorely disappointed to learn that at best it only tickled most enemies. This led me to a the following conclusion: In the world of Elex a level 0 blunt axe is somehow more powerful and effective than using a plasma rifle that requires 50 dexterity and 30 strength. Elex's story offers a great degree of flexibility. That flexibility goes to waste in a world that squanders a lot of intriguing concepts and potential by linking it with bland characters and fetch quests that exist to waste time. I bring that up to point out that Elex asks players to join one of the factions - but a player looking to make an informed decision without faffing about in the area with magic Vikings forever will have to make their way through almost certain death to reach the Clerics and the Outlaws to see if joining them might be preferable. A single sidequest might require fifteen minutes of running through the wilderness. Traveling between settlements could take much longer. Dying en route puts you back at the point of the game's last autosave, which can result in hours of lost time. To alleviate this, fast travel teleportation pads exist throughout the world. However, they can also be easy to miss and remain deactivated if the player doesn't walk on top of them. This problem even seems to be recognized in the game design since one of the generic abilities (with insanely high requirements) reveals all of the teleportation pads in the world. I would not recommend Elex to anyone. It manages to trick the player into forgetting about its frustrations by playing the way one would expect from a middle-of-the-road RPG with grand ambitions, but it invariably falls into some new pitfall included in the game either by poorly conceived design or by complete accident. The setting holds a great deal of promise, but the narrative often finds itself too caught up in world building to remember that compelling characters are necessary. The dialogue manages to be uniformly atrocious and grating. The visuals look great from a distance, but closer inspection reveals a lot of characters and environments to be pretty ugly. Glitches routinely pop up - one time I initiated a conversation with an NPC and Jax teleported halfway through the ceiling and remained trapped there after the conversation finished. Other than an intriguing premise and a fun trailer, Elex has very little going for it. Elex is available for PlayStation 4, Xbox One, and PC.
  6. The recently released Elex is, quite simply, a painful slog of an RPG. At turns charmingly sloppy and infuriatingly obtuse, it feels like a bumbled combination of Dark Souls, The Witcher 3: Wild Hunt, and Mad Max. Elex stands as proof that you can create a world that pits magic Vikings, drugged up wasteland raiders, technologically advanced religious zealots, and magically enhanced super mutants against one another and somehow still render it all boring. How does it accomplish this feat? Read on. Elex takes a step in the wrong direction right off the bat with its protagonist. Commander Jax takes on the central role of this adventure. He's part of the Albs, a society of enhanced mutants that have purged themselves of all emotion in exchange for the massive power granted by a substance known as elex. However, we don't know any of that as in the opening seconds we see Jax's sci-fi fighter jet get shot down by unknown people for unknown reasons. The backstory to this scene gets inexplicably doled out in small doses via flashbacks to years before the events of the game. We have a protagonist without emotional responses to anything and a blank backstory. Jax does have one interesting spark of characterization, though. Severed from his connection to his fellow Albs, Jax slowly begins to either regain a connection to his emotions or not depending how the player behaves. Unfortunately, that aspect of the character never really feels explored, leaving Jax an incredibly bland and uninteresting lead. After being shot down in enemy territory, emotionless Jax embarks on a quest to get revenge. A bland protagonist might be something a game could survive if the supporting cast can shoulder the extra weight. Elex's writing and NPCs simply can't bear that burden. The dialogue hamstrings any attempt to build up other characters. The very first interaction the player has with an NPC results in that character explaining several times in the same dialogue tree that the player can find supplies in the nearby town. Did you know you could get supplies in town? Hey, no worries, you can get supplies in town. You can take some jobs and gear up in town. It never really becomes better as the game progresses, either. Sometimes characters will seemingly glitch over dialogue or have wild mood swings between dialogue options. One of the NPC companions went from feeling neutral towards Jax to idolizing him over the course of one conversation on one sidequest. On a different quest, I selected a seemingly innocuous dialogue option that prompted an NPC to attempt to murder Jax - and the game warned me after I killed him that the game had been altered significantly. Combat stands as one of the weakest elements of Elex. Despite existing in a world of hand grenades and plasma rifles, melee weapons serve as the primary way players deal damage in the world. Those who want to rely on ranged attacks will quickly find them weak, especially early on, and this can quickly lead to being mauled on all sides. That leaves players to rely on melee or the various faction abilities. In order to access magic, psionic powers, or chemical augments players will have to ally themselves with one of the game's three factions: the Berserkers, the Clerics, or the Outlaws. If you haven't allied with one of the three groups, generic combat will be the only option available. That leaves melee, which seems to be aiming for a Dark Souls-like rhythm, but fails spectacularly. Players must manage their stamina to make sure they can dodge or defend against enemy attack patterns. If attacks are properly managed, a special attack can be performed to deal critical damage. These attacks locks Jax into prolonged animations that frequently miss their target, leaving him vulnerable. This can be a huge problem in a game where even low level enemies on the easiest difficulty can take a player from full life to death in a handful of attacks. With such life and death stakes, the spotty hit detection becomes an unending source of irritation. I died several times from attacks that hit a visible distance away from Jax's character model. Important note: For a very, very, very long time after beginning the game, Jax will be weak. If you truly want to explore the open world of Elex and meet the other factions, you will encounter enemies capable of instantly killing Jax. Those deaths might occur with little to no warning, too, as many enemies are simply leveled higher from the initial areas - meaning you'll only know that they are different from the enemies you've defeated handily before when you get close enough to target them and see a skull by their names. Jax's weakness might be remedied by an empowering leveling system. The leveling system in Elex somehow manages to be a convoluted mess. Each level gives you 10 points to spend on character attributes and a learning point that can be spent at the various trainers throughout the world to learn new active and passive abilities. Attribute requirements are tied to each ability and each piece of armor and weapon in the game. If you want to have better armor, you need to gain a new level and put points into the required attributes. I'm sure there must be mid-tier weapons somewhere in Elex, but I couldn't find anything that seemed meaningfully different or more powerful from the blunt axe I found during the first hour of the game after having played the game for over a dozen hours. The weapons that I did manage to scrounge up all had requirements far beyond what I could equip. So, naturally, I put points into those areas to try to be able to use something better than that axe. The downside of that approach was that I couldn't put points into things like constitution, which meant I couldn't equip better armor or shields. Even when I finally managed to have the points in dexterity and strength required to shoot a plasma rifle, I was sorely disappointed to learn that at best it only tickled most enemies. This led me to a the following conclusion: In the world of Elex a level 0 blunt axe is somehow more powerful and effective than using a plasma rifle that requires 50 dexterity and 30 strength. Elex's story offers a great degree of flexibility. That flexibility goes to waste in a world that squanders a lot of intriguing concepts and potential by linking it with bland characters and fetch quests that exist to waste time. I bring that up to point out that Elex asks players to join one of the factions - but a player looking to make an informed decision without faffing about in the area with magic Vikings forever will have to make their way through almost certain death to reach the Clerics and the Outlaws to see if joining them might be preferable. A single sidequest might require fifteen minutes of running through the wilderness. Traveling between settlements could take much longer. Dying en route puts you back at the point of the game's last autosave, which can result in hours of lost time. To alleviate this, fast travel teleportation pads exist throughout the world. However, they can also be easy to miss and remain deactivated if the player doesn't walk on top of them. This problem even seems to be recognized in the game design since one of the generic abilities (with insanely high requirements) reveals all of the teleportation pads in the world. I would not recommend Elex to anyone. It manages to trick the player into forgetting about its frustrations by playing the way one would expect from a middle-of-the-road RPG with grand ambitions, but it invariably falls into some new pitfall included in the game either by poorly conceived design or by complete accident. The setting holds a great deal of promise, but the narrative often finds itself too caught up in world building to remember that compelling characters are necessary. The dialogue manages to be uniformly atrocious and grating. The visuals look great from a distance, but closer inspection reveals a lot of characters and environments to be pretty ugly. Glitches routinely pop up - one time I initiated a conversation with an NPC and Jax teleported halfway through the ceiling and remained trapped there after the conversation finished. Other than an intriguing premise and a fun trailer, Elex has very little going for it. Elex is available for PlayStation 4, Xbox One, and PC. View full article
  7. The Steven Universe games are strange beasts. Save the Light releases tomorrow for PlayStation 4 and November 3 for Xbox One. It serves as a direct sequel to Attack the Light, which released on Android and iOS. That's the exact opposite of how most game series tend to work. On top of that, Save the Light will be the 15th game involving the characters from Steven Universe. Strangely, or perhaps less strange for fans of the hugely popular Cartoon Network series, the console adaptation of the franchise looks to be incredibly well put together. The aesthetic remains true to the show by adopting an almost Paper Mario-like style. The combat system also appears to be something that fans of classic RPGs and newcomers alike could enjoy with a variety of special moves, summon-like fusion forms, and unique battle mechanics that freshen up the hybrid real-time and turn-based battles. Steven, Garnet, Pearl, Amethyst, Connie, Greg, and Peridot all join forces to save the light tomorrow on PS4 and November 3 on Xbox One.
  8. The Steven Universe games are strange beasts. Save the Light releases tomorrow for PlayStation 4 and November 3 for Xbox One. It serves as a direct sequel to Attack the Light, which released on Android and iOS. That's the exact opposite of how most game series tend to work. On top of that, Save the Light will be the 15th game involving the characters from Steven Universe. Strangely, or perhaps less strange for fans of the hugely popular Cartoon Network series, the console adaptation of the franchise looks to be incredibly well put together. The aesthetic remains true to the show by adopting an almost Paper Mario-like style. The combat system also appears to be something that fans of classic RPGs and newcomers alike could enjoy with a variety of special moves, summon-like fusion forms, and unique battle mechanics that freshen up the hybrid real-time and turn-based battles. Steven, Garnet, Pearl, Amethyst, Connie, Greg, and Peridot all join forces to save the light tomorrow on PS4 and November 3 on Xbox One. View full article
  9. Natsume is gearing up for the launch of Harvest Moon: Light of Hope, the first game in the franchise's 20 year history to release on PC. Though Light of Hope will also release for Nintendo Switch and PlayStation 4, the PC version has been finished ahead of schedule and will release this year with the console versions following in 2018. "Due to the hard work of our team, development for Harvest Moon: Light of Hope for PC ran ahead of schedule, allowing us to release the game early to PC players," said Hiro Maekawa, President & CEO of Natsume. "We have enjoyed creating an all-new game that honors 20 years of Harvest Moon, and what's more, the franchise will finally be available for the first time on PC, something fans have long asked for!" Light of Hope has players shipwrecked and washed up in a small harbor town devastated by the same storm that sunk the player's ship. With a small farm, players can help to rebuild the town and rekindle the lighthouse. Natsume has been trying to put the past two decades of Harvest Moon on full display in the newest game with familiar faces from previous titles making appearances along with the familiar gameplay players have been itching for. The newest and most interesting mechanic is the ability to slowly unlock the town by repairing its damaged structures, bringing new opportunities and characters with each repaired building. A point of contention among some fans, Light of Hope will be making use of what Natsume has dubbed a retro plus aesthetic. The visuals aim to recapture an SNES feel while putting a modern twist on everything. Some vocal fans haven't been too pleased with the aesthetic, but the graphics undoubtedly look unique. In celebration of the series' 20th anniversary, Natsume has decided to hold a drawing contest on their Facebook page. They want fans to submit original drawings of their favorite Harvest Moon characters, animals, and events before 2017 comes to a close. Fifteen winners will be chosen, and each will receive some special Natsume prizes. Harvest Moon: Light of Hope releases on November 14 for PC and early 2018 for PS4 and Switch.
  10. Natsume is gearing up for the launch of Harvest Moon: Light of Hope, the first game in the franchise's 20 year history to release on PC. Though Light of Hope will also release for Nintendo Switch and PlayStation 4, the PC version has been finished ahead of schedule and will release this year with the console versions following in 2018. "Due to the hard work of our team, development for Harvest Moon: Light of Hope for PC ran ahead of schedule, allowing us to release the game early to PC players," said Hiro Maekawa, President & CEO of Natsume. "We have enjoyed creating an all-new game that honors 20 years of Harvest Moon, and what's more, the franchise will finally be available for the first time on PC, something fans have long asked for!" Light of Hope has players shipwrecked and washed up in a small harbor town devastated by the same storm that sunk the player's ship. With a small farm, players can help to rebuild the town and rekindle the lighthouse. Natsume has been trying to put the past two decades of Harvest Moon on full display in the newest game with familiar faces from previous titles making appearances along with the familiar gameplay players have been itching for. The newest and most interesting mechanic is the ability to slowly unlock the town by repairing its damaged structures, bringing new opportunities and characters with each repaired building. A point of contention among some fans, Light of Hope will be making use of what Natsume has dubbed a retro plus aesthetic. The visuals aim to recapture an SNES feel while putting a modern twist on everything. Some vocal fans haven't been too pleased with the aesthetic, but the graphics undoubtedly look unique. In celebration of the series' 20th anniversary, Natsume has decided to hold a drawing contest on their Facebook page. They want fans to submit original drawings of their favorite Harvest Moon characters, animals, and events before 2017 comes to a close. Fifteen winners will be chosen, and each will receive some special Natsume prizes. Harvest Moon: Light of Hope releases on November 14 for PC and early 2018 for PS4 and Switch. View full article
  11. Extinction made a definite impression when it appeared at this year's E3. Players take on the role of Avil, the last Sentinel of his world, as he fights to prevent humanity's annihilation at the hands of an army of towering ogres. The Attack on Titan-like size disparity between the ogres and Avil leads to really interesting logistical problems - how do you best climb an angry skyscraper bent on killing you? The new gameplay trailer from Iron Galaxy showcases the different ogres, a lore tease, and some of Avil's handy acrobatic moves. Extinction is separated into multiple levels where Avil must defend his city against waves of ogre invaders. These ogres are able to completely destroy the environment - if Avil sits back to do nothing, the city could be completely leveled. In order to fight them, Avil will need to dash through city streets, climb towers, and use whatever the environment can provide to take down the ogres. Ogres come in all kinds of different variations. Some are heavily armored, others have light armor, but massive weapons. The gameplay trailer alludes to numerous other types of ogres that haven't yet been revealed, but we see hulking red brutes and ogres with barbed wire and bones around their piece of armor, hinting that what we have seen so far is only the tip of the ogre-sized iceberg. Extinction will be available on PlayStation 4, Xbox One, and PC early 2018.
  12. Extinction made a definite impression when it appeared at this year's E3. Players take on the role of Avil, the last Sentinel of his world, as he fights to prevent humanity's annihilation at the hands of an army of towering ogres. The Attack on Titan-like size disparity between the ogres and Avil leads to really interesting logistical problems - how do you best climb an angry skyscraper bent on killing you? The new gameplay trailer from Iron Galaxy showcases the different ogres, a lore tease, and some of Avil's handy acrobatic moves. Extinction is separated into multiple levels where Avil must defend his city against waves of ogre invaders. These ogres are able to completely destroy the environment - if Avil sits back to do nothing, the city could be completely leveled. In order to fight them, Avil will need to dash through city streets, climb towers, and use whatever the environment can provide to take down the ogres. Ogres come in all kinds of different variations. Some are heavily armored, others have light armor, but massive weapons. The gameplay trailer alludes to numerous other types of ogres that haven't yet been revealed, but we see hulking red brutes and ogres with barbed wire and bones around their piece of armor, hinting that what we have seen so far is only the tip of the ogre-sized iceberg. Extinction will be available on PlayStation 4, Xbox One, and PC early 2018. View full article
  13. Telltale Games has revealed the release date and trailer for the upcoming part two of Batman: The Enemy Within. Titled 'The Pact,' the second episode of the five episode series focuses on the aftermath of a mysterious assassin's latest handiwork. Explosions across Gotham shake the city to its very core. Batman attempts to track down the culprits behind these misdeeds, but finds himself up against a foe that might even stump the Dark Knight himself. Meanwhile, John Doe traps Bruce Wayne in a complicated scheme - and the only way out is to follow it through. Beginning with episode two, Telltale will be launching all episodes on all platforms simultaneously. We reached out to Telltale for clarification on whether that simultaneous release schedule will extend to other Telltale game series or if it is limited to The Enemy Within. We will update with an answer. Episode Two 'The Pact' launches October 3 on Xbox One, PlayStation 4, PC, and Mac. In addition, the first two episodes of the series will become available on iOS and Android-based devices that same day. The boxed version, which Telltale has taken to calling the 'Season Pass Disc,' will also release in stores on October 3. The disc unlocks all previous episodes as well as all future episodes as they release.
  14. Telltale Games has revealed the release date and trailer for the upcoming part two of Batman: The Enemy Within. Titled 'The Pact,' the second episode of the five episode series focuses on the aftermath of a mysterious assassin's latest handiwork. Explosions across Gotham shake the city to its very core. Batman attempts to track down the culprits behind these misdeeds, but finds himself up against a foe that might even stump the Dark Knight himself. Meanwhile, John Doe traps Bruce Wayne in a complicated scheme - and the only way out is to follow it through. Beginning with episode two, Telltale will be launching all episodes on all platforms simultaneously. We reached out to Telltale for clarification on whether that simultaneous release schedule will extend to other Telltale game series or if it is limited to The Enemy Within. We will update with an answer. Episode Two 'The Pact' launches October 3 on Xbox One, PlayStation 4, PC, and Mac. In addition, the first two episodes of the series will become available on iOS and Android-based devices that same day. The boxed version, which Telltale has taken to calling the 'Season Pass Disc,' will also release in stores on October 3. The disc unlocks all previous episodes as well as all future episodes as they release. View full article
  15. The premise seems so simple - build your own theme park with dinosaurs and make it as safe as possible - how has it never been done before? Well, it has been done before. Jurassic Park III: Park Builder, Jurassic Park: Operation Genesis, and Jurassic Park Builder all tackled the same situation. However, those games all seemed to fall somewhat short of the dream players had of running a dino park while making sure life doesn't find a way. What makes Jurassic World Evolution different? Well, without more information, there aren't any specifics that back up the impression that this time we might finally get a game that fully capitalizes on the premise of a dinosaur theme park. However, the ray of hope comes in the form of the developer: Frontier Developments. Frontier has been on a bit of a roll in recent years. They created Elite: Dangerous, the sprawling space-faring sim, and Planet Coaster, a theme park construction simulator. Both titles were very well received, which bodes well for Jurassic World Evolution. Not only that, but Frontier worked on park management sims (RollerCoaster Tycoon and Thrillville franchises) for much of the early to mid 2000s. Their team possesses a wellspring of experience when it comes to creating the ideal Jurassic Park sim. What we do know is that players will be running a more modern version of Jurassic Park, Jurassic World, as seen in the recent soft reboot of the film franchise. Players will be in charge of creating new dinosaurs to show off to the public, creating additional attractions, sealing up the containment areas with the best tech available, researching new improvements to the park, and creating contingency plans in case life finds a way. Jurassic World Evolution releases sometime during summer 2018 on PlayStation 4, Xbox One, and PC.
  16. The premise seems so simple - build your own theme park with dinosaurs and make it as safe as possible - how has it never been done before? Well, it has been done before. Jurassic Park III: Park Builder, Jurassic Park: Operation Genesis, and Jurassic Park Builder all tackled the same situation. However, those games all seemed to fall somewhat short of the dream players had of running a dino park while making sure life doesn't find a way. What makes Jurassic World Evolution different? Well, without more information, there aren't any specifics that back up the impression that this time we might finally get a game that fully capitalizes on the premise of a dinosaur theme park. However, the ray of hope comes in the form of the developer: Frontier Developments. Frontier has been on a bit of a roll in recent years. They created Elite: Dangerous, the sprawling space-faring sim, and Planet Coaster, a theme park construction simulator. Both titles were very well received, which bodes well for Jurassic World Evolution. Not only that, but Frontier worked on park management sims (RollerCoaster Tycoon and Thrillville franchises) for much of the early to mid 2000s. Their team possesses a wellspring of experience when it comes to creating the ideal Jurassic Park sim. What we do know is that players will be running a more modern version of Jurassic Park, Jurassic World, as seen in the recent soft reboot of the film franchise. Players will be in charge of creating new dinosaurs to show off to the public, creating additional attractions, sealing up the containment areas with the best tech available, researching new improvements to the park, and creating contingency plans in case life finds a way. Jurassic World Evolution releases sometime during summer 2018 on PlayStation 4, Xbox One, and PC. View full article
  17. Square Enix has a complete remake of one of the greatest RPGS of all-time in the works, and it's coming sooner than anyone would have expected! The reveal of Secret of Mana comes with a slew of information about what the remake changes and leaves the same, along with a hard release date. The team working on Secret of Mana has gone to great lengths to keep the classic, top-down gameplay the same while modernizing a number of other aspects. The most obvious change comes with the 3D graphics - a dramatic departure from the Super Nintendo original. The vibrant 3D might not be on par with the likes of the upcoming Final Fantasy VII remake, but it holds a charm all its own. The developers also modernized the controls for the PlayStation 4 controller and the PS Vita. As the trailer demonstrates, actors will finally give a voice to the text players could only imagine when they played Secret of Mana back in 1993. Randi, Primm, Popoi, and many of the whimsical cast of Secret of Mana will talk and feel more alive than they ever have before. To go along with the new voices, a new soundtrack has been created to fully realize the dreams of the original's composer, Hiroki Kikuta. The soundtrack pays tribute to the original while introducing complementary elements and flourishes that weren't present previously. Of course, players will still be able to play solo or with up to two friends in local co-op. For players unfamiliar with Secret of Mana, the story centers on a young man named Randi, a headband-wearing rascal who stumbles upon the Mana Sword, a powerful weapon meant to bring peace to a world in turmoil. With the blade in hand, Randi can harness the power of Mana, a force of unimaginable power and a target for nefarious evildoers throughout the world. He sets out to defeat the forces of evil and is joined along the way by Primm, a fiery noblewoman, and a sprite named Popoi. Pre-orders are now open for Secret of Mana. Those who take advantage of the offer from PSN receive PSN avatars for the three main characters as well as a moogle suit and tiger suit option for all characters at launch. Secret of Mana releases February 15, 2018 for the PlayStation 4, PS Vita, and PC. Players too excited to wait can get their hands on the title a bit earlier at PAX West September 1-4. View full article
  18. Square Enix has a complete remake of one of the greatest RPGS of all-time in the works, and it's coming sooner than anyone would have expected! The reveal of Secret of Mana comes with a slew of information about what the remake changes and leaves the same, along with a hard release date. The team working on Secret of Mana has gone to great lengths to keep the classic, top-down gameplay the same while modernizing a number of other aspects. The most obvious change comes with the 3D graphics - a dramatic departure from the Super Nintendo original. The vibrant 3D might not be on par with the likes of the upcoming Final Fantasy VII remake, but it holds a charm all its own. The developers also modernized the controls for the PlayStation 4 controller and the PS Vita. As the trailer demonstrates, actors will finally give a voice to the text players could only imagine when they played Secret of Mana back in 1993. Randi, Primm, Popoi, and many of the whimsical cast of Secret of Mana will talk and feel more alive than they ever have before. To go along with the new voices, a new soundtrack has been created to fully realize the dreams of the original's composer, Hiroki Kikuta. The soundtrack pays tribute to the original while introducing complementary elements and flourishes that weren't present previously. Of course, players will still be able to play solo or with up to two friends in local co-op. For players unfamiliar with Secret of Mana, the story centers on a young man named Randi, a headband-wearing rascal who stumbles upon the Mana Sword, a powerful weapon meant to bring peace to a world in turmoil. With the blade in hand, Randi can harness the power of Mana, a force of unimaginable power and a target for nefarious evildoers throughout the world. He sets out to defeat the forces of evil and is joined along the way by Primm, a fiery noblewoman, and a sprite named Popoi. Pre-orders are now open for Secret of Mana. Those who take advantage of the offer from PSN receive PSN avatars for the three main characters as well as a moogle suit and tiger suit option for all characters at launch. Secret of Mana releases February 15, 2018 for the PlayStation 4, PS Vita, and PC. Players too excited to wait can get their hands on the title a bit earlier at PAX West September 1-4.
  19. In a world where robots can control the skies as effectively as pilots, what's the point of human aviators? Ace Combat 7 brings its Strangereal universe (the term given to the grounded, but entirely fictional world portrayed in the majority of Ace Combat titles) into the near future to explore that very scenario. Ace Combat 7: Unknown Skies takes place several years after the events of Ace Combat 6: Fires of Liberation and takes the series back to Osea, the main location from Ace Combat 5: The Unsung War (with the possibility of characters from 5 reappearing in 7). The Osean Federation has undertaken a massive construction project to create a space elevator. Unfortunately, that construction spilled over into the Kingdom of Erusea, and they don't take too kindly to the project. That leads to a declaration of war from their ruler, Princess Rosa Cossette D'Elise. The writing and story are being handled by Sunao Katabuchi, who also wrote the highly acclaimed Ace Combat 5. I had a chance to play with the PSVR version of Ace Combat 7 recently. The VR setup for the combat flight sim places players directly in the pilot's seat, leading to one of the greatest VR experiences I've personally had to date. The demo constituted one of the early missions from the game, tasking players to launch themselves from an aircraft carrier to engage several incoming waves of adversaries. Being able to look out of the cockpit at various angles to identify bogies as I did barrel rolls and loops through the air was incredibly freeing. While Ace Combat 7 will release on Xbox One and PC as well as PlayStation 4, the PSVR version of the title will release with unique missions. Outside of the VR experience, Ace Combat 7 sticks to the classic Ace Combat gamepad control scheme. While the series might strive for realism in the graphics department, the moment to moment gameplay resembles an arcade flier more than anything else. Players take to the skies in aircraft that are sometimes armed with upwards of 100 missiles. Simple controls make learning the ropes relatively easy for newcomers, while veterans will find enough depth and difficulty to keep themselves hooked for a long, long time. Players can take to the skies in two player local co-op or multiplayer. Ace Combat 7, originally slated for a 2017 release, will now become available sometime in 2018 on PS4, Xbox One and PC.
  20. In a world where robots can control the skies as effectively as pilots, what's the point of human aviators? Ace Combat 7 brings its Strangereal universe (the term given to the grounded, but entirely fictional world portrayed in the majority of Ace Combat titles) into the near future to explore that very scenario. Ace Combat 7: Unknown Skies takes place several years after the events of Ace Combat 6: Fires of Liberation and takes the series back to Osea, the main location from Ace Combat 5: The Unsung War (with the possibility of characters from 5 reappearing in 7). The Osean Federation has undertaken a massive construction project to create a space elevator. Unfortunately, that construction spilled over into the Kingdom of Erusea, and they don't take too kindly to the project. That leads to a declaration of war from their ruler, Princess Rosa Cossette D'Elise. The writing and story are being handled by Sunao Katabuchi, who also wrote the highly acclaimed Ace Combat 5. I had a chance to play with the PSVR version of Ace Combat 7 recently. The VR setup for the combat flight sim places players directly in the pilot's seat, leading to one of the greatest VR experiences I've personally had to date. The demo constituted one of the early missions from the game, tasking players to launch themselves from an aircraft carrier to engage several incoming waves of adversaries. Being able to look out of the cockpit at various angles to identify bogies as I did barrel rolls and loops through the air was incredibly freeing. While Ace Combat 7 will release on Xbox One and PC as well as PlayStation 4, the PSVR version of the title will release with unique missions. Outside of the VR experience, Ace Combat 7 sticks to the classic Ace Combat gamepad control scheme. While the series might strive for realism in the graphics department, the moment to moment gameplay resembles an arcade flier more than anything else. Players take to the skies in aircraft that are sometimes armed with upwards of 100 missiles. Simple controls make learning the ropes relatively easy for newcomers, while veterans will find enough depth and difficulty to keep themselves hooked for a long, long time. Players can take to the skies in two player local co-op or multiplayer. Ace Combat 7, originally slated for a 2017 release, will now become available sometime in 2018 on PS4, Xbox One and PC. View full article
  21. EA announced that Fe, one of the upcoming indie titles from their EA Originals program, would be launching early next year. Fe tells the story of a small animal that awakens in a forest full of sounds and music. Over the course of the game, players learn to communicate with the world around them and learn to interpret the wordless story as they encounter friends and foes on their journeys. Fe has been developed by Zoink Games, the Swedish studio behind indie titles like Stick it to the Man and Flipping Death. Klaus Lyngeled, the CEO and creative lead at Zoink released a statement alongside the release window saying, “We wanted to create a game that gives the feeling of exploring something special. We would spend hours in the woods as kids, and while it felt scary at first, eventually the strange sounds became familiar -- you become part of nature and the forest feels like home. Players will realize similar feelings as they play through Fe. Wherever and however the game is played, we ensure it will be a unique experience of discovery, unlike anything played before.” “Through Fe, Zoink has reminded us that everything is connected. They have created a game where the magic and beauty of nature, and all its creatures, come alive,” said Patrick Soderlund, the EVP at EA Worldwide Studios. “This game and this studio embody the spirit of the EA Originals program that we started a little over a year ago – the freedom to create, and to bring uniquely innovative and memorable games to players all over the world." Fe will release worldwide in early 2018 on Xbox One, PlayStation 4, PC, and Nintendo Switch.
  22. EA announced that Fe, one of the upcoming indie titles from their EA Originals program, would be launching early next year. Fe tells the story of a small animal that awakens in a forest full of sounds and music. Over the course of the game, players learn to communicate with the world around them and learn to interpret the wordless story as they encounter friends and foes on their journeys. Fe has been developed by Zoink Games, the Swedish studio behind indie titles like Stick it to the Man and Flipping Death. Klaus Lyngeled, the CEO and creative lead at Zoink released a statement alongside the release window saying, “We wanted to create a game that gives the feeling of exploring something special. We would spend hours in the woods as kids, and while it felt scary at first, eventually the strange sounds became familiar -- you become part of nature and the forest feels like home. Players will realize similar feelings as they play through Fe. Wherever and however the game is played, we ensure it will be a unique experience of discovery, unlike anything played before.” “Through Fe, Zoink has reminded us that everything is connected. They have created a game where the magic and beauty of nature, and all its creatures, come alive,” said Patrick Soderlund, the EVP at EA Worldwide Studios. “This game and this studio embody the spirit of the EA Originals program that we started a little over a year ago – the freedom to create, and to bring uniquely innovative and memorable games to players all over the world." Fe will release worldwide in early 2018 on Xbox One, PlayStation 4, PC, and Nintendo Switch. View full article
  23. Review: Outlast 2

    Horror films hold onto the golden rule: Never show the monster early. You can see it flit about in the shadows; the camera can linger for a while on a pair of glowing eyes as something stalks the protagonist; but never display the monster if you are trying to build the tension and subtle horror that lies beyond jump scares. Outlast 2 revels in shoving players face-first into the most awful things it can think of as if to say, "Isn't that gross and weird? ARE YOU SCARED NOW?" Its lack of nuance represents a step backward for Red Barrels. Red Barrels greeted the world with Outlast back in 2013. The horror title received acclaim for its tense structure and story line that slowly descended into madness. Players were pulled into the world of a seemingly abandoned asylum as seen through the eyes of an intrepid journalist. Combat was nonexistent, meaning players could only run and hide from the various antagonists they encountered. The fact that the asylum housed all manner of inmates led to a very interesting, deliberate grey area when it came to horror. Some inmates would become hostile, others would not. This resulted in tense moments, fueled by a fear of the unknown. Those moments of uncertainty, when constrained within the linear story and structure of Outlast, represented some of its best attempts at horror. Outlast 2 tells the story of Blake Langermann, a journalist and camera man, who works with his journalist partner and wife, Lynn. Together, they decide to pursue a story about the mysterious murder of a pregnant woman in a desolate region of Arizona. As they fly above the region in a helicopter, a mechanical failure causes the chopper to go down, stranding the both of them in the middle of nowhere. Unfortunately, the two of them have fallen into the middle of a conflict between two opposing cults who believe Lynn holds the keys to the end of the world. Blake sets off to rescue Lynn and escape the manic cult members. Outlast 2 moved away from the more interesting, murky elements of horror. Instead, it commits to subjecting the player to gruesome scenes and scenarios – shock horror. These certainly make for an uncomfortable experience, but they lack the subtlety and pacing of its predecessor or the gold standard of modern, defenseless horror, Amnesia: The Dark Descent. Several things contribute to making Outlast 2 a grueling slog to play through: world structure, how players progress through the setting, and what makes for good horror. A large portion of Outlast 2 takes place in the outdoors. You would think that this would make for an interesting dynamic; many horror games thrive on a tightly controlled, linear structure, but taking place without physical barriers seems to fly right in the face of that. The situation seems like a great opportunity to reinvent the horror genre with a more open world approach to design. Despite having access to the open air, Outlast 2 keeps to a more traditional structure, a perfectly sound, reasonable decision. Unfortunately, the implementation of this structure hurts more than helps. It ends up creating confusion in Outlast 2’s perpetual darkness. Outlast 2 wants players to run in specific directions to specific areas in the dead of night with only a grainy camcorder to reveal the way. Ideally, the design of the world would usher players in those desired directions, toward those important areas. Too often, Outlast 2 drops the ball and becomes a confusing, frustrating exercise in trial and error in the woods and fields. In pushing stealth and hiding as the main mechanic, Outlast 2’s design leads to players avoid the obvious routes and stick to the outskirts of any given area – until they are forced into those pathways, which triggers enemy aggression. If this is the approach the game wants to take, why bother having open, outdoor segments at all? Players are often given no time to learn an area, no time to strategize – unless they die repeatedly to scout out the proper route. This has the effect of reducing the horror as players become more familiar with any given area, something that should be the exact opposite of what the developers want players to experience. Outlast 2 seems to be strangely aware of this deficiency, however. To counter these more open, frustrating segments, the game puts players through cutscenes and areas of minimal interactivity that deal with highly uncomfortable and twisted scenarios, like living through a crucifixion. Doubtlessly this approach will appeal to some in the horror community, but I personally found it desensitizing after a while. That desensitization, that cheapening of the horror inherent in Outlast 2’s violence might just be the title’s biggest problem. Instead of leaving the player to feel a growing dread or an uncertainty about their surroundings, Outlast 2 opts to try going bigger and more horrible the farther that players progress. This immediately becomes a problem because Outlast 2’s starting point begins at what might in other games be part of the horror highlight reel. Within the first hour players encounter a pit of dead children, tortured people in cages, ritualistic killings, sexual assault, and more. Where else can the game go from there? It turns out that it can go quite a few places, but the staged scenes intended to shock the player become less scary and more of a grueling chore than anything else. And that’s a shame, because the story of Outlast 2 might be one of the best things it has going for it. Repressed memories, working through trauma, how people live and survive after experiencing tragedy, all of those themes present some interesting questions throughout Outlast 2. Unfortunately, experiencing that story might be really difficult for people who are either turned off by the violence – not just because of the graphic content, but also that it eventually becomes so routine and, frankly, boring. Conclusion: Instead of feeling scared or tense, I fell into a rut with Outlast 2 of just trying to make progress, and the intended scares wound up feeling flat. In other words, Outlast 2 reveals its hand too early; it breaks the golden rule and puts its hideous monster on full display in the opening minutes and never lets up until the very end. Some might find that exhilarating in a horror game – others, like myself, might find it dull compared with other titles in the genre. Outlast 2 was reviewed on PC and is available on PlayStation 4, Xbox One, and PC
  24. Feature: Review: Outlast 2

    Horror films hold onto the golden rule: Never show the monster early. You can see it flit about in the shadows; the camera can linger for a while on a pair of glowing eyes as something stalks the protagonist; but never display the monster if you are trying to build the tension and subtle horror that lies beyond jump scares. Outlast 2 revels in shoving players face-first into the most awful things it can think of as if to say, "Isn't that gross and weird? ARE YOU SCARED NOW?" Its lack of nuance represents a step backward for Red Barrels. Red Barrels greeted the world with Outlast back in 2013. The horror title received acclaim for its tense structure and story line that slowly descended into madness. Players were pulled into the world of a seemingly abandoned asylum as seen through the eyes of an intrepid journalist. Combat was nonexistent, meaning players could only run and hide from the various antagonists they encountered. The fact that the asylum housed all manner of inmates led to a very interesting, deliberate grey area when it came to horror. Some inmates would become hostile, others would not. This resulted in tense moments, fueled by a fear of the unknown. Those moments of uncertainty, when constrained within the linear story and structure of Outlast, represented some of its best attempts at horror. Outlast 2 tells the story of Blake Langermann, a journalist and camera man, who works with his journalist partner and wife, Lynn. Together, they decide to pursue a story about the mysterious murder of a pregnant woman in a desolate region of Arizona. As they fly above the region in a helicopter, a mechanical failure causes the chopper to go down, stranding the both of them in the middle of nowhere. Unfortunately, the two of them have fallen into the middle of a conflict between two opposing cults who believe Lynn holds the keys to the end of the world. Blake sets off to rescue Lynn and escape the manic cult members. Outlast 2 moved away from the more interesting, murky elements of horror. Instead, it commits to subjecting the player to gruesome scenes and scenarios – shock horror. These certainly make for an uncomfortable experience, but they lack the subtlety and pacing of its predecessor or the gold standard of modern, defenseless horror, Amnesia: The Dark Descent. Several things contribute to making Outlast 2 a grueling slog to play through: world structure, how players progress through the setting, and what makes for good horror. A large portion of Outlast 2 takes place in the outdoors. You would think that this would make for an interesting dynamic; many horror games thrive on a tightly controlled, linear structure, but taking place without physical barriers seems to fly right in the face of that. The situation seems like a great opportunity to reinvent the horror genre with a more open world approach to design. Despite having access to the open air, Outlast 2 keeps to a more traditional structure, a perfectly sound, reasonable decision. Unfortunately, the implementation of this structure hurts more than helps. It ends up creating confusion in Outlast 2’s perpetual darkness. Outlast 2 wants players to run in specific directions to specific areas in the dead of night with only a grainy camcorder to reveal the way. Ideally, the design of the world would usher players in those desired directions, toward those important areas. Too often, Outlast 2 drops the ball and becomes a confusing, frustrating exercise in trial and error in the woods and fields. In pushing stealth and hiding as the main mechanic, Outlast 2’s design leads to players avoid the obvious routes and stick to the outskirts of any given area – until they are forced into those pathways, which triggers enemy aggression. If this is the approach the game wants to take, why bother having open, outdoor segments at all? Players are often given no time to learn an area, no time to strategize – unless they die repeatedly to scout out the proper route. This has the effect of reducing the horror as players become more familiar with any given area, something that should be the exact opposite of what the developers want players to experience. Outlast 2 seems to be strangely aware of this deficiency, however. To counter these more open, frustrating segments, the game puts players through cutscenes and areas of minimal interactivity that deal with highly uncomfortable and twisted scenarios, like living through a crucifixion. Doubtlessly this approach will appeal to some in the horror community, but I personally found it desensitizing after a while. That desensitization, that cheapening of the horror inherent in Outlast 2’s violence might just be the title’s biggest problem. Instead of leaving the player to feel a growing dread or an uncertainty about their surroundings, Outlast 2 opts to try going bigger and more horrible the farther that players progress. This immediately becomes a problem because Outlast 2’s starting point begins at what might in other games be part of the horror highlight reel. Within the first hour players encounter a pit of dead children, tortured people in cages, ritualistic killings, sexual assault, and more. Where else can the game go from there? It turns out that it can go quite a few places, but the staged scenes intended to shock the player become less scary and more of a grueling chore than anything else. And that’s a shame, because the story of Outlast 2 might be one of the best things it has going for it. Repressed memories, working through trauma, how people live and survive after experiencing tragedy, all of those themes present some interesting questions throughout Outlast 2. Unfortunately, experiencing that story might be really difficult for people who are either turned off by the violence – not just because of the graphic content, but also that it eventually becomes so routine and, frankly, boring. Conclusion: Instead of feeling scared or tense, I fell into a rut with Outlast 2 of just trying to make progress, and the intended scares wound up feeling flat. In other words, Outlast 2 reveals its hand too early; it breaks the golden rule and puts its hideous monster on full display in the opening minutes and never lets up until the very end. Some might find that exhilarating in a horror game – others, like myself, might find it dull compared with other titles in the genre. Outlast 2 was reviewed on PC and is available on PlayStation 4, Xbox One, and PC View full article
  25. I'm doing my first stream for Extra Life on 9/1, and my first stream overall. I'm going to be streaming from the PS4, and I'd like to be able to have group chat in during the stream. Does anybody know of a way to do this?