Showing results for tags 'stealth'. - Extra Life Community Hub Jump to content

Search the Community

Showing results for tags 'stealth'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Extra Life News
    • Extra Life Updates
    • Best Practices
    • Community Content
    • Why I Extra Life
    • Fundraising
    • Contests
  • Gaming News
  • Features
  • Podcast

Discussions

  • Extra Life Discussions
    • General Extra Life Discussion
    • Local Extra Lifers
    • Fundraising Ideas
    • Live Streaming Tips & Tricks
    • Official Extra Life Stream Team Discussion
    • Extra Life JSON Code Discussion & Sharing
    • Extra Life United
    • Extra Life Q & A
  • Articles & Extra Life Announcements
    • Announcements
  • Official Extra Life Guilds
    • Guild information and Discussion
    • Canada
    • Northeastern US
    • Southeastern US
    • Central US
    • Western US
  • Gaming Discussions
  • Other Stuff
  • Denver Extra Life Guild's Recent Posts

Calendars

  • Extra Life Community Calendar
  • Extra Life Stream Team
  • Akron Guild
  • Albany Guild
  • Albuquerque Guild
  • Anchorage Guild
  • Atlanta Guild
  • Austin Guild
  • Bakersfield Guild
  • Baltimore Guild
  • Birmingham Guild
  • Boston Guild
  • Burlington Guild
  • Buffalo Guild
  • Calgary, AB Guild
  • Morgantown Guild
  • Charlottesville Guild
  • Chicago Guild
  • Cincinnati Guild
  • Cleveland Guild
  • Columbia, MO Guild
  • Columbus, OH Guild
  • Dallas Guild
  • Dayton Guild
  • Denver Guild
  • Des Moines Guild
  • Detroit Guild
  • Edmonton, AB Guild
  • Fargo-Valley City Guild
  • Fresno Guild
  • Ft. Worth Guild
  • Gainesville-Tallahassee Guild
  • Grand Rapids Guild
  • Halifax, NS Guild
  • Hamilton, ON Guild
  • Hartford Guild
  • Hershey Guild
  • Hudson Valley Guild
  • Houston Guild
  • Indianapolis Guild
  • Jacksonville Guild
  • Kansas City Guild
  • Knoxville Guild
  • Lansing Guild
  • London, ON Guild
  • Los Angeles Guild
  • Milwaukee / Madison Guild
  • Minneapolis / Twin Cities Guild
  • Montreal / Quebec City Guild
  • Nashville Guild
  • Newark Guild
  • NYC & Long Island Guild
  • Oakland / San Francisco Guild
  • Omaha Guild
  • Orange County Guild
  • Orlando Guild
  • Ottawa, ON Guild
  • Philadelphia Guild
  • Phoenix Guild
  • Pittsburgh Guild
  • Portland, OR Guild
  • Portland, ME Guild
  • Raleigh-Durham Guild
  • Richmond Guild
  • Sacramento Guild
  • Salt Lake City Guild
  • San Antonio Guild
  • San Diego Guild
  • San Juan, PR Guild
  • Saskatchewan Guild
  • Seattle Guild
  • Spokane Guild
  • Springfield-Champaign, IL Guild
  • Springfield, MA Guild
  • St. Louis Guild
  • Syracuse Guild
  • Tampa / St. Petersburg Guild
  • Toronto, ON Guild
  • Vancouver, BC Guild
  • Washington DC Guild
  • Winnipeg, MB Guild
  • Denver Extra Life Guild's Events
  • Extra Life Akron's Events

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Hospital


Location


Why I "Extra Life"


Interests


Twitter


Instagram


Twitch


Mixer


Discord


Blizzard Battletag


Nintendo ID


PSN ID


Steam


Origin


Xbox Gamertag

Found 12 results

  1. Sekiro: Shadows Die Twice exists as a fundamentally different beast than what many players might expect from the developers who brought them Dark Souls and Bloodborne. FromSoftware manages to infuse the stealth-action game with a lot of the same trimmings and style as their previous action-RPGs, but take Sekiro in an almost entirely different direction. Diverging from their incredibly successful formula to try something new represented a substantial risk. However, Hidetaka Miyazaki and his team pulled off the impossible and created an experience that will surely stick with players for years to come - provided they can adapt to Sekiro's punishing gameplay mechanics. Sekiro tells the story of an honorable (or perhaps dishonorable, depending on your choices) shinobi, a ninja in service to a young boy named Lord Kuro. Of course, a FromSoftware game these days needs an element of the mystic and Lord Kuro also happens to be the Divine Heir, someone blessed with blood that prevents him from ever dying. Of course, that blood makes him the target of every power-hungry figure who yearns for immortality. The lands of Ashina in feudal Japan find themselves overrun with hostile forces and Lord Kuro captured shortly after the game begins. Our titular hero, Sekiro, must use all of his cunning and swordsmanship to rescue his master and follow the Iron Code of the shinobi. In his quest to secure Lord Kuro and follow the boy's orders, Sekiro contends with far more than human adversaries. Ghosts, gods, demons, and creatures straight out of Japanese folklore rise to stop him and spread chaos throughout the land. Learning how to deal with all of these threats, both mundane and supernatural, as just one man armed with a sword and a handful of shinobi tools would be quite the challenge under a Dark Souls-like system of death. You will die. That's an inescapable fact about Sekiro. However, Lord Kuro gave his loyal shinobi the gift of his blood, bestowing the ability to resurrect from the point of death to give another chance at emerging victorious from battle. And what battles you will have to endure and survive. Sekiro: Shadows Die Twice focuses on the back and forth of clashing swords. You won't be able to dodge roll around most attacks or play it safe. Instead the highly lethal combat encourages players to stand toe to toe with adversaries, timing blocks and counters to overcome enemies in a way that would feel right at home in the life or death struggles that play such an important role in Akira Kurosawa's films. In this way, combat becomes more of a dance, blades singing through the air as they strike against flesh and steel. Players who can pick up on the pattern of attacks, the pacing of the dance, will find that Sekiro takes on an almost rhythm game-like feel. Sekiro rewards players for timing blocks and dodges right by turning them into deflections or counters, moves that help open enemies up for attacks. This makes the ability to time moves properly incredibly important. It also often means that running around and avoiding attacks while waiting for an opening is just not enough to make much progress. In fact, most of the boss encounters early on are specifically designed to crush that approach to combat out of players. Clever use of shinobi tools, knowing when to disengage, and recognizing when the time has come to stand your ground and fight head-on all prove integral to standing in triumph over foes. Always remember that Sekiro was built with more verticality in mind than Dark Souls or Bloodborne, so keep an eye out for grappling locations, especially in boss fights. They could open the door for a quick escape or a devastating counterattack. Of course, mastering the basic combat only prepares players for the unexpected challenges that are to come. The world of Sekiro is one where a human with a sharp mind and skilled with a blade can fight on equal terms with gods and demons. The mechanics introduced in the early game apply when fighting colossal beasts and otherworldly threats, though adapting to those animations and rhythms can prove to be a true challenge. Contending with magic and restless undead might seem to put Sekiro on uneven footing, but as players progress, they can use skill points to unlock new combos and techniques to help them compete against even immortal adversaries. Beyond combat, Sekiro has much to offer in terms of narrative. For the past several games, FromSoftware has told stories heavy on lore and world-building without much of a focus on the main protagonist outside of the role they fill within that detailed world. Sekiro: Shadows Die Twice takes a different approach, opting to have a named protagonist with clearly articulated wants and desires, and supporting characters who all relate to him. This, more than anything else, helps Sekiro to feel more grounded than any of Hidetaka Miyazaki's other projects over the last several years. The grounded experience is further reinforced by the fact that the setting is one in which humans not only survive but thrive. Some of the most interesting enemies and encounters aren't big in scope, just two highly competent humans fighting one another in a life or death struggle. Since the narrative frames those human struggles in a more intimate and personal way, the player gets pulled into that fight, too. It simply feels more "real." We are continually reminded throughout the game that dragons, gods, demons, and ghosts are all aberrations; creatures and creations that pervert the natural cycle of the world - or exist outside of it. That brings us to one of the more interesting elements of Sekiro: Shadows Die Twice: Religion. Whereas Dark Souls had bonfires and Bloodborne had lanterns, Sekiro has carvings of Buddha. In fact, Buddha and Buddhist imagery appear numerous times throughout Sekiro and understanding Buddhist philosophy can deepen the understanding of the narrative. For example, a major part of the central conflict raging at the heart of most FromSoftware games has been that holding onto something that will inevitably be lost can only cause suffering; it cannot actually satisfy. In Dark Souls, that something is Gwyn's Age of Fire and the curse placed upon humanity to force them into continuing the cycle over and over again. In Sekiro, the human pursuit of immortality represents a complete abandonment of the natural cycle of death and reincarnation. Sekiro's ability to die and resurrect is shown as useful but also something that spreads disease and suffering onto others. Those who have allowed themselves to become infested with immortal worms become undying and monstrous. The mission to create a god who could bestow eternal life sacrifices untold numbers of children to form one imperfect idol. In Buddhist terms, the dissatisfaction that these characters feel with their impending deaths are part of what is known as dukkha, the suffering and unsatisfying nature of a temporary existence. The way that they deal with that, however, is to wander far in search of an escape, a way to make their temporary state permanent rather than to pursue the eight-fold path and exit the cycle of reincarnation. Sekiro depicts the folly of such a wrong-headed approach to dealing with dukkha and the pain that can be inflicted on others by such an attempt. What interests me the most about Sekiro's depiction of Buddhism comes down to how its included so boldly in the game itself. Not many games are willing to show anything more than a fictional religion for fear that it might alienate some of the consumer base. In Sekiro, however, players pray at Buddha statues to fast-travel, level up, and more. The imagery is carved into the environments. Characters talk about Buddha, too. In fact, one of the main characters can't seem to stop carving Buddhas. One of the most important items players collect over their time spent in Sekiro are Buddhist prayer beads. There are even several cutscenes depicting the earnest prayers of our protagonist. That's bold and fascinating. How often have you seen a Muslim in prayer in a video game? Or a Christian? I honestly don't know that I have ever seen a protagonist in a video game pray in relation to a religion that exists in the real world. Video games are art and religion seems to be one of those areas that video games haven't yet gone in-depth, so this could be a sign of things to come. Conclusion: Sekiro: Shadows Die Twice stands apart from the Soulsborne games. The highly lethal approach to combat seems suited for the mechanics and message the developers were going for. Encounters with enemies feel fair, with tight controls responding well to the rhythm of battle; even normal enemies sometimes achieve the satisfying back-and-forth trading of blows often reserved for mini-bosses. The world doesn't stop surprising right up until the end, especially if you aren't familiar with Japanese folklore. The main complaint about Sekiro's gameplay would be the functional but shoddy stealth system. A sequel seems almost inevitable at this point and further refinements to sneaking and related abilities would go a long way toward making it feel more robust. Perhaps sneaking through an enemy city and avoiding the non-violent civilians? Experiencing Sekiro's visuals feels like a treat for the eyes. The lighting and level design often lead to moments that feel cinematic and the day-night cycle that progresses as main story objectives are achieved lends each location a new experience when you begin backtracking looking for secrets (something you should definitely do). The music in Sekiro failed to live up to the standards of the visuals, but it doesn't actively detract from the game in any major way. It just doesn't stand out. However, the sound design almost completely makes up for the lackluster score. Blades clashing, otherworldly howls, the melancholy notes of ethereal instruments floating through the air, Sekiro: Shadows Die Twice knows how to characterize its enemies and struggles by sound alone. Sekiro: Shadows Die Twice should absolutely be on your gaming wishlist if you have any love for FromSoftware titles or action games in general. It doesn't get much better than this. Sekiro: Shadows Die Twice was reviewed on PC and is available now on PlayStation 4, Xbox One, and PC. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  2. Sekiro: Shadows Die Twice exists as a fundamentally different beast than what many players might expect from the developers who brought them Dark Souls and Bloodborne. FromSoftware manages to infuse the stealth-action game with a lot of the same trimmings and style as their previous action-RPGs, but take Sekiro in an almost entirely different direction. Diverging from their incredibly successful formula to try something new represented a substantial risk. However, Hidetaka Miyazaki and his team pulled off the impossible and created an experience that will surely stick with players for years to come - provided they can adapt to Sekiro's punishing gameplay mechanics. Sekiro tells the story of an honorable (or perhaps dishonorable, depending on your choices) shinobi, a ninja in service to a young boy named Lord Kuro. Of course, a FromSoftware game these days needs an element of the mystic and Lord Kuro also happens to be the Divine Heir, someone blessed with blood that prevents him from ever dying. Of course, that blood makes him the target of every power-hungry figure who yearns for immortality. The lands of Ashina in feudal Japan find themselves overrun with hostile forces and Lord Kuro captured shortly after the game begins. Our titular hero, Sekiro, must use all of his cunning and swordsmanship to rescue his master and follow the Iron Code of the shinobi. In his quest to secure Lord Kuro and follow the boy's orders, Sekiro contends with far more than human adversaries. Ghosts, gods, demons, and creatures straight out of Japanese folklore rise to stop him and spread chaos throughout the land. Learning how to deal with all of these threats, both mundane and supernatural, as just one man armed with a sword and a handful of shinobi tools would be quite the challenge under a Dark Souls-like system of death. You will die. That's an inescapable fact about Sekiro. However, Lord Kuro gave his loyal shinobi the gift of his blood, bestowing the ability to resurrect from the point of death to give another chance at emerging victorious from battle. And what battles you will have to endure and survive. Sekiro: Shadows Die Twice focuses on the back and forth of clashing swords. You won't be able to dodge roll around most attacks or play it safe. Instead the highly lethal combat encourages players to stand toe to toe with adversaries, timing blocks and counters to overcome enemies in a way that would feel right at home in the life or death struggles that play such an important role in Akira Kurosawa's films. In this way, combat becomes more of a dance, blades singing through the air as they strike against flesh and steel. Players who can pick up on the pattern of attacks, the pacing of the dance, will find that Sekiro takes on an almost rhythm game-like feel. Sekiro rewards players for timing blocks and dodges right by turning them into deflections or counters, moves that help open enemies up for attacks. This makes the ability to time moves properly incredibly important. It also often means that running around and avoiding attacks while waiting for an opening is just not enough to make much progress. In fact, most of the boss encounters early on are specifically designed to crush that approach to combat out of players. Clever use of shinobi tools, knowing when to disengage, and recognizing when the time has come to stand your ground and fight head-on all prove integral to standing in triumph over foes. Always remember that Sekiro was built with more verticality in mind than Dark Souls or Bloodborne, so keep an eye out for grappling locations, especially in boss fights. They could open the door for a quick escape or a devastating counterattack. Of course, mastering the basic combat only prepares players for the unexpected challenges that are to come. The world of Sekiro is one where a human with a sharp mind and skilled with a blade can fight on equal terms with gods and demons. The mechanics introduced in the early game apply when fighting colossal beasts and otherworldly threats, though adapting to those animations and rhythms can prove to be a true challenge. Contending with magic and restless undead might seem to put Sekiro on uneven footing, but as players progress, they can use skill points to unlock new combos and techniques to help them compete against even immortal adversaries. Beyond combat, Sekiro has much to offer in terms of narrative. For the past several games, FromSoftware has told stories heavy on lore and world-building without much of a focus on the main protagonist outside of the role they fill within that detailed world. Sekiro: Shadows Die Twice takes a different approach, opting to have a named protagonist with clearly articulated wants and desires, and supporting characters who all relate to him. This, more than anything else, helps Sekiro to feel more grounded than any of Hidetaka Miyazaki's other projects over the last several years. The grounded experience is further reinforced by the fact that the setting is one in which humans not only survive but thrive. Some of the most interesting enemies and encounters aren't big in scope, just two highly competent humans fighting one another in a life or death struggle. Since the narrative frames those human struggles in a more intimate and personal way, the player gets pulled into that fight, too. It simply feels more "real." We are continually reminded throughout the game that dragons, gods, demons, and ghosts are all aberrations; creatures and creations that pervert the natural cycle of the world - or exist outside of it. That brings us to one of the more interesting elements of Sekiro: Shadows Die Twice: Religion. Whereas Dark Souls had bonfires and Bloodborne had lanterns, Sekiro has carvings of Buddha. In fact, Buddha and Buddhist imagery appear numerous times throughout Sekiro and understanding Buddhist philosophy can deepen the understanding of the narrative. For example, a major part of the central conflict raging at the heart of most FromSoftware games has been that holding onto something that will inevitably be lost can only cause suffering; it cannot actually satisfy. In Dark Souls, that something is Gwyn's Age of Fire and the curse placed upon humanity to force them into continuing the cycle over and over again. In Sekiro, the human pursuit of immortality represents a complete abandonment of the natural cycle of death and reincarnation. Sekiro's ability to die and resurrect is shown as useful but also something that spreads disease and suffering onto others. Those who have allowed themselves to become infested with immortal worms become undying and monstrous. The mission to create a god who could bestow eternal life sacrifices untold numbers of children to form one imperfect idol. In Buddhist terms, the dissatisfaction that these characters feel with their impending deaths are part of what is known as dukkha, the suffering and unsatisfying nature of a temporary existence. The way that they deal with that, however, is to wander far in search of an escape, a way to make their temporary state permanent rather than to pursue the eight-fold path and exit the cycle of reincarnation. Sekiro depicts the folly of such a wrong-headed approach to dealing with dukkha and the pain that can be inflicted on others by such an attempt. What interests me the most about Sekiro's depiction of Buddhism comes down to how its included so boldly in the game itself. Not many games are willing to show anything more than a fictional religion for fear that it might alienate some of the consumer base. In Sekiro, however, players pray at Buddha statues to fast-travel, level up, and more. The imagery is carved into the environments. Characters talk about Buddha, too. In fact, one of the main characters can't seem to stop carving Buddhas. One of the most important items players collect over their time spent in Sekiro are Buddhist prayer beads. There are even several cutscenes depicting the earnest prayers of our protagonist. That's bold and fascinating. How often have you seen a Muslim in prayer in a video game? Or a Christian? I honestly don't know that I have ever seen a protagonist in a video game pray in relation to a religion that exists in the real world. Video games are art and religion seems to be one of those areas that video games haven't yet gone in-depth, so this could be a sign of things to come. Conclusion: Sekiro: Shadows Die Twice stands apart from the Soulsborne games. The highly lethal approach to combat seems suited for the mechanics and message the developers were going for. Encounters with enemies feel fair, with tight controls responding well to the rhythm of battle; even normal enemies sometimes achieve the satisfying back-and-forth trading of blows often reserved for mini-bosses. The world doesn't stop surprising right up until the end, especially if you aren't familiar with Japanese folklore. The main complaint about Sekiro's gameplay would be the functional but shoddy stealth system. A sequel seems almost inevitable at this point and further refinements to sneaking and related abilities would go a long way toward making it feel more robust. Perhaps sneaking through an enemy city and avoiding the non-violent civilians? Experiencing Sekiro's visuals feels like a treat for the eyes. The lighting and level design often lead to moments that feel cinematic and the day-night cycle that progresses as main story objectives are achieved lends each location a new experience when you begin backtracking looking for secrets (something you should definitely do). The music in Sekiro failed to live up to the standards of the visuals, but it doesn't actively detract from the game in any major way. It just doesn't stand out. However, the sound design almost completely makes up for the lackluster score. Blades clashing, otherworldly howls, the melancholy notes of ethereal instruments floating through the air, Sekiro: Shadows Die Twice knows how to characterize its enemies and struggles by sound alone. Sekiro: Shadows Die Twice should absolutely be on your gaming wishlist if you have any love for FromSoftware titles or action games in general. It doesn't get much better than this. Sekiro: Shadows Die Twice was reviewed on PC and is available now on PlayStation 4, Xbox One, and PC. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  3. All aboard the HMCS Britannic for a foray into madness courtesy of the mysterious Mr. X. The ship has all the modern conveniences as well as the ability to fly and travel through time. Also, any one of the other guests might be out to kill you. Looks can be deceiving in Murderous Pursuits, a game of refinement, role-playing, and, of course, MURDER. Murderous Pursuits puts players into a given section of the Britannic with up to seven of their friends who have taken the identities of other ship guests. Without drawing too much attention to yourself either from ship guards or other players, each guest must hunt down and kill their rivals in creative and sneaky ways. Of course, you should try not to make too much of a scene, since it might draw the attention of the guest stalking your trail. Take your time to explore the space, find insane (but concealable) weapons, and find the right time and place for your target's demise. Developer Blazing Griffin will be launching the game next week, but hopes that the open beta they have planned for this weekend can help iron out any remaining wrinkles in their game. The beta will begin tomorrow, April 20, at 7pm EST/4pm PST and run until Sunday, April 22, at 12am EST/9pm PST. You can install the beta client from the title's Steam page. Murderous Pursuits releases for PC on April 26. View full article
  4. All aboard the HMCS Britannic for a foray into madness courtesy of the mysterious Mr. X. The ship has all the modern conveniences as well as the ability to fly and travel through time. Also, any one of the other guests might be out to kill you. Looks can be deceiving in Murderous Pursuits, a game of refinement, role-playing, and, of course, MURDER. Murderous Pursuits puts players into a given section of the Britannic with up to seven of their friends who have taken the identities of other ship guests. Without drawing too much attention to yourself either from ship guards or other players, each guest must hunt down and kill their rivals in creative and sneaky ways. Of course, you should try not to make too much of a scene, since it might draw the attention of the guest stalking your trail. Take your time to explore the space, find insane (but concealable) weapons, and find the right time and place for your target's demise. Developer Blazing Griffin will be launching the game next week, but hopes that the open beta they have planned for this weekend can help iron out any remaining wrinkles in their game. The beta will begin tomorrow, April 20, at 7pm EST/4pm PST and run until Sunday, April 22, at 12am EST/9pm PST. You can install the beta client from the title's Steam page. Murderous Pursuits releases for PC on April 26.
  5. For as long as I’ve known her, my mother has been deathly afraid of rats. Even the faintest squeak of the floor is enough to send her into hysterics, a trait my sibling and I have exploited to no end of our own sadistic joy. As a pediatric nurse, my mother regularly witnesses some of the scariest moments of thousands of people’s lives, but these tiny creatures still instill the darkest possible fear in her. A Plague Tale: Innocence is going to melt her gosh darn brain. The developers at Asobo Studio gave a hands-off demo exclusive to members of the media featuring the same locations from their E3 teaser trailer, showcasing Plague Tale’s dark Inquisition era and roving hordes of rodents. You play as a young, redheaded woman named Amicia, searching through the mucky streets of a 14th century French village for your younger brother Hugo and mother. It’s the middle of the night and the streets are deathly quiet. Amicia happened upon a group of Inquisition soldiers attempting to bust into a residence suspected of harboring criminals or the diseased; I’m not quite sure. What is sure is that these soldiers are definitely bad dudes (they also believe Amicia and her family are a clan of witches), as Amicia eventually comes upon a guarded carriage housing her captive brother. Two soldiers with lanterns are patrolling nearby as a few clusters of rats slink through the grass. Considering Amicia isn’t some hulking swordsman, she has to use her ingenuity and intellect to defeat obstacles. To that end, she’s able to use a sling to whip rocks at both guards, forcing them to drop their lanterns, which smash on impact. In the world of Plague Tale, strong light is able to ward off the rat hordes, as they’re infused with some magical, almost vampiric power that forces them to stick to the shadows; unfortunate for the guards now shrouded in darkness, as nearby rats immediately swarm them, leaping all over their bodies to tear their flesh apart. There’s little time to consider the wails of death, as Amicia grabs her brother and flees into a nearby cathedral. Plague Tale isn’t all rats and rock slinging, though. Amicia is able to order Hugo to slip into small spaces she’s too tall for, allowing him to retrieve light sources or other resources from unreachable locations and other basic puzzles. Amicia determines that they need to reach the back of the cathedral to find their missing mother, but it’s blocked by another large horde of rats guarding an oddly fleshy crack in the wall. After Hugo retrieves a lantern from behind a nearby gate, Amicia is able to disperse the rats by shooting a rock at a large fire pot hanging from the ceiling and knocking it to the ground. To the horror of Amicia and her brother, the resounding crash of metal on stone attracts more rats than she could account for. From every crack, hole and open wound in the stonework comes hundreds and hundreds of pissed off rodents. This is where Plague Tale’s technology shines through. After the demo, I asked how many rats the developers could fit on screen at once. Their answer: Roughly 3,000. The true beauty of these horrifying hordes isn’t just how many of them can be on screen, it’s how they flow like water, ebbing and gliding over architecture in a deliberate, yet chaotic nature. It’s eerily reminiscent of the zombies in World War Z, as they careened down a market street, flooding every inch from top to bottom with their collective rage. And while each rat beefs up the larger group, each one feels like a relatively independent creature when your light source is able to kill off a few stragglers. From there, Amicia proceeded to clutch Hugo close to her as they pushed forward through the avalanche of rats, directing the light towards any clusters that threatened to get too close. The tension continues to mount higher and higher until the pair make it to a gash in the wall, leading to a disturbingly dark and fleshy tunnel. Hugo, hearing the call of their mother, goes running off into the shadows as Amicia warns him that it can’t be her. A Plague Tale: Innocence definitely fits into publisher Focus Home Interactive’s mostly gothic repertoire and the hook of navigating a grim world beset by rodents is welcome. According to the developer, the entire game will take about 10 hours to complete, which begs the question of just how much this game will depend on rats, stealthing past soldiers, or basic puzzle solving with your brother. Plague Tale’s scope might end up getting a little too wide, but as long as the horrors of the rat horde stay fresh, I’ll be more than willing to bite. A Plague Tale: Innocence doesn't have a release date yet, but it is planned to hit PlayStation 4, Xbox One and PC. View full article
  6. For as long as I’ve known her, my mother has been deathly afraid of rats. Even the faintest squeak of the floor is enough to send her into hysterics, a trait my sibling and I have exploited to no end of our own sadistic joy. As a pediatric nurse, my mother regularly witnesses some of the scariest moments of thousands of people’s lives, but these tiny creatures still instill the darkest possible fear in her. A Plague Tale: Innocence is going to melt her gosh darn brain. The developers at Asobo Studio gave a hands-off demo exclusive to members of the media featuring the same locations from their E3 teaser trailer, showcasing Plague Tale’s dark Inquisition era and roving hordes of rodents. You play as a young, redheaded woman named Amicia, searching through the mucky streets of a 14th century French village for your younger brother Hugo and mother. It’s the middle of the night and the streets are deathly quiet. Amicia happened upon a group of Inquisition soldiers attempting to bust into a residence suspected of harboring criminals or the diseased; I’m not quite sure. What is sure is that these soldiers are definitely bad dudes (they also believe Amicia and her family are a clan of witches), as Amicia eventually comes upon a guarded carriage housing her captive brother. Two soldiers with lanterns are patrolling nearby as a few clusters of rats slink through the grass. Considering Amicia isn’t some hulking swordsman, she has to use her ingenuity and intellect to defeat obstacles. To that end, she’s able to use a sling to whip rocks at both guards, forcing them to drop their lanterns, which smash on impact. In the world of Plague Tale, strong light is able to ward off the rat hordes, as they’re infused with some magical, almost vampiric power that forces them to stick to the shadows; unfortunate for the guards now shrouded in darkness, as nearby rats immediately swarm them, leaping all over their bodies to tear their flesh apart. There’s little time to consider the wails of death, as Amicia grabs her brother and flees into a nearby cathedral. Plague Tale isn’t all rats and rock slinging, though. Amicia is able to order Hugo to slip into small spaces she’s too tall for, allowing him to retrieve light sources or other resources from unreachable locations and other basic puzzles. Amicia determines that they need to reach the back of the cathedral to find their missing mother, but it’s blocked by another large horde of rats guarding an oddly fleshy crack in the wall. After Hugo retrieves a lantern from behind a nearby gate, Amicia is able to disperse the rats by shooting a rock at a large fire pot hanging from the ceiling and knocking it to the ground. To the horror of Amicia and her brother, the resounding crash of metal on stone attracts more rats than she could account for. From every crack, hole and open wound in the stonework comes hundreds and hundreds of pissed off rodents. This is where Plague Tale’s technology shines through. After the demo, I asked how many rats the developers could fit on screen at once. Their answer: Roughly 3,000. The true beauty of these horrifying hordes isn’t just how many of them can be on screen, it’s how they flow like water, ebbing and gliding over architecture in a deliberate, yet chaotic nature. It’s eerily reminiscent of the zombies in World War Z, as they careened down a market street, flooding every inch from top to bottom with their collective rage. And while each rat beefs up the larger group, each one feels like a relatively independent creature when your light source is able to kill off a few stragglers. From there, Amicia proceeded to clutch Hugo close to her as they pushed forward through the avalanche of rats, directing the light towards any clusters that threatened to get too close. The tension continues to mount higher and higher until the pair make it to a gash in the wall, leading to a disturbingly dark and fleshy tunnel. Hugo, hearing the call of their mother, goes running off into the shadows as Amicia warns him that it can’t be her. A Plague Tale: Innocence definitely fits into publisher Focus Home Interactive’s mostly gothic repertoire and the hook of navigating a grim world beset by rodents is welcome. According to the developer, the entire game will take about 10 hours to complete, which begs the question of just how much this game will depend on rats, stealthing past soldiers, or basic puzzle solving with your brother. Plague Tale’s scope might end up getting a little too wide, but as long as the horrors of the rat horde stay fresh, I’ll be more than willing to bite. A Plague Tale: Innocence doesn't have a release date yet, but it is planned to hit PlayStation 4, Xbox One and PC.
  7. The stealth genre is one that has historically been populated by a smattering of high profile hits like Metal Gear Solid or Thief and more than a few attempts that failed to leave more than a lingering impression. Not many companies were looking to take a big risk on a stealth game in 2012, let alone a 2D sidescrolling action-platformer (which, to the best of our knowledge, hadn't really been done prior). Indie studio Klei Entertainment embraced minimalist design principles and took a big gamble on Mark of the Ninja. Players took on the role of a ninja tattooed with the madness-inducing mark of their clan and entrusted with the task of defending it from villainous mercenaries. How does this moderately well-received indie title hold up several years later? Each week we will be tackling a video game, old or new, that at least one of us believes deserves to stand as one of the greatest games of all time. We'll dive into its history, development, and gameplay, while trying to argue for or against the game of the week. Sometimes we will be in harmonious agreement, other times we might be fighting a bitter battle to the very end. However each episode shakes out, we hope that everyone who listens will find the show entertaining and informative. Outro music: The Legend of the Mystical Ninja 'Oedo Hop' by Palpable (http://ocremix.org/remix/OCR01255) You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is (sometimes) available as well, so you can watch what we are talking about while we talk about it! You can also follow the show on Twitter: @BestGamesPeriod New episodes of The Best Games Period will be released every Monday
  8. The stealth genre is one that has historically been populated by a smattering of high profile hits like Metal Gear Solid or Thief and more than a few attempts that failed to leave more than a lingering impression. Not many companies were looking to take a big risk on a stealth game in 2012, let alone a 2D sidescrolling action-platformer (which, to the best of our knowledge, hadn't really been done prior). Indie studio Klei Entertainment embraced minimalist design principles and took a big gamble on Mark of the Ninja. Players took on the role of a ninja tattooed with the madness-inducing mark of their clan and entrusted with the task of defending it from villainous mercenaries. How does this moderately well-received indie title hold up several years later? Each week we will be tackling a video game, old or new, that at least one of us believes deserves to stand as one of the greatest games of all time. We'll dive into its history, development, and gameplay, while trying to argue for or against the game of the week. Sometimes we will be in harmonious agreement, other times we might be fighting a bitter battle to the very end. However each episode shakes out, we hope that everyone who listens will find the show entertaining and informative. Outro music: The Legend of the Mystical Ninja 'Oedo Hop' by Palpable (http://ocremix.org/remix/OCR01255) You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is (sometimes) available as well, so you can watch what we are talking about while we talk about it! You can also follow the show on Twitter: @BestGamesPeriod New episodes of The Best Games Period will be released every Monday View full article
  9. Polish developer Fool's Theory, a team made up of people who worked on The Witcher series, announced their debut game titled Seven: The Days Long Gone. Set in a far-flung post-apocalyptic future, Seven hands players the role of Teriel, a master thief and wanderer who has found himself in the Empire of Vetrall. Imprisoned on the island of Peh, the reveal trailer shows that Teriel and another entity are about to embark on an adventure. Despite the end of the world, new life has sprung from the ashes. Technology still exists, though it has been combined with Dark Age ingenuity in unexpected and deadly ways. Players will need to make use of Teriel's thieving abilities, his stealth, dexterous environment navigation, and deadly knives in order to progress. The parkour climbing system has been built from scratch to allow players what Fool's Theory calls an unprecedented freedom of movement within their environments. Seven bills itself as an RPG and seems to be banking at least in part on its narrative. Players can expect to see tough choices that will delve into issues of morality and possibly lead to unintended consequences throughout the adventure. While no release date has been given, Seven: The Days Long Gone will be at PAX East with a playable alpha build for those who visit the IMGN.PRO booth.
  10. Polish developer Fool's Theory, a team made up of people who worked on The Witcher series, announced their debut game titled Seven: The Days Long Gone. Set in a far-flung post-apocalyptic future, Seven hands players the role of Teriel, a master thief and wanderer who has found himself in the Empire of Vetrall. Imprisoned on the island of Peh, the reveal trailer shows that Teriel and another entity are about to embark on an adventure. Despite the end of the world, new life has sprung from the ashes. Technology still exists, though it has been combined with Dark Age ingenuity in unexpected and deadly ways. Players will need to make use of Teriel's thieving abilities, his stealth, dexterous environment navigation, and deadly knives in order to progress. The parkour climbing system has been built from scratch to allow players what Fool's Theory calls an unprecedented freedom of movement within their environments. Seven bills itself as an RPG and seems to be banking at least in part on its narrative. Players can expect to see tough choices that will delve into issues of morality and possibly lead to unintended consequences throughout the adventure. While no release date has been given, Seven: The Days Long Gone will be at PAX East with a playable alpha build for those who visit the IMGN.PRO booth. View full article
  11. While at E3 this year, I had the pleasure of sitting down with French publisher Focus Home Interactive to talk about their upcoming stealth action game that will be released under the name Styx: Master of Shadows. Developed by Cyanide Studios, Styx is a sequel to the 2012 RPG Of Orcs and Men. Other than one of the main characters and the setting, everything has been reworked for this sequel. Master of Shadows’ basic premise is that Styx is a goblin thief who wants to steal the heart of a giant tree. The heart of the tree is made of amber, a substance which is the source of magic and thus incredibly valuable. What could be easier than stealing from a tree? Quite a lot of things if said tree happens to have an entire city and fortress built around it defended by both elves and men. I was able to see a gameplay demonstration taken and it is clear that Styx: Master of Shadows takes many of its cues from Thief: The Dark Project and Thief 2: The Metal Age. The demo I was shown saw Styx sneaking through a town to try and free an ally from prison. There are many features that you would expect in a modern stealth game, such as hiding spots and kills that come in the silent or loud variety. However, there are plenty of interesting additions that set Master of Shadows apart. Styx has a diverse array of powers that derive from amber that flows through his veins. The amber in Styx’s blood serves as the players HUD to indicate whether he is concealed or hidden. Using his amber powers, he can see through walls, turn invisible, create smoke screens, and create a clone of himself. The clone was the most interesting ability shown during the demo; it can be used to scout the level, set off environmental traps, or distract guards by hilariously leaping onto their face and causing them to freak out. Each of these powers can be upgraded to be even more effective and powerful. Levels are all designed with the idea of verticality in mind. Traversing the environments requires a bit more effort and offers more control than in titles like Assassin’s Creed. Players should rarely find themselves stuck with only one route to an objective; alternate paths present themselves both above and below. Physically, Styx isn’t as powerful as humans or elves, so he will often need to resort to trickery and making use of the heights to emerge triumphant. Styx can quickly and silently kill enemies by executing a falling stab attack. He will also be able to poison food and water supplies to discreetly take out guards after a short period of time. Players will need to keep an eye out for anything in the environment that could be useful, like giant, suspended crates that could be dropped on top of overly inquisitive guards. A new feature touted during the demonstration was the living city. While All NPCs have visual and sound detection capabilities, each one is also connected to two or three others who will come looking for their friend if he or she deviates from their established patterns. Bodies of unconscious or dead guards will need to be moved out of sight to avoid alerting other NPCs. Of course, if moving enemies seems like too much of a hassle, players can also dump some acid on a body and dissolve all evidence of wrongdoing. There are plenty of things to do besides pursuing primary objectives and robbing NPCs blind. Each level has ten collectibles scattered throughout and these items require a bit of exploration to discover. As players sneak through levels, there will be opportunities to spy and eavesdrop on NPCs to learn more background info on the world and fulfill optional sidequest objectives. Completing more objectives nets players more experience points which they can use to upgrade their abilities. I was told that an average playthrough of Styx: Master of Shadows should take around twelve hours. Along with a number of difficulty settings, there will also be a challenge mode that unlocks after beating the game that offers players some replayability. It is worth noting that the abilities on display in the demo are by no means exhaustive of what will be available in the finished title. Styx: Master of Shadows will be available sometime this fall for PlayStation 4, Xbox One, and PC.
  12. While at E3 this year, I had the pleasure of sitting down with French publisher Focus Home Interactive to talk about their upcoming stealth action game that will be released under the name Styx: Master of Shadows. Developed by Cyanide Studios, Styx is a sequel to the 2012 RPG Of Orcs and Men. Other than one of the main characters and the setting, everything has been reworked for this sequel. Master of Shadows’ basic premise is that Styx is a goblin thief who wants to steal the heart of a giant tree. The heart of the tree is made of amber, a substance which is the source of magic and thus incredibly valuable. What could be easier than stealing from a tree? Quite a lot of things if said tree happens to have an entire city and fortress built around it defended by both elves and men. I was able to see a gameplay demonstration taken and it is clear that Styx: Master of Shadows takes many of its cues from Thief: The Dark Project and Thief 2: The Metal Age. The demo I was shown saw Styx sneaking through a town to try and free an ally from prison. There are many features that you would expect in a modern stealth game, such as hiding spots and kills that come in the silent or loud variety. However, there are plenty of interesting additions that set Master of Shadows apart. Styx has a diverse array of powers that derive from amber that flows through his veins. The amber in Styx’s blood serves as the players HUD to indicate whether he is concealed or hidden. Using his amber powers, he can see through walls, turn invisible, create smoke screens, and create a clone of himself. The clone was the most interesting ability shown during the demo; it can be used to scout the level, set off environmental traps, or distract guards by hilariously leaping onto their face and causing them to freak out. Each of these powers can be upgraded to be even more effective and powerful. Levels are all designed with the idea of verticality in mind. Traversing the environments requires a bit more effort and offers more control than in titles like Assassin’s Creed. Players should rarely find themselves stuck with only one route to an objective; alternate paths present themselves both above and below. Physically, Styx isn’t as powerful as humans or elves, so he will often need to resort to trickery and making use of the heights to emerge triumphant. Styx can quickly and silently kill enemies by executing a falling stab attack. He will also be able to poison food and water supplies to discreetly take out guards after a short period of time. Players will need to keep an eye out for anything in the environment that could be useful, like giant, suspended crates that could be dropped on top of overly inquisitive guards. A new feature touted during the demonstration was the living city. While All NPCs have visual and sound detection capabilities, each one is also connected to two or three others who will come looking for their friend if he or she deviates from their established patterns. Bodies of unconscious or dead guards will need to be moved out of sight to avoid alerting other NPCs. Of course, if moving enemies seems like too much of a hassle, players can also dump some acid on a body and dissolve all evidence of wrongdoing. There are plenty of things to do besides pursuing primary objectives and robbing NPCs blind. Each level has ten collectibles scattered throughout and these items require a bit of exploration to discover. As players sneak through levels, there will be opportunities to spy and eavesdrop on NPCs to learn more background info on the world and fulfill optional sidequest objectives. Completing more objectives nets players more experience points which they can use to upgrade their abilities. I was told that an average playthrough of Styx: Master of Shadows should take around twelve hours. Along with a number of difficulty settings, there will also be a challenge mode that unlocks after beating the game that offers players some replayability. It is worth noting that the abilities on display in the demo are by no means exhaustive of what will be available in the finished title. Styx: Master of Shadows will be available sometime this fall for PlayStation 4, Xbox One, and PC. View full article
×
×
  • Create New...