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Remember Me
Review by: Nathaniel Cohen
Remember Me, never forget this great game. READ FULL REVIEW...
Dungeons & Dragons: Chronicles of Mystara
Preview by: Cyril Lachel
Not excited about Dungeons & Dragons: Chronicles of Mystara? You should be, and here are three reasons why! READ FULL PREVIEW...
Star Trek
Review by: Nathaniel Cohen
Is Star Trek (2013 video game) Captain Kirk or just another red shirt? READ FULL REVIEW...

E3 2013: How the Kinect could supplement traditional controllers

by: Chuck - - Add a Comment
Microsoft held short instructional sessions during E3 this year to walk them through some of the new capabilities of the Xbox One.  They showed off some of what cloud computing could provide as well as a deeper dive into some of the new TV features but what interested me most was showing off how the new Kinect sensor could be used to supplement a traditional Xbox One controller.
 
Let's be honest, the Kinect doesn't have the best reputation within the core gaming community as the first sensor wasn't a great core gaming device.  From sensor lag  to strict the lighting  and room size requirements, the Kinect never found a place within the core community.  While it did well in the exercise and children's genres it never gained any real momentum with core gamers.
 
The new Kinect sensor is a significant upgrade in almost every way and Micorosoft had some of their engineers research some new ways that designers could use the new Kinect controller with some core gamers.  Here's a run down of what they came up with:
  • Raise their controller to raise a shield up
  • Touch the side of their head to toggle between different vision modes (like night/thermal vision)
  • Lean left or right to dodge incoming fire
  • Point on screen to direct fire from a secondary weapon
Keep in mind that these were tech demos in a controlled room but what I saw was fairly responsive and might not be too difficult to implement but even if they did work in a real environment I'm not sure any of these will gain any traction with core gamers.  Most gamers I know are loathe to take their hands off their controller and have enough movement ticks when they play that might be misinterpreted by the Kinect unit. 
 
That said I do think that the touching your head thing could be a cool and somewhat immersive use of the Kinect device.   We'll see if anyone takes these tech demos and embeds them into a game and if they do, hopefully they'll allow folks to disable them or Microsoft will see yet another wave of angry folks on social media.

E3 2013: Defiance DLC (Hands-On)

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At E3 last week Trio rolled out a much smaller presence than they had in previous years.  Instead of a large on the floor booth they had a quiet meeting room upstairs up and away from all of the E3 hullabaloo.  Honestly it was a little depressing in that the company had rolled out very large booths at the last few shows.
 
Inside the room they had stations setup for ArcheAge their new MMO (Travis will have more on this later) and the upcoming DLC for Defiance, the action online game they released earlier this year.    There's not an official name for the DLC but it will be out later this month for the reasonable price of $9.99.
 
For your money you'll get one new race, the uber pale Castithans as well as their signature weapon, the Castithan Blade.  Which if you watch the show it's the blue blade that Datak Tarr menacingly wields  in most of the episodes.  Folks who don't have the DLC will be able to randomly pick it up in drops but those that purchase the DLC will have the ability to bypass the loot grind and buy it directly from a merchant.  The blade does have a nice area of attack mode but you'll still want a gun handy as a backup. 
 
The new DLC also adds the Volge, the big hulking things from the show's pilot.  Not only do you get the Volge but you'll also get some of their weapons as well. 
 
From a gameplay mode the DLC adds a Capture and Hold mode where you and a gang of other people who have purchased the DLC will try and capture points on the map against increasingly stronger and stronger hordes of enemies.  The game does dynamically increase the difficulty based on the number of people playing the mode but it also ratchets up the loot to maintain a good risk/reward balance for players.
 
Other additions include a new four person vehicle, an arena mode, and a new Monolith Arkfall events that will allow more players to experience the joy of trying to take down one of the games harder bosses.
 
I spent about 20 minutes playing it and it does seem like a decent deal for the money.  I'm not sure it's sold me on buying a copy of the game but if you already own Defiance then this is probably going to be worth the $9.99 investment.       
 

E3 2013: Killer is Dead (Hands-On)

by: Matt - - Add a Comment
     I've got to admit it was surprising to see Marvelous XSeed on the main show floor of the South Hall during E3. Normally these guys keep things low profile. But I guess when you've got a Suda 51 title like Killer is Dead you want to make sure you get it to as many people as possible. It looks like the gambit paid off, as the game always had a line, and plenty of people seemed to be enjoying it, myself included. Killer 7 and No More Heroes were my jam back in the Wii and GameCube eras, so I was extremely eager to get my hands on the latest Suda trip, and now, the nebulous summer release date seems so close, yet so far away.

    Stepping into the shoes of the assassin, Mondo Zappa, the demo tasked me with taking out Victor, atop a building he owns. The story wasn't too clear on why he needed to die, but Mondo seems like he's all business and not in the mood for the particulars of a mission. The climb up the tower was nothing short of challenging, as this game is most certainly difficult, but in a way that makes all your successes feel incredibly satisfying. As I hacked and slashed my way through enemies, cutting them down to pieces (it looks like Mondo learned a thing or two from Raiden from the Metal Gear Solid franchise), I fell many times, but was quickly revived in a quirky mini-game that involved one of Mondo's supporters beating on his chest to get his heart going again. Good to see that Suda hasn't left that sense of humor on the cutting room floor like so many body parts.

     Visually this game is downright stunning. If you thought Killer 7 was a wild looking game, you haven't seen anything yet. Killer is Dead has an incredibly unique art style that features cel-shaded characters, with heavy accents on their shadows, giving the game a distinctly comic book feel, not unlike Tecmo-Koei's Yaiba: Ninja Gaiden Z, but with a lot more focus on the darkness, matching the game's tone perfectly. Also this game isn't for the squeamish, as there is blood everywhere, hell, Mondo uses blood to fire the gun that is mounted in that mechanical left arm of his. His other hand holds the katana that you'll be using for the majority of the adventure, and using it feels nice and fluid, but that fluidity means that timing is important in everything you do, from dodges to combos this didn't feel like a game where you'd want to mash attack to win. 

     I didn't get to try out the 'Gigolo Mode' due to the game crashing (on account of me being so awesome), but what I played was most definitely solid and satisfying to play. If there is one thing I was I had been able to better experience, it's the soundtrack. I was hoping to hear some new Akira Yamaoka, but I suppose I'll get an earful of that when the game is released later this summer on the Xbox 360 and PS3.

E3 2013: First hand look at DC Universe Online on the PS4

by: Jeremy - - Add a Comment
We got a chance to check out a tech demo for SOE’s DC Universe Online running on the PlayStation 4 at E3. The brief glimpse of the game showed improved visuals and the finer details of the game’s action-based combat system as demonstrated by DCUO systems designer Justin Scott.

Having spent some time with both the PS3 and PC versions of the game in the past, the PS4 version definitely looks more akin to the PC version of the game running on high-end hardware. The PS4 version of the game will join the PS3 and PC versions as being completely free to play and will be available at the console’s launch later this year.
 
 

E3 2013: SOE gives us a taste of Dragon’s Prophet

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One of the games that Sony Online Entertainment was showing off at E3 is a new free-to-play title called Dragon’s Prophet. In this world, you can ride, capture and train hundreds of dragons in a mythical world. Think of it as an action and more adult-oriented version of “How to Train Your Dragon”. Players will have to not only deal with hordes of enemies and fight againsta great evil, but also spend time capturing and “recruiting” dragons to serve them.

Dragons that you capture and train can be used for a variety of things including help in combat and to do the more menial tasks associated with most MMO’s such as resource gathering and simple crafting. It is also worth noting that even though there are distinct character classes in the game (four to be exact), character powers are drawn from the different dragons that you associate yourself with. Therefore, your sword-swinging tank can get himself some magical, Paladin-like abilities by simply hunting down the right enchanted creature(s) to accompany you on your journey.

Dragon’s Prophet is currently in open beta and available at DragonsProphetTheGame.com.
 
 

E3 2013: SOE runs us through PlanetSide 2

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We stopped by the Sony Online Entertainment booth at E3 to get a first-hands look at PlanetSide 2 running on the PC. Taylor Dell of SOE gave us a walkthrough of the game, showing off the finer details of the game including the various character classes and setup of the PlanetSide world.

The action in this world is incredibly fast-paced, keeping the action running at full speed through most of the experience. While the PC version is already available, the PlayStation 4 version which launches later this year will mark the first time that the game has left the PC and made its way to home consoles.
 
 

E3 2013: Dead or Alive 5 Ultimate (Hands-On)

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     Dead or Alive 5 didn't really set the world on fire when it was released last year, but it was definitely a solid fighter. The addition of Virtua Fighter characters to the roster helped to bolster the gameplay and the in-depth story mode tried to make sense of this crazy DOA universe. It was definitely a great game, but it wasn't without its flaws, and it looks like the team has taken measures to improve upon the base game greatly with Dead or Alive 5 Ultimate. I got my hands on a fairly far along build on the show floor and it looks like I might be picking this game up again for a second time.

    First up the Team Ninja guys have expanded the roster even further, adding Rachel and Momiji from the Ninja Gaiden franchise, Jacky from Virtua Fighter, and have even gone back to older games in the franchise to bring back Leon and Ein. This is now the largest roster in the Dead or Alive franchise, and they didn't stop there, they even went and added a few more levels for good measure. Now players can return to the Lost World stage perched high up in a canyon, or in the forest stage from DOA3. The new levels include the Tokyo metropolis from the Ninja Gaiden games, an aircraft carrier that features a really large arena, which felt way out of place, and a desert wasteland that had a number of elevation changes, kind of like the snow stage from DOA2.

     Dead or Alive 5 introduced the Power Blow, Ultimate brings out the Power Launcher, which is exactly what it sounds like, these attacks send your opponents skyward to get them ready for a huge juggle combo. Much like Power Blows they require certain conditions to be met before they can be used to their full potential, and can easily turn a fight in your favor. The game also features a number of additions to the Training mode and even has taken a page from the Street Fighter school of training, bringing in a Combo Challenge mode, with some of the best players in the DOA community contributing some of the game's high end combos. 

    Dead or Alive 5 Ultimate will also launch with a Free to Play option that will give players a small handful of fighters when the game launches this September. There will also be a full retail release for those who like their games to be on disc based media. My short hands-on time with the demo certainly has me interested in picking this one up again. Maybe this will finally be the fighter I adopt as my full time gig?

E3 2013: Yaiba: Ninja Gaiden Z (Hands-On)

by: Matt - - Add a Comment
     There was an awful lot of beat-em-up action games present at this year's E3. You've got Dragon's Crown from Atlus, Capcom is releasing the Dungeons and Dragons arcade titles to XBLA and PSN, Konami's got Castlevania: Lords of Shadow 2 cooking in its infernal oven. The only person really missing out on this is Ryu Hayabusa from the Ninja Gaiden series. Well he's back, sort of, as the water to new anti-hero Yaiba's oil. For the newest Ninja Gaiden, players assume control of Yaiba, recently back from the dead after a battle with Hayabusa. He's sporting some cybernetic technology that keeps him alive, with a design that kind of reminds me of Cyber Akuma from Marvel vs. Street Fighter and a bad-ass attitude to match. He's  mowing down hordes of the undead on his quest for revenge in this team-up between Tecmo Koei and Keiji Inafune, which might also explain the wild visuals of this game.

     It looks like the guys at Tecmo Koei got a little Kill Bill in their Ninja Gaiden with Yaiba. Its comic book inspired visuals and over the top blood look like a loving homage to one of the bloodiest pieces of mainstream cinema. The urban setting with the cel-shading kind of gave off a vibe of 'don't take this game too seriously, because we certainly aren't.' I certainly got that impression as I was cutting down hordes of zombie enemies, either by hooking one on to a sickle and chain and swinging him around, or by using a pair of fists from a zombie to produce a set of nunchucks, it's clear that this game is rooted in a very different reality than the recent Ninja Gaiden releases. And maybe that's the shake-up that the franchise needed?

     Dispatching enemies was simply a matter of using Yaiba's rocket-arm, yeah, a rocket-arm (that can actually backfire), or his trusty blade, or a myriad of off-hand weapons that can be gained by defeating certain zombies. He's also got the requisite rage meter that when unleashed makes him pretty much an unstoppable killing machine. It was an early Alpha build, but the groundwork has been laid for a pretty hectic adventure with a bit of comedy thrown in, like when Yaiba has to take down a seedy prostitution joint, which is accomplished by flinging a zombie into a big-rig that's got a giant gas container on it. The zombie is obviously ready to get his Gran Turismo on as he floors it straight for the building. This lead to a boss fight with the businesses proprietor and on defeating him I was greeted by a giant... zombie... baby? This is most definitely not the Ninja Gaiden I grew up with.

    With it's distinctive attitude and visuals, Yaiba: Ninja Gaiden Z was looking like on of the better beat-em-ups to come out of the show. It's slated for a release sometime next year for the Xbox 360 and PS3, and it looks like Team Ninja and Keiji Inafune have a solid proof of concept on their hands. Hopefully the dramatic shift in tone and visuals comes together well in the final product.

E3 2013: NVIDIA Shield (Hands-On)

by: John - - Add a Comment
Travis and I stopped by NVIDIA”s booth at E3 on the last day and took a look at two things. The one thing I can discuss today is the NVIDIA Shield,  their portable Android gaming system. 

Picking up the Shield, I was surprised at how nice it felt. Balance with the 5” screen was solid and it felt pretty comfortable being held in the hand. All the sticks, buttons, and triggers felt really, really good. I like the tension that the sticks provide and the springs on the triggers were firm and responsive. The D-Pad, as well, felt good in use and that’s a hard aspect to get right on controllers.

The 5” touchscreen display provided a nice bright and clear picture, but as a user of a Galaxy Note II, it seemed a little small. That’s me, of course, since I’m used to a bigger screen, but it should hold up to most others who use more “normal” sized phones. The touchscreen was responsive and I didn’t have issues navigating the menus using it.

Inside it will be powered by NVIDIA’s Tegra 4 which features a Quad-Core ARM Cortex A15s at 1.9GHz with another single low power core for tasks that won’t require the other ones being on and to help improve battery life. There are 72 custom GPU cores in the Tegra 4 to deliver some awesome graphics in a small package. 

Android 4.2.1 was on the units I tried out, but NVIDIA”s going to be pushing 4.2.2 soon. You can also expect quick updates to the latest version of Android because they don’t have to jump nearly as many hoops as say carriers to update their hardware. It, of course, remains to be seen if they do provide timely updates, but we’ll have to wait and see on this.

What was on display was the final production unit, so those that have already pre-ordered, this is what you’ll be getting, The overall package felt really good and the hinge for the display seemed strong. Also, there an HDMI output on the back so you can pair this thing up with a Bluetooth controller, plug it into a TV, and have a micro-console on your hands.

One of the Shield’s big features it the ability to stream Steam games to it, thus making it a powerful, portable gaming solution for your PC games. Unfortunately, this is limited to an internal network. Even if you have a solid connection from either LTE or a solid wired connection outside of your home, the PC streaming will not work. This is disappointing as I’ve been able to stream some of my PC games via Splashtop THD and my Transformer Infinity tablet with some success. You’re also getting things like remote play via a PlayStation 4 and a PS Vita, so I hope this is something that NVIDIA relaxes on a little bit so that maybe those that can do it will be allowed to do it.

NVIDIA’s Shield is certainly an interesting product and one that I’m going to follow closely to see how well it sells. Up close, I think the product has a solid feel to it and I think it has potential. Time will tell, but there’s no denying that the Shield looks and feels like one very high quality product.
 

E3 2013: Castlevania: Lords of Shadow 2 (Hands-On)

by: Matt - - Add a Comment
     It's hard to talk about Castlevania: Lords of Shadow 2 without getting in to spoiler territory. The whole game predicates on the events of the first Lords of Shadow game, and you really need to know the story to even understand the how or why of Gabriel's tragic tale. The cliffhanger ending to the first game set up for some amazing potential in a sequel, and after getting a chance to play it on the show floor, I can only hope that Mercury Steam can deliver on the precarious concept they laid before them. I apologize for being vague, but the original Lords of Shadow contains some of the best storytelling in gaming and I'd hate to be the one to ruin it for you, dear reader.

     Castlevania: Lords of Shadow felt very similar to the God of War games when it was released, and Lords of Shadow 2 doesn't stray too far from the gameplay set forth in the original game. The combat in the E3 demo felt like it had been adjusted to close some of the gaps that the original title seemed to encourage a little too often. Ranged attacks don't seem to reach as far as before, and the weapons present in the demo were more suited for close quarters brawling. Gabriel has access to a weapon of light, the void sword, that drains life from enemies, and powerful gauntlets that smash enemy defenses. Combat felt tight and satisfying, especially when I supped the blood of my enemies after weakening them.

    The demo also contained plenty of platforming elements that were present in the first Lords of Shadow. Gabriel is tasked with climbing in many situations, and I don't know if it is because the TV brightness settings were really low or not, but the areas where I could climb and the objects that could potentially stop me were really poorly highlighted, so I was constantly falling. Thankfully the game is somewhat forgiving and contains a number of checkpoints for these climbing areas. What I was climbing in this instance was a giant mechanical golem that I was smashing the castle that Gabriel resides in. Along with the golem I had to contend with a knight, dressed in golden armor, taking pot shots at me during my climb. But his explosive bolts served to be his undoing, as I was able to use his weapon to destroy portions of the giant golem. 

    Visually this game is looking gorgeous, my only request to the guys at Mercury Steam, fixed your framerate. Please get it to at least a solid thirty frames per second, that was my biggest complaint about the original Lords of Shadow. The demo certainly felt like it had the framerate locked in, but there was still the occasional stutter. Considering how good this game looks though, I am incredibly surprised the game runs as well as it does. The audio featured the voice of one Sir Patrick Stewart who reprises his role as Zobek from the original Lords of Shadow.

    My time with the demo was unfortunately cut short due to me being the last person to check out the booth that day, but what I played certainly felt great. My biggest concerns are mostly laid to rest already after the short demo, with the only lingering concern I have being the story. I was incredibly surprised by the direction of the ending of the first game, so I can only hope that Castlevania: Lords of Shadow 2 has an equally amazing story. I guess we'll find out when the game is released this coming Winter.

E3 2013: Arma 3 (Impressions)

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At my appointment with Bohemia at E3 I was shown a preview of new content and updates that will be included in the beta release of Arma 3. The major additions include four new showcase missions that feature the beta's expanded content with additional armored ground and air vehicles, artillery support, and the new independent faction. As well, a wealth of updates to the base game including in-game support for the Steam Workshop, improved stability and optimizations, and added graphics effects such as localized fog.

The artillery support mission showcased the added commands for issuing air strikes and other bombardments from actual units on the map. I'm excited to see what mission creators will eventually use with the added ability. Another mission showcased a night infiltration into an enemy base in which the player utilized the newly-added long range sniper scopes. The game's interface has also received an upgrade that displays useful information such as ammo left in the clip and the player's stance. The developer did note that the on-screen information can be toggled in the settings.

The editor will receive a major upgrade in the beta version that allows users to upload their custom missions in-game to the Steam Workshop, in addition to downloading new missions from other community members also inside the game's interface. As with previous Arma games, the modding community has created a wealth of varied and polished content. Later Steam Workshop support will include custom mods, but for now only missions are supported.

The beta also includes a new challenge mode that allows players to test their shooting skills at a competition gun range. Each of the included challenges provide ratings and medals for players based upon their performance. Players will also be able to create new challenges through the in-game editor. Multiplayer isn't being left out as a horde-type map will be added that pits each of the game's three factions against an onslaught of enemies and possibly each other. Players have the option of helping each other or breaking alliances and attempting to survive against everyone on the map.

Arma 3 will upgrade to the beta version on June 25 and will be free for current owners. The game's price will increase once it's been upgraded to the beta version.

E3 2013: Plants vs. Zombies: Garden Warfare (Impressions)

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The latest edition to the Plants vs. Zombies franchise might confuse and even startle fans as the series isn't usually associated with the shooter genre. With Plants vs. Zombies: Garden Warfare, the series typical gameplay has been transformed into a third-person shooter with some remaining tower defense elements in which players assume the roles of various plants in battling waves of relentless zombies and other mischievous creatures. Each of the plants that players control contain specific traits and abilities following close in line with character classes from multiplayer shooters, not surprisingly similar to Battlefield 3.

During the E3 presentation of Garden Warfare, I was immediately drawn to the visual style that's powered by EA's Frostbite engine, which is able to provide stunning graphics while still maintaining the quirky and charming world of Plants vs. Zombies. All of the plants and zombies return with new additions, but more importantly the ability to switch between the direct control of plants on the actual battlefield. Plants ranging from the sniper-like cactus to the unit-healing sunflower were showcased during the presentation, each containing special abilities such as a precision corn missile strike and even a sun beam blast. I particularly enjoyed the variety between each of the plant's roles on the battlefield. The player also has the power to spawn new plants at specific points in the level.

The demo ended with the plants defending the base against a zombie disco boss that literally danced through the battlefield, which then was followed by a brief clip of the returning Gargantuar. Players will have to utilize the powers of all the plants to defeat the towering Gargantuar. While the game is a major contrast from previous games in the series, it seems as it will be a refreshing addition to the franchise as players can experience the world of Plants vs. Zombies from a new perspective.

Plants vs. Zombies: Garden Warfare will be available exclusively first for Xbox One and Xbox 360 and then followed for release on PC and other systems.
 

E3 2013: Crimson Dragon (Hands-On)

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Crimson Dragon was on display at the Microsoft booth and I decided to check out the game just to get some experience with the new Xbox One  controller and to see how the game's coming along. Originally slated to be an Xbox 360 title, this spiritual successor to Panzer Dragoon seems to be coming along nicely.

The demo wasn't too long but showed off some of the rail shooting mechanics. You're piloting a dragon, of course, and you'll be able to aim and shoot various targets and areas on larger targets to take down the enemies. I've read the game requires a Kinect, but the demo at the booth had you aiming with a controller. I can see where Kinect would come into play better here as you can more quickly mark targets with your hand rather than a controller for your dragon to fire at. But, I know people want their controller support and Crimson Dragon has that now and is not just made for Kinect. You'll be able to go between both though if you choose to use a controller one day and the Kinect another. 

Piloting the dragon was very easy, well easy for most. It seems in in the minority when controlling everything inverted and they didn't have the ability to switch to that control scheme on this build of Crimson Dragon. Fear not as that's in the works and that will be in the final version, as told to me by one of the representatives there. Without inverted controls, I spent an abnormal amount of time trying to keep control of where I want to place my dragon. But, it's simple and at least they made it so you can't crash into the ground as I tend to do when I was playing with the non-inverted style that I wasn't used to.
 

Aiming took place using a target reticule being moved by the right stick and pressing the button to attack that spot. I had no trouble picking the controller up and playing the demo from the get go, so it seems it will be easy to get into. I had fun moving my dragon around, dodging stalactites and enemies, and unleashing my dragon's attacks against them.

The demo had you flying around in these vast caverns with lava everywhere and it does look pretty cool. Being powered by the Unreal Engine, the environment looked bright and highly detailed. I'm sure with the move to the Xbox One, the development team can go forward to add much more detail than previously allowed on the Xbox 360.

You'll be able to fly multiple types of dragons and upgrade the ones you have as well. I have to say, the designs of the dragons and enemies were very intricate and unique. I stood there a few times and just marveled at the creations the artists came up with and I interested to see what else they have in store besides what was shown in the brief demo.

The game's also being built with some social aspects in mind, something that Microsoft seems to be pushing with the Xbox One. You'll be able to get up to date scores on your friends who play and in turn, try to beat them as well. I'm sure other things will be in there, but that was a brief summary that was told to me when I was playing the game.

Crimson Dragon does have that epic feeling at times when you go up against those large and immense creatures. It's a game that's been a long time in development and hopefully, it will satisfy the fans waiting for this game for a while now. It will be a download title only, but no release date was given and no word on if an Xbox 360 version will still show up.

E3 2013: Ducktales Remastered (Hands-On)

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Not Pony tails Remastered or Cotton tails Remastered, but Ducktales Remastered! Out front and center of the Capcom booth was Wayforward Technologies' newest opus, drawing me in with its siren song of amazing gameplay and fantastic music. The recently revealed Amazon level was present for play along with the Transylvania level, and unsurprisingly the both played as well as they did all those years ago on the NES. 

There are the obvious visual updates, but this is more than just a simple HD upgrade, this is a full on reinvention of the NES classic. With new art for every stage, and updated tunes provided by Jake "Virt" Kaufman, the only the only really 'new' things are the increase in storyline elements, and voice acting, and they both felt really solid in the two levels I was able to play. Hearing the classic voice actors return for reprise their roles was somewhat jarring, Ducktales hasn't been relevant for over twenty years now, but Alan Young still sounds as up for the role of Scrooge McDuck as ever.

The gameplay is still as simple and fun as ever, Scrooge is able to bounce around on his cane, and use it to defeat enemies through some rather challenging platforming that still feels as good as it did back in the original game. Also being an accomplished golfer he can use the cane to send boulders and other objects flying. The Amazon stage really hasn't changed all that much outside of the changes to make the boss a little bit more challenging than he was before, but the layout through the spiky vines section still requires skilled use of the pogo jump.

With a rough date of Summer 2013 penned in for the release date, it's looking like Ducktales Remastered will be one of the best transitions to HD any gamer could ever hope for. The gameplay was on point and honestly I could not ask for a better experience, well except maybe to enjoy this in my home with a nice sound system. Get on that quickly won't you Capcom?
 

E3 2013: Magrunner (Hands-On)

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I'm not saying that Magrunner is borrowing a lot from the Portal games but both games features people being tested in an overly elaborate testing facility.  Both feature physics based puzzles based on something the user holds.  And both games have a third act that differs dramatically from the first. 
 
That said the premise of the games are very different.  In Magrunner you play Dax, one of seven "magrunners" who are competing to join MagTech's space training program.  The game has a weird Hunger Games/Running Man vibe to it as you are interviewed by media  between each puzzle and there's talk of corporate sponsorship and what not.  The sound on my headset was a bit intermittent but that's what I caught from the bits of dialogue I could make out.
 
The key puzzle solving mechanism for Magrunner is that you can flip the polarity of items between two states (positive  and negative).  Things that are both positive or both negative attract each other while items of opposite polarities will repel each other.  There's a neutral state as well but it didn't seem to come into play into the first few puzzles I played through.
 
To see how it works, here's one of the early puzzles which requires you to get to a platform that you can't reach by jumping.  To get there you stack two cubes in front of it and then charge both of them to the same polarity and then jump on the top cube.  Once you're up on the cubes you flip the polarity of the top cube and you're pushed up to a place where you can easily get where you want to go.  As you would expect the puzzles get more complex the puzzles get more complex.
 
What you might not expect is that the game goes Lovecraftian with a science fiction twist in the later levels.  I didn't get that far but looking at the screenshots below you can see that that games tone shifts from the sanitary white world of the tests to something darker later on in the game.
 
I did enjoy what I played although I wish they had skipped the obnoxious elevator segments that transport you between levels and hide the fact that the game is loading stuff in the background.  They do cover it with the press interviews and what not but I'm wondering why the entire game can't be streamed a bit better.  Either way the game is coming out later this month and we should have our review of the full game shortly after it's available.  

E3 2013: Power A MOGA Powerseries (Hands On)

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Power A revealed the MOGA line of mobile phone controllers at last year's E3 and this year they unveiled updated versions of the controllers.  Power A took a lot of customer feedback into the new controllers which has resulted ina substantial upgrade over the controllers that were released last year. 
 
Both of the MOGA devices (the smaller pocket controller and the larger Pro controller) now feature full buttons and thumbsticks.  The slider controllers from the last version have been banished in favor of good old fashioned thumbsticks.  This should help ease some of the wrist and thumb fatigue that some users (including myself) had when playing with the controllers.  Both devices now have real triggers and a full complement of console buttons now as well.
 
The folks at Power A have also tucked 1800 mAh batteries into each of the controllers.  This means that as long as you charge the battery in the MOGA before you play, you should come out of your gaming sessions with as much battery life as you had when you went into them.  You can also use them as a backup battery which also increases the usefulness of the MOGA exponentially.
 
The locking mechanism has also received some  attention and now features Power A's Smart Mobile Retention Technology (SMRT) which will now support devices with larger cases and battery packs attached.  This means no more pulling your phone out of your case when you want to play a game with the MOGA.
 
The final bit of fun is that you can now connect up to four MOGA's to a single device (which device is indicated by a LED just to the right of the lock).  This means that you and some friends can hook an android phone or tablet to your TV and all four of you can play at once (supposing you find a game that does so). 
 
I did futz around with some of the rough prototypes that Power A had on site and they were a bit better than last year's versions.  I wasn't a big fan of the sliders for controls and these thumbsticks felt a bit more comfortable to play with.  It is hard to read what a final device will look like from a production prototype but this does feel like a big next step for the system.  Look for the devices in stores sometime in the fall of 2013.

Now Playing: Chronicles of Scrolls Edition

by: Randy - - Add a Comment
Six of our staff members have fallen into a fitful post-E3 hibernation. Medical staff are on standby. The rest of us can get punch drunk on Zeno Clash 2, or see how Juno has apparently made The Last of Us one of the best games of the year--and perhaps of this console generation. But if you're saving your lunch money for a new console, you might be tackling that mean old backlog instead. 

What are you playing this weekend?

Russell Archey | staff writer | Twitter @neoscyther
I'll be playing a couple of classics this weekend that allow me to travel through time as well as alter the seasons how I wish--yeah, I'm playing through Legend of Zelda: Oracle of Seasons and Oracle of Ages on the 3DS eShop.  Since I'm reviewing both of these games, I'm playing through Seasons first as I've beaten that several times before (with and without a linked password from Ages), then playing through Ages with the password from the end of Seasons, though as far as I know the "linked ending" is the same regardless of which one you go through first.

Nathaniel Cohen | staff writer | Twitter @seven_hells
Let's see, I'll be playing End of Ten-Year Relationship Simulator 13, then some Moving Out of State. In between, I'll probably play a lot of FIFA 13, and if all goes perfectly, The Last of Us.

Jeremy Duff | senior staff writer | Twitter @duff3c
This weekend I am going to continue adventuring as my favorite superheroes in Marvel Heroes. I don't care what anyone says, it isn't that bad and has actually been a lot of fun thus far. Hopefully I will also get some time to head out on a few D&D quests with the Dungeons & Dragons: Chronicles of Mystara. All of this depends on whether or not I can resist the urge to spend more time with Mojang's Scrolls, which is a deadly addiction that I am currently nursing.

Charles Husemann | editor-in-chief | Twitter @chusemann
This weekend will be all about recapping the amazing stuff we saw at E3 this week as well as playing some of The Last of Us and trying to get caught up on sleep and food. The intensely frustrating thing about E3 every year is seeing some amazing games and then having to wait to play them. I'm somewhat tempted to buy some of the Borderlands 2 DLC as I really liked what I saw out of Tiny Tina's Assault on Dragon Keep this week and I really need to reacquaint myself with the game and my character.

Randy Kalista | staff writer | Twitter @randykalista
Tutorials: done. Now, essentially, I'm free to pursue any personal or corporate objective I can think up in EVE Online. Just listening to chatroom chatter, though, tells me there's no money in scavenging for salvage. Still there's something about scanning down hidden sites around solar systems, poking my ship into darkened space ruins, and hitting occasional paydirt that appeals to my inner archaeologist. 

Prepare to kneel before Zod in Injustice: Gods Among Us

by: Nathan - - Add a Comment
The fourth DLC character for Injustice: Gods Among Us has been revealed and will be General Zod, most likely to coincide with Man Of Steel which is out in theaters today. 

Zod was playable at E3 and Ed Boon, on his Twitter, says that a gameplay video for him will be released next week. 
Yes, General Zod is the 4th DLC character in INJUSTICE !! Next week we are releasing a game-play video that demonstrates his unique moves!

No price or any other DLC has been revealed yet but I think it's safe to say that Zod will be $5 like the other three DLC characters were and will be free if you have the seasons pass. 

If I don't hear this during Zod's intro or outro then I refuse to buy this haha. 
 
 

E3 2013: Battlefield 4 (Hands-On)

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At first blush Battlefield 4 looks like a lot like Battlefield 3.  The user interface and graphics are almost identical and from about 10 feet away you would be hard pressed to notice a difference between the two games.  However once you get closer and dive in you start to notice all of the improvements that DICE has made to the game.
 
The already spectacular graphics of Battlefield 3 have gotten a touching up as bit as there's a lot more detail in the textures and the complexity of the maps has been upped significantly.  If you saw the demo footage from the EA press conference you know what I'm talking about. 
 

DICE hasn't touched the four classes for this iteration of the game although the customization screen has been tweaked to flow a bit better.  The unlockable class abilities have been tweaked a bit and grouped into offensive and defensive skills with various levels for each.  Again, it's nothing new but a refinement of how the system worked. 
 
The level EA had us playing was the city level featured in the footage above.  It's one thing to see the footage but it's another to actually play through it.  The number of nooks and crannies in the map was almost overwhelming.  It seemed like everywhere I went there were a dozen places to explore and hide.  The level also contained a shocking amount of vertical space to play with.  Most of the capture points on the maps had spaces either above or below, forcing you to think intelligently about where to find cover while capturing a point.  DICE has also added small tick marks inside the capture indicator which gives you a much better feel for how long you have to wait to capture a point. 
 
I'm still a bit iffy on the commander mode right now but it's more of a gameplay thing as there are times where you are killed out of nowhere from an artillery strike.  My audio was constantly drowned out by the giant video board behind the stations so I'm hoping there's an audio cue when a strike is inbound in the final game. 
 
The implementation of the commander mode is kind of cool though as you can either command from within the game or by downloading an app to your Android or iOS device and using a touchscreen.  You do have to buy a copy of the game and associate it with your Battlelog account but once you do you'll be able to command troops while you are at work, on the bus, or sitting on the porcelain throne.  
 
The big moment from the EA video was the destruction of the big building at the center of the map.  In talking to one of the reps in the game it's something that is determined by damage done to the building in the game.  It's not a scripted even but rather something that can happen in the game if users decide to do so.  The rest of the buildings in the game can take damage but the big one in the middle is the only one that will collapse. 
 
As a Battlefield 3 fan I was pleasantly surprised with what I played at the show and I'm looking forward to playing the game a bit more.  It's more than just a graphical update as you've got a significant increase in the complexity of the maps and new gameplay tactics that are added by the ability to blow up the world around you.

E3 2013: The Walking Dead: 400 Days (Impressions)

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The Walking Dead: 400 Days will serve as "connective tissue" between the first season of the game and the second.  The DLC will be about the same size as a normal episode of the game but will be broken down into five different stories which occur at various points during the first 400 days of the zombie outbreak.
 
Each story will focus on a new character but all of them will somehow connect to the Atlanta truck stop from the first game.  As you would expect the decisions you make in the DLC will impact what happens in Season 2 of the series but what you might not expect is that the decisions from the first season will impact what happens in the DLC. The TellTale team was mum on what those could be so we'll have to wait for the game to be released next month to find out.
 
The short presentation we saw at E3 featured Vince, a man who apparently kills someone at the start of the episode and  is captured, convicted, and sentenced to jail time.  I use the word apparently because this is The Walking Dead and things are never as they seem.  Vince's story occurs on the second day of the outbreak and we find him on a prison bus with several other prisoners.  
 
As Vince chats with some of his fellow guests we learn more about them and the crimes they were accused of.  One prisoner is a white collar criminal who swindled $180M before being caught while the other was convicted of illegally touching a minor.  We also learn that the prisoners have been stuck in the hot Georgia sun conflict in a bus with windows that don't open.  As the conversation between Vince and his companions continues, the heat gets to two prisoners and as you would from a Walking Dead property people start dying and then coming back to life.
 
The tension of being confined to a prison bus with a flesh eating zombie is amplified significantly by the fact that Vince and his companions are chained to the floor.  The game immediately forces you to make difficult decisions about who lives and who dies and it's all classic Walking Dead drama. 
 
From what I saw it looks like 400 Days is going to be a great transition between the two seasons.  The writing is spot on and it leverages all of the familiar tropes of the Walking Dead universe.  It's also a subtle reminder for people like me that I need to go back and finish the first season of the game.  
 

E3 2013: Contrast (Impressions)

by: Chuck - - Add a Comment
Let's get this out of the way first:
 
Contrast was one of the best looking and most original games at this year's E3.
 
There are no guns, explosions, giant swords, or blood in the game in Contrast.  Contrast doesn't have any augmented attack dogs, giant battle suits, or terrorists that have to be stopped.  No, Contrast is a game about a girl and her imaginary friend, Dawn. DeeDee, the little girl in question,  is going through a rough spot as her single mother is trying to kick start her career as a cabaret singer, keep food on the table, and deal with DeeDee's biological father.
 
Set in a 1920's art deco world that evokes Moulin Rouge, Contrast  is a twist on the light/dark gameplay we've seen in other games.   In the game you control Dawn.  Dawn has the ability to become a shadow on demand to get around the world and this is where things get interesting.  To get through the puzzles in the game you'll have to do some heavy platforming that must sometimes be setup by manipulating lights in the game. 
 
DeeDee is also a factor in the gameplay as she can help or hinder Dawn as she tries to get around the world.  For instance she can hold up a stick to help bridge two areas or she can stand on something and create a barrier that must be navigated around.
 
What makes Contrast different is how it tells the story.  As Dawn traverses the world she'll sometimes use have to use the shadows of DeeDee's parents to traverse the world and this is where the conflict between the parents is told to the player.  Much like how a child hears their parents arguing in the next room, Dawn will be forced to listen to the parents argue as she uses their shadows to navigate the world. 
 
In addition to the great art style and unique storytelling system, Contrast also has a fantastic musical score.  Focus Home brought in a jazz singer to compose some original songs for the game.  I'm not a big Jazz music fan but the music fits perfectly with the rest of the game.
 
I'm not sure if I'm underselling or overselling Contrast as I didn't get a chance to play the game myself but based on the presentation this is a game that should be on your radar.  

E3 2013: Assassin's Creed IV: Black Flag (Impressions)

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I admit, I'm not very well versed in the Assassin's Creed series. Having not played any, I was going into the demo of Assassin's Creed IV: Black Flag with an open mind. Coming out, I was so thoroughly impressed that I became one who was indifferent to the series to wanting to purchase the game on day one.

The hands off demo focused on the exploration aspect of the game. We were shown the map of the entire gaming world, which is a large portion of the Caribbean. There's a three large cities to explore and a vast amount of seas to sail so you should have plenty to do in the game. The studio wanted to truly model the locale that would be hanging around and you could see that in the detail presented in simulating the population of the town.

The demo had Edward picking up an assassination contract, which is a side quest. Tasked with taking down twins, Edward proceeds to the area where the marker dictates where the two are. He quickly dispatches with one while the other target runs off. There are several ways you can dispatch your targets and the demo showed what happens when someone jumps on their boat and takes off. Edward proceeded to his boat and I got a taste of ship to ship combat.

Ship to ship combat is quite frantic in Assassin's Creed IV. The boats move relatively quickly and are quite maneuverable. The first part involves damaging the opposing ship enough so that you can board it. There are visual cannon path lines that you can adjust to see how the cannonballs will fire. You may sometimes opt for a straight shot, or you can lob cannonballs into the middle of the ship. Once enough damage has been done, the two ships link up for a boarding scenario.

Before Edward jumps over to the other ship, he can take a small cannon and pick off some soldiers on the other boat. Now, the amount of crew you have is important here as with more crew, there's less fights you need to do so it's prudent to keep a large group on your ship. The person playing the demo displayed Edward's effortless movement vertically and horizontally as Edward traversed the masts and sails to get to the other boat. Once the other target has been dispatched, and in the demo there was an incredible dive from the sail posts down to the target, you're given a few choices. Beforehand, you could use a spyglass to look at a boat and see what salvaging possibilities there here. With that knowledge, you can then decide what you would like to do. One possibility is to use the boat to repair the damage on your own boat. You could also capture this boat into your fleet and set it to work for you. It's really up to you and the ship combat before the final siege is truly exciting to watch.

The weather in Assassin's Creed IV is dynamic and can play a part in helping or hindering you. The demo showed off the quick and sudden change to a hard rain and off in the distance was a hurricane. If you're savvy enough, you can use the hurricane to your advantage, but it's a dangerous proposition. 

Some islands can contain alive or dead NPC. With those that are alive, you can recruit them and loot them. Dead ones can also hold valuable information. For the demo, a dead person on a remote island had a treasure map on him. Now viewing the map only showed a few clues, and it's up to you to figure out what it means. Edward was then lead to the place where the map was referring to and some of the new items were shown. Edward has a dart gun that he can use with various poison darts. The one used caused the enemy to go crazy and attack his friends, causing a good distraction for Edward to walk by. After fighting some enemies and finding he area designated by the map, Edward was able to dig up the treasure containing a large amount of gold and blueprints for a more powerful weapon. 

I should mention while sailing to the island with the treasure, I saw a whale jump out of the water near the boat, which was a pretty impressive sight. You can than relay information about the whale back to your base to get them to hunt the beast if you so desire.

The game looked absolutely gorgeous though. The lush Caribbean landscape combined with the incredibly rendered seas made for a beautiful game to watch. Also, the way Edward almost glides between areas as he traverses the terrain is almost hypnotic. Assassin's Creed IV is a visually impressive game to behold.

They were also demonstrating the second screen option for Black Flag as well, which seems to be a hot trend this year. You can use a tablet to see where your ship is on the map as well as direct some orders to your base. Also, any treasure map hints can be shown on the tablet so you can easily reference it without having to do it in game as you are playing. I was pretty impressed by what you can do and see with the second screen option and I think I'd use it a lot while playing Assassin's Creed IV.

As Calvin Candie would say, Assassin's Creed IV: Black Flag, you had my curiosity. Now you have my attention. I was pleasantly blown away by what I saw with the demo and I'm now anxious to pick up the game. I guess I should play the first few to get a handle on the series, but I'll definitely be seeing the full game on my PC once it's released.?

E3 2013: Diablo III (Hands-On)

by: John - - Add a Comment
I'm a veteran of Diablo III with a couple level 60 characters with some Paragon levels sprinkled in there. Blizzard, who isn't normally at the show, was on hand to show off their latest build of the console port and I actually got to play it with a few others in Activision's booth.

The game looks the same, but adjusted for the console. By adjusted I mean the camera angle has a more tighter focus on the character, but will adjust with multiple people on screen where it widens out to accommodate more players. But before I get too far, I'm only talking about those playing in the same room on the same system. You see, Diablo III can be played offline and can be played all with four people on the same TV. When this happens, you'll have a Gauntlet type experience where you'll be confined to the screen, not allowing a player to wander off on their own. But what happens when a player takes a break? Blizzard has a mechanic though for those that walk away for a bit to perhaps use the facilities. Instead of pausing the game, the away character will automatically follow with the rest of the group should they continue wandering. They can still die, of course, but this won't stop the other players from playing should one have to take a break.

The confined screen aspect only affects those that are playing local. Let's say all the players are playing online. You'll get the traditional Diablo III experience where you can go wherever you please irrespective of where the other players are. You can also have a combination of local and online players with the local players having to be limited to the screen size while those online can venture forth. I'm glad Blizzard has made this decision to accommodate both sets of players to maximize their experiences with the game.

With the move to using gamepads, adjustments to the menus and gameplay were made. First off, for those who play ranged classes such as Wizards and Witch Doctors, your characters now have an "auto-aim" on spells. You can lock onto an enemy and your attacks, such as a blizzard attack, will hit them automatically. On the PC, you can click on an empty space to cast a spell there, but that's been done away with the console version making it a little easier to land an attack. If you cast a spell without facing a monster, it will just cast it in a space ahead of you. I tried out the Witch Doctor utilizing poison darts and it was pretty easy to land my attacks on a target using the PlayStation 3 controller. That's not a bad thing though as you'll still easily get surrounded can get overwhelmed easily with the tighter camera placement.

That's where evading comes into play. With the right stick, you can push a direction for your character to quickly dodge out of the way. This is a new feature that helps those on the console and it's definitely needed as I found myself many times in the middle of a pack of enemies. I asked if this feature would come to the PC side of things, but the Blizzard rep doesn't think this would be needed. Speaking of features found on the console and not in the PC, there will be ongoing discussions by teams to see if some of them do make their way to the PC and vice versa.

Menus have been tightened up and feature a radial style selection to let you go to and change things quickly. Blizzard also implemented a quick comparison system for items consisting of red down triangles or up green triangles in three categories: offense, armor, and health. With this you can quickly see if the item will be an improvement over the one you currently wield. Of course, you can go into the details of the item just like what Diablo III players are used to, but the quick compare is there if you would like to use it. Also, instead of pausing the game and going into the full screen menu system to change gear, you can do so on the fly with the quick compare system to guide you. Pressing up on the D-Pad lets you cycle through your backpack and there you can quickly change to a new weapon.

For changing your skills, you'll have to go into the full menu so if you're playing with others, there's no way around the stoppage of gameplay. Elective mode is here so you can choose skills from the same category if you so desire. The only way you won't interrupt someone is if you play with those online.

Content up to patch 1.07 will be in and I asked about how they are going to do updates. Blizzard is committed to adding content and they said they are having talks with Microsoft and Sony to work with their processes in doing so.

Drop rates are reduced, but you'll be getting better drops in the game. Same thing with crafting as there will be a better chance to get good items on the console than on the PC. 

Diablo III is a separate entity in that you don't login to Battle.net at all. It's can be played all offline, or a combination of local and online play. It was easy to control and it felt like a solid Diablo III experience. As one who has plenty of time on the PC version, the time I spent with the demo of the console version shows much promise. 

E3 2013: Batman: Arkham Origins (Hands-On)

by: John - - Add a Comment
Where do you go after such an incredible experience with Batman: Arkham City? Why you go back to the beginning. And that's what Warner Bros Montreal has done with Batman: Arkham Origins

Taking place Christmas Eve in the early years of Batman's existence, Black Mask is offering a rather large bounty to anyone that can kill the Batman. The amount of money draws all sorts of criminals to Gotham and Batman has to survive them all hunting him down trying to collect the reward.

I was able to sit down and play through about a 30 minute demo of the game. The graphics look about the same, but I was told there were some minor improvements that might not jump out to anyone. It still looks really, really nice to me and I've become quite fond of the art style that this series uses to portray the Dark Knight. 

The first half of the demo feels very familiar as you are introduced to the combat system. That free-flowing style that makes Batman such a joy to watch when he's fighting is all here and nothing's change. Warner Bros Montreal specifically stated they didn't want to change anything that's worked so well in two games so they pretty much left that alone with some minor improvements. Having not played Arkham City in so long, it didn't take much time for me to feel comfortable in fighting a group of thugs and taking them down with extreme prejudice.

Two new enemies were on display in the demo. The first one is a big brute with armor, that can't be taken down until the armor has been removed. You need to do three cape stuns to bring the brute down and then a multitude of quick hits to finally be able to pull the armor off. Only then can you finish the brute off, and of course you have to deal with the multiple foot soldiers that surround him at the same time.

Another new enemy is a karate expert and in the demo there were two I had to deal with. When alone, they were a handful as they did many quick hits as well as countering your hits. When the two are near you, you can almost expect a pounding as they work together well in punishing you with quick hits. 

Now, what got me a little excited is an improved detective dynamic. Walking around, I witnessed a helicopter go down in front of me. Using improved detective vision, I scanned an area near the site of the crash to get a clue. With that evidence in the computer, the crime scene gets recreated in front of you, but only in small parts. You're able to fast forward and rewind the bit that's recreated to show you even more clues of what happened. The crash site had the helicopter tail missing so I did a search to see that it hit a sign before it went down. Examining an area in the crime produced more data points, thus recreating more of the crime scene to view. Rewinding again, I found the tail section missing in the other area. Scanning the tail section revealed a bullet hole which led to the recreation at the point of the bullet striking the helicopter. Seeing the laser from the sniper scope, I swung over to the origin of the laser to find a dead SWAT sniper. Scanning the sniper, I found that it wasn't him that shot the bullet, but it was a bullet that ricocheted from another area that took out the SWAT member and then the helicopter. Only a select few can do this and this lead me to the conclusion it was Deadshot who was behind this all along. So, this was a simple example of piecing together clues to solve what happened at the crime scene and tapping into the detective element of the world's greatest detective.

New gadgets, of course, will be making its way into Arkham Origins. The one thing I played with during the demo was a batarang with a line attached to it. You can use this a few different ways. For one, you can shoot it between two gargoyles and create a line where Batman can walk on. You can use this to drop down on unsuspecting criminals and take them out. Another effective way is to shoot it at an enemy and latch it to an exploding barrel making for an easy takedown. That's just one example of a new gadget that's going to be available in the game.

The final part of the demo revealed the Joker as he toys with Batman and blows up a large, uninhabited building. The Joker's design seems more sinister than the last few games with a more jagged look on parts of his face. That infectious Joker laugh and humor ends the demo and my time with the game until its released date.

It's maybe a new studio, but my quick time with Batman: Arkham origins is one of my most memorable from the show. As a big fan of the first two games, I have very high hopes for this one and playing the demo hasn't dashed any of that. Let's hope that it lives up to the others upon release in October 25.

Also I have to make a quick mention of Blackgate, the Sony VITA game that's also coming out taking place in the same universe. While I didn't get a chance to play much, I thought the game looked fabulous on the hand held. It takes place three months after Blackgate and features some minor spoilers if you haven't finished Origins. The quick scene I saw had Batman meeting Catwoman for the first time. Like I said, it looked pretty good with the short amount of time I had with it, but I definitely need to play more to really know how well it holds up.

News Roundup - 06/13/2013

by: John - - Add a Comment