Category: Video Games

  • Lego Jurassic World Trailer. Welcome To The Greatest Thing Ever

    This. This is all I want out of video games. The feeling of happiness with this trailer is overwhelming.

    Clever girl.

    Lego Jurassic World releases this June.

  • Surprise! Uncharted 4 Delayed To 2016

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    jesse

    Let’s be honest, we all knew this was coming. Naughty Dog made it official today. With all the staff changes at Naughty Dog over the past year, 2015 was a pipe dream. There is a reason why they are the best developers in the land. It will be worth the wait.

    Here is part of their statement:

    “So we’ve made the difficult choice of pushing the game’s release date. Giving us a few extra months will make certain that Uncharted 4: A Thief’s End not only meets the team’s high standards but the high standards that gamers have come to expect from a Naughty Dog title.

    Thank you for your patience – we know the extra wait will be excruciating, but you’ll see it will be worth it as we reveal more about Uncharted 4 over the next year. The team at Naughty Dog will be heads down working through 2015 making sure that Nathan Drake’s story gets the closure it deserves. Come Spring 2016, you and Nate are in for one thrilling, emotional ride.”

     

     

     

     

  • New Gameplay From The Witcher 3

    Want more Witcher? How about seven minutes of new gameplay from PAX East? This footage shows Geralt accepting a side quest to look for a missing caravan and using his abilities to track down and slay a monster.

    Make time come May 19th because The Witcher 3 is going to be one of those titles that will require all of your attention.

  • Damn Night, You Scary: Dying Light Review

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    I spent exactly 30 hours and 8 minutes on Dying Light. Much more than I thought I would going into it. There was still plenty left to do. I left some side missions alone and could have just spent more time exploring Harran. It is a game that could easily pass the 40 hour mark. During my time destroying zombies in a perverse amount of ways I had fun with over twenty hours of it. The rest was the story.

    Let’s get the bad out of the way first. The story in Dying Light is filled with every possible allegory from any action game or movie you have ever played or watched. I can’t count the number of times I guessed what was going to happen both plot-wise and gameplay-wise before it happened. I am going lose all of my weapons and have to fight a tough enemy with a piece of wood: check, my disease will rear its ugly head at the most inopportune time: check, the agency I am working for want to control the world: cheeeeeeck.

    It became so bad that I avoided story missions for the longest time just so I could run and parkour around the city for the sheer fun of it.

    That is where Dying Light’s strength is: movement.

    When first looks of the game were going around, Dying Light looked light a mix of Dead Island with Mirror’s Edge and thankfully that is exactly what it is. Running, jumping off of enemies, dropkicking zombies into spikes and climbing buildings to dizzying heights quickly become second nature. There were many times when it felt like I was playing a first-person Assassin’s Creed.

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    Combat is lifted straight from Dead Island with notable improvement. Your strikes feel like they have weight to them. These are fresh zombies just changed and one blow will not do them in (until later on with some good weaponry). You will feel the impact to their bodies and have to move constantly to keep them off of you while you attack. It is a natural step-up from Dead Island with its “floaty” attacks.

    Another return from Dead Island is the ability to upgrade your weapons with an insane number of mods. Burn, shock, sicken the undead. The world is your undead oyster.

    This is only the beginning of your character progression. Your strength and agility are given their own separate skill trees and the more you use them the more you unlock. Fighting opens up more powerful attacks like heavy blows and stealth kills while running and climbing will open up sliding, dropkicks and jumping over zombies. It is not just a flimsy leveling system thrown in for the sake of having one, it feels like you are progressing and gives you something you genuinely want to work towards. Too many games think that a leveling system makes them more “RPG like”. Dying Light’s actually does.

    As you get the hang of becoming a parkour master remember this; it will be night soon. When the sun goes down Dying Light becomes more about survival than anything else. More powerful zombies lurk at night. They will end you quickly and you need to decide if running is your best option or using stealth and subterfuge is your approach. There are safe houses littered throughout the city that you must unlock and they will be your saving grace if you are trapped at night. Here is the great thing about Dying Light’s day/night cycle: at night all ability points are doubled. A great risk/reward debate will occupy your thoughts. You could just sleep until morning and avoid the danger altogether or you could brave the dark and level up quicker with death being an almost certainty. Decisions, decisions.

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    Techland has made Dying Light the next logical progression of Dead Island. So much so that I don’t know how I am going to go back to whatever control scheme Yager is developing for Dead Island 2. If it is more of the same it will feel antiquated next to Dying Light. Don’t get me wrong, I am looking forward to Dead Island 2, but the first time I want to get away from a group of zombies and can’t climb atop a van then hop to the side of a building, I will be saddened a bit.

    Dying Light released at the right time. If it had been a fall release it would have been lost in the deluge of holiday gaming. Now, more people can pick it up and see that Techland has crafted a fun, longer than expected adventure that makes up for the lacking story and sometimes buggy play with multiple hours of America’s new favorite pastime; destroying the undead.

  • I Didn’t Know You Were Called Dennis: The Order: 1886 Review

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    The Order’s story is too short. The Order’s cutscenes are too long. It is a Gears of War clone.

    Blah blah blah.

    The question I asked myself after finishing The Order, despite all the previous complaints from other reviews being true, did I have fun with The Order: 1886?

    Yes. Yes, I did.

    Alright. Good review. Thanks for coming.

    In all honesty, some of the crap that has been heaped on The Order is founded. I would have liked less cutscenes and more gameplay. The story stops right when it gets to a good start. I will play devil’s advocate here and say that while these things irked me, they also had a somewhat positive effect.

    The cutscenes are beautiful (like the rest of the game) and gave me time to appreciate what may be the best looking PS4 game yet. It is so much so that, more times than I care to mention, I would sit there for an undisclosed amount of time thinking the cutscene was still going when my character was standing there in gameplay wondering in his A.I. brain, “who the fuck is this artard that gets me shot in the face and doesn’t know when to move?”.

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    Playing as Galahad in a steampunk Victorian London for an order of knights that trace back to Arthur all while fighting werewolves has to be the most drug-induced game idea ever and since The Order was announced I have wanted to go to there. The story’s characters and plot are not the problem, pacing is. For the first two-thirds of the game The Order meanders around treating your playthrough like it is the first two hours of a twenty hour adventure. You should know that it is actually the first four hours of a six hour story.

    Here’s the thing; the last two hours set up a sequel that I fucking want to play. I just wish the developers had known when to push the gas pedal down instead of puttering along like an elderly lady on a Sunday drive.

    Gameplay is nothing new. By nothing new, I mean it is basically Gears of War. While some may mark off for this, for The Order, it is just enough. I am being shot at. I do not want to be shot in the dick, face or elsewhere so I need something to take cover behind. The mechanics and actual controls of the game are serviceable and can be expanded upon if there is a sequel.

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    When Sony unveiled The Order: 1886 over two years ago with a spooky trailer that made you wonder what was in the shadows, it made you think it would be Sony’s next big franchise. I was expecting more after such a long development cycle, but it turns out what was in the shadows wasn’t big and scary, just disjointed and underdeveloped.

    The Order: 1886 might not be the game we expected, yet there is still a decent time to be had despite its shortcomings. A franchise is here somewhere. We may just have to wait until 1887 to get it.

  • Batman: Arkham Knight “Gotham Is Mine” Trailer

    I could listen to John Noble read a grocery list consisting of gluten free pita bread and would get goosebumps. Listening to him reveal his plans for Gotham and Batman should make you sh** your pants.

    Batman: Arkham Knight releases June 2nd.

     

  • The Great Journey – Homeworld: Remastered Collection Preview

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    It occurs to me that I’m very excited about the upcoming Homeworld remastered collection, and have had it pre-ordered for almost a year, without really talking about what it is, or why our readers might want to check it out. I’ve been a fan of the series since its inception, and can’t wait to unbox my collector’s edition this upcoming Wednesday. The trek this series has taken over the years ironically mirrors the plot of the games in many ways, and yet there remains a core fan-base that has rarely wavered in hoping for a new entry.

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    Originally released in 1999, Homeworld completely revamped real-time strategy development at the time by utilizing features such as full three-dimensional space combat, branching campaign paths, and fleet persistence across the entire campaign. Homeworld: Cataclysm was originally developed as an expansion by an outside company, and then released in 2000 as a stand-alone title. Finally, fans got a true sequel, Homeworld 2, in 2003; that year, the source code for the original was also released to aid the mod community.

    For more than a decade, though, there hasn’t been a new entry into the franchise, largely due to financial woes facing the various publishers who owned the IP. The two core games were developed by Relic – the same developers behind W40K: Dawn of War and Company of Heroes – for Sierra, but in 2004 the dev team was acquired by THQ. Sometime in 2007, THQ worked out a deal to acquire the rights to Homeworld from Sierra/Vivendi, but that same year saw many key Relic members leave to found Blackbird Interactive.

    The trail goes cold there for nearly six years, up until THQ filed for bankruptcy in 2013, when both Relic and the Homeworld license went up for auction as the company’s assets were unloaded. Relic was acquired on January 22, 2013 by Sega. Many Homeworld fans were sad to see the series and the developer split up again, but it may have been for the best; Relic’s largest release since then has been Company of Heroes 2, which has been much-maligned due to a relatively short, full-priced base game followed up by exorbitant amounts of paid DLC.

    April 15, 2013 was the final date for sales of THQ assets, and Homeworld fans had not been idle in their hopes to see the franchise live again. A Kickstarter campaign by indie devs Team Pixel raised $70,000 toward bidding on the IP, but that amount was dwarfed by the final winning bid of $1.35 million by Gearbox. This left many people, including myself, wondering just what exactly the house that Borderland built would do with our beloved series.

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    The answer came in July 2013, when Gearbox announced their plans for “HD remakes” of Homeworld and Homeworld 2; those have since been converted into the Homeworld Remastered Collection. The collection includes upgraded versions of both the original and the sequel, as well as optimized versions of the games as they were initially released. This last part is of great interest to fans, as it has become increasingly difficult to keep the titles compatible with newer operating systems and graphics cards.

    Unfortunately, Homeworld: Cataclysm is currently absent from the collection, with reports that the original source code and assets for the game have been lost. The original developer, Barking Dog Studios, was acquired by Rockstar in 2002 and became Rockstar Vancouver, who brought us Bully and Max Payne 3. In 2012, the studio was merged with Rockstar Ontario, and somewhere in all those years and transitions the Cataclysm files apparently disappeared. Gearbox has stated they would certainly like to release an updated Cataclysm, but I personally would rather that time be invested in a new title at this point.

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    In the summer of 2000, I got the GOTY edition of Homeworld, which came with a special soundtrack CD (something I am still glad to own to this day). We had moved into a new house a few years earlier, and I finally had my own room, with my own PC that my dad and I were tailoring to be a gaming rig. I also distinctly remember that I had the game discs with me during my summer trip to spend time at my grandparents’ house, and was thrilled to discover that it could run on their computer.

    That time period was highly influential for gaming in general, and for my own experience in particular; I rarely bought games at release, enjoying instead to wait until there was some sort of collected edition of the base title and its expansions. Notable examples of the trend include the Half-Life Platinum Edition, the Diablo II, StarCraft and Warcraft III “battle chests,” and MechCommander Gold. I also didn’t get games nearly as often, and invested more time into the titles I did have. I miss those days sometimes… but we’re getting off-track!

    I said earlier that the series’ ups and downs mirror the plot of the games in some ways, and I guess the same can be said of my experience with the franchise. Homeworld opens on the desert world of Kharak, where for the past century previously warring clans have been united by the discovery of the “Guidestone,” a galactic map showing a path away from Kharak to a planet marked only with an ancient word: Hiigara, which means “home.” From that point forward, all effort was put into preparations for the seemingly impossible task of crossing the galaxy and returning to Hiigara. A massive mothership was constructed, and neuroscientist Karan S’jet allowed her nervous system to be joined with the ship’s computers, becoming its core.

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    I’m going to stop talking about the story at this point, because I really hope some of you pick up the remastered collection, and I don’t want to spoil anything. Suffice to say that I, much like the people of Kharak, had no idea what lay in store for me when I installed Homeworld. Rarely has a game affected me as deeply as this one, and listening to the soundtrack as I write this, certain music cues still bring a smile to my face or send a chill down my spine. I can still remember finishing the game and watching the ending cinematic play out, feeling simultaneously elated and forlorn, knowing that something unique was drawing to a close.

    This sense of gravitas is largely imposed by the way the campaign is structured, and then further reinforced by the events of the story. Once the mothership departs Kharak, bearing 600,000 cryogenically frozen colonists across the galaxy, the game does an impressive job of making you feel very isolated. Although you encounter other beings and cultures over the journey, large amounts of time are spent surrounded only by the starry depths of space, watching your resource collectors mine asteroids or your scouts fly patrols, with only the excellent ambient music as accompaniment.

    Homeworld also eschewed many current trends in terms of resource collection, base building, and unit management. Rather than hitting “reset” on your units and resources between missions like in StarCraft, Relic borrowed from games such as XCOM and utilized a persistent fleet from start to finish. This choice really drives home the import of your journey, and forces you to make hard choices when it comes to sacrificing or even abandoning units. The latter choice comes at the end of a few missions where you’re tasked with defending the mothership for a certain amount of time, and then jumping away before being overwhelmed. The mothership is stationary during the campaign, as it has no sub-light engines, only a hyperspace drive; if it gets destroyed, the campaign is over, end of story. Inversely, many smaller ships lack hyperspace drives, and must be docked on a larger ship to complete the jumps.

    Remember the times on Battlestar Galactica when the fleet was ambushed, overwhelmed, or otherwise in jeopardy, but there will still Vipers and Raptors away from the ship, and jumping away would mean stranding those pilots? Or when the Rebel fleet was being picked apart by the second Death Star while the shield generators were still up, but the commanders knew they’d never have another chance to destroy it? Those are the choices Homeworld forces you to make on a regular basis. With limited resources added into the mix, making the wrong choice too often can and will make it impossible to beat the game without starting over.

    Thankfully, the full-space 3D movement and balanced combat system allow for a wide variety of tactics, from hit-and-run blitzes to full-scale fleet engagements. The tactical map and movement controls are perfectly suited to the task, though there is a bit of a learning curve in effectively positioning ships; you’ll also simultaneously be learning the game’s rock-paper-scissors balancing system of fighters, corvettes, and capital ships. Once the system is well in hand, though, it’s extremely satisfying to strip an enemy patrol of their fighter escorts, and then have your corvettes outrun the bigger ships while your own fighters come in from above and below to pick them apart. This allows for people who are better tacticians than they are resource-managers – such as yours truly – to accomplish a lot with relatively small fleets.

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    I didn’t ever play multiplayer against anyone online with the original Homeworld, although I did enjoy skirmishes against the AI; I preferred to simply play through the campaign multiple times, and the same can be said of Cataclysm. When the full sequel was released, though, I was living in a dorm with a phenomenal internet connection and a very active LAN community. To be honest, I never completed the Homeworld 2 campaign – something that I’m excited to rectify with this new release! – because it was more fun to play with everyone else. The sequel introduced some new mechanics, such as deeper research trees, ship upgrades, and unique unit types; the balance had been purposely adjusted to have more multiplayer appeal, and it paid off.

    Over the years, I have done my best to keep working copies of Homeworld on my system, but the aforementioned difficulties with newer tech are starting to catch up. The core fan-base has remained even more dedicated than myself, with an extensive mod community; in fact, one of the mods for HW 2, known as “Homeworld 2 Complex,” is so popular that many people are waiting until it is available for the remastered version before they pick up the collection. That’s one of the reasons Gearbox decided to include the original versions of the games, and I imagine they’ll sway a considerable number of “purists” by doing so.

    Gearbox is also working with the Blackbird Interactive team – those who originally left Relic – on their new project, “Shipbreakers.” Always intended as a spiritual successor to Homeworld, the game is now an official part of the IP, and is set to take place before the events of the first game. Between this development and the remastered collection, the hope for most fans is that Gearbox is trying to reinvigorate the franchise and get people on-board in anticipation of a genuine sequel. The work that has obviously gone into this new collection can be observed in the videos linked below, and I for one am very happy with how things are finally shaping up for the Hiigarans, Karan S’jet, and all of us who have journeyed with them these fifteen years.

    The Homeworld: Remastered Collection will be released on Steam on Wednesday, February 25.

  • Just For Pun: Rating The Order: 1886 Review Subtitles

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    Reviews for the PS4 exclusive The Order: 1886 have been middling at best. I will be reviewing the game when I pick it up and from what most reviews have said, it shouldn’t take me long to finish (it never does).

    We will take a different approach to The Order since I have no review to offer you. I will review the taglines for the reviews for The Order, which range from brilliant to no effort at all. With the Victorian setting and Arthurian names the game is ripe for the subtitle picking.

    “Gears of Yore”- NeoGAF

    8.5/10

    Starting off strong. Sterling wanted this one but GAF beat him to it.

    “Short Order”- Jim Sterling

    8.0/10

    His backup was still strong and worth a good score.

    “The Struggle Within”- IGN

    6.5/10

    Don’t forget, as all IGN commenters do not realize, that 6.5 is “good”.

    “Uncompromising Cinematic Vision”- Game Informer

    5.5/10

    No pun intended I believe. Just there.

    “There’s a word for games like The Order: 1886. Rental.”- Giant Bomb

    8.0/10

    Go right for the throat. I like it.

    “7 hours out of ten.”- Eurogamer

    9.5/10

    Bringing it strong. This is how you do it.

    “From hell”- Gamespot

    8.0/10

    Like the Johnny Depp reference. Gets a bump up for that.

    “A half baked PS4 launch game…15 months late”.- EGM

    7.0/10

    Good enough to be memorable.

    “Not enough chaos.”- Destructoid

    6.0/10

    No pun (or fun) intended.

    “London calling”- Polygon

    7.5/10

    Should be higher but I am a Last of Us fan. If you get it, you get it.

    “Ready at dawn, finished by the afternoon”- Videogamer

    10/10

    Winner, winner. Everyone see this? Do more of this.

     

  • Take A Guess How Jim Sterling Feels About Nintendo Creator’s Program

    Nintendo is synonymous with being behind the times and their approach to content creators on YouTube is no different. The debate goes on about if Let’s Play videos should be allowed to make the channel creators money. Nintendo created a program of their own called the Nintendo Creator’s Program where they will take a portion of earnings from people for the privilege (?) of putting their games on YouTube.

    Let Jim Sterling explain the conflict of interest this creates and the reason why it is a bit shady.

    Jim Sterling (like the Kinda Funny guys) have branched out on their own. If you like his stuff please go support him on Patreon. The Jimquisition Patreon

  • Star Wars: Battlefront To Be “Aligned With” Episode VII

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    During an EA earnings call, company CFO Blake Jorgensen confirmed that Star Wars: Battlefront will hit store shelves before the end of the year and be aligned with Episode VII.

    This can only mean one thing by the rules of video gaming: it will be broke as shit.

    Not wishing bad luck on the game in any way. I want to play Battlefront as much as you. Until I have the game in my console and I am killing Ewoks there will always be doubts. DICE has to live down Battlefield 4 which was having issues a year (!) after release. Now that they are on a timetable the heat is on. Will they deliver?