It’s been a struggle to stay spoiler free as we approach the much anticipated release of Danganronpa V3: Killing Harmony. As the first original game being released for the PS4, excitement has been through the roof among fans like myself. So when I got a chance to play the demo to help tide me over until the September 26 release date, I was shocked when the game gave away the death of a major character from the previous games and anime! Not to mention the previous protagonists being locked into this new killing game with the new cast. Couldn’t they have saved such a big reveal for the real game!?

Then I came to my senses and realized that the game was just messing with me, continuing its running gag of having Hagakure serve as the murder victim in the demo, only for him to survive all the way through the main game. But among the returning characters from the previous game is a whole new cast of ridiculous students with their own unique talents, with each of them suspected of this most recent murder. As the new lead, Kaede Akamatsu, we’re asked to take on the familiar task of searching for clues in the point and click sections of the game. It’s immediately apparent that the game is putting the extra horsepower of the PS4 to good use, with sharper, more detailed environments as well as character portraits that serve as charming, bright contrasts to the dreary backgrounds of the new academy.

This time, Kaede is going to have to work a little harder if she wants to load up her Truth Bullets, since the environment is far more interactive this time around. Important items can be found under tables, chairs and other obstacles, so what do you do when you need to move furniture around? You slap the crap out of it! The new ability to slap items out of the way is as hilarious as it is addicting, spicing up the sometimes tedious investigation segments.

Danganronpa V3: Killing Harmony Demo_20170706142410

An investigation doesn’t mean much if you can’t put your findings into action, which is why the returning Class Trials continue to be the highlight of the game. In the past, you would shoot down contradictions or point out statements you agree with to discover who the killer really is. As with investigations however, this time is a little more complex. Mass Panic Debate does its best impression of the 2016 debates by having characters talking at the same time over each other, asking us to find the contradiction in a myriad of statements simultaneously. If snowboarding for the truth wasn’t weird enough, the new Psyche Taxi literally has you driving down a road to pick up the truth. Other new mechanics include an updated Hangman’s Gambit, team debates where two halves of the class take sides and argue back and forth, (which was a golden opportunity to call it a mass debate…), and the much touted ability to lie with the new Lie Bullets. How it will change the flow of both the story and game play is exciting, which is why I can’t wait for the next two weeks to pass!

Danganronpa V3: Killing Harmony Demo_20170706142720

With the game right around the corner, what characters have left an impression on you so far? What did you think of the demo? And who are you hoping to see return? Let us know in the comments!

I Am Setsuna promised to scratch the itch of the classic JRPG fan who longed for the days of turn based battles, Active Time Battle meters, (known more commonly as ATB), and a more methodical game play style. After delivering on a multitude of platforms, Tokyo RPG Factory is back at it with Lost Sphere, a spiritual successor that continues the style introduced by Setsuna. With a new world and new cast, much of the early moments of the game manage to hold onto some familiarity with the first game while showing off a few new tricks in the Comic Con demo on display at Square Enix’s booth.

Using an identical graphic style to SetsunaLost Sphere recreates the classic feel of a 32-bit era RPG while using chibi style 3D models for the characters to match the dimensions of the world around them. Much like Chrono Trigger, enemies are spotted on the field, and any enemies around them will join the battle once its time to draw swords. From there, you’ll manage your party by deciding to attack, use special abilities, rely on items to get you out of a pinch, or defend to help reduce unavoidable damage. Positioning plays an important role, since most attacks have a certain radius that can lead to dealing damage to more than just your target, but this is where the biggest change in Lost Sphere surfaced.

With some of the abilities offered, they allowed the characters to line up their attacks to get the most out of them. For example, a shot from one of our allies could potentially pierce through their enemy, draining the HP of any foe unfortunate enough to be lined up directly behind them. While Setsuna did have attacks like these, Lost Sphere made it more noticeable, which in turn made it easier to plan out how we wanted to do the damage. As an extra layer of strategy, it helps the game feel like you’re doing more than just picking options in a menu. That kind of engagement is what separated the great RPGs from the rest back in the day, and it’s no different now.

After exploring this sample of the game, I’m looking forward to seeing what other ways Lost Sphere separates itself from I Am Setsuna. With this classic style of engagement taking a backseat in recent years for more flashy, real time combat, it’ll be interesting to see how far we can ride the nostalgia wave. If the developer’s previous efforts are any indication, then I can’t wait to play more of the game when its released in 2018. With PS4, PC and Switch support, we’ll be able to keep on adventuring whether we’re at home or on the go!

The Splatoon 2 direct just finished up this morning, and with that, a cavalcade of surprising and fun announcements. One of these announcements was from a new pair of hosts, Pearl and Marina, who revealed that there will be an inaugural Splatfest to commemorate Splatoon 2, one week before launch! The Theme? Which is better? Cake or Ice Cream? The demo will take place one week from launch on July 15th 2017 from 3PM-7PM PST. Well, what are you waiting for? Choose a side and let the smack talking commence!

 

We’re just about a month out from Pokemon Sun & Moon, so anticipation for the game is building fast.

Today, Nintendo just announced that there’ll be a free self contained demo for the game on October 18th. Users will be able to download the demo on the E-shop, catch and discover some of the Alola formed Pokemon, and even capture Ash’s Greninja which can be transferred into the full game! Pretty awesome that we’re getting this demo in the first place to help level out anticipation. That or it’ll just make people more impatient.

Are you excited for the demo? What kind of Alola Pokemon are you hoping to find? Tell us in the comments below!

If you missed out on Vanillaware’s Odin Sphere when it was initially released on the PlayStation 2 or just want to make a return trip to the world of Erion, ATLUS has you covered with their upcoming release of Odin Sphere Leifthrasir for the PlayStation 3, PlayStation 4, and PlayStation Vita. A demo for the game is now available to download for PlayStation 3 and 4 with the Vita version going up on May 31.

What makes this title different from the original? Besides graphics that have been redrawn (yes, “drawn”) for 1080p/60fps, the combat system has received an upgrade and mini-bosses were added to maps in response to fan feedback.

Odin Sphere Leifthrasir is available to pre-order now and releases on June 7. Pre-ordering a copy will net you a free 64-page art book to go with your game, while supplies last. The PlayStation 4 also has an exclusive “Storybook Edition,” which includes a shirt, art print, hardcover art book, metal slipcase and decorative outer box along with the game.

Keep an eye out for Geekscape’s review of Odin Sphere Leifthrasir in the near future!

Bravely Second: End Layer is right around the corner, and what that means for 3DS owners and RPG fans alike is that we’ll surely be sinking dozens of hours into Square Enix’s next big adventure. What made the original game stand out so much was its unique spin on the old school turn based JRPG, combining familiar elements like the Job System with the Brave and Default systems, which let you use turns in advance or store them for future use. While we anxiously anticipate what the future holds for the sequel, we held ourselves over with The Ballad of the Three Cavaliers, the demo / prologue for the upcoming sequel. Here’s what works, (and what doesn’t,) based on the preview build of the game.

Bravely Second Screen 2

Starting off as the three cavaliers led by Yew, (get it!?), their town guide, Magnolia, eventually rounds out the party to make it four. Instructed by the Wind Vestal, Agnes, from the original game, the team is sent out to accomplish various tasks as they travel through the game world, all while introducing you to these characters in a way the main game won’t feature. What surprised us was the appearance of some of the prominent enemies from the first game, each of which unlocks more asterisks, which in turn grant access to more jobs. Featuring a decent variety to get a taste of what the main game will offer, the party can be customized to become sword masters, performers, valkyries, black mages, white mages and red mages to name a few of the jobs offered. Fighting monsters will both level up the characters and the jobs, granting access to a wider array of abilities.

Everything so far sounds pretty routine, (if not ambitious for a demo,) but combat is where the game becomes anything but. As mentioned, the Brave and Default systems were a big draw previously, and that aspect continues in the demo for Bravely Second. By defending, each party member will store that turn for future use, allowing you to use up to four turns at once to unleash a flurry of attacks. Doing so without enough turns to spare can lead to a quick victory, but if that turn doesn’t end with your victory, you’ll be stuck for up to four turns without any actions. It’s a high risk / high reward style that made the original so appealing.

Bravely Second Screen 3

As if to sweeten the pot even further, the sequel has added a type of gambling system into its battle system. If you can win in one round of turns, you’ll be given the option to start another fight with the promise of extra EXP, JP, (for job leveling,) and Gil. Of course, your status, including your turn count, will be the same as it was at the end of that battle, so eventually, you’ll find yourself at a turn deficit and become stuck without being able to move. While this can lead to disastrous results, it can also mean the difference between leveling up rapidly vs. fighting a serious of mundane one off battles for the sake of grinding. Not only does this add an extra layer of risk to consider heading into battles, but it rewards efficient players with a faster way to get stronger.

You’ll find these multipliers to be a godsend when you realize how much levels will skew battle into the enemy’s favor, which was my only real complaint. Playing on normal difficulty, walking into new dungeons where my equipment was up to par and my level was within the recommended range often led to me getting killed in a few turns regardless. These dungeons and bosses would eventually be conquered after many cure spells, potions, and trips to the Inn, but unless I’m playing on hard, my expectation when properly leveled would be to be able to at least get through most of the dungeon without getting completely decimated within a few fights. That’s traditional JRPG difficulty for you!

Bravely Second Screen 1

Regardless, I’m loving what I’ve played so far, and can’t wait to get the full version in my 3DS when it releases on April 15th. What are your impressions with Bravely Second so far? Sound off below!

As we mentioned in our E3 preview, Disney Infinity 3.0 looks to create a much bigger experience than its predecessors partially thanks to the Toy Box Games. These dedicated modes look to bring full fledged games outside of the main Play Set campaigns, all of which will allow any of your figures to work. At Comic Con 2015, we took a peak inside Disney’s Pop Up shop to and had some hands on time with the Toy Box Speedway, a dedicated racing game that expands the game play in even bigger ways. And while I walked in expecting a fun side game to compliment the main content, what I left with was what felt like it could have been a full fledged title.

Disney Infinity 3.0 Toy Box Screen 3

At first glance, the Toy Box Speedway looks to be doing its best Mario Kart impression, and that assumption wouldn’t be too far off. Players will be able to choose from a variety of cars and any character figure they own to jump onto the track with, with each one playing exactly the same stat wise. In fact, the only ones that do have an advantage are the Pixar Cars, and rightfully so considering racing is kind of their thing. After choosing between a car and figure, players will get to choose between numerous Disney locales to drift through. Including stages inspired from films such as Frozen, Wreck-It Ralph and The Nightmare Before Christmas, each track played up to their themes well, with iconic imagery and personality throughout.

Once the race actually started however, I was surprised by how well the game handled, with a strong sense of speed, a variety of weapons to use from the item boxes scattered along the track, and the boost storing mechanic that fills a meter every time you drift or pull off a trick. If this sounds at all familiar, then I’m guessing you’ve played the Sega All-Stars Racing games, because Disney pulled the incredibly talented developers at Sumo Digital to develop this mode. Their level of quality shined through each race, leaving me wanting to play each track when all I was expecting was a quick, half hearted mini game that only served as an optional break from the Play Sets.

Disney Infinity 3.0 Toy Box Screen 4

After the finish line was crossed, I felt more optimistic for Disney’s next game than I already did. With Toy Box Showdown taking an action approach alongside the Speedway tackling racing, it’s looking like we’ll have tons to do with our new toys, alongside our old favorites. Are you planning on jumping into this whole new world when Disney Infinity 3.0 launches on August 30th? Share your thoughts below!

With the music game revival only a few months away, are you anxious to get your hands on the upcoming Guitar Hero Live? Well, if you’re near a Best Buy, you just might be in luck!

Activision announced that they have partnered with Best Buy to bring their newest rock and roll experience to over 120 stores for two days only! On Friday, July 24th from 3-8 PM, and Saturday, July 25th, from 10 AM to 5 PM, you and your friends can head on over and rock with this re-imagined guitar playing experience.

We got to play GH Live at E3 and were impressed with the strides it was taking to differentiate itself from past games, so trust me when I say you’ll definitely want to see all of these changes in action. The main game is set to release on October 20th in both a single guitar bundle for $100, or a two guitar set for $150. Unlike the upcoming Rock Band 4, past instruments WILL NOT be backwards compatible, so you’re going to have to commit to some new accessories, which is understandable since Live is meant to be a brand new experience.

You can find the full list of participating locations here. Can we expect to see you headbanging at Best Buy this weekend?

Source: Gamespot.com

When I first played Disney Infinity in 2013, the idea that one game could contain so many different genres was far more ambitious than you would expect from a company that could sell games on name value alone. Each of its five Play Sets and the custom Toy Box mode that accompanied them went on to prove how vastly different characters, worlds and ideas could come together in one comprehensive package. Mechanics would only be improved upon in Disney Infinity 2.0, bringing Marvel’s finest super heroes into a more focused, much larger open world, with refinements made to the combat and creation modes. So where does 3.0 go from here? We sought to find out, so we took some time with the Star Wars and Inside Out sets to see what changes the new game has in store for all us toy collectors out there.

Disney Infinity 3.0 Screen 2

Starting with the Star Wars side of things, it’s clear that Disney is doing their best to create a compelling experience while taking a more lighthearted approach to a galaxy far, far away. While blaster combat with characters like Han and Leia is largely the same as past iterations, (essentially locking on and shooting with some character specific abilities thrown in,) Lightsaber combat is where the game looks to shine. Developed by Ninja Theory, the team behind such action titles as DmC: Devil May Cry, Enslaved, Odyssee to the West, and Heavenly Sword, some of the actions were instantly recognizable. Taking bits of what they included from their past works, melee combat was much more focused this time, allowing the Jedi to combo enemies, launch them in the air, or throw in Force Powers to manipulate the space around their enemies. When it came down to the boss fight against General Grievous, there was never a moment where I felt like I had too few options to take him down.

Considering the steps the combat is taking towards a more focused, refined standard, 3.0 still hopes to keep its playful side intact. Exploring Endor with Darth Vader riding a Speeder Bike looks as ridiculous as it sounds, and the Battle of Hoth is a whole new experience when you have to take down AT-AT’s with Han Solo’s fists. Speaking of Hoth, one of the more interesting aspects of the demo was how tying up their legs was handled. Unlike any Star Wars game I’ve played, speed and height played a role in whether or not tripping it was successful. Fly to fast or too slow, or become misaligned with its moving joints, and your cord will break off, adding more depth to a battle we’ve played many times in the past. Of course, this leads to climbing it and breaking its weak points with your fists, but it wouldn’t be a Toys to Life game if it wasn’t silly.

Disney Infinity 3.0 Screen 3

Moving over to the Inside Out Play Set, playing with our emotions takes a more puzzle/platform approach to the game as opposed to the aggressive nature of the Star Wars stages. Playing as Joy, Anger, Sadness, Disgust and Fear, each character has specific traits used to navigate the stages, presented as both 2D and 3D stages. For example, Joy can float a’la Princess Peach to reach farther away areas, while Anger can walk through fire without taking damange. Often being presented with light puzzle elements that required delivering orbs to the right doors, this set came off as what you would expect from your typical licensed game. Well designed, but nothing ground breaking, the switch between perspectives and the puzzles added some variety, but these sections are obviously designed with young kids in mind. And trust me, they’ll want all the merchandise they can get once these toys and games start hitting shelves. They just look too nice to resist!

Disney Infinity 3.0 Screen 1

With these two sets, I felt like I was getting a drastically different experience, moreso than in 2.0 and its Play Sets. From what we’ve seen so far, 3.0 is on track to advancing the original concept even further by bringing something for everyone with its final package. Promsing even more accessible Toy Box tools, stand alone Toy Box game modes, more unannounced Play Sets and more to experience in the stages we got to demo, and it’s safe to say that 3.0 will be bigger than ever, with the potential to be even better.

It’s been over a decade since a new Godzilla game has been released. With the King of the Monsters taking such a long break from the gaming world, what better time to make your big re-debut than at the start of a new console generation? The idea of being able to tear through Tokyo while going toe to toe with some of the most iconic monsters from the film series’ history in full HD sounded like a no brainer, so I made sure to head down to Namco Bandai’s booth at Comic Con to see if the king still reigns supreme.

Godzilla E3 Screen 1

What was immediately noticeable was that watching Godzilla tear through buildings as he collects energy and brawls with foes looks amazing. Watching buildings explode all around him with every step, slash and tail swipe gave off a rewarding feeling of power, coming off as if the world was truly your playground. Considering how long these monsters have been away from the gaming scene, this universe definitely benefits from the visual upgrade that current consoles can provide.

Naturally, the only thing more rewarding than destroying the city by yourself is destroying the city by throwing monsters through it. Once Godzilla collected enough energy, the build up of chaos eventually attracted both Mecha King Ghidorah and Spacegodzilla. Fighting off two enemies at once was surprisingly easy thanks to the variety of attacks we had at our disposal. The energy blast Godzilla fires from his mouth makes it easy to keep them at a distance, while a quick tail swipe can knock them away if they get too close. If you prefer to make your fight more up close and personal, his vicious claws and crushing grabs could deal some huge damage. I don’t think the game offered a better sight than taking hold of your enemy, biting it a few times, and throwing him into a skyscraper. It’s pretty awesome stuff!

Godzilla E3 Screen 3

The only major complaint I had with the brief demo was the speed and controls. A reoccurring issue with most Godzilla games is that the monsters move far too slow, creating some plodding moments. Then again, this is the nature of trying to make a game based on this franchise, since it’s not like they can sprint across the city while still representing the feel of the films. This game felt like it moved faster than past games, especially since the city is tightly enclosed, but still took some time to get used to thanks to the somewhat awkward tank style controls. Using the shoulder buttons to turn while moving with the sticks takes some getting used to, but it’s nothing that can’t be figured out with time.

From what we’ve played, Godzilla feels like a solid re-introduction for the iconic character’s gaming comeback. With plenty of destruction, and a great roster so far, we’re hoping the main game continues this positive momentum. Welcome back, and hail to the king!

Godzilla is available now for the Playstation 3 and Playstation 4.

This past week, the world got to experience Splatoon online for the first time. Nintendo’s first foray into the arena shooter genre is a risky one, throwing out most traditional conventions to focus on a kind of territory war. Kills mean little here, so how can one control a battlefield with paint shooters and rollers? After participating in all three scheduled Global Testfire Demo periods, we got a good idea of what to expect from the online experience, while trying out the expanded weapons and maps for the first time. The E3 and Wondercon demos were great, but with a better idea of what we could expect from the final product, we examined our seven biggest takeaways from the online event.

1. Stalking Your Prey Is Key

In Splatoon, covering the field with more of your team’s paint than the opposition is the name of the game. Moreso than fragging the enemy, surrounding them with paint means you can slow down their movement while speeding up your own. As the game became more comfortable to play, it became apparent that taking advantage of your squid form, and diving under your paint for reloading and positioning purposes was vital to victory. But the best part of being a squid is to be able to sneak up on unsuspecting enemies trying to take your land. While it’s awfully rewarding to catch someone off guard, don’t stay under too long! Camping in your paint will lead to your position popping up on the map. Don’t say we didn’t warn you!

2. The Paint Roller Is OP… If You’re New To The Game!

When I first jumped in to the Global Testfire, the Paint Roller felt like the perfect weapon. Allowing you to cover up a ton of space with your paint while having to reload less frequently and gaining a short range scatter shot felt like all you needed to be team MVP! Eventually though, it became obvious that one was dead in the water if seen at a distance, which isn’t hard since the map being covered at a rapid pace is a dead giveaway as to where you’re located. Not that it isn’t incredibly powerful, but let’s just say that winning is likely in the bag if you come across a team of four rollers. Oh, and speaking of weapons…

Roller

3. Not All Special Weapons Are Created Equal

Special weapons are a reward for accumulating a certain amount of points without being killed. Yet, while they’re supposed to be huge, area clearing items that give you a temporary boost, most of them in the demo were rather underwhelming. One shot a large wave of paint in a particular direction, which covered a good amount of distance, but was easily undone. The others were variations of unlimited grenades, which didn’t do much when you found yourself surrounded, other than lull you into a false sense of security. But when the Bubble Shield came into play, it was clear that it was the only one worth using. There was nothing more rewarding throughout the entire game than activating it when a smug roller is about to run you over, only for them to bounce off your shield at the last second and proceed to get splattered. I’m crossing my fingers for a bit more balance in this regard, since I didn’t even bother using my so-called reward unless it was the shield.

4.The Charge Rifle Kind Of Sucks.

Moving on from special weapons to main weapons, I struggled to see the point in the Charge Rifle. Aside from picking off opponents who were advancing on your territory, it didn’t contribute much in the way of expanding your team’s territory. Sure, it shot a long stream of paint that would cover a straight line, but this was easily covered by opponents with faster weapons. Maybe when the final game expands on this weapon type with legitimate sniper rifles that cover more distance, they will serve more of a purpose. But in a game where netting kills doesn’t amount to much, especially against rapid fire paint shooters that cover more space much faster, and I was left wondering what the point was.

5. Lobby Mini-Games Are A Brilliant Idea.

Longtime shooter fans will tell you that waiting for a game to start can suck the life out of one’s enthusiasm. Whether its someone dropping out, the connection taking long to establish, or the game itself not functioning properly, sitting on your hands and doing nothing before a match is universally reviled. Luckily, Splatoon added a mini game in between rounds where you help an 8-bit squid jump on platforms to reach a goal. The final game promises multiple games, but this one alone had multiple levels, the end of which I never got. I mean, if The Master Chief Collection had a way of making me forget that it was unplayable online, I wouldn’t have regretted buying it so much! I mean, I still would’ve regretted it, but at least I would’ve been distracted!

Splatoon1

6. Be careful where you spawn!

Splatoon has a pretty neat feature that allows newly spawned Inklings to jump straight to the position of a teammate in the middle of the map. This is perfect when you want to get straight back into the action, but an overzealous squid is a dead one. I could have avoided many a death by noticing whether or not the teammate I chose to back up was surrounded, or if I would be jumping straight into a gunfight, rather than helping the lone teammate on the opposite side of the map covering a big, empty space. Dying fast feels terrible, and this was a surefire way to do it. Pay attention, and look alive out there!

7. Victory can be stolen at a moment’s notice!

If it wasn’t obvious by now, Splatoon is far from a traditional shooter. With that said, it’s fully possible for one team to dominate, only for their opponents to turn things around at the last minute and steal the victory away. No matter how many kills you amassed, how much space you covered, or how much you held your enemies at bay, if you let them rally, they will win! It wasn’t unusual to see a team completely take over a spawn point at the last minute, with a few people camping on newly revived enemies while the rest of them continued to take land back. It’s a cruel reality on the paint splattered battlefield! Only the most tenacious will do their colors proud!

So what do you think? Does Splatoon seem like a unique enough shooter for you to enlist, or does its quirks stray too far from traditions to make it worth a purchase? Let us know what your impressions of the Testfire are in the comments, and keep an eye out for us when the next demo period hits on May 23rd!

Splatoon is scheduled for a May 29th release, only on Wii U.

Did you miss out on last week’s Splatoon Global Testfire, the demo/online stress test that was only available at specific dates and times? Well, if you did, or if you managed to jump online and want another fix, you’re in luck! The Global Testfire is on its way back next weekend!

On May 23rd from 3-4PM Pacific, would-be Inklings will be able to test out Nintendo’s latest IP, taking on the arena shooter genre. Featuring the same weapons and stages as the first time around, including the Paint Roller, Charge Rifle and the standard Splatershots, on top of a variety of special weapons, veterans shouldn’t expect anything new. Even still, most who have played it were hooked, so the more we get to play before its May 29th release date, the better I say.

Head to the Wii U eShop and pre-install the Global Testfire demo ahead of the announced time, then jump on and have at it! What do you think of Splatoon so far? Head on over to the comments and let us know!

Warner Bros. Interactive and Netherrealm Studios today released a new trailer for their upcoming DC brawler, Injustice: Gods Among Us. This preview features a bunch of new footage and showcases some of the various features the game will have at release.

Yesterday, a playable demo for the game launched on Xbox Live and Playstation Network. If you’ve had a chance to try it, be sure to let us know your first impressions! In any case, watch the new trailer below, and let us know if you’ll be picking up Injustice on April 16th!

In bigger gaming news, have you read about the closure of LucasArts?

We’re now just a few weeks away from the release date of Injustice: Gods Among Us, and Warner Bros. Interactive today revealed that a playable demo for the game will be hitting Xbox 360 and PS3 on April 2nd.

I was rather reserved about Injustice when I first learned of its existence (we’re all well aware of how Mortal Kombat Vs. DC Universe turned out), but the more footage I see, the more I can see that the developers are trying (and hard) to avoid a repeat of that disaster. A playable demo well before the game’s release date is a great gesture, and I’m sure that if the quality is there, it will win back fans that still have a bad taste in their mouth from that last DC brawler.

A new trailer for the game has also been released featuring Black Adam. Watch it below, and let us know what you think! Injustice: Gods Among Us hits stores on April 16th.

HEY! Remember me? Well I remember you! With the announcement of Capcom’s newest title only a few hours old, we get a little gameplay demo AND some screenshots! Take a peak below!

Holy shit that was…heavy. Fucking heavy. Looks like gameplay centers around messing with people’s memories in order for them to do your bidding. Very interesting. While you ponder that, take a look at these tasty screenshots!

This looks like it is going to be a real Juggernaut and EVERYONE SHOULD KEEP AN EYE OUT FOR IT COME MAY 2013!