Join the Geekscape crew for a bi-weekly discussion about video games (and more often than not, things that have nothing to do with video games)!

This week, we’re fresh out of E3, and Shane, Josh, and Derek have a lot of thoughts about it. What do they think of the virtual convention? Do plumbers wear ties? What was the best presentation of the week? What will Shane talk about now that Battlefield 2042 has been officially revealed?

Listen to the latest episode below, and keep scrolling for links to subscribe to the Geekscape Games podcast!

Geekscape Games · Level 186 – "Three E's Extravaganza"

What happened?

We Miss G4
Is E3 still exciting?
Limited Run Games
Plumbers Don’t Wear Ties
Devolver Digital rocks
The Outer Worlds 2
Forza Horizon 5
The Game Pass Show
Advance Wars Remaster
Life Is Strange
Ubisoft Conference and Ubisoft +
Shane Graphics Card Update
Rainbow Six Forever
Gearbox was odd
Flight Simulator
Final Fantasy Pixel Remaster
Smash Characters
Battlefield 2042
Xbox Conference
The Dark Souls of Final Fantasy
Ratchet and Clank: Rift Apart

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One of the more surprising omissions from the E3 show floor this year was Animal Crossing on the Switch. Originally announced during a Nintendo Direct at the later part of last year, the only thing more disappointing than a demo being unavailable was that the game was being delayed into next year. During the Nintendo Treehouse game play overview however, it’s clear that the extra time is being put to good use as the newly titled New Horizons is introducing so many firsts to Nintendo’s life simulator.

Taking us out of the town and onto an island, our new villagers are being sold on this uninhabited land by the money grubbing Tom Nook. Like previous games in the series, players will explore their town, collect items and interact with neighboring animals as they work towards saving money to pay off their crippling debt. 

Perhaps the biggest addition in New Horizons is how money can be saved and spent. Thanks to a new crafting system inspired by the mobile version, Pocket Camp, players can make their own furniture by collecting materials that would have otherwise disappeared in past games. For example, chopped trees can be used for wood to build materials when it would have just vanished before. As side quests are completed, a new currency called Nook Miles can be used to purchase premium items, giving us additional objectives to compete.

If the phrase “it takes a village” we’re taken literally, it would probably look like New Horizons, since you no longer have to take on this challenge alone. Past games allowed players to share towns at different times or visit through local or online multiplayer, but New Horizons allows up to eight players rummage through the same town at once. With new tools like the pole vault that lets villagers jump over water instead of wasting cumulative hours running to the closest bridge, movement is also looking like its receiving an unexpected, yet welcomed improvement. Aside from other humans, the animal NPC’s can be given invitations to move to your island, who can provide extra tasks to perform.  Players can even choose where new animals will have their homes placed, so gone are the days where your favorite cherry tree is suddenly steamrolled one morning. Overall, it seems like the community aspect in both single and multiplayer formats are looking even better.

As March 20 slowly approaches, it’s looking like we’ll have plenty to discover when Animal Crossing: New Horizons is finally in our hands. The expanded multiplayer and single player mechanics, the focus on crafting over buying and streamlined movement are just some of the reasons why we’re looking forward to our island vacation. Let’s hope that this news is just the first of many more positive updates as we eagerly await 2020.

Growing up, the arcade was the best way to spend an afternoon. As the place with all the latest cutting edge games, the idea of having these giant cabinets in the comfort of your own home was something every kid in the 80’s and 90’s would have loved to have… until they realized they cost more than they could count. The hay day of arcades may have mostly come and gone, but Arcade 1-Up is reviving the experience with small, affordable licensed arcades designed to turn your living room into your old hangout from decades past. And they won’t cost a small fortune!

These cabinets were on display both at their own dedicated booth and at various booths throughout the E3 show floor. If it was popular decades ago, chances are it could be found as a home arcade. Some of the games we saw included Mortal Kombat and its sequel, Final Fight, Street Fighter 2, Teenage Mutant Ninja Turtles and Marvel Super Heroes to name a few. Units with similar button layouts like the MK games could house more than one game in the same series, and are built faithfully like the original cabinets that inspired them. Everything from the name of the game at the top, the joy stick layout and the art on the side were authentically recreated in a way that almost felt identical to the real thing. Squeezing four players into a game like Turtles can be challenging due to the smaller display, but it works almost as well as it would have in an actual arcade. 

Perhaps most impressive is their price point, falling between $200 and $300 depending on the game. If all you want is to be able to play the game, you’ll surely find cheaper ways to play these classics through the many digital stores across gaming platforms. However, the novelty of having a fully functioning arcade machine with its size and price shrunk down for home consumption might be too great to pass up, especially if you have that favorite game you want to experience in the same way as you did as a kid.

Arcade1Up units can be found through most major electronic retailers. For a full list of available games and ones that are coming soon, visit arcade1up.com.

While games like Pokemon and The Legend of Zelda may have been getting most of the attention at Nintendo’s E3 booth, I had high expectations for Luigi’s Mansion 3. The original was a fun, if not basic take on family friendly survival horror, but it was the second game that blew the lid off of the concept with an array of new features. With a much more powerful system to work with and a few years between games to reignite that creative spark, adding a little goo to the formula seems to be doing wonders for Luigi’s next adventure.

In a suspicious fortunate show of good faith, Luigi and his friends are invited to a new multi-story hotel. For whatever reason, it seems like Mario characters can’t help but be kidnapped. While Mario’s weakness seems to be haunted mansions, the entire Mushroom Kingdom entourage gets captured this time around aside from Luigi, including Mario, Princess Peach and her army of Toads. As the guy who’s deathly terrified of ghosts who coincidentally is never captured by them, Luigi is once again armed with the newest E. Gadd technology as he traverses the hotel and rescues his friends. Only this time, things are poised to get a bit more sticky.

At first glance, Luigi’s Mansion 3 follows many of the same beats as its predecessors. Returning to the roots of the original, this game focuses on one large environment rather than multiple smaller ones like in the 3DS sequel. Focusing as much on exploration as it does on fighting ghosts, Luigi will have to search every nook and cranny of the hotel to find switches, keys and lots of money that will surely play into the rewards at the end of the game. Using his flashlight and vacuum as his primary tools, they can be used for everything ranging from flipping money out of buckets to defeating an army of ghosts. This has been made even more fun by allowing Luigi to get more aggressive with his foes by allowing him to slam them on the ground to drain their health faster. In the past, ghosts were sucked in by stunning them with the flashlight, then holding the suction button while moving the stick away from the frantic ghost. If their health persists even with some expert suction, that slam can give the boost needed to finish off stubborn ghosts for good.

What made Luigi’s Mansion 2: Dark Moon such a great sequel is that it took everything that worked in the GameCube original and improved on it. New attacks, abilities and environments more completely realized the potential that the first game introduced, all with memorable enemies that made sure we used those techniques to the fullest. Luigi’s Mansion 3 is looking to take the puzzle heavy pseudo-survival horror franchise even further thanks to Luigi’s expanded move set. First, a plunger can be attached to his ghost sucking vacuum and used as a grappling hook. Often needed to grab hard-to-reach switches, pull down weakened structures or lower enemy defenses, this quickly became an essential tool in our ghost busting arsenal. If Luigi becomes too overwhelmed by enemies, he can put his cowardice to good use and let out a yell that repels surrounding ghosts. Who knew you could use a ghost’s greatest tool against them?

However, we can’t talk about this third game without touching on Gooigi, the highly promoted companion that Luigi can summon at will. Using a special fluid held in this new Poltergust G-00 model, it can craft a fully controllable copy of our hero, except much more permeable. This allows our goo copy to slide through obstacles such as spikes completely unharmed, which can either be controlled directly by the player or by a second player in co-op mode. Perhaps more important is the fact that Gooigi allows for multiple solutions to the puzzles presented. For example, during the demo, I had the option to either use the wind generated by my vacuum to turn a gear or have Gooigi stay behind and turn it while Luigi proceeded below. If the full game continuously provides options such as this, then the sometimes restrictive linearity of the previous games might be a thing of the past.

Once we reached the boss, an armor clad ghost in a gladiator type setting, it was time to put each of our new tricks to use. Using the plunger to remove his armor, charging up our flashlight to stun him once he was unable to reflect our light and slamming him to make his final defeat come faster, Luigi’s limited movement speed was made up for by the amount of tools he has at his disposal. It’s looking like we’ll have to use each one to their fullest if we want to survive this latest haunt.

As someone who has loved the previous games, Luigi’s Mansion 3 might be the game I was most impressed by at Nintendo’s booth. With so many improvements and additions on top of the amount of personality these games display, the demo shows that we’re on track to have a sleeper candidate for one of 2019’s best games. Let’s just hope this trend continues with the full campaign, the co-op mode and the online multiplayer modes that have been promised. Can Luigi overtake his brother as the dominant Mario Bro? Probably not, but at least we’ll have a good game to look forward to when Luigi takes the spotlight back this holiday season.

Growing up in the 90’s, kids around the world dreamed of a day where Mario and Sonic would square off for platformer supremacy. However, none of us would have expected this dream team to come together to compete for Olympic gold medals, especially for as many years as this odd franchise has gone on for. Nonetheless, the Mario and Sonic Olympic series has continuously met this strange balance of simulating Olympic sports while delivering the personality of the two casts in a fun collection of mini-games. The upcoming version introduces three new sports; skateboarding, surfing and karate. We got a chance to try out each one to find out who’s going for the gold.

In each sport, the characters will all have certain attributes that give them particular advantages. For example, Mario is typically an all-around athlete while Sonic is fast and Bowser is powerful. This changes up a little with a sport like skateboarding, shifting their attributes to stats like technique or jump height. Almost like a simplified version of the Tony Hawk series, the player has a certain amount of time to accumulate points by stringing together tricks. These include grinding and air tricks, which are accomplished by jumping on or at the right times. Like all the mini games, this can be played either with traditional controls or with motion sensing, hearkening back to the franchise’s Wii roots. Playing simultaneously against an opponent made the game even more tense as you see their score climbing, creating a fun mode that reminds us of the skating battles of yesterday… When the motion controls wanted to register our jumps at least.

Surfing was next on the list, where each character would ride horizontally along a large wave. Weaving in and out of the peak in order to achieve maximum air allows for more tricks, and as they are consecutively pulled off, a meter fills up that will allow the player to perform a high scoring special move. Eventually, the wave will close in around the character, giving them the chance to ride through the tunnel for even more points and style. Unlike skateboarding, these games are done in sets rather than one continuous run. This made keeping track of the time of each run vital for maximizing your last few seconds of each trial.

Lastly, karate makes its way into this version of the Olympic games. While not quite Smash Bros, watching these characters fight with hand-to-hand combat was one of the more bizarrely satisfying sights I saw at the show. Almost like a rock-paper-scissors combat style, each fighter could use punches, kicks, throws and counters, each of which are strong and weak against one of the other attack types. Following a score system, a point is awarded when one player can take the other player down. Throwing seemed to be the easiest way to accomplish that, but why would you when watching tall, lanky Eggman push kick Mario right in the face is so much more funny?

While what we played won’t exactly change anyone’s mind about the series, Mario and Sonic at the Olympic Games: Tokyo 2020 continues to feel more polished and varied as it goes on. Plus, if you ever wanted to see Bowser ride a tiny skateboard, now’s your chance! Fight for the gold this November!

At this point, there might be more Resident Evil re-releases than there are Resident Evil games. Ten years after Resident Evil 5 released, the well received has created a divide among its fans as the game that took both the game play and the story in a much more action focused direction. Nonetheless, it remains very popular, which is why the game is creeping its way to the Switch. As a large, fairly demanding co-op game, we were curious about how Nintendo’s handheld hybrid would be able to handle this classic from the previous generation.

Playing through the opening moments of the game up until the defeat of the first chainsaw enemy, longtime protagonist, Chris Redfield, and his partner, Sheva, fight their way through a shanty town full of infected villagers. The over-the-shoulder perspective works great with the third person gunplay, forcing players to rely on shooting vital points like their heads or knees to set them up for crowd controlling melee attacks. Both teammates must share ammo, healing items and weapons to survive, all while making sure neither one is killed. Whether controlled by the CPU or another player, if either person can’t be rescued when in danger, it’s game over for both.

While we can’t speak on what the performance will be like in docked mode, playing it as a handheld felt just as good as it did on the Xbox 360 so may years ago. The graphics still hold up today, as the gritty environments fit the diseased tone of a town overridden by a deadly virus. The character models were completely uncompromising while the frame rate stayed steady, even when facing down a large amount of enemies. Towards the end of the demo when squaring off against the aforementioned chainsaw killer, projectiles, explosions, new enemies and environmental destruction all went off without a hiccup. Needless to say, this is a great sign for players who want the authentic RE5 experience on the road.

Sure, Resident Evil 5 has been re-released ad-nauseam at this point, but for those who want a portable version of the shooter, this Switch version is delivering in all aspects so far. With faithful visuals and stable performance accompanying the frantic game play, it’s easy to see why Nintendo’s latest console would be the latest platform to house the title. Let’s hope that the rest of the game is as impressive when it launches this fall.

Eight years after release, Catherine is still one of the most unique, captivating and creative games you can find on the Xbox 360 and PS3. Part visual novel, part puzzle game and part cheating simulator, filling the boxers of Vincent was an unforgettable ride. But if playing as a man who unknowingly cheated on his long term girlfriend just as she begins pressuring him to get married wasn’t bad enough, what happens when you throw a third love interest into the mix? Catherine: Full Body will answer that question with new stages, modes, an expanded story to flesh out the cast and a remixed mode that alters the stages of the original campaign. Diving back into the nightmare world that is rumored to claim the lives of cheating men, we briefly took control of Vincent once more to escape his fate.

When meeting the new neighbor and a handshake won’t do.

The core game play of both versions of the game involves climbing a tower made of blocks. A puzzle game at its core, Vincent must arrange the blocks while avoiding traps and competing victims to reach the top and ensure that he’ll wake up to see another day. This is easier said than done since the layers beneath you collapse as the clock ticks down. In some cases like in the demo, this is made even more difficult thanks to bosses, such as the giant demonic baby that’s trying to drag Vincent into the world of fatherhood. Using quick thinking, your wits and a few glasses of booze, reaching the top proves to be pretty challenging.

Remix Mode makes the climb even more difficult to complete thanks to some new blocks that make their debut in Full Body. Large segments resembling Tetris pieces occupy a large section of the tower, meaning that pushing or pulling them can disrupt potential routes. Other blocks with beams on the sides of them will push Vincent off if he hangs on them for too long, denying him the safety usually associated with ledges. Items that once provided new blocks to climb are now replaced with ones that transform surrounding blocks into a specific type, making them less of a crutch compared to their original purpose. Even more trick blocks will be present in the full version, so even veterans of the original game will find new ways to challenge themselves as they reacquaint themselves with this bizarre world.

Thankfully, some of the new features are here to help us survive the night. Unlike the other love interests, Rin can follow Vincent into the nightmares. By playing her piano as the collapsing tower is about to catch up to the player, her song temporarily freezes time. This pulls the player out of panic mode and gives them some time to re-think their strategy when they would have otherwise plummeted. If they do end up dying and forgot how they progressed up to that point, (a problem I ran into many times in the original game), Full Body also provides the option to take Vincent from the most recent checkpoint to the point where he screwed up thanks to a fast-forward auto play mechanic. Purists can turn it off or stop it mid-run, but for those who had a winning strategy that they couldn’t remember, the game gives the choice of allowing you to retrace your steps.

Once the goal was reached, the demo closed out by giving us a new cutscene that showed how much Vincent had admired his girlfriend, Katherine, back when they were in high school. In addition to quizzing the player on their personal views on relationships, (which affects Vincent’s morality and helps determine which of the 13 endings he ends up with, five of which are unique to Full Body), the narrator laments on how love tends to fade over time. It’s moments like these that made Catherine such a memorable game, and Full Body is taking that narrative even further.

Launching with two editions exclusively on PS4 on September 3, it looks like this remixed edition will offer plenty of reasons to dive back into our nightmares. For those who missed out the first time around, it’s never too late to discover paradise. Katherine? Catherine? Rin? We’ll have to answer for our decisions as the release date approaches. And I for one couldn’t be more excited!

Last year’s Monster Hunter World went on to become Capcom’s best selling game of all time. It was such a massive hit partially due to the company’s continued support of the game long after release. However, after over a year of free updates that added new monsters, weapons, armor and missions, a full fledged expansion was announced last month. Titled Monster Hunter World: Iceborne, the reveal detailed how new abilities for old weapons, some brand new weapons, an uncharted arctic environment and some debuting monsters would breathe new life into the game. A playable demo was available on the E3 show floor, so we took the chance to try out some new techniques against the giant horned beast, Banbaro.

Hunters who have taken a break from their adventures will find that the game is easy to jump back into. Given the cold environment, hot drinks are a must before setting off to fight in order to stabilize one’s stamina for executing special moves. This is especially important since the new grappling hook will make use of the stamina meter much more frequently compared to the base game. Previously, the only way to get above a monster was to jump from above it or to vault yourself upwards using the Insect Glaive. For bow users like myself, that wasn’t a possibility, so the grappling hook is a much welcomed addition for increased mobility and combat options.

Fighting in a full team of four, we used familiar strategies to track down the moose-like monster, exploring the snow capped map that serves as a stark contrast to the volcanic and forest inspired environments of the main game. Once combat started, it was easy to be caught off guard by Banbaro’s long range thanks to its massive horns. Even when at a safe distance, the monster could pick up boulders with its horns and hit us from afar with the resulting debris coming from its smash. This only became more frequent as it became more aggressive, which was a good time to try out Thousand Dragons, the new bow technique introduced in Iceborne.

In the main game, your Slinger is like a sub-weapon that can shoot various projectiles that are found in the environment. Thousand Dragons acts as a powerful arrow that uses up all of the hunter’s Slinger ammo to deal maximum damage to the target. This gambit can be a risky one, since missing could mean using up useful materials for your fight. On the flip side, it’s a great way to dump useless ammo that you may have picked up by accident. Either way, while I clearly need more time to get used to the new mechanics since 15 minutes isn’t nearly enough time to master them, I have trouble seeing how they will be as effective as the skills from the base game. Once I went back to those, the fight became much easier to manage, even with partners who had never played before.

Once the demo was over, I felt confident that Iceborne will be the shot in the arm that the game needs to continue to grow for another year and beyond. With new monsters, weapons and abilities, we’ll all have the chance to step back into this world with renewed vigor for that next piece of powerful gear. Until then, we still have the main game to sharpen our skills with as we prepare for the tundra that awaits us on September 6.

Xidax PC founder Zack Shutt is on the show this week to talk about building high-end custom gaming PCs! Along the way we discuss starting one of the biggest gaming PC companies in his apartment with a credit card, the journey to this point and what got him into PC Gaming (and building)! We also talk his new Dopetek podcast and what he’s seeing out of the recent E3 here in LA! We also do some catching up since we’ve known each other for 10 years and have just now met in person for the first time! And you’re coming along for the ride! Enjoy!

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It’s hard to believe it’s already over.

After a few phenomenal days of announcements, reveals, and basking in our newly acquired Xbox Game Pass Ultimate (seriously, check it right here), E3 is over and we’re back to… well, just waiting for all of these cool looking games to come out.

But it’s been a super exciting week — so exciting that we have another episode of Xbox Game Passengers for you. First, this past Sunday saw a new guest, John, joining Derek to break down the Microsoft E3 press conference. Then, a standard episode released on Wednesday, in which the duo dissected theHunter: Call of the Wild, which is a totally beautiful game, but is a game in which it feels like there are two damned deer in the entire forest and they can hear your every breath and then they taunt you forever by running away right as you’re about to shoot them every single time and you hate it (spoilers).

Now, it’s time to wrap up E3. Geekscape’s own, and Geekscape Games alumni Josh Jackson rushed home from the convention centre to join Derek for this episode. In it, they talk about the E3 show floor and how it’s changed over the years, how damned cool Cyberpunk 2077 is going to be, how they feel about the new combat in Square-Enix’ upcoming Final Fantasy VII remake (and how it actually feels to play), some of the odd choices at the Nintendo booth, and much more.

We know that we’ve been flooding your feed this week — we love chatting with all of our great guests about video games (good and bad), and after an incredible event like E3, we hope that you’re okay with a couple of extra episodes filled with our thoughts on the expo itself, along with the many games that it featured. For now, we’ll be back to our regular schedule of one game every other Wednesday!

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We’ve had a blast making Xbox Game Passengers so far, and we really hope that you’re enjoying it too! If you have any feedback for us, we’d love to hear it at derek@geekscape.net. Anything you listeners can do to help spread the word about the podcast would be immensely appreciated — from sharing it on social media like Facebook or Twitter, to leaving us five stars (or even a review) on Apple Podcasts, to sending it to a single friend, it can all make a massive difference! Thanks again for coming along on this ride!

If you’ve listened to the Microsoft E3 Press Conference special episode of Xbox Game Passengers, you’re already well aware of this insane deal.

Along with a ton of amazing game reveals, the addition of more than 20 titles to Xbox Game Pass, the first details about Project Scarlett, and more, the company also launched both Xbox Game Pass for PC and the Xbox Game Pass Ultimate subscription.

Xbox Game Pass for PC costs a cool $9.99 per month, and at this point included more than 100 titles from a ton of different publishers. It seems like an insane value for PC only players, and I’ve seen a ton of buzz about the quality of the launch games, and how much fun people are having in the few short days since the service’s launch.

The real, real value, and the point of this post, however, is Xbox Game Pass Ultimate. The regular fee is $14.99 per month, and includes Xbox Live Gold, Xbox Game Pass, and Xbox Game Pass for PC. Not bad, right?

https://youtu.be/VbxDn2AZgb8

Well, Microsoft is pushing this service pretty hard to start, and right now you can actually convert your existing Xbox Game Pass or Xbox Live Gold subscription to Xbox Game Pass Ultimate for an incredibly aggressive rate.

The Xbox Game Pass Ultimate website holds all of the details, but the gist of it is that right now you can upgrade to Xbox Game Pass Ultimate for just $1… and that this turns any banked Xbox Live Gold or Xbox Game Pass time into Xbox Game Pass Ultimate time instead, up to a maximum of 36 months (the maximum time that you can have banked, as far as I know).

For example, as detailed in the Xbox Game Passengers special from Sunday, John my guest host went out and bought two 12 Month Xbox Live Gold cards (about $140 in Canada). He redeemed the cards, paid $1 to convert his subscription to Xbox Game Pass Ultimate, and now essentially has two years of Xbox Live Gold and two years of Xbox Game Pass for $141.

Totally insane.

I did the same (I already had a lot of banked time, but did buy another year of Xbox Live Gold just before converting), and now show that I have Game Pass Ultimate until May of 2022.

It might just be the best gaming deal I’ve ever seen, on an already incredibly valuable service. It’s tough to know just how long this might last, so if you have an Xbox One, you should probably make this happen sooner than later.

Warning: I’ve read a few instances online about people having more than 36 months banked (I believe by turning on auto-renew when redeeming codes) which has lead to them not being able to convert to Game Pass Ultimate. Just watch out, and be sure not to go over that 36 month limit.

Here’s (probably) the most important bit, from that same website:

Note: Purchase Xbox Game Pass Ultimate automatically upgrades your existing Xbox Live Gold or Xbox Game Pass membership(s) to Ultimate at a conversion ratio each based on days remaining. Learn how this works at www.xbox.com/gamepass. Future code redemptions are also subject to a conversion ratio. Conversion ratio subject to change. All conversions to Ultimate are final: Once converted, you cannot re-convert your Ultimate membership back to a previous membership. Maximum 36 months of redeemed Ultimate per account at a time, including any converted time from Xbox Live Gold and/or Xbox Game Pass (for PC or console).

Happy gaming!

Want to hear me talk about all of these announcements and more? Or review a randomly-selected Xbox Game Passengers game (with a guest!) every other week? Here’s where you can subscribe to Xbox Game Passengers:

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Welcome to Geekscape’s newest gaming podcast, Xbox Game Passengers!

Typically, every other Wednesday host Derek and a guest will dissect and discuss just one game available on Microsoft’s Game Pass service, which was chosen for them completely at random. But today isn’t Wednesday, and today certainly isn’t typical.

It’s E3 weekend, and there is simply so much exciting news that Derek couldn’t help but make a special episode all about it.

Derek and guest host John will be focusing on Microsoft’s two-hour plus press conference, and you bet they’ll be sharing their thoughts on Game Pass additions, Project Scarlett, and of course, Keanu Reeves.

If you’ve like what you’ve heard, here’s where you can subscribe the the show:

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We’ve had a blast making Xbox Game Passengers so far, and we really hope that you’re enjoying it too! If you have any feedback for us, we’d love to hear it at derek@geekscape.net. Anything you listeners can do to help spread the word about the podcast would be immensely appreciated — from sharing it on social media like Facebook or Twitter, to leaving us five stars (or even a review) on Apple Podcasts, to sending it to a single friend, it can all make a massive difference! Thanks again for coming along on this ride!

Join Courtney, Derek, Josh, and SPECIAL GUEST Mika as they discuss this week in video games.

THIS WEEK:

We all give our final thoughts on E3! Courtney accidently slips some God of War spoilers (don’t worry, we edited them out!), Josh tells us about his experience playing Line Simulator 2018 (AKA E3), Derek finds time to play Shadow of the Colossus but hasn’t finished God of War 3! Mika joins in with a quick blurb about Detroit Become Human and what it’s like to play Mario Cart with Derek. We also discuss our theories on why gaming loves post apocalyptic settings – ONLY on the Geekscape Games Podcast!


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Outro: All About Dat Beard – Marty Ray Project

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Join Derek, Josh, and SPECIAL GUEST Shane as they discuss this week in video games.

THIS WEEK (again):

The E3 press conferences are in full swing! Derek, Josh, and Shane discuss what worked and what didn’t across the Square-Enix (yawn), Ubisoft, Sony, and Nintendo press conferences!

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Briefly: Nintendo’s Pokémon Let’s Go announcement from a few weeks back may have left us all foaming at the mouth with excitement, but it also left a lot of unanswered questions that had gamers everywhere concerned about just how similar to Pokémon GO things could end up.

During Nintendo’s exciting (dat Smash tho) presentation this morning, Ninty answered a number of pressing questions, while also leaving us with a ton more.

Naturally, it’s Tuesday afternoon, so if you haven’t had an opportunity to watch Nintendo’s lengthy coverage of the game, here are a few notes that should clear a few things up.

First up, Pokémon have both levels and CP – all of your Pokémon gain experience when you catch a Pokemon, with multipliers based on your throws. That danged circle also no longer stops shrinking after your throw, which has annoyed the hell out of us on more than a few occasions. This time around, different throwing techniques can be used, such as a diagonal or lob throw. This should be useful, as Pokémon will move around much more often and in different ways later in the game. At the same time, it looks like your actual throw and momentum will have little to do with how the ball moves when thrown. You’ll also see new aura’s around wild Pokémon, which let you know the size of the creature you’re trying to catch – a red aura means that Pokémon is larger, and blue is smaller.

Pokéballs can be a struggle in Pokémon GO, but Nintendo noted here that you’ll be rewarded with Poké-balls for winning trainer battles (and speaking of battles, thankfully linked battles between really people have been confirmed). Speaking of linked battles, you’ll also be able to trade and even participate in doubles battle (hopefully any of this functionality is added to Pokémon GO in the future). You’ll be able to use link codes made up of Pokémon pictures to link locally, kind of like a password.

Nintendo noted that “The Pokemon Box in your bag,” but we’re not yet sure if this means that you can change party members whenever you want. Nintendo has also added some new ways to find items – your partner Pokémon wags its tail when you’re near a hidden item, kind of like an adorable, living metal detector.

As for controls, you’ll only be able to use button controls in handheld mode, but you’ll still uses system gyro to aim before pushing the button, and if you’re using the Pokéball Plus, the front of the ball will act as a control stick. A sure-to-sell-out-in-seconds Pokéball Plus bundle is also launching with the game for $99. That Pokéball Plus even comes with Mew on it in case you haven’t been able to catch it yourself (we’ll only judge a little bit).

The game also features some neat sounding co-op, in that a second player can join at any time by shaking second Joycon. Synchronized catches net extra EXP, and that second player can even join battles with you.

Story wise, your new rival is Trace, but he’s kind and gets scared easily. There are new events and side quests are scattered through towns, and gyms may be completely different (like the bleachers added to Pewter Gym).  The Go Park replaces Safari Zone, and you can bring over all Kanto Pokemon and their Alolan variants. Dozens of Pokémon shown in the Park at once. They have higher CP, so they’re stronger, but harder to catch. Pokémon GO will also receive candy when your ‘Mons are transfered, but Pokémon can also be transferred to the professor for special candy like Quick Candy that helps them improve.

Overall, Nintendo cleared a lot of things up during that presentation. We’re still wondering how a lot of mechanics work or feel after the vast amount of changes made, but even with all of these non-traditional changes, the game looks fun as hell and we simply can’t wait to get lost in Kanto all over again.

Are you ready to pre-order this one yet? What are you still waiting to see from the game? Sound out below!

Join Derek, Josh, and SPECIAL GUEST (and previous contest winner) Jake as they discuss this week in video games.

THIS WEEK:

The E3 press conferences are in full swing! Derek, Josh, and Jake discuss what worked and what didn’t across the EA, Microsoft, Bethesda, and Devolver conferences!

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E3 2018 is NEXT WEEK and there are so many anticipated video games and potential announcements to talk about! Luckily, Geekscape Games co-host Josh Jackson is on the show to talk through all of them with me! Is Nintendo phasing out their super successful 3DS? Can Microsoft and the XBox One earn back fans’ good will? What surprises does Sony have in store for the rest of the PS4 lifetime? How will the Let’s Go Pokemon games play out? How will the Overleague compete against Twitch viewership and what does it mean for EVO and competitive gaming? Is crossplatforming the future? Will we see anticipated titles like a new Metroid, Last of Us 2, a new Bethesda title or a Switch Animal Crossing? And this isn’t HALF of it! Thanks to our friends at Fan Guru for being a part of this episode and our E3 experience! Definitely go check them out!

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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!

In case you didn’t know, I’m a huge fan of Splatoon. Since naming it my game of the year in 2015, I’ve only come to appreciate the game even more for how it made us rethink how a shooter could be approached. With Splatoon 2 right around the corner, I made sure to sit down with the game’s new Salmon Run mode at E3. Could the creativity Splatoon brought to team based shooters work its magic on the traditional Horde Mode? Let’s just say I got caught off guard by how much I got splatted.

As mentioned, Salmon Run is Nintendo’s take on the Horde Mode that was made popular by games such as Gears of War 2. In it, you and a group of friends will team up to take on endless waves of enemies, with each wave increasing in both amount of enemies and their individual ferocity. Of course, Splatoon isn’t going to devolve into a gory sea of dismembered limbs, but what we get instead are new fish based enemies with some surprising abilities. Just when I felt like I could use my skills to work my way through my enemies, the salmon began attacking with… my best abilities?

That’s right. As we progressed, the stronger enemies began attacking us with our own Special Attacks. As we learned during the Testfire, most of these attacks are easy enough to dodge when you see them coming from another player. But when you’re fighting multiple enemies and you find yourself getting caught off guard from an army of foes with their sites set on you? Yeah, you get the idea. Don’t expect the Salmon Run to be a walk in the park, because you’ll surely get taken out if you keep your guard down.

Overall, Salmon Run feels like it’ll serve its function just fine. While it’s a little more straightforward than modes like Turf War, it acts as a fun side mode for you and your friends to tackle in between those stressful ranked matches online. With the online modes, the story mode, and now, Salmon Run, it looks like Inklings around the world will have so much more to dig their tentacles into when Splatoon 2 releases in July.

What do you think of the game so far, and are you excited for Horde Mode to come to Splatoon? Comment below and share your thoughts with us!

Out of the many Warriors spin-offs out there, Hyrule Warriors particularly stood out thanks to its ability to seamlessly blend traditional Zelda mechanics into the army slaying hack-and-slash action we’ve come to expect from Koei Tecmo’s series. When it came to Fire Emblem Warriors however, knowing that this series is a lot closer to the core Warriors franchise led me to believe that we would end up with a much more traditional interpretation when it was Chrom’s turn to take up his blade. Once I got some time to play the E3 build of the game for myself however, I quickly learned how wrong I was. A little bit of creativity goes a long way, which is why Fire Emblem Warriors truly surprised me with how well it blends the hectic combat with the conventions of Nintendo’s strategy RPG series.

At its core, Fire Emblem Warriors is still a Warriors game, following the decade plus tradition of using a single character to wipe out hundreds of soldiers at once. Only this time, it’s with some of the most popular characters from Nintendo’s strategy series. Playing as Marth, Chrom, Corrin, Xander, and Ryoma felt distinct despite all of them being sword wielders thanks to the attention to detail that stays true to the series. For example, Xander fights on horseback while Corrin uses her dragon transformations to compliment her fighting style, complimented by some fantastic animations that need to be seen in action. The two new characters never felt out of place either, with some amazing looking shield combos put into action. Needless to say, the game looks beautiful in motion, oftentimes looking like the jaw dropping cutscenes that the 3DS games have featured.

Visuals aren’t the only piece of Fire Emblem to make the transition. Defeating enough enemies leads to a level up, with the stats gained being random. So yes, the heartbreak of getting one point up out of a potential six or so will be felt playing through this. While it was said that the weapons triangle would be in the game, meaning certain weapons are strong and weak against others, we weren’t able to put that in action when everyone in the demo used swords. It’ll make that character swap ability to take over any ally on the field at any time important when you find yourself in an unfavorable matchup.

Or you could just bring a partner with you, since the pair-up mechanic from Awakening makes the transition here as well. By linking up with a teammate on the field, you’ll gain a variety of options, including switching on the fly, creating opportunities for double team combos, or unleashing powerful ultimate attacks that combines the might of your paired warriors. In typical Fire Emblem fashion, consistently using the same pair and constantly fighting side by side will unlock special conversations, all the way up to S-Ranks. Does this mean we’ll be able to have Marth and Lucina have some kind of weird, centuries old incest going on? I doubt it’ll go deep enough to include marriage, but it’ll be interesting to see characters who would never be able to interact otherwise like Tiki and Corrin find their way to each other.

With so much of Fire Emblem‘s identity enveloping Fire Emblem Warriors, I find myself being even more excited than I was before I played it. The attention to detail will make this feel like a truly special love letter to longtime FE fans, and if it ends up being anything like its Hyrule counterpart, then we’re going to be playing this for a long, long time. Let’s just hope the roster lives up to its potential.

Fire Emblem Warriors will go to war on the Switch and 3DS this September.

Pokken Tournament DX will serve as a second chance for the Wii U’s Pokémon themed fighter to catch fire when it releases this September with a handful of new characters joining the fight. While almost all of them were additions to the arcade versions, one character that will be completely unique to DX is Decidueye, the final form of Pokémon Sun and Pokémon Moon‘s Rowlet. When I got the chance to try out the winged archer during Nintendo’s E3 demo, I realized that his ghost shots brought a lot to the table when it came to keeping opponents at bay in its own way.

If you couldn’t tell from its Robin Hood-esque motif, Decidueye is primarily a ranged fighter, using its bow and arrow to keep opponents at a distance. I found it to be a powerful fighter up close as well, using its large wingspan to push opponents back to a safe distance when getting pressured. More importantly than just its standard fighting abilities however, are its arrows unique ability to hold the opponent in place. Staying true to its signature attack in Sun and Moon, Spirit Shackle was a ghost type arrow attack that prevented enemies from fleeing battle. In Pokken, this attack acts as a trap, keeping opponents locked into place for Decidueye to get in a few extra hits. Considering that most characters are rewarded for fighting fast and aggressively, fighting Decidueye would force you to second guess the idea of charging forward with reckless attacks, since one wrong move means you’re giving up free damage to the archer.

From my brief time playing with Decidueye, I found that its biggest weakness was its lack of chainable attacks. While many of the other fighters can deal huge damage with multi hit combo strings, the owl was only able to put together a handful of hits before it was left vulnerable. If it’s unable to keep opponents at bay, the player will have to rely on their wits, baiting, and a well timed counter to create some distance. Otherwise, there’s not a whole lot you’ll be able to do to push the foe away. Basically, it plays exactly how you would expect a ranged fighter to play in a one on one fighter.

I’m looking forward to spending more time with Decidueye and the rest of the cast to learn more about the ins and outs of their playstyles, but from what I’ve seen so far, the game’s newest character is a welcomed addition to the cast. Will it be enough motivation to double dip for Wii U owners? That, I’m not quite sure of yet, but I have a few more months to be convinced.

Let us know what you think of Decidueye being added to Pokken, and let us know who else you’d want to see in the comments!

As an avid Wii U fan, there was little more frustrating than the “third party support” the system failed to enjoy. Not so much because of the lack of it, but because what we did get was usually low effort, overpriced, and flat out better on other platforms. When I read that Fifa 18 for the Switch was going to release without the story mode and the Frostbite engine that have both become highlights of the game for the Xbox One and PS4, I figured EA was going to continue down this path that leaves Nintendo gamers in the dust. But after playing it for myself at E3, utilizing the Switch’s strengths give this version a good chance of avoiding the pitfalls that the Wii U was filled with.

Game play wise, if you’ve played Fifa in the past, then there’s not much to point out here. As the premiere worldwide soccer simulator, two players pick their favorite international teams and jock for position to create tense, exciting back and forth matches where one small opening can lead to that game winning goal, or that heartbreaking block.

Where the Switch version stand out however, is its portability. The DS family and Sony’s handhelds have had their shots, but they always felt like the expected lesser versions, sacrificing quality for the ability to play it on the go. This wasn’t the case when playing the Switch version, because while the visuals weren’t at Frostbite levels, the portable screen ran the game so well that it was barely noticeable. For the first time, a full console quality Fifa game could be played on the road, and I can see this being a big hit with the game’s worldwide fanbase.

It’s disappointing that a major feature had to be cut out at all, but considering most people buy Fifa for the multiplayer, the Switch’s inherent ability to have out of the box two player matches with the joycons make it an inexpensive way to keep the rivalries going away from home without compromising quality. Now, rather than gamers having to choose what platform they want the game for, I can see the most hardcore players buying one for home and one for the road. I’ve said in the past that third party versions on Nintendo consoles are at their best when they highlight the unique features of the system rather than trying to keep up with the competitor’s consoles, and this looks exactly like what Fifa is doing.

What say you, futbol fans? Can you see yourself picking up an extra portable copy, or will the Switch version be your only copy? Is the portability enough to forsake the story mode and Frostbite engine? Let us know in the comments!

Last year’s Fate Extella: The Umbral Star brought the Fate universe to current gen gaming with a Musou style hack and slash. With the release of the Nintendo Switch, Sabre and her allies will get a second chance in the spotlight with a portable version of the crowd pleasing brawler. As usual when it comes to third party Nintendo games, we come in with skepticism, wondering if any concessions were made in the transition. After playing a build of the game, it’s clear that those concerns can be put to rest.

Outside of the cast of characters, Fate Extella is similar to most Dynasty Warriors inspired games on the market. By choosing from one of many characters from the Fate series, you travel from map to map effortlessly slaying hundreds of enemies at a time while you vie for control of the map. As you progress, more powerful foes will confront you, leading to some more challenging battles. Using unique combos, special attacks, and transformations that unleash your character’s full potential, seeing these moves in action are just as exciting to watch as they were last year. This is coupled with the fact that this game moves much faster than your typical Musou game, with the map being divided into smaller regions that you can transport to in what seems like an instant. I can see this cutting down on the monotony that games of this genre can face since removing the padding of travel can only work in its favor.

When it comes to the Switch version specifically, Fate Extella didn’t make any noticeable concessions when making the transition. The hundred plus characters on screen at once didn’t affect the game’s performance during my play session, and combat felt as fluid as it did when I originally tried the game on PS4. While the initial release was far from technically taxing, Nintendo third party titles have still earned a reputation of being inferior in some way, shape or form, so it was easy to see why some would be concerned. Thankfully, everything seems to be in order, offering fans of the original something that feels like a faithful port of the original so far. Only this time, the game doesn’t have to end when you’re away from the TV.

I’m optimistic about how Fate Extella: The Umbral Star will turn out on the Switch. With no noticeable shortcomings compared to its first go around, complete with the large amount of enemies on screen at once, let’s hope that this will be a sign of things to come when dealing with third parties in Nintendo’s new system. Any reason to get reacquainted with the cast is good enough for me, so I can’t wait to see if the full version holds up.

Fate Extella: The Umbral Star is scheduled for a July 25 release.

When Mario + Rabbids Kingdom Battle was leaked a few weeks ago, the reaction was about what we would expect. Why is this being made? Who asked for this? Who thought this was a good idea? This was the basic sentiment shared by many, only using much more colorful language. Yet while the Rabbids haven’t always been synonymous with quality gameplay, titles like the first two Raving Rabbids games and Rabbids Go Home were proof that these psychotic bunnies could put together a great game when they need to. With a collaboration as big as one with Mario for the Switch, I had little doubt that they would knock it out of the park. Based on what I played of Kingdom Battle on the show floor at E3, Ubisoft is on their way to doing just that.

The comparisons that have been made with Xcom since its initial reveal are apt on the surface, with this bizarre mishmash of characters coming together in a turn based strategy game that involves the Mushroom Kingdom’s finest and cosplaying Rabbids getting into gun fights with the bad guys. I found myself mapping routes, sliding into cover, (and enemies for extra damage), exchanging Mario’s iconic golden coins for better equipment mid battle, and whittling down enemy HP with each shot. When you can’t quite reach that perfect position to wipe out your enemies from, teamwork goes a long way when two units make contact. Once they do, the non-active unit will spring the character you’re moving into a far off spot, allowing you to get some extra distance before launching your attack. Special abilities eventually come into play, such s Mario’s ability to increase his attack strength for a certain amount of time, or the hilariously creepy Rabbid Peach being able to heal allies in her, (its?), vicinity. A variety of objectives led to victory, between eliminating the entire enemy squad to positioning your squad to claim a section of the map.

But outside of combat is where the mashup really comes together. Battles start when your team is ambushed on the world map, which you travel through in real time as if it were a typical Mario adventure. Scanning the environment led to finding bonus coins, extra items that you could take into battle, and bonus sections in the environment where you could observe the Rabbids as they interact with your favorite Mario environments in some hilarious ways, all while your annoyed narrator explains how truly obnoxious these things can be. That’s not to say that your references stop once the action starts. Maps become even more interesting when explosive crates, warp pipes and chain chomps all become strategic elements of this wacky war you find yourself caught in. Luring enemies into the Chomp while trying to avoid it myself was especially fun, knowing that this indiscriminate animal would attack whoever came near it. This was especially useful when the stronger units started to overwhelm us, forcing us to use our wits to get us out of some tough situations.

We were promised that the full game would have even more depth, so expect genre staples like terrain, additional hazards, and character growth for more strategic options. At the conclusion of the demo, I left feeling even more excited for what a full campaign would be able to produce, with local co-op expanding the possibilities of the game to an even wider scope. Many doubted this seemingly nonsensical combination of characters, but it’s safe to say that we all owe Mario + Rabbids Kingdom Battle an apology. It’s looking damn good.

Mario + Rabbids Kingdom Battle will launch exclusively for the Nintendo Switch on August August 29.

You probably know the deal with the Senran Kagura series by now. If you need to be brought up to speed, the series is typically a hack and slash action game staring four groups of high school kunoichi, or female ninja. As they tear through their opponents, the one thing that surely won’t survive their battles are their clothes, since the game’s gratuitous slow motion zoom ins under their skirts and at their chests as their outfits disintegrate makes sure to alert you every time a new inch of skin has been shown. After all, this is the game that infamously started out on the 3DS as an attempt to get 3D boobs onto the system. Yet despite the very obvious gimmick, the games somehow managed to be solid games behind all the behinds.

No one can hide from my sights.

Shifting the focus from boobs to butts slashers to shooters is Senran Kagura: Peach Beach Splash, the latest spin-off for the PS4 that trades in the girls’ swords and kunai for water guns. In the three-on-three mode that was featured in the demo, we were thrust into a fast paced third person arcade shooter where the goal was to douse your opponents in water until their health drained. Tying the mechanics back to the series’ roots are slower melee attacks that allow you to knock opponents away with their traditional weapons, one example being Shiki using her scythe between her legs to deal extra damage. Once the enemy is downed, rather than stomp them before they can be revived like in Gears of War, approaching them switches to a first person perspective where you proceed to spray their boobs or butts until that piece of clothing comes off, forcing them to flee in shame. Of course, if you want to be a gentleman about it, you could douse their face and keep their clothes intact. The winning team was the first with a certain amount of KO’s, so using special items, coordinating with your team to back you up as you finish off wounded enemies, and having them protect you when you need to refill your water all comes into play, giving Peach Beach a layer of depth that you wouldn’t expect on the surface.

But most of all, I was taken aback by how much fun the game was. Honest to God, it was probably the most fun I had with a single game at the entire show! Feeling like a weird cross between Tracer’s gameplay from Overwatch with the fast moving dual pistols, Splatoon‘s focus on spraying your opponents into submission and Senran Kagura‘s trademark presentation, and I’m finding myself very interested at how well this game turns out. Will it be the next eSport spectacular where gamers from around the world can watch South Korea strip the opposing countries naked in giant arenas? Probably not. But if the game develops a small following of cooperative teams, I could see this being a blast online. With guest character DLC, a full single player story mode and multiple ways to customize your ninjas, I’m hoping that the final version lives up to its promising start. But me? I just want to be reunited with my Renka.

Senran Kagura: Peach Beach Splash is set for a summer release.

Final Fantasy XII seems to be a polarizing game among fans, with the crowd split between thinking it’s one of the best games in the franchise to calling it one of the worst. I fell in the latter group, because despite its streamlined gameplay, more intimate story that focused on individual conflicts over a world altering calamity, and bringing MMO inspired combat to mainstream RPGs in a way that set the foundation for titles like Xenoblade Chronicles, the level up system was atrocious. After a good 15-20 hours in, the open ended License Board, which consisted of upgrades that you couldn’t see until your position on the board was adjacent to them, led me to unlocking so many useless stats and abilities that nearly my entire party was unusable at key points in the story. Picture Final Fantasy X‘s Sphere Grid, but instead of being on a set path until you could unlock special items to infiltrate other boards, every grid was open, connected, and you couldn’t see what each stat boost did until you were pretty much on it.

I couldn’t have been the only person with this complaint, since the international version of FFXII added the Zodiac Job System. This revamped format essentially revived the Job System, asking you to assign each new party member a specific job, each of which has a specific License Board to ensure that you’ll only unlock upgrades relevant to their role. Unfortunately, this version never saw the light of day outside of Japan until The Zodiac Age, the upcoming HD remaster of the last sixth generation Final Fantasy game.

On top of bringing over the improved leveling system, The Zodiac Age includes the ability to fast forward gameplay. Since most battles are fought in real time, with your AI party members acting on their own based on the instructions or “Gambits” you assign to them, level grinding could become an automated chore. Now that you can speed up your actions, simple to moderate encounters will be a breeze as they speed through. You might want to be careful using this against the higher ranked opponents however, since you’ll want to maintain your utmost attention when every move counts.

All in all, I’m excited to step back into Ivalice and give Ashe, Vahn, Balthier and Basch a second shot, especially since the original License Board was the only thing keeping me from enjoying the game the first time around. With that obstacle out of the way, I’m looking forward to experiencing what can be another top notch RPG experience, only this time with the benefit of the PS4’s power. What were your feelings about the original License Board, and where does Final Fantasy XII fall on your list of the best games in the series? Be heard in the comments below!

Immediately after Nintendo’s E3 presentation, we commented on how Fire Emblem Warriors had a lack of representation throughout the series, while other fans pointed out that everyone revealed thus far was a sword user as opposed to axe users, lancers, mages and archers. This second concern would soon be rectified, because although she wasn’t shown in game, the reveal of the upcoming Tiki amiibo confirmed that the popular manakete would be playable in Koei Tecmo’s hack and slash spinoff.

As one of the most popular characters in the franchise, Tiki was an amnesiac child rescued by Marth during the original Fire Emblem. Becoming extremely powerful over time with some patience and a truckload of experience points, Tiki is probably best known for her strong affection shown for her “Mar-Mar”. Returning in Awakening for the 3DS, the centuries in between the two games led to her taking an adult form, but despite the maturity and wisdom she gained over the years, her memories of her original adventure still remained a defining character trait.

Outside of Fire Emblem, Tiki played a prominent role in Tokyo Mirage Sessions: FE where she would power up the party by upgrading their skills, all while the team focused on returning her lost memories once again. Her appearance in Warriors might seem like a no brainer to longtime fans, but I’m incredibly excited to see what she’ll look like in action, especially with how beautiful Corrin’s dragon transformation animations were while playing the demo.

The other certainty is that her amiibo is sure to become rare like all of the other Fire Emblem amiibo before her, so you better be ready to jump on that pre-order when it becomes available if you want to keep your collection complete. As far as the people who have better things to do with their time than wait in line for a plastic figure, well…

Fire Emblem Warriors and the amiibo are scheduled for a Fall release.

Too often, the most awesome crossovers in Japan never see the light of day here in the West. Licensing can be a nightmare, so companies will oftentimes find it more logical to remove or edit references from outside companies altogether than work through all the red tape that would allow every region to experience these cool easter eggs. When I got to speak to Sega about the upcoming Yakuza 6, the only real question I had was whether or not the gang based on the stars of New Japan Pro Wrestling would be included in the North American release. Needless to say, I was satisfied when their inclusion was confirmed outside of Japan!

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Taking place in a fictional version of Japan’s seedy underworld, Kazuma Kiryu might as well be a wrestler himself as he comes out of retirement for what has to be the tenth time to brawl with the worst criminals in the country. Only this time, one of the opposing games is made up of real life wrestlers from the top to bottom of the NJPW card. Including Kazuchika Okada, Tetsuya Naito, Hiroshi Tanahashi, Hiroyoshi Tenzan, Satoshi Kojima nd Toru Yano, it’ll be so exciting as a fan of both properties to be able to go toe to toe with the company’s best. Check out Naito’s game play below as we impatiently wait for Yakuza 6 to release early next year.

NJPW coming to the video game realm isn’t anything new. The recently released Tekken 7 

New to Yakuza? Check out the E3 trailer below and get caught up, then let us know what other crossovers you’d like to see down the line in the comments below!

Clever ladies and gentlemen were tasked with solving puzzles found on the Professor Layton social media pages to find the Layton Cafe leading up to E3. As the clues came together and the location became known, clever puzzle masters were able to track down the restaurant, which was transformed into a celebration of all things Layton to celebrate the series’ tenth anniversary. Luckily for people like me who are terrible at any form of thinking, it happened to be right in the middle of one of the busiest locations in downtown LA.

Once inside, we were greeted with photo ops with the Professor and the new protagonist in town, Katrielle Layton, more free pastries than we could ever hope to eat, and a menu full of entrees with a gentlemanly twist. Of course, we couldn’t call this a Layton Cafe without plenty of puzzles to be solved, which there was no shortage of thanks to brain teasing toys and our table mats serving as riddles. Yes, just like the games, nearly every object in the cafe was just waiting to be turned into a mystery to solve. In the very likely event that I were to crash and burn, we were all gifted with a Picarat to celebrate ten years of the Professor’s adventures.

Check out our photo gallery below, showing off the transformed Tom’s Urban, complete with some of the best pastries I’ve ever had. If you’re like us and can’t wait to dive into a new Layton adventure after a four year haitus, make sure to make room for Kat when Layton Mystery Journey: Katrielle and the Millionaire’s Conspiracy, (formerly Lady Layton,) comes to iOS and Android platforms on July 20, with the 3DS version following about a month afterwards.

As we all know, South Park is not a series that is willing to shy away from the offensive. Even in the video game realm, The Stick of Truth came with its own brand of controversy, leading it to be banned in certain countries. Even where it was allowed to see store shelves, we can never forget the anal probe scene where you played through your character having their colon scrambled, or adventuring through Mr. Slave’s ass as you approached the final battle. Not to be outdone, The Fractured But Whole had its own surprise in the form of a lap dance mini game, as witnessed at Ubisoft’s booth during E3.

Infiltrating a strip club as your custom character, (who’s serving as the sidekick for Scott Malkinson and his diabetes), the two fourth graders find their way into the VIP lounge where a pair of drunk businessmen are too wasted to tell the difference between the strippers and the kids. In order to manipulate them for their own means, Scott and your character do what strippers do in the VIP lounge. After being greeted by a friendly screen alerting you that a lap dance mini-game is actually about to start, you’ll rotate the left stick and tap buttons while the men comment on how your eight year old character is killing their boners. Just… watch the video below and see for yourself. Sorry for the lack of sound, but the demos were tied to headphones!

My jaw was on the floor for the entire sequence, and you know what? I’m even more excited to pick up The Fractured But Whole later this year! A slight hunch tells me that this will be one of many controversies that the game will face when it’s released, but would you want it any other way in a South Park game? The fact that it was in the public demo just shows that they’re doubling down on the outrageous humor, and it will be all the better for it.

South Park: The Fractured But Whole is scheduled for an October 17th release on PS4, Xbox One and PC. You know, unless it’s delayed again.

Take a look at the video below, and let us know just how disgusted you are.