Coming out of E3 this year, Luigi’s Mansion 3 might have been the biggest surprise of the show for me. The obvious level of improvement from an already fantastic second game was immediately apparent, partially due to the inclusion of Gooigi, Luigi’s gooey clone. Used to solve puzzles that Luigi can’t access himself, having this unexpected partner adds an extra layer to the complexity of the game. But perhaps more important is the ability to play the game side-by-side with another player. We had a chance to extensively play through some of the game’s co-op features as we dug deeper into the haunted halls of Luigi’s latest adventure.

Attempting to climb a seemingly endless set of stairs in pursuit of an evil gardening ghoul, Luigi continuously has his bravery put to the test. Outside of the ghosts using the environment to their advantage with different possession tricks, the mansions of the past were typically static. That’s clearly not the case this time around, as the haunted plant begins to tear through the staircase that everyone’s second favorite plumber is attempting to climb. Usually, his tools from the previous games such as his ghost sucking Poltergust, his stunning flashlight and his ability to barely hold himself together are enough to push through. However, there are times where doing so would be impossible alone, which is where Gooigi comes into play.

When trying to find alternate routes through the hotel, Gooigi’s assistance is invaluable. Generally, the second player can shorten the time it takes to clear a room, whether its smashing broken objects to reveal treasure, tag teaming powerful ghosts or working on separate opponents to lessen the workload. Other times though, important pathways may be blocked by a gates or drains that a person of a solid consistancy wouldn’t be able to push through. As if Gooigi was born for this very purpose, his permeability allows him to squeeze into areas that Luigi can’t get to, helping our hero advance further than he could on his own. Ultimately, Luigi’s still in charge, so he can call back Gooigi to his backpack at any time and is the only one that can open doors. What, did you think he’d be outshined in his own game?

Allowing the story mode to be played completely in co-op adds a whole filmy layer of excitement to a game we were already thrilled about. Are you planning on tackling Luigi’s next adventure on your own or with a jiggly pal? Let us know in the comments as we anxiously anticipate Luigi’s Mansion 3‘s October 31 release.

Retro mini consoles have been all the rage lately, especially after the NES Classic set the market (and eBay) on fire. Some have continued that success while others have crashed and burned, but Sega is looking to get off on the right foot with the Sega Genesis Mini. As if reviving that old 90’s rivalry of the 16-Bit era, the E3 build had enough nostalgia with some surprise game selections to boot.

Featuring over 40 games spanning the Genesis’ legendary run, the mini’s library hosts trademark games like Sonic the Hedgehog alongside some cult classics like Eternal Champions. What I didn’t expect to see was the Mickey Mouse series of Genesis games from a bygone era where Disney licensed games were some of the best on the market. I jumped at the chance to try one out in front of the nostalgic console with the familiar control in hand. 

As expected, the game was a picture perfect port of what Genesis games played like for better or for worse. The game had the same dark, almost grainy visual quality that was typical of many games of that era, all while being a little slow and floaty. The controller itself is an exact replica of the old Genesis controller, which felt awkward at the time of release with its three horizontal buttons laid out across the long, wide pad. After nearly 30 years of improvements, it did take a little getting used to. 

A side-by-side comparison

With all that said, the brief time I spent with the console felt like a faithful recreation of what Genesis gaming was like. For collectors, nostalgia addicts or those who want to play through some of gaming’s history, the Sega Genesis Mini is looking like a great way to do so. With HDMI support for HD TV’s two controllers and so many games to play, we’ll have our eyes peeled as the “cool” console of the 90’s makes its big return. 

The Sega Genesis Mini will launch on September 19 for $79.99.

Recently, the horror game genre has seen a creative resurgence. One of the games that has led that charge is Death By Daylight, a multiplayer slasher simulator where a team of victims must find a way to escape before a single killer takes them all out. Multiplayer gaming is where a platform like the Nintendo Switch excels, so seeing the demo at E3 made sense.

With the ability to play both locally and online, Dead By Daylight allows players to choose between original characters and high profile guests, (including Evil Dead’s Ash as a potential victim and Michael Myers as a killer). From there, the five players are dropped into a camp where the mostly defenseless campers must work together to activate a series of electric generators, creating a path to escape. This is all while the killer searches the grounds in an attempt to incapacitate the other players and hang their bodies on hooks. Whichever side achieves their goal first ends the bloody night victorious.

These goals aren’t as easy to accomplish as they seem, especially for the campers. Activating generators takes a long time alone, meaning it’s more efficient to tackle them alongside a partner. The thing is that these generators make noise, alerting the killer of their location. On the flip side, when encountering the killer or mortally wounded, teammates can call for help. This may allow the team to overwhelm the killer and revive their fallen partner, but with the imminent danger of losing more teammates in the process. The campers can also set traps and obstacles designed to slow the killer down, but these are all just temporary. It’s all like a gory version of PAC-Man.

Dead By Daylight on the Switch is shaping up well. Maintaining its visual and technical performance while playing locally among five consoles is no easy feat, so I left the demo impressed. Oh, and it manages to stay pretty creepy to boot. Be ready to grab some friends and slash them up when the game releases for Switch in September.

When a game becomes a runaway success, it’s expected to see large and small developers alike try to build on that momentum in their own way. Capcom’s Monster Hunter series is no exception, leading to a variety of offshoots that feature demons, robots and the like. Then you have games like Dauntless, which takes a more straightforward approach. By trying to be a faster, more challenging version of the game its emulating, the Switch E3 demo showed that there’s room for more hunters on the platform.

Teams of up to four can get together and fight giant monsters by using a variety of classes and items. Sword and club users are expected, but some surprising weaponry such as pistols help Dauntless stand out. Once on the field, it doesn’t take much time for combat to take over since the map is much smaller, giving the monster fewer places to hide. All of this is displayed with a simplistic visual style that makes it look almost like it takes place in a neon wilderness. 

If players feel familiar with how Dauntless works however, they could be in for a wake-up call when up against some of its most imposing beasts.  The player does have many advantages compared to their Monster Hunter counterparts, such as faster item use, the limited ability to revive downed teammates and greater mobility. However, the monsters have nearly the same improvements, making it so they can leap right on you despite their massive size. Aside from their movement, the monster we fought had such long reach that it almost seemed unfair when being constantly pummeled. Needless to say, the enemy got the best of us, but for all its similarities, it was clear that Dauntless needs to be approached differently compared to other games in the genre.

With new monsters constantly being added to the existing versions of the game, the Switch version is expected to receive the same support after it launches this year. Those who want that portable hunting fix would do well to check this one out.

Continuing their partnership with Nintendo, Bethesda is releasing Wolfenstein: Youngblood, the follow-up to the acclaimed Wolfenstein 2: The New Colossus, day and date with the other versions. Their previous shooters sacrificed visuals for performance on Nintendo’s platform, but with the cooperative aspect of the game being introduced this time around, would it still be able to hold up? This was the question I was hoping to answer walking into the E3 demo of the Switch version.

Playing as the daughters of BJ Blazkowicz, the Nazi fighting protagonist of the previous games, the pair are seeking out clues to the whereabouts of their missing father. Continuing the family tradition, they accomplish this by gunning down as many Nazis as possible, only this time with a wider range of technology thanks to advancements made in the 20 years or so between games. Each girl gets their own customizable loadout that can be tailored towards stealth or direct combat, and a second player can jump in and out at any point during he mission locally. When playing solo, the CPU did a good job of performing as a competent partner.

Once in a mission, the team can decide to take on challenges together or work towards separate goals. For example, one can solve puzzles or look for items while the other clears the way by taking down enemies. Larger environment led to greater freedom, but the team had to reunite when either advancing the story or moving to a new section of the map. Using an RPG-like health system, each weapon did a certain amount of damage to enemies and their HP determined whether or not they would go down. In other words, a headshot wouldn’t necessarily mean the bad guy was going depending on the situation. Still, it’s little to worry about when you’ve got a partner at your side.

Regarding the Switch version, despite the larger rooms and two-player format, it performed about as well as the previous Bethesda shooters on the platform. Up close, the character models and environments looked rough, and the frame rate looked below the usual 30 FPS, but the game stayed consistent with no noticeable performance dips in handheld mode. While the concessions made are obvious, they didn’t get in the way of delivering an action packed shooter experience on a handheld.

Grab a friend and go Nazi hunting! Nintendo owners will have what’s shaping up to be a strong co-op FPS to look forward to this summer when Wolfenstein: Youngblood releases on July 26. 

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.

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!

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!

As most of us know by now, Japanese RPG’s can get pretty weird. Last year alone, we took a return trip to a world where game console goddesses saved the world from the disgruntled spirit of the Sega Dreamcast, and became pop stars who defended Tokyo from the evils of the entertainment industry. But I can comfortably say that I have yet to play anything like Mary Skelter: Nightmares, a new dungeon crawling RPG by Compile Heart that tasks you with leading a party full of gothic lolita versions of our favorite fairy tale heroines to freedom as they fight their way through a living prison. Except they’re hardly the prancing, singing princesses you might be picturing, because their insatiable blood lust leads them to go wild as they soak up the blood of their enemies. What’s the best way to bring them back to their senses? Naturally, you lick them clean.

Trust me when I say that you’re going to to need to get used to the trying act of making these attractive anime girls lick each other, because your success in battle directly correlates with how close they get to losing control. Doing damage, landing critical hits and finishing off strong opponents leads to larger blood splatters. Once one of the girls absorbs a certain amount of blood, they transform into their most powerful state, greatly improving their damage and abilities in the process. If that blood continues to pile up however, the girl will eventually go berserk, forcing her to lose all control and attack friend and foe alike. Licking has the added benefit of healing the affected party member, but when the rest of your girls are tied up with casting support spells, attacking enemy monsters or taking advantage of elemental weaknesses, Jack, your character, has a special weapon that can calm the girls down instantly. Don’t draw too much attention to him though, because if he’s out of commission, there will be no one to control the girls, leading to a game over.

Monsters and blood aren’t the only dangers in the prison, because the prison itself serves as both a lethal opponent and a helpful ally depending on the situation. Each area in the prison is guarded by a boss that hangs around outside the prison walls. These cheaters can attack you from the outside without allowing you to fight back, forcing the team to be on their toes as they dodge incoming hazards during exploration, all while avoiding the traps that the prison itself holds. The benefit however, is that some traps can be used to your benefit. Activating the right ones at the right time can damage the boss, bringing them down to your level and allowing you to battle them with a more traditional turn based system. As you play, the dungeon will also have its own set of desires that you’re asked to fulfill for combat bonuses. For example, if its feeling lustful, continuously licking will satisfy its need for waifu on waifu action. And you thought the showers were the only place that you had to worry about perverts in jail.

What made Mary Skelter stand out to me more than anything was its ability to keep you on your toes at all times. I’ve played plenty of first person dungeon crawlers where traveling becomes a chore after awhile since you can only look at the same walls for so long before it gets old. This game doesn’t give you the chance to get worn out out since you’re constantly under attack. With its unique mechanics, the ability to take characters like Alice, Sleeping Beauty and Cinderella and customize their classes and abilities to make your custom fairy tale fighting squad, being able to de-level your characters to power up low level classes, and the focus on the dungeon as its own entity, and its easy to see why such an interesting take on the genre has piqued my interest. Besides, haven’t you always wanted to taste Snow White?

Mary Skelter: Nightmare will release on the PS Vita this summer.

Briefly: We’re so freaking excited to get our hands on the NES Classic Edition. Josh has already gone hands on with this Holiday season’s hottest new console (and loved it, naturally), while the rest of us peasants will need to get in line on November 11th to pick one up.

One of the only complaints that we’ve been (constantly) reading about the Classic is its lack of wireless controllers. Sure, it’s more authentic with wires, and probably (definitely) keeps the cost of the thing down, but we’ve been spoiled by wireless controllers for years and we want them here too, damnit.

Thankfully, Nyko has the answer with the Minibus for NES Classic Edition. The controller comes in at a cool $19.99USD (compared to $9.99 for its Nintendo brethren), and brings with it the space-aged ability to play up to 30 feet away from the console.

If the $19.99 is a little rich for your blood, $9.99 will net you the Extend Link for NES Classic Edition, which is a simple extension cord that adds 6 feet to your existing NES Classic edition controllers.

Both items will be available alongside the NES Classic Edition when it launches on November 11th, and… November 11th simply can’t come soon enough.

nyko

From the beginning, the mini-games were the star of the Mario Party series. Oftentimes, the board game aspect would just be a formality in between that moment where you were waiting to gang up on that guy who’s three stars ahead of everyone else, removing most of the luck from the equation. When Mario Party Star Rush was revealed to cut out most of the waiting, allowing everyone to act at the same time, it was a needed step in the right direction. This is taken a step further in Coinathlon, an extra mode that’s all about the mini games. We got a chance to try out the game and see how crazy things can get when the restrictions get thrown out the door.

Rather than move your characters with a traditional dice roll, Coinathlon is all about skill. Choosing from a pool of about three mini games, each of its boards have a certain amount of spaces that the character moves depending on how many coins they collect during the mini-games. The first player to circle the board a certain amount of times wins, while each player tries their best to sabotage their competition in a way that’s very similar to Nintendo’s popular kart racing game.

From activities ranging from hammering enemies on a set path, fishing for golden Cheep-Cheeps, and avoiding obstacles that slow you down with nothing but your reflexes, these games can get hectic pretty quick. To make things worse, after a player achieves enough success, a meter charges that lets them unleash a random weapon attack on a random opponent. Finally making the Blooper useful, the squid can ink an opponent’s screen, obstructing their view. Other items can stun, slow down or confuse opponents, hopefully leading to them falling further behind in your quest for board game supremacy.

To make things a little more fair between the skilled vs. the newbies, these games will begin to get more difficult for players who are closer to the finish line. Of course, if that player is REALLY good, this gives them the chance to rake in the coins even faster, leading to an ensured victory. This high risk, high reward style ramps up the stakes in a way that builds real tension when you’re close to winning, making the slightest mistake mean so much more. It truly has the potential to be some of the most fun I’ve had with the games in a long time, especially when you consider that this mode is one of the ways four players can get together and play with just one copy of the game.

img_5379

And of course, we can’t forget the new amiibo that are launching alongside the game. With Wario and Boo being two highlights, we’re going to have to find more shelf space to give these guys the space they deserve. Especially Boo, who glows in the dark.

Mario Party Star Rush does away with the shared car and the wait in between turns and replaces it with the most fast paced version of the game to date. Is this enough to get you to join the party one more time? Share your thoughts with us in the comments, and check out the amiibo in action courtesy of the game’s latest trailer!

Since it was announced, one of the most anticipated gaming products this holiday season has been the NES Classic Edition. As a literal blast from the past, this mini console comes pre-loaded with 30 games from years past, including games from the Super Mario Bros., Legend of Zelda and Final Fantasy. Packaged with an HDMI cable for modern TV’s and capture devices, it looks to deliver a way to bring classic gaming into the modern era with ease.

Once I got the chance to sit down and actually play with it, the late 80’s came rushing back, as if the time where controllers only had two buttons and 1080P was replaced with 8-Bits never left. Playing the classic Castlevania, the emulation was picture perfect, fitting just right with these modern HDTV’s. The controller felt lighter than I remember, with the same rectangular block so many of us grew up with, to the point where it feels awfully weird not to have shoulder buttons anymore. That didn’t keep me from slaying Dracula’s worst minions with ease, but making the switch after so many years definitely takes a slight mental adjustment.

For those who want to switch up their viewing experience, the unit will have three different aspect ratios to choose from while playing. The standard mode is a pixel perfect recreation of the old days of gaming, meaning there will be a ton of empty space towards the left and right side. If you want to make sure no space is wasted, you can opt for the full screen option in exchange for some stretched out models, or an in between mode that keeps the characters more proportioned while using up more of the screen.

Using an AC adapter that can plug in to either a wall socket or a USB charger, you should never have trouble finding a place to power the thing. Keeping in mind how many games that the $59.99 price point gets you, I can see this being the perfect travel companion when you’re traveling to a hotel, a friend’s place, or if you just want to show off the mini console. Throw in the fact that the controller works as a Classic Controller for Wii and Wii U Virtual Console games means you’ll get even more mileage out of your purchase.

What games are you most looking forward to re-playing, and will you be with us in line when the unit releases on November 11? Share your thoughts below!

WARNING: Light spoilers for the beginning of the game. Turn away now if you want to go in blind.

 

With 2016 winding down, it looks like the 3DS s looking to send off the year with a bang in the form of Pokemon Sun and Pokemon Moon, the next set of mainline games that are scheduled to release on November 18th. Across nearly a year of trailers, teases and rampant speculation, we finally got a chance to try the beginning of the full game, all while having some of our most burning questions answered. From what we’ve played, the games are shaping up to be some of the most ambitious titles yet, doing away with many series staples in order to give them their own identity, all while opening up more than a few new questions in the process. With that game time under our belts, here’s what we’ve learned, (and what we didn’t), during its first 30 minutes.

These game will be much more story focused.

A persistent complaint across nearly every Pokemon game was its basic level of storytelling. Somewhat forgiven in the early days since the audience didn’t expect much from a Game Boy or Game Boy Color game, future entries seemed to actually regress in their depth of storytelling, to the point where fighting the newest team or collecting a new set of badges felt more like a chore in between better Pokemon than a fulfilling part of the game. Black and White broke away from this trend, but fell right back into it with its sequels, and to a lesser extent, Pokemon X and Y. From the early portions of Sun, it wastes no time upping the stakes, involving Pokemon and people alike in a much more dangerous situation than previously encountered. As your character protects a mysterious creature, (which we’ll talk about more below), from being assaulted by a flock of Spearow, the bridge they’re on collapses, resulting in what would have been a REALLY short game if it wasn’t for Tapu Koko, the island’s guardian, swooping down and rescuing you at the last second.

This is all before you pick your Starter.

What’s Lillie’s relationship with the Ultra Beasts? And what’s in her bag?

From the moment the Ultra Beasts were revealed, fans quickly linked the first one’s appearance to Lillie, Professor Kukui’s assistant. In case that theory needed any more fuel to add to the fire, the whole bridge incident I mentioned above began when the creature in Lillie’s bag broke out for some fresh air, only to be assaulted by a flock of Spearows. If you’re wondering what’s so weird about a person accompanying a creature in a world full of weird beasts, it’s because Nebby as it was called, was not a Pokemon. It was not in a ball like almost every Pokemon carried by the main cast throughout the main line games, it didn’t fight back when attacked, and it seemed completely helpless. Since it’s being made very clear that Ultra Beasts are separate from traditional Pokemon, what else could Nebby be? My guess is that Lillie’s relationship to Nebby, the Ultra Beasts, and the Aether Foundation’s need to study them will all be major plot points throughout the game’s story.

HMs are dead, but what about the moves themselves?

As reported previously, Pokemon is FINALLY doing away with the dreaded HM, moves that were needed to progress outside of battle while taking up a valuable move slot with an attack that was usually useless in combat. Rather than carrying around one or two useless Pokemon to have these moves in your inventory, your character will now be able to call on Ride Pokemon for these tasks. Using a pager straight out of 1996, players will call on helpers such as Tauros, Charizard and Sharpedo to navigate the field.

Yes, this is a step in the right direction for sure, but among the awful moves were accurate, yet powerful moves like Surf, or the physical Waterfall that remained popular in regular battles. Will those moves be making a return in the form of standard TMs? Unfortunately, this might not be the case. While it was confirmed that those moves will still be attached to any Pokemon you transfer over from Pokemon Bank that knows them, (meaning you should be able to breed them onto new Pokemon), it could not be confirmed if we’ll just be able to teach them the moves if we want to.

Alola has no gyms, but might gyms make an appearance anyway?

Recent news has also revealed that as speculated, the Island Trials, where trainers have to complete unique tasks before fighting powerful Totem Pokemon and the Island Kahuna, will replace the traditional eight gyms that measured your progress. Considering there are only four islands, it makes us wonder what else will change in between, since the game obviously won’t just end when you complete four challenges. With the inclusion of two potential rival teams in Team Skull and The Aether Foundation, the Zygarde side quests and the Ultra Beasts, signs are pointing to the surrounding narrative being even more important than fighting to be the very best this time around.

But then again, that’s not to say that gyms aren’t involved at all. At the start of the game, Professor Kukui makes a comment about just returning from visiting Kanto, only to get beaten pretty badly by the Gym Leaders of old. Sure, this has been hinted at in previous games, resulting in a whole lot of nothing each time, but considering how much of an overhaul the game has received since the last time we visited the region, the fact that your character is originally from Kanto, and the huge focus on the original 151 Pokemon with all the new Alola Forms, it wouldn’t be too crazy to imagine taking a trip to Pallet Town once again.

Original Forms of Alola Pokemon can be found… Kind of. And what happens when they breed!?

The first thing I noticed when the game fired up was an Alolan Meowth in your room. Yet, in the living room, a standard Meowth is hanging out with your mother. Naturally, this led me to ask whether or not the original forms could be found throughout Sun and Moon.

It was confirmed that they CANNOT, and the only reason why a regular Meowth was in your house was because it was brought over from Kanto during the family move. Following the trail further, I asked what would happen if you breed a Kanto version in Alola. Would the egg hatch as an Alolan form? Unfortunately, we have no idea! This question remains one of the mysteries heading into the full release, and likely won’t be discovered until we get the chance to test it ourselves. For now, I would suggest breeding your best classic Pokemon in the old games before transferring them over until we receive final confirmation.

Pokemon truly are your partners this time.

In every other previous game, your starter Pokemon was gifted to you by the game’s professor. Considering new mechanics like Z-Moves and Greninja’s Battle Bond ability are directly tied to the bonds the Pokemon holds with the trainer, it’s no surprise that this connection seems to play a much bigger role in Sun and Moon. With this bond often said but not seen, Alola shows it when you receive your first Pokemon in a much different manner than in previous games.

Rather than being locked in their Poke Balls, Rowlett, Litten and Popplio are each lined up in front of you, waiting for you to make your decision. Yet, you’re not the only one with a say in the matter, because once the Pokemon is chosen, it then has to choose you in return. Standing across from each other like the thrilling, climactic final scene from Air Bud, the Pokemon has to decide whether or not they feel a strong enough bond with you to accept your choice. This type of freedom for the Pokemon themselves would make Team Plasma proud! Oh, and speaking of…

Sun and Moon will likely surpass Black and White as the most polarizing games in the series.

Once I had time to absorb everything that I had played and what we’ve learned so far about the games, one thing seemed abundantly clear to me. Sun and Moon have the real potential to be the most polarizing entries in the series to date. The last time a generation approached the games in such a drastically different way, we ended up with Black and White, which scrapped all previous Pokemon for an original set 0f 150 until after the game was completed, had the biggest focus on story compared to its predecessors, made Gym Leaders mean more than bosses, and bad guys that weren’t one dimensional. As a response to the huge shake up in the roster however, (among other more technical complaints), people seem to either love or hate the fifth generation with very little middle ground.

For every change that will be universally adored, (like the full range of 3D motion and how much more fluid the game looks and plays because of it, some of Sun and Moon‘s bold changes are so drastic, that they’re almost sure to divide the fanbase to an extent. Z-Moves, Alolan Forms rather than new Pokemon, Bottle Caps that instantly raise the IV stats of a Pokemon, making what took hours of work now take what can be a matter of minutes, displaying the weaknesses and resistances on the battle screen to make an easy game much easier, and the removal of series staples like gyms are just some of the ways these games are taking huge risks. From what we’ve played so far though, it seems like they’re paying off.

ReCore has been a mysterious game. Ever since it’s initial trailer over a year ago, many people have been scratching their heads wondering just what kind of game this is. It seemed to just come out of nowhere with big names like Keji Inafune and Armature Games, a studio comprised of former Retro Studios employees.

I got the chance to try the game out during Comic Con, and aside from some of the technical problems, ReCore feels more like a Mega Man game than Mighty No.9 does (which is weird seeing as how Inafune worked on both projects.). The game feels like a great balance between classic Mega Man and Metroid Prime. What about it makes it fun though?

Recore CastGameplay in ReCore is split into 2 sections, platforming and combat. Both styles are fun, but the platforming sections in the game were very well done. Most of the platforming will have you jumping from platform to platform in order to open doors, flip switches, or complete puzzles. Movement feels very nice, especially the jumping since you can double jump and then transition into a dash hover. While easy, this makes most of the platforming fast and fun.

Recore Dash

Puzzles are also really well implemented. While only a handful in the demo, most of the puzzles centered around using one of your robot companions, a spider named Seth. With him, you can grapple onto slopes and platforms that you normally couldn’t. While he does move automatically, it feels really satisfying when you’re able to pull off one continuously long grapple move. This is only one of the different ways that your robot allies can be used (more on that in a bit.).

Recore Seth

Let’s talk a bit about combat. This is where the similarities to Mega Man come into play. In the demo, there were 3 different kinds of enemies and 4 different bullets. The plain bullets feel a bit un-necessary most of the time since they did the weakest amount of damage. The main reason for this is because most of the enemies are color coded which means  that they’ll take more damage if hit with the correct colored bullet.

While it does sound a bit tedious,  switching bullets is instantaneous with the help of the D-pad. You can also charge up a shot by holding a fire button which is what you’ll probably want to use most of the time since that does the most damage, but you will have to wait for the ammo bar to recharge afterwards.

ReCore Combat

The other part of Combat is also taking advantage of your robot allies. The demo contains 2 of the allies, Mack the Dog, and Seth the Spider. Only one can be summoned at a time, but you can command them to attack and retreat whenever you want, so if you’re a strategic type of person when it comes to combat, then you’ll have plenty of fun with this game.

Now for all the good that the game has, there are some things that concern me. While the combat system right now is fine, it could really use some tweaking as it still feels a bit stiff. Perhaps a dodge roll would help the combat flow better. The game also seemed to have some pretty bad frame rate issues throughout the demo. They didn’t happen all the time, but they were often enough to be a problem. This mostly concerns me seeing as how the games release is a little over a month away, so hopefully they fix it up by then.

ReCore GameplayIn the end, ReCore is a very compelling game with some great ideas, but is hampered by some pretty inconsistent performance issues that could really bring down the whole experience if not fixed. What Inafune and Armature have here really is something special, and I can’t wait to try out the rest of it. ReCore will release on September 13th for Xbox One and Windows 10.

https://www.youtube.com/watch?v=WnKT9ZCGgBE

 

Comic con may have ended almost a month ago already, but that won’t stop us here on the site from posting more about it!

While attending preview night, I had the pleasure of getting to try out Pac-Man Championship Edition 2 which had been announced earlier that same day. For those not in the know, Pac-Man Championship Edition was a very popular downloadable title for XBLA, PSN, and Steam back in 2007. it became so popular and well known that the game even received an upgraded version 3 year later with Championship Edition DX which added more mazes, ghosts, modes, and more!

PM CE DX

From what I got to play so far, I can easily say that Pac-Man Championship Edition 2 has added and changed up so much stuff, but yet, still feels just as fun and familiar as it did 6 years ago. The gameplay is simple, traverse through a maze for about 5 minutes trying to eat as many pellets, fruit, and ghosts as you can. In the demo I played they introduced a brand new mechanic to the game, bounce pads.

Pac-man CE 2 Bounce

While it may seem a bit of a small addition on the outside, these bounce pads really change up the game. Running onto one will propel Pac-Man in an arc to a corresponding bounce pad. In fact, a lot of the pellet trails will have you weaving in and out of the bounce pads as you flawlessly dodge ghosts. Speaking of ghosts, they’ve gotten quite the change.

Now, the main ghosts still act as they do. You hit them you die, but, the surrounding ghosts have changed quite a bit. The secondary/side ghosts are now a bit more transparent and actually don’t kill you. Instead, they’ll attach themselves to the main ghosts and follow you from there. You can also bump into the ghost line to make the ghost bigger. There are also some really cool instances this time around where if you eat a long ghost trail after getting a power pellet, the game will show a dynamic camera angle of Pac-Man absolutely destroying the ghosts, and it’s just as satisfying as it sounds.

Pman CE 2 ghost trailOverall, from what little time I had with it, I was very impressed by how much similar, but different Championship Edition 2 really is. The best part is that the release of the game is only about a month away! The game will launch in the U.S on September 13th 2016 for Xbox One, PS4, and PC. Were you able to try out the game at Comic Con? What are your thoughts? Tell us in the comments below!

Briefly: Last week, Nintendo and Niantic delayed the global launch of Pokémon GO amidst major, consistent server issues that players have been experience due to GO being one of the biggest mobile (and potentially gaming in general) launches of all time.

Since then, the game has slowly been rolling out to new, mostly European countries (sorry, Japan and Canada), culminating with a launch in 26 new countries early this morning. It also appears that the game’s servers have been down all morning, with most players blaming the outage on the gigantic expansion of the game’s availability.

Apparently, this may not be the case, as hacker group PoodleCorp has taken to Twitter to take credit for the ongoing outage.

https://twitter.com/PoodleCorp/status/754298236093857792

They noted that this attack “Just was a lil test, we will do something on a larger scale soon.”

https://twitter.com/xotehpoodle/status/754329907300339712

It’s tough to tell whether this was a true attack, or just another server failure (as has been all too common with Pokémon GO since its launch), but with nobody able to log in, and for such a long time, there’s definitely something different about this outage.

Bastards. What are we supposed to do with this warm Summer day now!?

Are you playing Pokémon GO? Of course you are. What’s been your best catch so far?

Briefly: Sorry, world.

While seemingly every single person populating the US, Australia, and New Zealand has been playing Pokémon GO non-stop for nearly a week a this point, the rest of the planet (including the Great White North, where I’m situated) has been waiting (im)patiently for the unbelievably anticipated title to hit their respective App and Google Play stores.

While Niantic was originally planning to roll the title out to additional regions in the days following its soft launch, it now sounds like it could be some time before Canada, Europe, and even Japan (well, and everywhere else) will be able to start their new addiction.

In an interview with Business Insider, Niantic CEO John Hanke let the outlet know that the expansion of the game has been “paused until we’re comfortable.”

While the game’s reliability has been constantly improving, errors, crashes, and server outages are still consistent problems at peak times (and it seems like it’s always a peak time).

I don’t think that Nintendo or Niantic could have guessed the absolute phenomenon that they now have on their hands (Hanke stated that “We thought the game would be popular, but it obviously struck a nerve,”) so the server problems that have plagued the online-only game aren’t surprising whatsoever. Hell, I’m playing in a country where the game hasn’t launched yet (which isn’t overly hard to do), and I witnessed 50-75 players rush to a Lure Module placed a couple of blocks from my house. I have never seen anything like this before.

What have you thought of Pokémon GO so far? Do you agree with Josh’s initial impressions? Be sure to sound out in the comments below! #TeamValor!

When you’re at Anime Expo, you expect to come across some weird stuff considering you’re surrounded by all things Japan. Knowing this, I was confident that I found the most Japanese game I would ever hope to play early into the first day. If you have your doubts about such a bold statement, imagine a rail shooter where your targets are an army of Japanese school girls who are desperately in love with you. And you can see through their clothes when zooming in. And headshots are replaced with a bullet to the boobs or vag.

GalGun trailer 1

Yep, that’s Gal Gun: Double Peace in its purest form. As the sequel to the original Gal Gun, which was released on the PlayStation 3 and Xbox 360, was shockingly never released outside of Japan. Proving that there is still good in the world, that’s changing with this PS4 and PS Vita sequel. As far as I could tell from my brief demo, the girls are being controlled by demons that are forcing them to attack you with their love, and it’s up to you to shoot them down with your pheromone bullets to help them come to their senses. That’s right, even in a game such as this, the girls have to be coerced into paying attention to you. Being the hero that you are, no breast will be untouched as you save your school from this menace.

Beneath all of the absurd content, there’s some solid gameplay to be discovered. Believe it or not, the game is developed by Inti Creates, the team behind classics such as the Mega Man Zero series. Searching the environment for hidden demons and passports give you extra points and more insight on your classmates, while pulling off a series of one hit kills gives you huge bonus points for that coveted end of stage rank. Once your special meter fills up enough, you’ll be able to use a special attack that rounds up as many girls as you can fit on your screen and sits them down in compromising positions, while you rub and poke the evil out of them by finding their favorite spots. It’s for their own good, you see.

GalGun trailer 3

Double Peace isn’t all about shooting though. Sometimes, you’ll have to give your clumsy friends a helping hand. One example showed your friend try to look out of a window, but ended up getting stuck when she bent over and stuck her body outside of it. You’ll naturally want to get her out of that position in the quickest way possible, so what do you do? Open the window further? Push it upwards to give her a little more space? No, you’ll obviously stand behind her, grab both of her hips, and proceed to push and pull her until she’s able to pop out of her predicament. Using the PS4 controller’s touch pad to simulate pulling her by sliding your thumbs up and down the sides, I can honestly say that’s a first in my many years of gaming. And yes, this game is completely self aware, which is obvious since the game actually has a command to blank the screen out and replace it with a fake 8-bit RPG. Yeah, that’s right. The game has a panic button to hide your screen in case someone walks into the room. But hey, your character is a girl! Does that make it better or worse?

GalGun trailer 2

When I walked away from Double Peace, I knew that nothing at AX would be as shameless as the time I spent with the game. And yet, given how ridiculous the game was from start to finish, I couldn’t wipe the smile off my face. In a completely unironic way, I can’t wait to see how much more absurd the final game can get, which is why I’m suddenly finding Gal Gun on my radar.

Gal Gun: Double Peace is scheduled for a July 19 release.

Briefly: While Josh’s in-depth look at Niantic’s Pokémon GO made us wary at just how much fun the addicting-looking title may actually be, it appears that it won’t be long now before you can download the game yourself and draw your own conclusions about it.

That’s right. Pokémon GO has finally begun to roll out on the iOS App Store, as well as Google Play. Currently the game is only available for download in the always-first Australia and New Zealand regions, but that mean’s that it won’t be long before North Americans, Europeans and the like will be able to throw their first Pokéballs too.

As a previously avid player of Niantic’s Ingress, I was beyond excited when the company announced Pokémon GO. As Josh mentioned, the positives far outweigh the negatives, but just don’t expect a full Pokémon experience.

Honestly, I’m terrified for my relationships and my phone’s battery at this point, and I’m stoked to be headed down to San Diego in just over a week, where I should see an entirely different assortment on Pokémon than I will in my Vancouver homeland.

Are you excited for Pokémon GO? Be sure to sound out in the comments below! If you’re in Australia or New Zealand, you can click here to download the game on iOS, and here for Android!

Pokemon GO Screen 4

Note: This preview is based on the most recent beta version of the game and may not represent the final product.

Despite being a huge Pokemon fan dating back to its North American debut in 1998, I’ve been very skeptical of Pokemon GO since its announcement. In the midst of the public’s seemingly universal excitement, I remember being left with more questions than answers. How would battles work? Is this going to drain your data usage? And how will the dreaded in-app purchases convince us to spend a few dollars here and there to catch that one Pokemon that continues to allude us? After playing the latest beta version of the game ahead of its rumored July release, I found the answers I was looking for. Make no mistake about it, Pokemon GO is a blast to play as long as you keep your expectations in check.

Much like the core games, you take up the role of a Pokemon Trainer who is tasked with filling your Pokedex by catching all of the Pokemon you come across. After being introduced to an unseen professor, you’ll create your character from a small range of customization options, (which I’m hoping will be increased in the final version, lest we have the majority of trainers looking nearly identical), be given a package of Poke Balls, and be on your way.

Using your phone’s GPS, built in fitness app and location tracking, your surroundings become your real life Pokemon world. Promising that terrains in real life would host Pokemon that you’d expect to see in these environments, living in the hot, dry areas of Southern California resulted in me finding numerous Rock, Fire and Ground Pokemon almost immediately. From the Onix that was right outside my doorstep, to the Vulpix and Growlithe around the block, the game didn’t hold out on the amount of popular characters they were willing to give me from the start. Limited to the first 150 Pokemon from the original Red and Blue games, it never took long to encounter a childhood favorite.

Pokemon GO Screen 3

Pokemon encounters brought to life thanks to your phone’s camera inserting them into your surroundings.

To verify whether or not terrains really did matter, I took the game with me on a hike to the local park, expecting to find many of the forest bugs and mice that typically call these areas their home. Once there, results were mixed. While there was a definite shift in the frequency I was encountering some Pokemon, (such as being surrounded by Spearow and Tauros constantly), the Rattatas and Pidgeys I was constantly encountering in the city were very much a common sight here. Even more confusing was aside from frequent run-ins with Paras, there was not a bug to be found with the exception of one Weedle that was too far to chase down. In fact, I saw more Caterpie silhouettes on my way to the park than the park itself. Could the park be considered a similar terrain compared to the city? Or was I having a bad string of luck? I haven’t had a chance to test the game in vastly different areas like the beach, but aside from a random Omanyte I found in the street, I didn’t encounter a water Pokemon the entire time I played, so I’m guessing there’s some credence to the area making a difference. Either way, I can’t complain about the park too much when I found a Pikachu there.

With so many Pokemon to catch, what happens when you need more Poke Balls to catch them with? The boring solution would be to buy some at the store with in-game currency that the professor was kind enough to give me. In addition to Lucky Eggs, which grant more Trainer experience for winning battles or catching Pokemon over a certain amount of time, (your character is the only one who levels up in a traditional sense), Pokemon attracting Incense, bag and Pokemon storage upgrades, and a Lure Patch, that calls monsters to designated Poke Stops, (certain landmarks, art pieces or points of interest marked on the map), packs of 20 or 100 Poke Balls can be snatched up for a cheap price. Whether or not you’ll be able to continuously gather money or if you’ll eventually have to pay real cash for these goods in the final game is unknown, but as far as I can tell, you’ll never have to pony up for Poke Balls if you’re willing to put some work into it.

On the subject of Poke Stops, these marked areas are where you’re going to find all of the free items you need. By walking up to these spots, tapping them on your phone when they’re in your vicinity will grant you a set of random items, which almost always include Poke Balls. From Revives, Potions, stronger capture devices like Great and Ultra Balls, and even eggs that you can hatch, (given that you have an egg incubator to put them in and are willing to walk five kilometers each). These stops were my favorite features of the game, since they encourage you to walk around and explore your surroundings, giving new meaning to the statues and murals I walk by on a daily basis without giving a second to.

Pokemon GO Screen 5

Trust me, you’ll be thankful that these sites refresh after a few minutes for return trips too, because catching Pokemon can be a real pain sometimes. Once you encounter a Pokemon, (which you’ll find in odd places, like my Diglett on a shelf of Nutella), there’s no way to battle with them or weaken then. Instead, you’re handed your stash of Poke Balls and have to swipe your screen to throw them. Your aim counts here, so if you miss, say goodbye to your Poke Ball. Holding your throw and waiting for a fluctuating circle around your target results in a “Nice” catch, which gives you a small experience boost if you’re successful, but I didn’t find that it helped with the actual capture rate. Because you see, some of the Pokemon are insanely frustrating to catch, and often with no rhyme or reason. Rare Pokemon that I would expect to be difficult to find, like Hitmonchan, were caught within a few attempts. Zubat on the other hand, which is everywhere all the time, (which is odd that a bat would be out in 90 degree weather on a sunny day in the city, but I digress), broke out of 30 Poke Balls before I finally claimed it. *30*! It doesn’t help that they can occasionally attack, (which makes them unable to catch throughout the animation,) jump to throw off your aim, or flat out run away, wasting all of your previous effort. When you do land a difficult catch however, it’s a highly rewarding experience.

So once you’ve caught a strong roster, it’s time to challenge the gyms. Each gym is similar to a Poke Stop, which is usually set in a highly populated landmark. As mentioned before, Pokemon can’t be leveled up in the traditional sense, but each one starts off with a certain CP level, which is a measure of their strength. Using Stardust and Pokemon Candy, the latter of which is specific to particular Pokemon, (i.e. Pidgey candy for the entire Pidgey line), you can raise their power so they can stand more of a fighting chance. Candy is also the only way to evolve Pokemon, which is easily the most tedious section of the game. They need A LOT of candy to evolve, with each catch typically giving you a single piece. Duplicate Pokemon can be released to the professor in exchange for another piece, but it doesn’t do much to help the annoyance. Using Pidgey as an example again, it needs 25 pieces to evolve into Pidgeotto. At worst, that’s 13 Pidgey’s that you need to catch while releasing 12 of them for one evolution. Now take that and imagine Sandshrew for example, which is harder to find and needs 50 pieces to evolve. Having to catch so many for a simple evolution for the most basic Pokemon is insane, and I really hope the requirement is balanced out more in the final version.

Pokemon GO Screen 2

Good luck ever seeing an evolution in action.

Once at the gym, you have the option to either join it, where you’ll drop off the Pokemon of your choice and temporarily lose for as long as it’s stored in exchange for periodic boosts, or challenge it, where you fight a string of trainers who have claimed it as theirs for some big EXP rewards. Once you start battling however… You’ll find where Pokemon GO‘s biggest weakness lies. Each Pokemon only has two attacks, a basic attack and a super attack. Your basic move is used by tapping your Pokemon like crazy, so you can keep spamming your attack for huge damage. There were even cases where I would win battles against enemies that were much stronger simply because I tapped like a madman, which is not very fair, even if I came out victorious. Once your super meter is full, you’ll hold your finger on your chosen battler for about a second to unleash their stronger super attack, which deals much more damage, but can only be used sparingly. I never expected anything deep, but if you were going into this expecting battles that rivaled the main games, you’re going to be disappointed. At the very least, the type match ups and all 18 types are represented, which is further than I thought the game would go to be honest.

Pokemon GO Screen 4

Outside of the battles and frustrating catch rates however, are a series of smaller issues that add up to become pretty big annoyances. The need to have your app open for anything to register is annoying, especially when out on long walks. It doesn’t make sense to me that the game reads off of your fitness app to help track steps, but your eggs won’t come closer to hatching unless the app is on while you’re walking. Couple that with the annoying music, which is on an infinite 30 second loop and can’t be turned off without shutting your volume down completely, you’re left with either trying to listen to your music or podcasts mixing in with the game’s soundtrack, or walking in silence, making your trip much more dull. Once the Pokemon GO Plus accessory is released, this problem will be solved for catching Pokemon, but it won’t do anything when it comes to the eggs. You can’t even leave it on in the background, move your phone into landscape mode, or lock your phone while it’s running, since chances are the game will crash when you try to load it back up. While we’re talking about sound, many of the classic Pokemon jingles are either missing, or sound off. I’m not sure if this was a design choice, or if Go couldn’t license the official music for some reason, but it’s noticeable for longtime fans such as myself.

But most concerning, is that the game completely stops working when outside of a service area. While this brings up a whole separate issue for people who aren’t fortunate enough to live in a large, connected area such as myself, even I ran into areas in the park where visible Pokemon and Poke Stops became unusable because the area couldn’t receive reception. What’s going to happen at beaches, which are notorious for dropping signals? Or hiking trails like mine? It’s weird, because the game is still placing objects in these areas, expecting people to be able to use them. So what’s going to happen when some locations render parts of the game useless?

Pokemon GO Screen 1

Knowing this, the positives far outweigh the negative as long as you’re not expecting a full Pokemon experience. The game may eat through your battery, but is surprisingly light on the data usage, going up less than a half a gig for a week of constant use. With that concern out of the way, knowing that items are easily accessible for free, you’ll never be short on new Pokemon to discover, and that the app actively encourages you to explore your surroundings, I’m excited to check out the full version when it releases. Is it perfect? No. But let’s hope the main game irons out some of these issues and leaves us with a brand new way to experience the world of Pokemon.

One thing that Monster Hunter has lacked is a pure support type character. Certain weapons, like the Hunting Horn for example, allow its wielder to buff and heal the team, but they’re also capable fighters in their own right. On the flip side, the games have never had a shortage of Palicos, CPU controlled cat sidekicks who either join you in battle, or can be discovered on the field with important items. Now that Monster Hunter Generations is debuting these mascots as a playable class, I couldn’t wait to take down a giant monster with such an adorable fighter. As I quickly learned however, this wasn’t the best idea after one of my partners also chose it, leading to a largely ineffective combination. In other words, do not pick more than one Palico!

E3 2016 Monster Hunter Generations Screen 1

Essentially a pure support class, the Palico has a series of fundamental differences that separate it from your typical hunter. Most noticeably, it doesn’t have a stamina meter, allowing it to run, climb, jump and attack to your heart’s content. Its weapon never goes dull, and it has two extra lives, meaning that it can die twice before it starts detracting from the team’s total pool of three lives. On top of that, it has more starting health than any other human character without eating food before going on a mission. Coming equipped with its own special abilities, it can even heal and buff the party, summon its own items, and trigger special attacks that are unique to it.

So at this point, you might wondering what the problem is. I had the same thought while I was playing, feeling like this character was a glorified Easy Mode. I quickly learned that wasn’t the case. First of all, the Palico does very little damage with horrible range, having to get right up on a monster in order to hurt it. This naturally leads to taking more damage, which is harder to recover from since it can’t carry any items other than the ones generated from its special abilities. To access them, you’ll have to charge your special meter, which can only be done by successfully attacking enemies. But as we mentioned above, that can be easier said than done.

E3 2016 Monster Hunter Generations Screen 2

After learning these details in the midst of a battle, I started to appreciate how well a team could gain an advantage with a strong performing kitty. From an offensive standpoint however, you’re essentially going in with a three person team assuming you’re in a four player party. Add in a second Palico, and you’re down to two, which is what happened with my group. We fought the Rathalos we were preying on for the full 15 minutes, but despite it limping and drooling for a long time, (telltale signs that it’s near death), we couldn’t do enough damage to seal the deal before our time was up.

With just a taste of what a full support character can do, I’m looking forward to learning more about the Palico class in Monster Hunter Generations. What abilities will it learn? What weapons can it wield? Is there a way to make it stronger, and will its support capabilities suffer? We’ll be sure to let you know when the game releases on July 15 for the 3DS, but you’ll be able to get a taste for yourself when the demo goes live to the public on June 30.

The short version of my time playing Nioh at E3 is that I died. I died, then I died again, and then I died some more. This upcoming action game from Koei Tecmo and Team Ninja is delivering on its promise to deliver a challenge rivaling Dark Souls, but even with that knowledge, I wasn’t expecting to find myself being manhandled so badly. If I was at home, I probably would’ve chucked the controller across the room a few times over, but I didn’t want to leave the convention in cuffs, so a deep breath had to suffice. Behind all the bloodshed however, is a beautiful, technically sound game that’s showing a lot of promise, mostly for its deep combat mechanics as we return to the days of samurai and demons.

E3 2016 Nioh Screen 1

As William, an English samurai based off of William Adams, your skill with the blade will be tested as each of the demo’s stages were full of deadly opponents who would jump at the chance to make your day a little bit worse. By making the mistake of entering a yokai haven, I never made contact with any of the demons since the human enemies kept me at bay with their synchronization and powerful attacks. Using three different stances that William can switch on the fly, each one favors either speed, power, or a balanced fighting style that helps you adapt to incoming threats. The problem as that as more enemies began to show up, it became easy to get overwhelmed, quickly teaching me that I would have to have my eyes on all enemies at all times. This isn’t one of those games where enemies will stand around waiting for their turn to attack either, because they won’t be shy about attacking you off camera, from behind, or while you’re in combat with another foe.

When battle became hard to keep up with, I was able to back off and use my bow and arrow to do some damage with afar. Thankfully, you’re able to recover some of your energy and items if you reach your corpse from a previous death, so you can start with a bit of an advantage compared to where you started. Even then, you can’t do too much at once, because William has a very strict stamina bar that dictates the actions he can use. If you swing too much, dodge one too many times, or sprint for too long, he’ll begin to move slower and lose his ability to defend himself. As you can imagine, this becomes difficult as more enemies pile on you, and only becomes worse when you see how two attacks landing can lead to your death.

E3 2016 Nioh Screen 2

When I finally got past the *first* area after about 40 minutes of futility, I was quickly met by a pair of ninjas. They attacked much faster than I could, dashed backwards when I tried to counter, and would constantly surround me whenever I tried to mount any kind of offense. Before I could figure out a way to get by their attack patterns and move on to the real demons, my hour was up and I left a humbled man.

So far, Nioh can be great. It looks amazing, hints at plenty of depth and is very rewarding when you’re finally able to clear those hurdles. My only concern is that I have yet to figure out if the game is hard because it’s designed to make you play carefully and precisely, or if it’s simply just cheap. Unfortunately, an hour isn’t enough time to determine this, but depending on where it falls will determine whether or not the game will be as great as it could be. Or maybe I just suck, but either way, I’m looking forward to finding out for myself when the game releases for the PlayStation 4 on October 28.