October 23rd marked a pretty big day for Fallout fans. The date (59 years from now) marks the beginning (and ending) of the Great War – the day that nuclear bombs fell across the planet and essentially ended… well, everything. Fittingly enough, Bethesda chose this same day to begin the Fallout 76 B.E.T.A. (Break it Early Test Application) for Xbox One players. Anyone with a valid pre-order for the game was able to get their first taste of the hotly anticipated title that’s left Fallout fans everywhere highly wary since its initial reveal back in May.

Fallout is my favourite active video game series, and Fallout 3 is one of my most highly regarded games of all time. I put way too many hours into Fallout Shelter based on its branding alone, and I’ve even dedicated an entire shelf (singular) to some of my favourite Fallout merch (and some sweet rarities I snagged back at the Bethesda Gameplay Days at PAX West). As someone who nearly exclusively plays single player games, a Fallout title set so closely to the day that the bombs fell is unbelievably intriguing to me, but the revelation that I’d need to share that world with other players worried that hell out of me.

I wasn’t joking about the shelf.

Now that I’ve spent a few hours with the game, however, I really (mostly) have no freaking idea what I was worried about.

Vault 76 is located in Appalachia (West Virgina), and is the first of the Vault-Tec vaults to unseal its doors and let its dwellers out into the world, just 25 years after the bombs fell. You (and the other dwellers) are essentially tasked with ensuring that your great nation (America, obvs) can be rebuilt and recolonized. Rather than being a lone wanderer or a sole survivor with a highly personal goal in an unfamiliar world, this general goal means that having other dwellers in the world actually makes a lot of sense.

Bethesda has spent a ton of time detailing many of 76’s new mechanics, including the new card-based perks, the game’s unique PVP system, C.A.M.P., and so much more. Rather than focussing on things like that, I’d like to spend a bit of time detailing just what my time with the game has been like so far.

It’d be hard to do so without spoiling something, so consider this your warning.

Following the classic ‘War Never Changes’ video, you’ll jump right into the game’s character creator. Endlessly adjusting aspects of your character’s appearance is not something that I typically care about, and things didn’t change here. This looks like a slightly more powerful version of the character creator in Fallout 4, and while I simply chose one of the game’s default characters (which I found out later sported a man-bun), Mikaela’s eyes absolutely lit up when she saw just how easy it was to modify every piece of your character’s face.

After you create your character, you’ll awaken inside your private (roomy) room inside Vault 76 surrounded by party supplies and empty liquor bottles. An animated envelope on your nearby terminal catches your eye, and you soon learn that the previous night saw a massive vault-wide celebration take place. Apparently you drank too much and woke up late, as at this point the Vault is mostly empty – Reclamation Day is here, and it’s time for everyone to leave the Vault and begin to rebuild America. You leave your room, and while in past Fallout games I’ve loved spending as much time in the Vault exploring and absorbing the environment as possible (well, aside from Fallout 4 I guess), at this point Vault 76 is mostly locked down because, well, it’s time for you to leave it. A few other dwellers were running around the vault at the same time as I was, and while we tried to unsuccessfully punch each other (I had forgotten that PVP can’t even be enabled until you hit level 5) and traded emotes (I particularly like the Vault Boy thumbs up and vomiting options), at this point the game still mostly felt like a solo affair.

Before leaving Vault 76 you’ll head down a series of long hallways full of helpful robots that offer you your first supplies and introduce you to two of the new mechanics in Fallout 76: thirst and hunger. Here, you won’t just need to manage HP and Rads, but you also have a hunger and thirst meter that you’ll need to keep your eye on, and it’s pretty interesting to manage. Hunger and thirst are always visible in your Pip-Boy menu, but won’t show up on the main HUD unless either is low. Naturally, each depletes over time, and while I never felt like either meter became annoying, I was definitely more excited in 76 to come across any quality food or clean water than I had been in any previous Fallout game. Getting too hungry or thirsty will have some adverse effects, so there were definitely times that I chose to drink irradiated water, which in Fallout 76 not only increases your rads, but also has a chance of giving you a disease.

Yeah, you can get diseases in Fallout 76 too. They cure themselves over time, and there are items that you can use to instantly get rid of them, but they sound annoying as hell, which just adds to the risk / reward system of should I drink the water out of this toilet or not. I didn’t catch a disease from drinking bad water, but did catch ‘Swamp Itch’ from sleeping on a dirty mattress on the ground (resting on a mattress will slowly heal your HP). Swamp Itch gives you -2 Agility, which at this point in the game left me with -1 Agility, which had a huge effect of my AP (energy which is drained by attacking, or sprinting, or jumping, or doing pretty much anything), and just generally made exploring harder while I was suffering from it.

The moment you leave Vault 76 it’s clear just how different an experience Fallout 76 will be from previous Fallout games. This world feels lush and alive – you’re just removed from civilization instead of hundreds of years from it, so cities and buildings appear far less dilapidated than in previous games. West Virginia is a far cry from places like Washington D.C. or Boston, and I feel like I saw more foliage in my first hour of 76 than in the entirety of Fallout 4. Lighting systems have seen huge improvements (gorgeous god rays everywhere), and while it would be tough for Bethesda’s dated engine to hold a candle visually to many of the beautiful games that have released this year, the company has some of the best art direction in the business and I definitely stopped to simply stare at what was in front of me numerous times during my time with the game.

Fallout 76 also introduces a new mechanic called ‘Challenges’. To start, these kind of act like a guide of things that you should do in the game. You’ll complete a challenge for crafting your first item, roasting your first piece of meat, boiling your first pot of water, collecting X amount of wood, etc. Completing each challenge will reward you with Atoms, Fallout 76’s premium currency. At launch you’ll be able to buy Atoms with real money too, but it also seems like I was earning at least a few at a time (most challenges rewarded 10 Atoms) quite regularly. There didn’t seem to be a way to actually spend Atoms, or even see what was for sale at this point, so it remains to be seen just how many Atoms these premium cosmetic items will cost. Gamers were pretty up in arms to learn about the potential for microtransactions in Fallout 76, so I was definitely excited to see Atoms coming in at a steady clip during my time with the game, while also keeping in mind that any items purchasable through Atoms will be cosmetic only. As soon as we see some Elder Scrolls themed premium items come down the pipeline, you can bet I’ll be spending money on those.

You exit Vault 76 with a mission to find your Overseer somewhere south of your starting location. I usually play games fairly linearly, but as I wanted to feel how Fallout 76 played out as a solo player (and this opening area was swimming with other dwellers), I decided to wander off in another direction instead. I briefly migrated west of the vault before running into some strong, scary robots – I didn’t think that my fists would be any match for them, so I changed direction to avoid them and came across a battered wood mill. The outskirts of the mill was patrolled by some unfriendly looking (different) robots, so I snuck past them into the mill and gathered some wooden scraps (which I assumed would be used to build my home, or CAMP, whenever I decided to do so), some health items, fought my first hostile creature (a gross, giant tick), and found a corpse sitting on a balcony with a note next to him. The note must have been written by a friend of the corpse, and it talked of a much better mill that had better pay and no robots, among other things. A location north of me populated on my map, and I decided that as this was the direct opposite direction of my current story mission it seemed unlikely that I would come across many other players, and that there could be some useful supplies there.

So, I walked North. And I walked and I walked and I walked. It’s long been known that the Fallout 76 map is four times (four freaking times) that of Fallout 4, but it was in trekking north to the other wood mill that it finally hit me just how expansive this region is. Sure, I was distracted a few times along the way – I found a cool amusement park (an event triggered while I was here that would have me hunting wolf packs, but as I still didn’t have a gun at this point I definitely ran away as fast as I could), some sort of drug production RV (yes, Breaking Bad style), an old provincial park gorge-like area with a ton of tree-laden Scorched (freaky, irradiated humanoids with guns) and a ‘plank’ overlooking a cliff that they’d used to kill their prisoners, a random Mr. Handy robot called Mr. Veterinarian that had a myriad of cats following it, and even a neat old plane that coincidentally featured Vault-Tec colours. I continued to traverse, received a notification that I’d been playing the game for an entire hour (it really didn’t feel that long), and at this point I realized just how differently I’d been playing than I would have in previous titles.

I played 76 differently, mostly out of necessity (at least to start). That hour passed, and the only weapon in my inventory was a board (well, and maybe a knife at that point). Just an old piece of wood (it didn’t even have a nail in it). At this point it was stained red from molerats, ticks, and the odd, thankfully weak Ghoul that I had encountered so far on my journey. I had collected a little bit of ammo and even some gunpowder, but trekking across the massive wasteland without a single projectile weapon felt incredibly tense, and simply scary. Enemies that you’d typically take out long before they’d ever know you were there actually felt dangerous, and seeing a pack of feral Ghouls running at you when you had no choice but to wait for them to get within swinging distance absolutely felt threatening. I spent much of this hour walking carefully, crouching often to ensure that I wasn’t detected, legitimately avoiding areas that looked to have too many enemies (or those damned fast shooty robots), and searching thoroughly for a gun so that I could finally feel some semblance of safety (this is ‘Murica after all). I was also legitimately excited each time I found some quality food or some clean water, and anyone that’s played a previous Fallout game knows that consumables like these would often just flood you inventory, and be more trouble than they were worth.

I finally made it to the other wood mill, which as it turns out was crawling with Super Mutants.  I had spent well over an hour in the world and still did not have a gun, and there was simply no way that I was going to take on a group of (even low level) Super Mutants without more firepower. I’d spent a ton of time getting here, and I simply couldn’t do anything about it. I decided to cut my losses and to fast travel closer to the actual missions on my Pip-Boy to try to get a sense of what the story in 76 felt like… but as it turns out, fast travelling in Fallout 76 costs a small amount of caps, and at that point I didn’t have any.

As I wandered back towards Vault 76 (which again, took a very long time) I finally found a gun, along with some caps, and fast travelled back towards the first mill where I had gone off the beaten path in the first place. I traversed south and came across a supply drop request holotape, which apparently can be used in radio towers to send supplies near your location. I then found the tower itself, killed some robots (which was much easier with a firearm), and called in some supplies. These landed in a small town not far from the tower, and once I hit the town I was introduced to some of the most interesting content that I would experience in my first beta session.

The supply drop was useful and gave me some much needed food, (clean) water, and even a few stimpacks, among other things. I decided to explore the town, and was introduced to something called ‘Survivor Stories’. These are found in the environment (I’m not sure if they’re everywhere, or just in this area), and are decent length holotapes that tell the history of a specific survivor. I listened carefully to the story of a scientist, of a priest, and others, and it’s here that I first noticed just how improved the voice acting is in Fallout 76 over previous games in the series. These stories are gripping and interesting, and I ended up scouring the town hoping to find more as these tapes tapes gave so much meaning to the degraded corpses and the remnants of lost lives. Carefully searching the environment will turn up a myriad of supplies necessary for survival, but after finding just a few of these tapes, more survivor stories are what I was truly hoping to discover.

While exploring the town, I was also introduced to one of the game’s factions, the Responders. Responders were once firefighters, police officers, and medical professionals, who post-war dedicated their lives to simply helping those in need. A self-serve volunteer kiosk offered an introduction to the group, and had me testing nearby water samples for contaminants and radiation, and searching for townsfolk that had been reported missing. It also introduced the ability to collect and boil water (which I’m sure was there prior, but that I wasn’t aware of until it became part of a quest). These Responders quests made me more familiar with this world, and the content and delivery was interesting, but it was at this point that I began to feel, ironically, a little lonely in this world.

The town had multiple, real people running around, throwing me emotes, inviting me to trade and to party up (which I declined as I wanted to be the one to control this session), yet I was missing the interesting NPC’s, the vast quest lines (which I certainly hope turn up once you’re more acquainted with the world), and simply seeing humans that were not taking part in the same journey that I was.

At the same time, this loneliness absolutely felt deliberate. Your vault was the first to open, and you’re still so close to bombs falling and to the world ending, that things simply haven’t had an opportunity to rebuild at this point. In fact, that is literally your job. I miss the NPC’s and their often expansive storylines, and at the same time, it just wouldn’t feel right if they were present.

As I continued to wander, I came across the CAMP of another player on the side of a cliff-face. The CAMP had some turrets that didn’t shoot at me (I’m not sure if this is something you get to choose or if they would have only shot if I’d attacked the CAMP, as I definitely didn’t develop my own CAMP this much during my time with the game). I used the stash box there to store my junk (all stash boxes are instanced to you, and only you can access them), and the CAMPS owner passed by just as I was leaving. I waved at him, a sort of “thank you” for being hospitable with his home, and continued on my way. I’m not quite sure why, but this throwaway moment so early on felt meaningful, and it even though I was playing alone in this session, made me excited to be a part of this shared world. I’m beyond interested in seeing just what CAMPS will look like when someone is 20 or 30 or 100 hours into the game.

Eventually, I received a warning that the game would be shutting down in just a few minutes. At this point, just off in the distance was a massive, incredibly elevated bridge. I decided to head to the centre of it and to end my session staring off into the distance, and soaking in a little more of Fallout 76’s lush greenery before the game forced me to stop playing. It was here that I realized just how vertical Fallout 76’s map is compared to that of Fallout 4 or earlier games in the series. In my four hours with the game I’d climbed massive hills and looked down off of giant cliffs, but this bridge, and the tiny, tiny, world below it reminded me more of the mountains and verticality of Skyrim than the cities and sewers of Fallouts prior. It was really a breathtaking view.

The servers shut down. I was kicked back to the main menu, and I simply sat there for a moment soaking in the game’s beautiful, best in the series score (even as Mikaela watched she noted just how good the music was), and wishing that it wasn’t over.

Most of my fears, and most of my potential qualms went unrealized very quickly. Fallout 76 is Fallout, through and through, in a different age and from a different perspective. The series has never looked or sounded better. Even in just a few hours of playtime I’ve seen some incredible environmental storytelling, and I cannot wait to see what else there is to discover in this unbelievably massive world.

The game’s main story (at least to start) has you searching for Vault 76’s overseer, who left the vault just before everyone else did. Things started out a little fetch-questy, and it felt a little hard to connect with a character you’ve never actually seen – hopefully this turns around as you learn more about your overseer. I also hope that without NPC’s there to offer quests and dialogue, that the quests continue to feel as interesting when delivered by notes or by robots. I also hope that a world without human-like NPC’s, especially one of this magnitude, doesn’t feel empty over time – this early on the lack of humans makes sense setting wise and feels deliberate, but how will this feel a few dozen hours from now?

Playing the Fallout 76 beta answered a lot of questions, and naturally raised even more. I think that most important question of all, however, is: does this weird multiplayer experience feel like Fallout? And yes, it absolutely does. I’m extremely curious to see just how much content the full game has to offer, how players will treat the endgame, and just how Bethesda plans to expand Appalachia as time goes on, but I think that running a beta like this, for so long (the game doesn’t actually launch until mid-November) and in such an expansive form (the beta is the entire game) shows without question that Bethesda wants Fallout 76 to release in the best form that it possibly could, but that it also shows an amazing level of confidence in the product, a level of confidence that couldn’t be shown to wary, distrusting players through trailers or interviews or preview articles, but that players and Fallout fans needed to experience for themselves.

If I know one thing about that game after spending four hours with it this week, it’s that I’m absolutely itching to play more. I was into the game before I played it, but now I feel obsessed. I’ve been reading countless player stories to see what they’ve discovered, absorbing all of the Greenbriar footage from a few weeks back that I possibly can, and the wonderful Copilot Music + Sound cover of ‘Take Me Home, Country Roads’ has absolutely been playing on repeat. I’ve spent just four hours with Fallout 76 thus far, and now I can’t think about anything else. That’s a damn good sign.

Fallout 76 releases on November 14th. Play the beta? I’d love to hear your thoughts below!

https://youtu.be/FRPeYP6gS-s

While most of the chatter coming out of EA’s E3 2016 press conference regarding Titanfall 2 had to do with its newly revealed campaign mode, that’s not to say that the team at Respawn forgot where its bread and butter was. As seen in the game’s new multiplayer focused trailer, there will be plenty of new ways to take down the enemy team when you jump online as both a pilot and a Titan.

New Titans is definitely a feature to get excited about, but the trailer had a lot more to show than a few new robots to tear through the town with. The new weapons and pilot abilities really stole the show for me, highlighting the level of innovation that is coming with the highly anticipated sequel. Highlights of the trailer include expanded melee options for the Titans, a grenade ability that pulls enemies towards it, leaving them as sitting ducks for you to pick off, and the grappling hook, which will let pilots latch onto their enemies and pull themselves in for the melee kill… Even while both are in the air!

The first Titanfall had a reputation of being especially stylized in the gameplay department thanks to its unique take on movement, coupled with its changing dynamic between being on foot or in a Titan. Titanfall 2 already looks to be taking this concept much further, in ways that I can’t help but look forward to.

Haven’t watched the trailer yet? Give it a look and let us know your opinions on the new features in the comments! Titanfall 2 will release on the PS4, Xbox One and PC on October 28.

Any game that allows four player couch co-op is always welcome. Say what you will about online gaming, but there’s nothing like being able to settle in with your bros, (and bro-ettes?), grab a bunch of controllers, and go crazy. With local team ups becoming more and more rare, it’s always exciting to see a game get the full, team up treatment. In Super Dungeon Bros., both online and local “bro-op” are supported, allowing four players to rock out in this rock-and-roll inspired hack and slash. We sat down with the game at E3 to check in on how the game is coming along so far.

Super Dungeon Bros E3 Screen 1

Tasked as choosing between Axl, Lars, Ozzie or Freddie, four knights with distinct personalities to match with their bright colored armor, game play relies less on who you choose, and more on what you choose! Each bro can choose a variety of weapons, including swords, bows and hammers. Aside from the typical differences between attacks, such as speed, damage and range, each one also has their own, unique abilities that help the team clear enemies from each room. For example, the sword unlocks what’s called the “Bronado,” where its user activates a prolonged spin attack, while stacking the partners he makes contact with on top of him, resulting in a spinning tower of pain for their enemies.

On that subject, stacking is important when progressing through the dungeons. A co-op game in every sense of the word, progression often requires partners to team up. Whether that means stacking and throwing bros over gaps, activating multi person switches, or opening distant doors for the rest of the team to go through, working together is key to advancing. With that in mind, the team has to make sure to be on the same page, since taking too long results in larger waves of enemies respawning. Taking too long to enjoy the scenery can result in a tougher dungeon, so you’ll always want to be moving. Then again, don’t move TOO much, since dodge rolling consecutively leads to your bro getting dizzy. It’s all a balance, you see.

Super Dungeon Bros E3 Screen 2

Like a Call Of Duty E3 presentation, Super Dungeon Bros is bro from head to toe. Including plenty of co-op abilities, four player local and online modes, awesome music, unique abilities and characters with their own sets of wisecracks, and a fast paced play style, and you get what’s shaping up to be a very enjoyable multiplayer experience. With cross play between the Xbox One and Windows 10, or PS4 to PC, you’ll have plenty of ways to team up with your friends and rock out when the game is released late this year.

One of the few surprise announcements from Nintendo’s E3 Digital Event was The Legend Of Zelda: Triforce Heroes. As a semi revival of the Four Swords series of multiplayer Zelda games based on the Link Between Worlds engine, this 3DS title promised to give us a more fleshed out experience, focusing more on cooperation rather than competition. When I got the chance to pick up Link’s latest adventure with two complete strangers, we put this notion to the test.

First off, each dungeon starts off with various costumes that Link can choose to wear, each of which give him different advantages in the game. From the standard tunic, to a samurai inspired spin attack outfit, and even Zelda’s dress, how your link will play can have a huge effect on being able to progress, especially if the dungeon being explored needs certain tools to advance with.

From there, the three of us had to constantly work together to conquer the challenges of the Kokiri Forest, primarily through the new totem mechanic. In order to reach tall enemies or higher paths, the three Links can pick each other up, being able to stack all three on top of each other. Whichever hero is on top is responsible for attacking, while the bottom one controls movement, so without proper communication between the two, it’s really easy to struggle against enemies. If you get stuck as the one in the middle, it sucks to be you. As of now, he couldn’t do anything. Which might be better off  since the wrong move can lead to the death of the team, considering that all three of you share the same health bar. Oh yes, I can see friendships being destroyed.

After solving a small set of puzzles in each room, the team can only advance by standing on one piece of the Triforce, which greets players at the end of the area. Side weapons such as the bow and bombs have to be discovered in the dungeon you’re in, but ammo never becomes a problem since this game borrow’s LBW’s meter system. From the little that we played, it teased our brains quite a bit trying to figure out how to solve certain puzzles, leading to the final boss that required us to stack the right amount of characters to reach its changing weak point. Oh, and when you win, don’t forget to tap your cheering emoticon on your list of reactions on the bottom screen! It does nothing except look adorable, but what else do you need?

Triforce Heroes may be short the fourth sword, but it’s shaping up to be another solid co-op effort from Nintendo. Featuring both local and online multiplayer, would-be heroes will be able to team up from all around the world when it releases this fall. What are your impressions from what you’ve seen so far?

A dark, tactical combat multiplayer game set in the dark fantasy world of the Legacy of Kain series, Nosgoth was available at E3 for gameplay and we were lucky enough to try it out.

Nosgoth is set in period of time previously unexplored in the Legacy of Kain mythos, allowing the game to exist within and draw upon the lore and conflict at the heart of the canon while still being able to flesh out and build their own world.

Hunter and Scout battle in the upcoming free-to-play multiplayer arena Nosgoth

Hunter and Scout battle in the upcoming free-to-play multiplayer arena battle game Nosgoth

The game is a deceptively simple four on four multiplayer; four humans vs four vampires battle over a complex, vertical map with plenty of hidey-holes and escape routes. What sets Nosgoth apart, however, is the asymmetrical gameplay that is the heart of the game: humans, restricted to range only classes, must rely on their teammates in order to survive; while vampires–all melee classes, with powerful sprints, the ability to walk up walls and deadly ambush skills–are meant for solo ganking at an almost OP level.

Players an load out in any class and change classes mid match (the new load-out goes into effect after the next death). Combat is fast, mostly intuitive, and relies on players knowing both their class and their teammates’ classes strengths and weaknesses.

At the end of each arena battle, players switch–humans to vampires, vampires to humans–requiring players to be able to fluidly change between range to melee, as well as between the distinct classes available.

A Reaver goes in for the kill in the upcoming multiplayer arena game Nosgoth.
A Reaver goes in for the kill in the upcoming multiplayer arena game Nosgoth.

Even with only one arena to play in, Nosgoth was a lot of fun. With the basic combat ideas relatively straight forward and easy to grasp for newcomers, but a (promised but not yet seen) deep customization to allow for long-term tactics and strategies, Nosgoth offers a intriguingly easy introduction for the new player while hinting at a complexity to keep long-term and experienced players interested.

Square Enix is working alongside developer Psyonix on Nosgoth. Psyonix has worked on Gears of War, Unreal Tournament 3, XCOM: Enemy Unknown, Homefront (multiplayer), Bulletstorm and Mass Effect 3.

Nosgoth is free-to-play and available for PC on Steam. Players can register for the closed Beta or become a Founder here.

Check out the trailer below, and let us know if you’re excited about Nosgoth, already burnt out on the glut of 4v4 MOBAs or somewhere in between!

Briefly: Watch Dogs is finally almost here, and Ubisoft has debuted a new 9-minute ‘101’ trailer for the game that takes us through almost every facet of the experience.

The video showcases some intense action that we haven’t seen before, introduces us to some interesting characters, shows off the game’s intriguing smartphone app, and plenty more. Some of it does look a little silly however, like running away from the cops as a mechanical spider in one of the game’s ‘Digital Trips’.

The game looks like a lot of fun, and as I’ve definitely been looking for something new to play on my PS4, I can’t wait to pick it up. Watch Dogs was my “must have” title for the PS4 launch before it was delayed, so I sure hope that it’s worth the wait.

Take a look at the video below, and let us know what you think! Watch Dogs hits PlayStation 4, PlayStation 3, Xbox One, Xbox 360, and PC on May 27th!

Briefly: After what seems like forever, Watch Dogs is finally just a month away from release.

Ubisoft has just launched an eight-minute multiplayer walkthrough for the title, which showcases some fantastic cat and mouse gameplay. According to the description, in “Watch Dogs’ groundbreaking multiplayer modes where everything and everyone is connected. Learn how Watch Dogs is blurring the line between single and multiplayer, and get a glimpse into three distinct and exciting modes including Online Hacking Contracts, ctOS – Mobile Companion App, and Competitive Decryption Combat.”

The game looks like a lot of fun, and as I’ve definitely been looking for something new to play on my PS4, I can’t wait to pick this one up. Watch Dogs was my “must have” title for the PS4 launch before it was delayed, so I sure hope that it’s worth the wait.

Take a look at the video below, and let us know what you think!

Briefly: So it’s not an announcement about the much anticipated DLC for The Last of Us, but at least it lets us know when that announcement will be.

Naughty Dog’s Bruce Strayley posted to his twitter today that a reveal is coming this week. No word (of course) on what type of DLC will be announced, but I’m sure that anything will be welcome, as we’re all itching to jump back into this world.

Take a look at the embedded tweet below, and let us know how much you loved the game!

Briefly: While it’s been rumoured since the game’s announcement, it only just became official: Batman: Arkham Origins will mark the series’ first multiplayer offering.

Created by Brink (uh-oh?) developer Splash Damage, the game’s multiplayer campaign is titled “Silent Predator”, and features some intriging 3 vs. 3 vs. 2 gameplay. Three players act as Joker’s thugs, three as Bane’s, and the other team consists of Batman and Robin (Tim Drake). The Joker and Bane teams will be playing the game as a third-person shooter, while Batman and Robin will be sneaking through the shadows trying to one-up their opponents. It sounds almost like a spiritual successor to Splinter Cell’s fantastic Spies vs. Mercs multiplayer mode.

Take a look at the first trailer for Batman: Arkham Origins multiplayer below, and let us know if you’re excited. The mode will be available on PC, Xbox 360, and PS3… so every platform except for Wii U.

http://youtu.be/EYR9plVWNsY

We’re just 11 days away from the highly anticipated release of Naughty Dog’s The Last of Us, and the first footage from the game’s multiplayer mode has just found its way online.

The video comes from Polish gaming site BossBattleComing, and therefore is a little tough to understand, but you can at least get a good sense of what the standard ‘Deathmatch’ mode will look and feel like. The game will have plenty of other multiplayer modes, possibly including a rumoured large-map, open world, awesome sounding survival option. Sounds good to me.

Regardless of multiplayer, I’m dying to jump into the world of The Last of Us. The game releases on June 14th, and will certainly be a contender for Game of the Year. Watch the Deathmatch footage below, and let us know if you’re excited!

At SDCC during the AC3 panel they discussed briefly what you can get with the multiplayer. You can create bands of assassins that can play in various game types. Get a nice peak at what to expect with this trailer!

AC3 ships October 30th on Xbox and PS3. November 18th on the WiiU

The Master Chief train is going strong. We just told you about The Mantis now we got some more news for you.

The guys over at IGN got to sit down with 343 Industries Lead Multiplayer Designer and play through the newest mode for Halo, Flood Mode. Think the classic “Infection Mode” just beefed up a lot. And in glorious Halo 4 graphics! Check it out below!

Prepare for the flood November 6th!

Aside from the occasional dabbling through hell in Doom, Goldeneye for the N64 was essentially my first experience with a First Person Shooter, especially since I never had a kick ass PC like all the cool kids had. I remember losing hours upon hours with my friends fighting through science labs, forests and tight corridors fragging each other left and right. But to think these memories that I share with countless other gamers almost weren’t possible.

At GDC Europe, game director Marin Hollis spoke about how the feature was a last minute addition that was slipped in on the side. Stating that it was added in around “March or April,” a mere four months before release, he also went on to explain how the rush job led to some of the game’s infamous imbalance.

“We didn’t have time to balance all the characters. Really we just threw them in. But these little quirks and bits of sketchiness really bring personality to the game.”

We’re looking at you, Oddjob! But to think one of the most legendary multiplayer experiences of all time almost never was. I don’t care if it was an imbalanced mess in retrospect, (the laptop gun, proximity mines, the karate chop of DOOM!) It was damn fun.

What’s your favorite memory of Goldeneye?

SOURCE: shacknews.com gamespot.com

For fans that complained that Modern Warfare 3 was just the same game yet again…it looks like you’re in for a treat. While we do not get to see any of the game modes are going to be offered we do get to see some of the new devices and gadgets that are going to be available and all I can say is…holy fuck what is that ED-209 thing and how many kills do I need to use it? Ladies…prepare to say goodbye to your boyfriends for awhile.

Call Of Duty: Black Ops II will be released November 13th.

From the looks of the new multiplayer trailer for Transformers: Fall of Cybertron, everything we at Geekscape loved about the multiplayer in War for Cybertron is back. More customizations, bigger maps and faster gameplay will make jumping into multiplayer worth it when Fall of Cybertron releases August 21st. I just hope the customization of your character allows for me to make a Dinobot to use.

 

Players will need an Xbox 360 hard drive or a minimum 8 GB Xbox 360-compatible USB flash drive for “Halo 4” multiplayer gameplay. For an optimal experience, we recommend players use an Xbox 360 hard drive with at least 8 GB of free storage space. For more info, go to http://storage.halo4.com.

That is the official word from a Microsoft spokesperson letting us and everyone else know for a fact, you need a hard drive to play multiplayer. I still don’t understand the reason other than maybe it has something to do with caching the game or something to do with the DLC that will eventually come down the pipes from 343 Industries.

Either way, if you are one of the unfortunate gamers without a hard drive for your Xbox 360, you might start looking around for some deals before Halo 4 launches November 6th, 2012.

Today on the Battlelog Blog Community Manager zh1nt0 posted the entire patch notes.

Some notable fixes are:

-Players should no longer take fall damage from short falls.

-Unguided tank rounds and RPGs will now instantly destroy Jets, Attack Helicopters, and Scout Helicopters.

-AA Missiles are more difficult to dodge in Jets, this was unintended behavior that created an imbalance against skilled pilots.

-The F35 will now only attempt to enter Hover at low altitudes, though it will maintain the hover until forward flight is resumed, even if it reaches high altitude.

-The Horizontal Sway reduction has been changed from a global percent reduction to a weapon specific value reduction

-The Hip Accuracy bonus provided by the Laser Sight has been increased. Some PDWs have had their crouch and prone base stats adjusted to prevent hip firing being more accurate than aimed fire when using a laser sight.

-The MAV can no longer be used as an elevator.

Also, possibly the most important patch from the entire changelog

-Added Horns to all Jeeps.

Thats right…HORNS ARE BACK BABY!

There is not a release date for this patch yet, they are tweaking the whole stack for all three platforms

Being ever so skeptical of any multiplayer on a handheld system, Super Street Fighter IV on the 3DS won me over in hopes that multiplayer online would start to become a thing we could all praise on a handheld platform.

Hopefully following up with that success, Nintendo released some info today on the multiplayer modes that will be in the upcoming 3DS title, Kid Icarus: Uprising, releasing on March 23rd. If what I’m reading below is true, I can’t wait to mix it up in Free-For-All mode.

Here is the original press release from Nintendo:

Nintendo News

Multiple Multiplayer Modes Revealed in Kid Icarus: Uprising Game for Nintendo 3DS

Nintendo has revealed new details on the different multiplayer modes in Kid Icarus: Uprising, which will launch exclusively for the Nintendo 3DS system on March 23. More than 25 years after the launch of the original Kid Icarus game for NES, Kid Icarus: Uprising brings the action and adventure of this beloved series to new heights. Modes and features in the new game include:

  • Light vs. Dark: Team up with other players in Light vs. Dark multiplayer mode, in which two teams of three are pitted against one another. The ultimate goal is to empty the opposing team’s health meter, which transforms the last defeated team member into an angel. The team who defeats the opposing team’s angel wins. This unique multiplayer mode tests players’ ability to work as a team while keeping the match exciting as the focus constantly shifts from dealing out damage to protecting the team angel.
  • Free-for-All: In this mode, up to six players (including CPU players) combat each other in a winner-takes-all match. Winners are determined by high score, heavily influenced by both the number of kills and the number of deaths.
  • Match Set-up: Both Light vs. Dark and Free-for-All multiplayer modes are playable through local wireless play or online for players with broadband Internet access. CPU players will fill out the roster if there are fewer than six players in a match. Duration of the match, CPU difficulty, weapons and team handicaps are all customizable prior to beginning a multiplayer battle.
  • Weapons and Weapon Fusion: The wide variety of weapons a player has collected in single-player mode can be used during multiplayer matches. Players can also earn additional weapons as rewards in multiplayer play. Players can choose set combinations of weapons and powers before entering into a match. This provides further incentive for players to continue collecting different and more powerful weapons as they play through the single-player campaign. Players can also fuse weapons together at the Arms Altar. Fusing two weapons will result in a single, more powerful weapon that retains some of the key benefits of each, giving players the ability to customize weapons to match their play style. Fused weapons can also be used in multiplayer matches.
  • StreetPass: Through the StreetPass functionality of the Nintendo 3DS hardware, players have the ability to share one of their weapons with other Kid Icarus: Uprising owners. The selected weapon is turned into a Weapon Gem. Shared Weapon Gems can be converted into real weapons by paying Hearts. Players can also fuse Weapon Gems together by paying Hearts to create a more powerful Weapon.

Consumers who pre-order Kid Icarus: Uprising via GameStop, Best Buy and Amazon.com will receive a bonus download code for the 3D Classics: Kid Icarus game, a re-mastered 3D version of the NES original. The download code will be given to customers who pre-ordered Kid Icarus: Uprising at the time of the actual game purchase. Retailers may require a deposit for pre-orders. Kid Icarus: Uprising will carry a suggested retail price of $39.99 in the United States.

Kid Icarus: Uprising launches across North America on March 23. For more information, please visit http://kidicarusuprising.nintendo.com.