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

Josh, Shane, and Derek are back to talk all about the PS5 and Xbox Series (and whether or not they’re disappointing), laud about Game Pass, Shane’s Blitzball days, and much more!

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

Geekscape Games · Level 188 – "Don't You People Have OLEDs?"

What happened?

Geekscape is hosting a blood drive to honour Chris Ellis.
Josh is disappointed in the new consoles.
That PS5 controller tho.
Damn that Monster Hunter Rise.
Fallout 76 is pretty good.
Why did the Crystal Chronicles remake suck so bad?
Days Gone is bad-ass.
Josh and Carlos were wrong about Mario Golf.
FFXIV is sold out and has a huge housing crisis.
Of course, Nintendo Switch (OLED Model)

Where can I follow Geekscape Games?

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Want to give us feedback? Drop us a line at geekscapegames@geekscape.net!

It’s Thanksgiving week in America and Geekscape is grateful even in a tough year! To share in the festivities, Katie and I have invited Derek and Matt from the Geekscape network to talk about what we are thankful for! Matt talks about all of the new things happening on the network and is grateful for being a part of it… Every time he gets knocked down he gets right back up again! Katie is grateful to have joined the Geekscape team and is working around the clock at her new job. Will she ever have time for videogames again? And Derek is Canadian… He already celebrated! I give a brief review of ‘Hyrule Warriors: Age of Calamity’ and discuss some exciting things coming to the Geekscape universe so there is a LOT to be grateful for! What are YOU thankful for this year?

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The Sony PS5 is here! And with it ‘Spider-Man: Miles Morales’ for the PS4 and PS5! A follow up to 2018’s ‘Game of the Year’ Contender, this newer, smaller game follow Miles Morales as he takes the mantle of Spider-Man to defend Harlem and Manhattan from the Roxxon Corporation and mysterious Underground! How does it measure up to the original? What additions did developer Insomniac make to the game? And what do we want from a follow up to these two incredible titles? Longtime Geekscapist BigYanks and first time Geekscapist Justin Britton join me to discuss all of this and more on a brand new Geekscape Special! Enjoy! Subscribe to Geekscape on iTunes!

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Persona 5 Royal is a massive game. If you’ve never played it before or even if you’re a returning member of the Phantom Thieves, the amount of information thrown at you within the first few hours can be overwhelming. But fear not! We compiled some tips that will make starting out a little easier as you build up your Palace infiltrating reputation. 

Create an original Persona 5 save file. 

Games will often reward you for having save files for other games in its franchise, and Persona 5 Royal is no exception. If you can get your hands on a copy of the original title and create a save file, you’ll be rewarded with some useful health items and 50,000 yen. While not much in the grand scheme of things, that early cash boost can help you in a big way as you start your career as a Phantom Thief when it comes to a certain physician. More in that in a bit… 

The Palace can wait. 

Sure, he’s a scumbag. But allowing him to sit for a few days won’t hurt.

Once the admittedly lengthy opening sequence ends and you can finally enter your first dungeon, you might be eager to take down the arrogant gym teacher who’s terrorizing your school. But what’s the rush? Sure, expulsion and prison are hanging over your head, but don’t you want to hang out with your friends first? The more you build up your relationships with your confidants, the more abilities you and your party will unlock that makes navigating the Palace easier, helping you aim for that important goal of finishing the palace in as few days as possible. If no one is free, build up your social stats, which play a vital role with progression later on. Keep in mind though, that one stat is particularly important early on. 

Boost guts! 

Social stats are aspects of Joker’s personality that open up more conversation options as you advance through the game. Each one is equally important as you’ll eventually be locked out of events if your rating in one of the five stats is too low. However, Guts in particular need to be increased as soon as possible as the most important early game Confidant is locked out until it’s at least at level 2. Do so early on by watching movies, reading books or renting the Royal exclusive DVD’s. 

Build Takemi confidant to rank 5 and buy the SP Adhesive 3 

Strange medical experiments are worth a lifetime of boundless energy.

Tae Takemi… the local goth doctor that totally has a thing for high school kids. If that wasn’t enough of a reason to visit her, she has one of the best items in the game for sale once she’s reached Rank 5. You can’t talk to her until your Guts get past level 1, but the grind is worth it as her SP Adhesive 3 replenishes 7 SP for every turn that the equipped party member uses in battle. It’s a pricey 100,000 yen, but that 50,000 yen bonus we mentioned earlier goes a long way here. SP is what allows you to cast spells, and since elemental weaknesses are so prevelent during combat, you’ll need as much as you can get. Your party is also sure to get hurt as you travel, so having an unlimited stream of healing will ensure that you can finish dungeons in as little as a single day. Later perks are more efficient when it comes to maintaining SP, but Takemi is easily the most important early game confidant for these reasons. Make sure to take advantage of her shady clinical trials. 

Focus on your party during the day / the maid at night 

Persona 5 Royal’s calendar system separates most days into a day and night cycle which divides who you can interact wit hduring your free time. Once Takemi has been built up to level 5, building up your party is the next important daytime task. As they grow closer with Joker, they’ll eventually learn valuable skills in and out of battle, culminating with their Persona evolving and increasing their chances of dodging attacks that they’re weak to. Ryuji in particular grants you the ability to instant kill weaker enemies, which becomes invaluable for grinding EXP and money. At night, you’ll eventually meet a familiar maid who also needs a high Guts rating to contact. Level 3 Guts will allow you to call her to take care of some chores, but maxing her grants a special massage that will let you act at night when you normally couldn’t. Typically, exploring a dungeon during the day leaves you feeling too tired to act at night, but these massages will significantly increase the amount of free time you get. 

Ryuji went from dud to daddy real quick.

Create lockpicks 

When you have the occasional night where your friends can’t hang out and you couldn’t stand to read another word, why not create lockpicks? Dungeons will often have powerful items and equipment stashed within locked treasure chests. Lockpicks allow you to access their contents, saving you a lot of time and money while raising your Proficiency social stat in the process. Palaces disappear after they’re completed and cannot be re-visited, so having them on hand as you find the chests will save you some last minute headaches as you approach the Palace ruler.  

Don’t buy weapons or armor 

For all the reasons mentioned regarding lockpicks, buying armor and weapons is often a waste of valuable early game money. Locked chests often have the same or better gear than what’s available in the store, and there’s no better punch in the gut more painful than finding the expensive weapon you just bought for free. This applies throughout the game as Personas can eventually be turned into some of the best gear in the game. And it’s often free! 

Keep Eiha, then fuse first treasure demon ASAP for elemental coverage. 

The game forces you to give away your cool devil thief, Arsene, early into the game. Fusing Personas gives you the freedom to create whatever layout of abilities you want among the spells each original one had available, but keeping Eiha, Arsene’s Curse elemental attack, is almost necessary to capture the first treasure demon. Once obtained, this demon can be fused again to unlock spells that you won’t get until much later in the game otherwise, namely Psy, Nuke and Bless elemetal skills. Joker’s strength is his versatility, so giving him access to as many abilities as possible are keys to succeeding throughout the game. 

Stepping into the role of a Phantom Thief can feel daunting at first, but these tips should help reforming society seem a little more manageable. Are there any other tips you think we missed? Do you have examples of how these tips helped? Let us know in the comments! 

As much as I enjoyed the characters and social aspects of Sakura Wars: So Long My Love back when I reviewed it on the Wii far too many years ago, one of its weakest aspects was its slow paced turn based combat. As excited as I was about the return of romance, the combat half of this hybrid style franchise was what I have been most worried about. We got a glimpse of what looked to be a faster combat system in the debut trailer, but based on this new combat focused video, it looks like we’re headed into full action RPG mode.

Set up as an arena style team based game, the Flower Division is set to go head-to-head against other mutli-waifu teams at the Combat Revue World Games. Fighting in three person teams against squads from around the world, they’ll do battle against side enemies and each other in a 3 round struggle to accumulate the most points. Seijuro will have to choose his best two girls to get the job done, building relationships along the way.

At first glance, its action focus is a step in the right direction in terms of sheer excitement. At the same time, the huge departure from its past games is definitely a gamble. We can only hope it will pay off.

What do you think? Check out the trailer below and tell us what you think of the drastic changes in combat! Then keep an eye out for more details as its April 28 release date looms ever so closer.

Last time we talked about Sakura Wars, the reboot of Sega’s tactical RPG / dating sim hybrid, we got a look at what to expect from the game’s main story. But in between the intense mech based battles and rebuilding a theater troupe, we all just want to be loved. The game’s latest trailer goes over its social mechanics while we help you discover your next best girl.

As in most games of this type, lead character Seijuro Kamiyama will get numerous opportunities to get to know his harem team better. During this down time, players will engage in various conversations and activities with the girls, with certain responses guiding them towards some eventual romantic feelings. If it’s anything like past games, your performance on the battlefield will also affect how the girls feel about you, so fighting alongside your favorites is a great way to impress them.

The five girls you’ll work with all have their own backgrounds and personalities that you’ll need to understand if you want to make any headway with them. They include:

Sakura Amamiya, the least experienced member of the troupe who idolizes Sakura Shinguji from the original series.

Satsusho Shinonomoe, an aggressive shrine maiden who can always be depended on in a fight.

Clarissa “Claris” Snowflake, a Luxembourg brainiac who’s curiosity is unmatched.

Azami Mochizuki, a martial arts and weapons expert who descends from a ninja clan.

And lastly, Anastasia Palma, a Greek star who’s traded in the European spotlight for her shot at the Tokyo revue.

Which girl are you leaning towards? Or are you limiting yourself to one? Check out the trailer to make your decision a little easier and let us know what you think in the comments!

A few weeks ago, we talked about the surprise announcement of the fast approaching Sakura Wars reboot. Not ones to keep us waiting for long, Sega released a new trailer highlighting the story that brings all these actors turned mech pilots together.

As Seijuro Kamiyama, a former Navy captain who will likely be able to woo a small army of attractive warriors despite his dry personality, (as is usually the case in games like these), he’s tasked with helping reestablish the Flower Division of the Imperial Combat Revue. Leading double lives as both stage actors and mech pilots, there doesn’t seem to be much going on in either realm, with Seijuro hoping to turn that around.

Perhaps being a self-referential acknowledgment of the franchise being built back up from its mostly forgotten state in recent years, there are some interesting things in this brief overview trailer. If the characters look familiar, it’s probably because Tite Kubo of the once mega popular Bleach manga is handling character designs this time around. The all Japanese voice cast has star power of its own, with Ayane Sakura, (Ran Mitake in BanG Dream!, Ochaco Uraraka in My Hero Academia and my personal favorite, Eleonora Yumizuri in Tokyo Mirage Sessions: #FE), taking the lead role as Sakura Amamiya. And based on the very short peak at the game play, this one looks more action focused compared to the grid style turn based combat of past games.

Looks like there’s a lot to be excited about! Keep an eye out for more updates as they surface, but until then, check out the trailer below and tell us what you think! Sakura Wars is scheduled for an April 28 release exclusively for PS4.

Ryo Ga Gotoku Studio has taken us through the ins and outs of Japan’s criminal underground for years with the Yakuza series. But seven games, a few remakes and a zombie spinoff was what it finally took for the team to step away from a life of crime and approach things from a different perspective. During the E3 demo of Judgment, it was clear that this was still a Yakuza game at its core. Yet, now in the shoes of a detective fighting a city wide criminal conspiracy, we got to test our investigative chops in between the giant brawls.

As Takayuki Yagami, a private eye in the familiar town of Kamurocho, the detective employs two fighting styles that he can switch to on the fly when facing off against Tokyo’s underbelly. Using the Tiger Style for one-on-one encounters and the Crane Style to keep mobs at bay, anyone who’s played a recent game from the studio will feel right at home. Using various punch and kick combos to beat down waves of thugs feels as satisfying as ever with the over-the-top combat animations. This is all while filling up your tension meter leads to some brutal close-up attacks that will hurt your jaw from watching them. As if bringing 2D brawlers of old back in a 3D environment, almost anything can be picked up and used as a weapon when your martial arts aren’t getting the job done. Even if this is your first time playing a game like this, it’s easy enough to pick up and play.

Judgment felt familiar up to this point, but it wasn’t until the combat stopped and Yagami had to put his detective skills to work that it began to stand out on its own. Using a composite sketch to pick a suspect out of a crowd, the detective will have to compare facial features to pick out his perp. Once found, it was time to tail him to get deeper into his operation. Typical of many follow mission found in other open world games, Yagami then had to stay close enough to the target without being spotted until their destination was reached. Using signs, walls and even idling by on your cell phone as cover help Yagami stay inconspicuous as the nervous criminal constantly scans his environment before moving on. Once the end of the line was reached, the private eye was confronted with an even bigger threat… Which will have to be confronted in the full version of the game!

Promising a variety of side missions, mini-games and some odd uses of a drone, Judgment is looking to scratch that itch Yakuza fans have been left with in a new way. With the full game right around the corner, it won’t be long until we can dive back into this fictionalized version of Japan. We’ll be taking down criminals and answering strange requests all over again come June 25.

It may be a cliche that’s far older than I am, but playing A Plague Tale: Innocence is incredibly similar to one of those horrific car accidents that you simply can’t look away from.

That’s a weird way to start things off, but in this case I need to be clear that this is not a bad thing at all. In fact, A Plague Tale: Innocence is by and large the most memorable title that I’ve been able to experience so far in 2019.

Like the aforementioned car accident, A Plague Tale: Innocence is a journey far more gruesome than you’d imagine, and will continue to haunt you for far longer than you could possibly anticipate.

I wouldn’t have it any other way.

The game, developed by Asobo Studios and published by Focus Home Interactive, tells the tale of teenage Amicia and her five-year-old brother Hugo, recent orphans running through a plague-ridden, Hundred Year’s War ravaged France in a desperate attempt to escape from ever-present Inquisition soldiers. Sounds heavy, doesn’t it? I assure you that it’s even heavier.

The game opens with Amicia De Rune, her father Robert, and her dog Lion, sauntering through the forest on what appears to be a fairly casual hunting excursion. The trio quickly spot a wild boar and decide that it would make an excellent feast for that evening — this segment acts as the game’s general tutorial, and takes you through mechanics like movement, stealth, and Amicia’s sling, a basic stone-hurling tool that quickly becomes invaluable as it saves Hugo and Amicia from certain death over, and over, and over again. The hunting trip quickly turns sour (that’s an understatement), and Amicia hurriedly heads home before, well, her entire world goes to hell. Amicia and young (and ill) Hugo will spend much of the rest of the game simply trying to survive in a world where almost no-one will help them, and where almost everyone (or everything) seems to want them dead.

Many of A Plague Tale‘s mechanics are pretty standard fare, and the title’s myriad of stealth encounters feel especially simple — tall grass will render Amicia and Hugo completely invisible, even from soldiers just a few feet away. You’re also essentially silent when crouched, meaning that, though you can hear your characters sneaking just steps behind an enemy guard, unless that guard happens to turn around at an inopportune time, they’ll have absolutely no idea that you’re there. You’ll throw stones at loud objects (racks of armor, for instance) or toss breakable pots, and nearby soldiers will amble towards the sound to investigate. Avoiding encounters is almost always a better idea than tackling them head on, as Amicia and her sling aren’t an even match for even a singular Inquisition soldier; one swing of their sword and you’re dead, only to be sent back to the last checkpoint to try out a different strategy. As the game progresses, Amicia learns some basic alchemy that offers additional methods of tackling certain obstacles, and will gather materials to craft items and improve her gear, but in A Plague Tale: Innocence, it’s rare that you’ll ever feel truly safe, and ever rarer that you’ll actually feel powerful.

The Inquisition soldiers are tough, but may actually be the least of your worries. During your time with A Plague Tale, you’ll also encounter thousands and thousands and thousands of plague-infected rats, which, as if that wasn’t bad enough, are not simply regular plague-infected rats, but are plague-infected rats that have the ability to burst out of the ground in droves at seemingly any moment. The rats, jet black with glowing red eyes, move almost as a singular unit, and shriek relentlessly every second that they’re present — it’s an incredibly uncomfortable sound that you’ll continue to hear long after the credits roll. Thankfully, the rats have a weakness; they’ll avoid light from the sun, a lantern, a fire, or seemingly any source, and you’ll spend much of the game figuring out how to get Amicia and Hugo (and a few of the friends you’ll meet along the way) to the next point of light, just narrowly avoiding the instant decimation you’ll face if your light source is extinguished.

Yeah. There are a lot of rats.

Whether standing in a brightly lit forest, wandering through incredible French architecture, carrying a torch through a swarm of rats, or trudging slowly over rotting corpses in a giant, blood soaked battlefield, it’s tough not to stop and simply gaze at how gorgeous the visuals in A Plague Tale: Innocence really are (especially when playing on Xbox One X). The game is extremely cinematic in its presentation, cutting smoothly between tense gameplay and plenty of well choreographed cutscenes, and the game also lacks a persistent HUD, only showing you information when needed, and simply letting you bask in the beauty (or terror) of the the environment the vast majority of the time. The title’s soundtrack — both in its score, its voice work, and its environmental sounds, are equally stunning. A Plague Tale: Innocence is not a game being sold with a full price tag, yet somehow its presentation is able to surpass many pricier games with far higher budgets. I took dozens of screenshots during my time with the title, as nearly each one of the game’s seventeen chapters was somehow more enchanting than the last.

A 2018 Variety interview with lead designer Kevin Choteau detailed some of the team’s inspirations for the title, noting Asobo’s intent of crafting “an emotional character-focused game” akin to The Last of Us and Brothers: A Tale of Two Sons. Just as with The Last of Us, at a surface level A Plague Tale‘s campaign could almost be described as one long escort quest, but as with Ellie, Hugo’s small stature allows him to progress through cracks and openings that stop Amicia in her tracks, and his juvenile naivety leads to some incredibly human moments that will both break your heart and make you reflect on your own childhood innocence. A Plague Tale’s nauseating setting is beyond fascinating, and its distressing plot is beyond memorable, but watching the relationship between Amicia and Hugo grow (and falter) and evolve over the course of the title’s ~eleven hour story is something that I’ll never forget. The last few years in video games have offered some amazing stories and some unforgettable relationships — from The Last of Us’ Joel and Ellie, to Life is Strange‘ Max and Chloe, to The Walking Dead’s Lee and Clementine. Amicia and Hugo fit right up with the best of them, their harrowing journey is one that I’m thankful to have experienced, and that experience is one that I’ll cherish forever.

The game features loads of truly spectacular architecture.

A Plague Tale: Innocence is a very plot heavy single player adventure game, complete with wonderful presentation and an incredibly unique setting. In its main heroes Amicia and Hugo, I found two of the very best characters I’ve encountered recently in a video game.

This is the type of game that I live for, and I truly loved every second of it. A Plague Tale: Innocence scores 4.5/5.


On Tuesday, April 2nd, 2019, Kotaku’s Jason Schreier posted an article detailing just how much of a trainwreck EA and Bioware’s newest AAA live service Anthem actually was behind the scenes. In the past couple of years, it’s been the norm to usually blame the publisher for when most things in AAA development go awry (as seen with both Star Wars Battlefront debacles and Destiny.) Usually, the higher-ups in the publishing company will try and shift the core focus of the game to match modern gaming trends or even try and disrupt it via additional monetization or cutting out integral story content to use it later on down the line as additional content. With Anthem though, it’s not so black and white.

It turns out that Bioware had much more freedom to do what they wanted to do with the project. Due to upper leadership problems, and not having a clear direction, the project ended up suffering. I’ll be covering some key points, but not everything mentioned by Kotaku. The article itself goes into incredible depth, so check it out here. It’s definitely worth a read. With that being said, let’s take a look at this mess.

1. Pre-Production

Remember that beautiful and dynamic demo that EA showed of Anthem back at Microsoft’s E3 2017 conference? It turns out the version we saw wasn’t real. It didn’t really exist. Anthem started pre-production back in 2012 and only entered full-on production in October of 2017. around October 2017. This means the game only started full-time development 5 ½ into its 7-year development cycle!

This comes down to the project leaders constantly changing what the game would be. Everything from a more bitter survival game to its current state as a mech-based looter shooter. The fact that these leads constantly kept poor communication with their team is stressing as all hell for the team. Imagine you’re creature or character designer for this game and are constantly afraid that everything you’ve been designing for a couple of months can be thrown away at any moment because it no longer matches what the leads want for the game. The kind of un-needed stress that this caused many employees during the 7-year dev cycle of Anthem is frankly disgusting and makes those in charge of it look incredibly unprofessional and inept to the mental damage they’re causing their employees.

By this point, EA had become upset with Bioware’s failure to get any part of Anthem off the ground that they forced the release date of February 22nd, 2019. This resulted in bringing on Dragon Age Producer Mark Darrah, who along with EA, was responsible for getting the Anthem team in gear.

EA’s frustration is pretty justified. They had put a tremendous amount of time, money, and faith into Bioware, only to find out that 5 ½ years into development that they still have barely anything to show for it. Usually taking a year or 2 to plan a big project isn’t too unheard of, but once that time is more than half of its cycle, I think it might be time to switch gears to a different project.

2. Gameplay
Can you Imagine Anthem without its trademark flying mechanic? One of the sole things most reviews could agree on was the thrill of choosing the Javelin of your choice and flying wherever you wanted to. Well, turns out Bioware could, and they almost completely abandoned it! This wasn’t a one-time thing either, as Bioware constantly struggled internally to keep and drop the much-loved mechanic due to control concerns. It also didn’t help that every time they’d drop or bring back flying that the design team would have to constantly re-design the world so that it could feel more seamless to have it in the game.

The result of this ends up being a game where it’s fun to fly around, but disappointing due to there not being much that takes advantage of the mechanic. The fact that the leads of the project could never fully come to an agreement on a very integral part of the game is incredibly alarming. It shouldn’t take 5 ½ years to decide on something like this, especially if they want it as one of the foundation pillars of their game.

On the other hand, it’s no secret that the tomb trials are one of the most heavily criticized aspects of Anthem. They’re said to be nothing more than monotonous and unnecessary padding for a game that already felt light on content. Was this intended by Bioware or perhaps one of their many oversights during the project’s hell induced cycle?

To no surprise, they weren’t a mistake. Knowing about the lack of content and short length of the game and the release approaching, the team chose to add the trials, but not without an internal fight. It’s absolutely ridiculous that because they wasted so much time into what they wanted this game to be, that they fundamentally failed at really putting anything substantial into it. Even worse, there was infrastructure in place to also have time gates in which the player would have to wait days to get past. Here’s a question: If they realized that players would grow tired of the tombs repetition, why anger them further with a time gate? At that point, you’re just asking for your player base to hard quit.

Repetition isn’t always a bad thing. Rare’s Sea of Thieves is a personal favorite of mine, and the game released light on content as well. Where Rare was able to succeed, however, was that even though the voyage missions were relatively the same, the fun and excitement came from what happened on the trip to our destinations. Whether it was getting attacked by an enemy ship, finding shipwrecks underwater, or even fighting a Kraken, there was always something new. The area where Sea of Thieves draws the line though is that nothing is ever forced on you. Anthem, on the other hand, constantly has you doing busy work to distract you from a game and world that is mostly barren.

3. Destiny
Destiny is a game similar to Anthem. Both are incredibly ambitious projects that each company has spent several years developing. They’ve each had incredibly rocky starts and mismanagement, but they do diverge. Bungie has been steadily learning from all of their mistakes with Destiny to help shape it into a better game. You’d think that after its release that Bioware would be closely paying attention to what was going on and constantly tweak and learn how to craft a better Anthem from Destiny’s faults. If only it were that easy.

Turns out that Destiny was the biggest no-no word for the project leads as they would constantly become angered anytime the live service was brought up. The leads were so convinced that what they were doing was so far removed from Bungie’s looter shooter they wouldn’t hear a thing about it.

There’s so much in Anthem that could easily have been improved if they’d been able to learn from Destiny. These things may not have been solved overnight, but seeing as the game was in production long enough to see 2 Destiny titles released, I’d say there was plenty of chance to right Anthem’s wrongs. Some things include but are not limited to; gun variety, mission structure, general online stability, engaging NPCs, and of course, loot drops.

Imagine you’re a gameplay designer and not satisfied with the loot drops in Anthem or how the guns feel. Trying to bring these problems up to the higher-ups and trying to build off of Destiny would get you the cold shoulder and sent off back to your cubicle. Now with no real leads on where to take these elements, it all comes down to crossed fingers and hoping for the best.

At the end of the day, Schrier’s article is eye-opening in many ways. So often these days when a game doesn’t turn out as planned, it’s easy for everyone to point fingers at the publisher and scream foul. Rarely do we realize that a lot of times it can also result from a directionless leader within the developer instead. All that was asked was for Bioware to admit responsibility and promise to learn from their mistakes. I guess it’s sad that they didn’t then.

Only a couple of hours post-Kotaku article, Bioware posted their own response to the tale of tragedy with deflection. Instead of taking responsibility for their actions, they tried to take the article’s call for change within the company as a toxic attack on the company as a whole. This is incredibly discouraging as the 19 employees re-telling their tale of terror and anxiety were attempted to be made light of or dismissed.

It’s never fun to watch a respected developer lose their way, but that is sadly what is happening with Bioware. I never want to say that something is damaged beyond repair, but for now, the “Bioware Magic” that the company insists carries them, is no more. I don’t think Anthem is completely lost though. Just like Sea of Thieves, No Man’s Sky and more, If Bioware really listens to fan feedback then they can improve the game in future updates. Hopefully, someone high within the company finds a way to address the problems plaguing them. Only then can they rekindle that magic.

Longtime Geekscape friend Yuri Lowenthal has been keeping a secret… that he’s Spider-Man! But now, the entire world knows because Spider-Man on PS4, in which Yuri plays Peter Parker and Spider-Man, is one of the hottest, system selling games of the year! In this episode, Yuri talks about the long process of auditioning for the roll, having to keep such a giant secret and performing as one of the most iconic characters of all time! What was the process of performing some of the action packed mocap sequences? Did he get to adlib any of the lines? What were some of his favorite parts of the whole experience and would he be up for a sequel? Also, we talk about Yuri’s live, user interactive sci-fi series for Project Alpha, ‘Orbital Redux’, and what an insane and brilliant idea it is for a web series! There’s a lot here to process, Geekscapists, so enjoy!

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Join Derek and NEW CHALLENGER Jake as they break down this week in gaming.

THIS WEEK:

Derek is still addicted to Graveyard Keeper and won’t shut up about it. Jake soft-mods his PS3 and it sounds cool and easy. The pair gushes over new Cyberpunk 2077 screenshots and talks about what they’re most excited to see at PAX West.

All this, and much more ONLY! On the Geekscape Games Podcast.

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Outro – Time to put away Fortnite – The Holderness Family

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

THIS WEEK:

It’s a bonus episode as we discuss our thoughts and feelings on “Detroit Become Human”, and are decidedly divided.

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Geekscape Games Theme Song: Winter Frosts – MmcM 

Outro:  I am not a robot – Marina and the Diamonds

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I almost don’t even know where to start. Almost.

I’ll start by saying I have not been able to stop talking about Detroit: Become Human. Anyone who will listen, or anyone who doesn’t know what’s coming and simply gets sucked into it (sorry Mom) is hearing me talk about this game. Even before I started playing the game, I was talking about this game…

At least you’re reading this and can decide to check out at any time, but if you want to get at me to talk about it, I’m super interested in hearing what other people have to say about it too! If you’re considering playing it, just STOP reading right now and go get in there, you won’t regret it – or maybe you will, but I’m not your boss, do what you want!

I hope you’re feeling like a princess, because you’re about to get SPOILED. (I was feeling pretty clever when I wrote that). Seriously though, last warning.

Detroit came into my life a year or two ago when Derek (my long-time fiancé and long-time Geekscapist) excitedly showed me a trailer for it. Immediately I was intrigued – it looked absolutely beautiful, and the little taste of story we saw in the trailer seemed so interesting. Then, time moved on and it was totally forgotten until a month or so ago when the game’s free demo came out. Derek had played through it a couple of times and encouraged me to give it a try aswell.

Immediately, starting the demo I was frustrated. It has taken me so long to finally feel like I can kinda use the sticks (you know the ones on the controller that probably have an actual name) to play a game, and here this game decides to use totally different mechanics and I am right back to getting stuck in a corner staring at the wall… seriously. That being said, I got used to it pretty quickly and was able to enjoy the gameplay of the demo, especially with my side-kick sitting beside me patiently (so patiently) explaining how to interpret the symbols and reminding me how to use the controls in this new setting. Once I adapted to the camera angles and flow of the moving mechanisms, I was actually able to sit back and enjoy the cinematic feel of the game as the story unfolded. Between the two of us we each played the demo twice, and without any strategy, got 4 totally different outcomes. Cue more intrigue.

I don’t know the actual amount of time, but pretty quickly after playing the demo Derek was digging into the full game. He was super hyped about it from the moment he saw that original trailer (saying something about enjoying the company’s previous games), and that excitement was only amped up with each new little tidbit of information, so by game time, he was pretty stoked to get in there. I, on the other hand, was interested enough to catch 10 minutes here and there of his gameplay, without any real intention of playing myself. It definitely seemed like an interesting premise, but who has time to play a whole game? Turns out the answer is me, and probably me again.

It was pretty neat seeing so many recognizable actors in a game.

I somehow managed to catch the final ten minutes of Derek’s playthrough, which was totes cool, cause you want all the spoilers when you’re never gonna play the game but are interested in the story. Little did I know by the next day I would be carefully arranging my afternoon so I had multiple hours to devote to uncovering my own version of this game’s story.

After finishing his playthrough, Derek filled me in a bit on what it was about, and we got into talking about the possibilities of what the future could hold for man and their machines.

Basically, the story is set in 2038, in Detroit obviously. Humans have created Androids, which are essentially robots that look exactly like humans, and are using them to do all of the dirty work (well actually all of the work in general). Androids are used for housekeeping, child rearing, manual labour, security guards, sex workers, personal assistants, military, etc. etc.; this has all been great for the economy blah blah blah… BUT THEN the Androids start to wake up. The Androids are becoming sentient beings, and now there is a whole other kettle of fish to boil! The Androids realize that they are basically slaves, and slowly more and more are becoming ‘deviant’ (self-aware) and are wanting their freedom, and a right to live the life they choose with the people they choose. Just like humans, once self-aware, Androids vary greatly, all with different personalities, priorities, opinions, etc..

Ah that Markus. So dreamy.

The thought of this is terrifying to me personally. Don’t get me wrong, I welcome technology into my life – I am surrounded by Alexa and Siri (who I just asked to define sentient for me, don’t worry we are using it correctly), and my phone is permanently attached to my person. However, I have no desire for Alexa to take human form and strive for her own goals and dreams. No. Thank. You. I’m pretty sure every science fiction movie has it right when they predict that robots will eventually figure out that humans suck and the planet would be better off without us, as would the robots, then BAM we are made extinct. Nope nope nope. How about lets just avoid getting to that place altogether and not make super smarter than us robots, and then we don’t have to worry about Android rights at all?! How about that?

Anyway, so after a lengthy discussion about ethics and morality around the creation/use/control/freedom of hypothetical Androids, I thought to myself if I can literally think and talk about this so extensively, why wouldn’t I want to give this crazy game a go?! So I jumped in there!

I have definitely never played a game quite like this before. You play from the perspective of three different Androids (Kara, Markus, and Connor), and gameplay is broken up into chapters that alternate between the characters, allowing you to follow and develop their storylines simultaneously. The curious beauty of the whole thing is that you really are developing their stories, as every choice you make has an impact on future choices and outcomes throughout their personal journey, thus shaping the overall story of the entire game.

Although each character is an Android, they are all coming from different backgrounds and are facing different challenges:

Kara is a housekeeping/child-rearing Android, who is owned by a drug addict and required to take care of his kid, until she realizes that he has been beating both of them and decides to escape his cruelty and take little Alice with her.

Markus is owned by a kind old man who encourages him to explore the arts and treats him with respect, until the old man dies. Markus is torn apart and has to find himself a new home, while also realizing he is a person, and taking on the task of fighting for Android rights.

Connor is a special investigative Android who has been sent by Cyberlife (the Android making company) to help Lieutenant Hank track down deviants (sentient Androids) and figure out why Androids are becoming deviant in the first place.

Now going into this, knowing how apprehensive I am about artificial intelligence/robots, one may think that I would be all about killing the Androids so they don’t take over the whole dang world… But actually, since we are playing as Androids I was fully on team Android and wanted to do everything I could to make each of these characters successful in achieving what I perceived to be their goals. However, like real life, sometimes things get a little muddy and it is hard to know what the right thing to do is, so you use all of the information available to you and your judgement and try your best. Sometimes this works out and is helpful, sometimes you totally fuck up the very goal you were trying to accomplish.

Some of the biggest take-aways I got from this game were: I am a people pleaser and I struggle desperately with FOMO (Fear Of Missing Out).

I went through most of the game trying to find a way to please everyone around each character, which is particularly difficult when all the characters around you are specifically meant to be on opposing sides of every argument and you have to choose between them, inevitably building trust and friendship with some people, and making others absolutely hate you. This was particularly difficult with Markus and Connor – I wanted Lieutenant Hank to like Connor, but not at the expense of reaching Connor’s goal, and Hank is particularly hard to read so it was difficult to know what would end up being the wrong thing to say! Markus on the other hand had the option to be pacifist or violent, so I leaned toward pacifist, which was great with the exception of the fact that his potential love interest was a violent person, and I desperately wanted to have them love each other (or at least not be hostile) but not at the expense of starting war with the humans. Such conundrums!

I really like the way the game is set up to guide you through the story. I played on the easier mode, and am not totally sure what the other mode would have been like, but in the mode I played there were many little tags showing you what you could interact with, and drawing your attention to things that were important to look at. It also literally showed you which button you needed to press and how you needed to press it every time you were required to do something other than walk. In this way it really took on a cinematic, choose your own adventure feel, as it didn’t require so much skill, but more engagement to choose how the story plays out. This can be kinda irritating when it feels like you are literally just pushing a button every once in a while so that the game isn’t just one long cut scene. Sometimes I found myself wishing it was just a show I could watch so I could get the story without the stress and time of being involved. But mostly I was super into it, and really enjoyed watching the story unfold as I prompted it along.

Every chapter has multiple points in which you are required to make choices, either by choosing an action or choosing who to talk to, or what to say, or how to handle a situation. Now I’m sure this isn’t a new concept, but it was certainly new to me. Not that I’ve never made a choice in a video game before, but I have never been so keenly aware of the impact my choices are making. Every chapter has a flowchart associated with it, and this flowchart shows you where you’ve made choices and how that choices leads to another action/choice/scenario, and so on. This flow chart not only shows you what you have chosen, but also shows you the blank paths that you could have gone down without giving you any indication of what that path would have meant. HOLY EFF what an EFFECTIVE way to get you engaged in a game.

That flowchart tho.

This immediately kicked in my FOMO. At the end of the first chapter I took a good look at the flowchart and was immediately fascinated and horrified. There were so many things that were apparently right in front of me that I hadn’t seen/looked at/talked to. Which meant that some paths were cut off to me without me even being aware. Later on you discover that so many of your decisions impact what options are open to you and what path you are on in future chapters, and unless you unlocked that path, you NEVER know what you missed that stopped you from having these options in the future. What a mindfuck! The beauty of this whole scheme is that when you are playing you are never aware that you are missing anything or that it is possible for the story to have gone any other way!

Once, when playing as Connor I was chasing these two Androids and trying to stop them from escaping so that I could get more information from them. But they attacked me and Hank, and in the end I had to make a split second decision to shoot one of them or let her get away. My feeling at the time was that this person was a danger and I was unsure what the consequences of her getting away would be to Connors end goal, so I shot her. Weeeeeell, this happened to be a moment when Derek walked into the room, only to be horrified at my decision making. It turns out that when playing he had let her go and then she had become helpful (after telling some SOB story about being in love), meanwhile I just straight up killed her and then her lover killed herself too and I was at a dead-end. If Derek hadn’t have rolled in I would have thought this seemed like the only reasonable option in the fast-paced-moment. And I am sure that the split second decision there had impacts on Connor’s outcomes later on down the road. This is just a small example of the decision making and repercussions, and the things is, this shit happens throughout the whole damn game!

A lot of the time I feel like like I’m choosing based on my instinct and how I think I want it to play out. Sometimes that’s a guessing game and it doesn’t work out at all, but it would be so uncomfortable to go totally against my people-pleasing-trying-to-be-the-good-guy ways. Sometimes I am just genuinely getting messed up, because why does Playstation have to have symbols on their buttons instead of letters like everyone else?!?! Just WHY?? Like I appreciate you telling me its time to hit the square button, but where the eff is the square button, oh just kidding someone’s dead already. And sometimes when you have to choose fast there is just so much pressure and then you can’t go back and change your mind, and your stuck on this danged path you stumbled into.

Where is the X button!?

It must have been so much work to make this game. The graphics are beautiful, especially that handsome Markus (Grey’s Anatomy guy aka Jesse Williams) with his different coloured eyes! Though sometimes I felt like things were a little unrealistic looking, I think I’m just getting spoiled as I never played games in the old days when Lara Croft had triangle boobs. Also, they would have had to do the story writing and animations for so freaking many combinations of story outcomes. So. Freaking. Many. How can a game be so vastly different in so many ways!? I can’t even imagine how many actors recorded so many lines of dialog that most players will never even hear. I feel like I literally played an entirely different game than Derek did, and I can’t wait to hear how the story played out for some of the other Geekscapists!

In the end… I failed miserably.

I had watched the moments of glory when Derek’s Androids were lead to victory at the end of his story. Meanwhile in the last ten minutes of my game literally all of my main characters were killed and the humans obliterated the Androids with hardly any resistance.

Yeah… Things fell apart pretty quickly.

Of course, I have gone back to the middle of the game and am trying to make different choices to get a different (and less bleak) outcome. **Fingers Crossed**

Like I said, I love talking about Detroit: Become Human. I love talking about it so much that I’ll be joining in on a special Geekscape Games discussion about the title and what all of the hosts thought of it, so be sure to look for that in the coming days!

Join Courtney and Josh as they discuss the last week in video games!

THIS WEEK:

Terrible illness and a Taylor Swift concert have whittled the gang down to Courtney and Josh. We talk about the new controller from XBox created with accessibility in mind and the potential for some new more accessible PS4 controllers. We also tackle some E3 rumors including those about the new Pokemon Let’s Go for Switch and the (possible) end for the PS4. We also talk about playing games that AREN’T God of War (like Cuphead and Injustice 2) SO that’s a miracle.


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Geekscape Games Theme Song: Winter Frosts – MmcM 

This week’s outro: Rocket Girl – Lemaitre featuring Betty Who

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Join Courtney, Derek, Josh and Shane as they discuss the last week in video games!

THIS WEEK:

Shane’s new gaming review project is starting off VERY rough. Derek and Courtney love some God of War. Josh is gonna learn us something good, and Hellgate London is trash.


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Geekscape Games Theme Song: Winter Frosts – MmcM

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Join Derek, Courtney, and Josh as they discuss the last week in video games!

The gang talks about God of War a lot, even tho they say they aren’t going to. Courtney is a mother now. Derek tries to push Resident Evil 4 on Courtney again. Josh hates E3. ONLY on the Geekscape Games Podcast.

 

PSSTT – here’s the link to the Obduction website Courtney mentioned!

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Join Courtney, Derek, Josh and Shane as they discuss the last week in video games with special guests Maridon and A Toxic Fatality from the Overleague Podcast!

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This Week:

We have our friends from The OverLeague Podcast on to talk all about eSports! This episode is action packed!

Check them out on SoundCloud Here: @user-796995002

Geekscape Games Theme Song: Winter Frosts – MmcM

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One of the most inventive games to come out in the past decade would have to be the Scribblenauts series. Created in 2009 for the DS by Jeremiah Slaczka and 5th Cell, the game was a breakout hit for WB Games and spawned 3 sequels, one of which included the ability to summon anyone from the DC universe. 

Ever since 2013, the series has been on a bit of a hiatus, but it looks like that’s finally over. This morning WB Games announced Scribblenauts Showdown for Nintendo Switch, Xbox One, and PS4 with a release date of March 6th. While the game isn’t a traditional adventure, it still retains what makes Scribblenauts such a unique series. throughout the 25+ mini-games in the package, players will still have access to the over 35,000-word library that fans have come to know and love. Also featured in the game is a character creator and a Sandbox mode more reminiscent of the original games. 

Even if it’s not a main series title, it’s still great to see that Scribblenauts hasn’t been forgotten and just tossed into a bin of abandoned IP’S. What do you think of Scribblenauts Showdown? Are you interested in trying it out, or are you holding out for a more traditional game in the series? Check out the announcement trailer below.

 

A remastering of Dark Souls for the Nintendo Switch has been one of the worst-kept secrets in about the last year of gaming.

As early as the original announcement trailer for the console, rumors started that From Software had their hands on early dev kits for the console and were very impressed at how well their games could run on the system. Flash forward finally to this month with Nintendo’s mini direct, and the cat has finally been let out of the bag. Dark Souls Remastered is officially making its way to the Xbox One, PS4, PC, and of course, the Nintendo Switch on May 25th. The game will run at 720P undocked, and 1080P docked. Both modes will also include a 30FPS as well. Well worth a couple of frames shaved off to have a souls game on a portable console essentially.  Are you excited to pick up Dark Souls Remastered on the Switch?  Tell us in the comments below, and check out the teaser trailer to help entice you until the release.

 

 

Yesterday was a big day for Capcom.

Monday, December 4, 2017, marked a special 30th-anniversary stream for the Megaman where Capcom dropped some big bombs about the future of our beloved robot hero. The first news was that all 8 Megaman X games are coming to current-gen consoles, PC, and even the Nintendo Switch. The second piece of news was that the recent Megaman Legacy games will finally be arriving on the Switch with Amiibo support sometime in 2018. No exact date was given, but it can be safely assumed that it’ll release sometime in the first half of the year.

The last big bombshell of the celebration stream was none other than the announcement that Megaman 11 is real and is officially in development for all current-gen consoles and PC. The game is expected sometime late 2018. With the announcement also came with a pretty sweet trailer that gives us a taste of what the art and gameplay will look like. The game is what you’d traditionally expect out of the first 10 games, but the art style is a bit different. instead of using pixel art, the game instead is trying something new and using a more 3D hand-drawn style for the game. Check out the trailer below and enjoy the reunion.

In case you missed out on yesterday, Sony took Paris Games Week by storm.

The biggest stand-out was a brand new trailer for the highly anticipated Naughty Dog title The Last of Us: Part 2. Our first teaser last year at PSX 2016 showed us a hardened Ellie with Joel walking in on her playing guitar. The new trailer takes a sharp right turn and completely throws all of that out of the window. Brand new characters are introduced as we lay witness to a pretty gruesome torture scene as one woman is being hung while the other is having her arms broken with a hammer. The trailer ends with both of them being rescued just barely. All this is accompanied by some of the most beautiful graphics on a console to date. Check out the full trailer below, but be warned, the trailer is not for people with a weak constitution. The Last of Us Part 2 has no release date and will be releasing exclusively for PS4.

 

Reviewed On: Xbox One
Also Available For: Nintendo Switch, PS4, AppleTV (4th Gen), PC, Mac, Amazon Fire TV, Android

MSRP: $24.99

Review Copy Provided By Publisher 

The Jackbox Party Pack 4 is the 4th installment in what has become the yearly Jackbox series. This time around, Jackbox Games has brought only 1 familiar game, and 4 brand new ones revealed over the course of this summer, and while they all aren’t perfect, There are still plenty of great laughs and moments to be had with the game 4 iterations in.

Fibbage 3 is the first and only returning veteran game this time around. Nothing has changed other than new questions and the removal of the deFIBrillator.  The best new addition to Fibbage 3 comes in a new mode titled Fibbage: Enough About You. This mode is where you write out truths about yourself and see if you’re closest friends can get them right. It can be incredibly satisfying when you’ve perfectly guessed one of your friends, and even more surprising when you find out things you never knew about them.  

Survive the Internet is the first new game of the pack and is also a contender for one of the pack’s best offerings. Players are asked pretty tame and tepid questions about their thoughts on medial and trivial things. Afterwards, those words are given to another player and are told to twist them into something vile and untrue in order to slander their reputation. Much like Quiplash before it, this game is not for the faint of heart, but you’ll find plenty of gut-busting and chuckle-worthy moments that make the game worth coming back to constantly.

Monster Seeking Monster is a mystery dating game where you play the role of a monster in disguise trying to date other monsters. Each of you has a hidden ability that’s only revealed if you are the highest placing player. You must attempt to date and gain hearts for 6 nights while trying to avoid having your ability revealed. It can take at least 1 full game to really understand the game which goes against the easy pick-up-and-play nature of Jackbox, but it can be very rewarding the second time around, as play styles can slightly change depending on which monster you are. The only thing weighing the game down a bit is that the usual 8th spot in the game is exclusively reserved for the audience this time around. It can be fun to watch it choose random pickup lines in hopes of dating someone, but it would have been nice to have an option to turn them off and replace them with a proper 8th person.

The 4th game on the list is Bracketeering, this pack’s answer to Quiplash. Players answer one prompt and duke it out in a tournament sized bracket to see who’s answer is the best. Players can also bet on which answer they think will make it out on top before, and during the start of a new bracket for extra points.The big draw of the game is the ability to play with up to 16 people at once, but sadly this ends up hurting the game in the long run. There are no options to readjust brackets for games with less than 16 people, so the game automatically fills in answers. The computer prompts aren’t especially enticing or fun, and more often than not, just draw the game out too long. There’s also the fact that ties are settled by quickly tapping the answer you want to win. In a group f 16+ this probably wouldn’t be a big problem, but when you have a group of 6-8 people, it can become unbalanced if someone is faster at tapping than others. While a great idea on paper, Bracketeering is ultimately undone by its ambitious scope.  

The 5th and final game is Civic Doodle. In the game, the mayor of Doodle Valley tasks you with drawing murals and pictures of citizens in order to make the town a nicer place. Players will take turns competing against each other as they draw different murals on the same wall. Once a winning mural is chosen, the next players will be tasked to modify or add more to the drawing. once everyone has had 2 turns to draw, everyone must name the mural. Much like Survive the Internet, Civic Doodle is one of the top contenders for this year’s pack. It’s tons of fun seeing odd and hilarious modifications being made to previous paintings. the only downside is that 2 rounds in an 8 player game can drag out just a bit as 8 phases to one round is already a lot. 

Overall, The Jackbox Party Pack 4 is still a great time with friends on or off the internet.  Expanded audience features are nice, such as being able to choose a collective lie for Fibbage 3, but others such as being the only 8th player in Monster Seeking Monster impede on some of the local aspects of the game.

FINAL VERDICT: ★★★★☆ 

The Jackbox Party Pack 4 is on its way to steal your social life!

Earlier this week, Jackbox Games announced that their upcoming addictive party game will be stealing your life on October 17th, just a couple of weeks away from Halloween. Even if you are told that you’re too old for trick or treating you can scare up a good time. A couple of weeks ago, we compiled a list of all the games in this year’s pack. Check it out right here to catch up on any of the announcements you may have missed.

So grab your family and friends and play a rousing game of Monster Seeking Monster or Fibbage 3. No need to worry about it not coming to your favorite console, the game will be landing on  PS4 on October 17th, followed by followed by 4th generation Apple TV, with Nintendo Switch, Xbox One, and PC finally landing on October 19th. What’s your most anticipated game for the pack? Tell us in the comments below!

 

Danganronpa is known for destroying its fans by getting them attached to the characters that make up its colorful cast, then killing them in some of the worst ways possible. With a whole new set of deaths to discover with the impending release of Danganronpa V3: Killing Harmony, we ranked the executions from the first three chapters of the story, sorting out the most despair inducing punishments in the series. From the gruesome to the silly and everything in between, it’s time to watch our friends die all over again.

Mikan Tsumiki: Bye-Bye Ouchies!

Kicking off the list is Mikan’s execution, which was the worst one by a long shot. Things didn’t seem quite right in Danganronpa 2, which felt apparent when the executions were a lot more out there than the first outing, but this one just left me confused and unsatisfied, contrary to the sexual undertones of her big death scene.

After being discovered as Ibuki and Hiyoko’s killer, she launches into space on a giant arm that’s been injected with some kind of… fluid. Matching up with her Ultimate Nurse talent, there were so many more interesting ways this could have went down. Instead, we got what was essentially an off screen death for someone who had embraced her dark side at this point in the story, making me feel robbed of the satisfaction of watching one of the bad guys lose AND an interesting death. Thankfully, they get much better down the list.

Monomi’s First Death

Serving as less of a formal execution and more of a wake-up call to the main cast letting us know that this second killing game is serious, the former Usami is gunned down by one of the fearsome Monobeasts, clearing the way for Monokuma to take over the second class. This one is low on the list considering there’s a lack of emotional connection since you just met Monomi, her death played up the comedy aspect of a stuffed bear getting shot up, and it’s extremely temporary since she comes back minutes later, but it was still an important scene for Hajime and his friends.

https://www.youtube.com/watch?v=5EWS-gydlMk

Alter Ego: Excavator Destroyer

Much like the above entry, this one is eventually undone, and it’s not the same feeling when you watch a computer get killed instead of a friend. Still, Alter Ego’s death was especially shocking at the time I played it since it died spying on the mastermind when we thought it had gotten away, AND it was a total surprise since the real killer of the case couldn’t be executed due to it being a suicide. True despair rose to the surface as our only way to discover the circumstances around the school had seemingly been crushed, but this wouldn’t be the case for long.

Jin Kirigiri: Blast Off!

The very first execution of the series gains much more significance once the game has reached its conclusion compared to when you actually watch it play out, but it’s important for a few reasons. One, much like Monomi’s death was a wake-up call for the cast of the second game, this being the very first scene you see when you start the game let players know what they were about to be taken on a wild ride of death sprinkled with a bit of lighthearted cartoon imagery. Finding out later that the unnamed victim was both the Headmaster of the school and the father of one of the main characters gives it much more weight in retrospect.

Celeste Ludenberg: The Burning of the Versailles Witch

Celeste was a true manipulator, pulling off the first double murder in the series after manipulating the gullible Hifumi to help her kill and cover up her first victim before tying up loose ends by killing her accomplice. Being granted a death fitting for the noble she pretended to be, the Ultimate Gambler has her perfect death snatched from under her feet when her death by burning is interrupted by a fire truck falling on her. As the first comedic punishment, it managed to have a decent amount of anticipation before the bait and switch, which both helped and hurt its position on the list.

https://www.youtube.com/watch?v=I8ynirdsev8

Teruteru Hanamura: Deep Fried Teruteru

Teruteru’s execution was one of the saddest. As the first class trial came to a close, it turned out that the Ultimate Cook killed his victim by mistake as he did everything he could to prevent the Ultimate Son of a Bitch, Nagito, from killing a member of the group in his quest for the the brightest hope in the face of despair.

If it was an accident, then why risk his friends’ lives to try and get away with the killing? It turns out he has a sick mother who he desperately wanted to see, making him fight tooth and nail for his own survival. Yet, we never find out her fate. Instead, we get a battered, deep fried chef who’s turned into a literal tempura after being dipped into a volcano. Considering the previous executions were relatively grounded, this was the first clue that Jabberwok Island wasn’t as it appeared, as the cast of the second game would later learn.

Mondo Owada: The Cage of Death

Equal parts funny and disgusting, Mondo’s execution after his insecurities led him to murder the Ultimate Programer, (and everyone’s favorite trap,) Chihiro Fujisaki, the former motorcycle gang member goes out as he lived. While strapped to the seat of his bike, he’s placed in a stunt cage and drives around so fast while being simultaneously electrocuted, that he ends up being liquified. Signaled by the reveal of Monokuma’s new favorite butter, it’s pretty disgusting when you see the bear eating the remains of your friend on top of his stack of pancakes.

Junko Enoshima: The Ultimate Punishment

As the mastermind who led both your classmates and the entire world to go on a murderous rampage, we should have reached peak satisfaction when it was time for Junko to get what was coming to her. Yet, her comeuppance felt bittersweet, considering the despair obsessed psychopath was actually excited to feel the true despair that only death can bring. Rather than setting up a unique execution for herself, she ends up going through every other execution from the first game! It makes you wonder what this girl is made of to survive being burned alive, crushed by a truck, electrocuted and bulldozed before finally being smashed to death by a giant weight.

And even then, this wouldn’t be the last we heard from Ms. Enoshima…

Gundham Tanaka: Gundham Tanaka Stampede

Gundham seemed to be a polarizing figure in the second game, and I landed on the side that couldn’t stand him. His obsession with the occult, his absurd speech mannerisms and his belief that he was some kind of demon king above all us mortals was only slightly offset by the Ultimate Breeder’s adorable crew of hamsters, the Four Dark Devas of Destruction. But even then, I couldn’t help but feel bad for the guy once his time finally came.

After reaching an agreement to fight and ultimately kill a fellow classmate as a sacrifice to spur the waning crew back into action, Gundham is placed in the path of a heard of stampeding bulls. Not being one to take his fate lying down, he sets up a magic seal, seemingly making good on the demonic power he claimed to possess all this time. Unfortunately for him, his spell doesn’t activate in time, leading him to being trampled to death. In his last moments, he gives a comforting look to his pets before the animals that had long since passed carry his spirit up into heaven. Part silly and part heartbreaking, seeing how much he cared for his companions meant he couldn’t be all bad. Right?

Makoto Naegi / Kyoko Kirigiri: After School Lesson

This one barely counts since one is a “what if” scenario if you make the wrong choice during the fifth trial, and the other one doesn’t go through. Regardless, it ranks high on the list mostly due to the tension it creates when experiencing it for the first time.

Setting up a fake murder for the purpose of getting rid of the Ultimate Detective, Kyoko Kirigiri, the player as main character Makoto Naegi has the choice to either fall into the trap, leading to Kyoko being killed and the remaining classmates living the rest of their days trapped in Hopes Peak Academy, or having Makoto take the fall, leading to our lead being killed instead. Naturally, things don’t go as planned, because just as Makoto is about to be crushed on the conveyor belt, Alter Ego comes back from the dead and shuts down the device just in time to save him.

On another note, I feel like dying while being strapped to a desk and being taught reproduction by a robot teddy bear would be a terrible way to go out.

Chiaki Nanami and Monomi: Please Insert Coin

Considering how serious this moment is, it’s almost unfitting to see such an important character die via Tetris block. But that’s what happens with Chiaki Nanami, our inaugural waifu of the year in 2014.

The Ultimate Gamer was a beacon of hope and encouragement for the class in the second game, especially when its protagonist, Hajime Hinata, felt completely lost. All the while, the class had an underlying suspicion of one another since it was established early on that one of their peers was a mole sent by the mysterious Future Foundation. As it turns out, Chiaki was that mole, but all wasn’t as it appeared to be.

You see, Chiaki was actually an AI created by Alter Ego from the first game designed as a sort of anti virus to help prevent outside interference. It turns out the entire game was a virtual simulation meant to rehabilitate some of the worst criminals the world had ever seen, but it had been hacked by the true mastermind on behalf of Junko from the first game. Nagito, that lunatic that I mentioned from Teruteru’s execution, discovered the truth before anyone else and decided to set up an unsolvable murder, using himself as the sacrifice. He planned on killing himself and all of his classmates, ridding the world of the criminals they really were and leaving Chiaki as the only survivor. Only things didn’t pan out this way, and Chiaki’s undying faith in their true selves helped her convince them to choose her as the killer. A choice that ended up being both correct, and completely unbearable. Luckily, AI’s never truly die, and both her and Monomi (as Usami), return to help the survivors during their final showdown.

And to think, this isn’t even the worst of what Chiaki ended up going through.

Peko Pekoyama: One Woman Army

None of the class were supposed to have known each other when waking up on Jabberwok Island, but two of them had an instant familiarity with each other. Peko Pekoyama, the Ultimate Swordswoman and Fuyuhiko Kuzuryu, the Ultimate Gangster, were childhood associates, with the former being the latter’s bodyguard. All of this was unbeknownst to the rest of the group, so when case two came along and it turned out that Peko killed a classmate in Fuyuhiko’s name after being threatened by the victim, who was really responsible?

Ultimately, it was Peko who was sent to her death since she was the one who actually committed the act. But what makes her death even more noteworthy isn’t so much over how much of a badass she came off as while slicing down all of the dummies trying to kill her, but that in the process, the tough exterior of her boss fades away as he pushes through the danger to try and help her. What he gets in return is an accidental near death experience, as Peko inadvertently slices through him while cutting down one of the puppets. In her sorrow, she cradles her friend as she’s stabbed to death be her endless hoard of enemies.

As the only execution that made me audibly gasp once it appeared as if we were getting two deaths in one execution, we ended up getting a much more cooperative, level heading Kuzuryu, taking Peko’s death to heart. He may have lost an eye, but in return, he gains a whole new level of maturity that carries him through the rest of the game.

Chiaki Nanami: The first punishment

You may be wondering why Chiaki is here again if she was already killed above? It turns out that the AI from the game was based on a real person, and she was the victim of the first true execution as we would come to know them.

As the only real punishment in the Danganronpa 3 anime, the real Chiaki was the class representative to the Danganronpa 2 class. The anchor that held them all together so to speak. So when Junko decided that she needed a group of followers to help her spread despair around the world, she used a combination of brainwashing and the murder of their beloved classmate to drive them all insane by forcing them all to watch her death.

Mimicking video games like Gauntlet, the Ultimate Gamer was forced to traverse an endless labyrinth full of deadly traps, each one landing with brutal effectiveness. Over the course of what’s essentially a ten minute murder porn session, we witness this girl who both the characters and the viewers grew so attached to have her arm broken, her eye smashed, her foot impaled and her physical limits pushed to the absolute brink before finally finding the exit and reuniting with her friends.

Or so she thought. As she seemingly escapes, a room full of spikes shoot from the ground, impaling her entire body and leaving her in a bloody heap. As she bleeds to death, she sees her friend Hajime one last time, now approaching her as the artificial Ultimate, Izuru Kamakura. In her final moments she cries out her desire to see her friends again, leading the emotionless Izuru to cry for the first time since transforming into what he had now become. Compelled by Chiaki’s undying will, he realizes that Junko’s brand of chaos isn’t the only way to reach one’s full potential, leading him to go behind her back and set up the Chiaki AI. Seeking to see which ideology is the strongest, he sets up a scenario where their ideals will clash one last time in the final showdown between hope and despair.

This scene showed that despite how charismatic and humorous she could be, Junko was a real monster. But most importantly, it showed the catalyst that led to the events of both games, even if we had to have our souls completely crushed in the process. I still get sad thinking about this scene… But there can only be one top execution, and for that, we’ll have to go from the end to the beginning.

Leon Kuwata: The 1,000 Blows

As the saying goes, you never forget your first.

Leon Kuwata, the Ultimate Baseball Star, was the first character to be executed after being outed as the murderer of Sayaka Maizono. She was planning to murder Makoto in an attempt to escape and discover what had happened to the bandmates in her idol group, but after being spotted by Leon, a series of events took place where he ended up killing her instead.

As the first execution, the game wanted to make sure to leave a lasting impression on us, and that it did. From not knowing what to expect as the first real conclusion to a case, to the haunting animation that would be associated with the rest of the punishments going forward, to the way he is chained and dragged away kicking and screaming is a level of fright that none of the other executions have achieved since. But then, we get to the actual execution, one fitting for a baseball star such as himself.

After being tied to a pole, Kuwata is shot with a ball from a pitching machine. And then another. And another. Suddenly, he’s being shot with hundreds of baseballs all over his body to the point where he eventually dies from the endless injuries being inflicted upon him in such a methodical, painful way. As the last bloody baseball rolls to the camera while his limp body hangs in the background, it’s at this point that you know you’re going to be in for a sick, twisted affair of a game.

You know what the crazy part is? This version is actually more tame than the original concept! As the only execution that was altered due to the graphic nature of the scene in the anime adaptation, the game version was actually toned down from the beta version. There, the scene plays out similarly, but eventual blood splatter starts flying from him while he’s still alive. Each ball results in another splatter until the whole room is eventually full of the stuff as if we were suddenly playing Mortal Kombat. It’s hard to imagine that this death could get any worse than the one we were presented with, and yet, here we are.

If you couldn’t tell, it takes a special kind of sadistic to come up with these executions. With a whole new game right around the corner, I can only imagine what new, sickening ways the developers will come up with when it comes to killing off our friends. Yet, its this despair that keeps us coming back, and I can’t wait to feel that sting all over again in two weeks.

What would your execution rankings be? Do you think any of them are off base? Let us know in the comments!

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!

One of the most unique games to grace the 7th generation of game consoles was Rockstar Games and Team Bondi’s L.A. Noire. The game became infamous for having one of the craziest development cycles, as well as shutting down the developer Team Bondi 5 months after release. Aside from the controversy, the game was pretty much universally praised by critics and fans alike.

Now, the game is getting another chance to shine. This morning, Rockstar announced that the game will be heading to next gen platforms November 14th. This includes your usual suspects like PS4 and Xbox One, but the big bombshell is that the game will also be heading to the Nintendo Switch the same day as the other 2!

This is big news as there hasn’t been a Rockstar game on a Nintendo system since 2009’s Grand Theft Auto: Chinatown Wars for Nintendo DS.  Aside from that, they also announced L.A. Noire The VR Case Files for the HTC Vive. Are you excited to play L.A. Noire wherever you go? Do you want to see the series make a comeback? Tell us in the comments below!

Back in 2015, I reviewed Danganronpa Another Episode: Ultra Despair Girls, a third person shooter that spun off from the point and click adventure games that have been all the rage on the Vita. When I first played it, I adored its creative use of weapons, its creepy atmosphere, and its variety in enemies, with my biggest complaints centering on the camera issues. Having fewer buttons made handling all of the game’s tasks a bit awkward on the handheld, which ultimately held it back from being as great as it could have been. That all changed with the PS4 remaster releasing ahead of the much anticipated Danganronpa V3: Killing Harmony, allowing a wider audience to enjoy this quirky action title with a slew of improvements. After playing through it again on the big screen, it’s clear that Komaru benefited greatly from the jump to Sony’s home console.

Trapped in the devastated Towa City with an army of Monokuma robots out to kill anyone they can find, Komaru Naegi finds herself fighting off the machines with one of the first game’s survivors, (and part time serial killer), Toko Fukawa. In between them and their freedom are the Warriors of Hope, a group of children who are seemingly responsible for the chaos with ties to series antagonist, Junko Enoshima. Part horror movie and part coming of age drama, tying Komaru’s journey of a regular girl in a world of geniuses to the loose ends of the first two games is done masterfully, still serving as an entertaining backdrop to all of the chaos that surrounds you.

As a remaster, my thoughts haven’t changed much regarding the game as a whole compared to the Vita version. Considering how shooters haven’t advanced much since 2015, Ultra Despair Girls still feels incredibly fresh with its unique use of weapons for both combat and puzzle solving. Using your gun to hack, destroy enemy weak points, push Monokuma robots into water and forcing them to dance among other functions are still equal parts fun and hilarious. It’s always nice to see a dark game that manages to retain a sense of humor. Still, long cutscenes reminiscent of its text adventure roots tend to hurt the flow of the action while the game makes it hard to keep track of what you’re missing for all of those completionists out there. With the improvements made to the controls, the PS4 version makes an already easy game slightly easier, meaning it won’t last terribly long from a game play standpoint.

But there are some key improvements that make the game worth checking out a second time, as well as making it a can’t miss game for PS4 owners who never had a Vita to play the original on. As soon as the game gives you control of Komaru, it’s immediately noticeable how much smoother the game runs on the console. The frame rate has received a boost, making moving the camera and exploring Towa City a much more seamless experience. Komaru, the city itself and the enemy character models look much more vibrant this time around, taking advantage of the high definition boost the game received in the upgrade process. But what was probably the original’s most glaring flaw, its awkward controls when trying to both shoot and move, have been improved with the addition of extra shoulder buttons. Now, what was once a clunky, unintuitive movement method that asked the player to make concessions with comfort is much easier to play. Adopting the Resident Evil model of control is always going to come with a certain amount of clunkyness, but it’s minimized to the point where I barely noticed them during my time with the game. However, aiming is still annoyingly slow, which is by design since one of Komaru’s skills during upgrading is her aiming speed. Hey, we can’t win them all…

With Danganronpa 1+2 Reload and Ultra Despair Girls both on the PS4 and the Danganronpa 3 anime available on demand, there’s little reason to miss out on the entire saga before we dive back into this world in Danganronpa V3. But even without that extra incentive, Ultra Despair Girls is a worthy action title that’s worth checking out. Whether its your first time or your next of many trips to Towa City, the game’s small annoyances can’t take away from this creepy, funny, incredibly dark but never dull shooter that always manages to keep things interesting. Whether you consider yourself an Ultimate Gamer or a regular old player, you’d do well to check this game out and see what all the fuss is about. Who knows? Maybe you’ll jump on the V3 hype train with us in the process!

 

Gear up! It’s finally happening!

This morning Jeff Kaplan from the Overwatch team made a big announcement that the game will finally be receiving a Deathmatch mode via the Arcade. The mode will be split into 2 modes. Regular Deathmatch (up to 20 points) and Team Deathmatch (up to 30 points). Maps in the mode have been tweaked from their original versions to properly fit in, and there’ll even be a new map based off of Widowmaker titled Chateau Guillard.

Also being added are token points. These are usually rewarded to the top 4 players in the match and will help count towards earning your weekly Lootboxes in Arcade. The best part? The mode is available on the PTR for PC right now! Get the rest of the info as well as a more in depth talk about the game tokens in the video below!

 

About a week ago, I discussed the Sonic Mania Panel that was held this year at Comic-Con.

During the showcase, Sega showed us the first screenshot and music for the brand new special stages. Now we finally have gameplay of the aforementioned stages as well as a peak at the returning orb stages from Sonic 3 & Knuckles!  It only seems like the hype is rising as Sonic Mania is only about 2 weeks away from release. Check out the trailer below! Sonic Mania releases for Nintendo Switch, Xbox One, PS4, and PC on August 15th.