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  1. Today
  2. 2017 has been a great year for board games, with tons of innovative designs and intriguing themes to discover on your table. But few games garnered the kind of intense and constant conversation among hardcore hobbyists engendered by Gloomhaven. A centerpiece game for any dedicated player’s collection, Gloomhaven is a sprawling cooperative dungeon crawler in a richly imagined and gritty fantasy world, playable across an interconnected campaign that takes many dozens of hours to complete. Mixing the story-driven fantasy focus, miniatures, and progression-oriented play first popularized by North American RPGs with the minimization of luck players have come to expect from Euro-style games, Gloomhaven is a complex beast of a project. But it’s also one of the most inventive and rewarding board games in a long time…if you’re willing to commit the significant time and energy it takes to uncover its bountiful charms. You are a mercenary fantasy adventurer out on the edge of the world, exploring the city of Gloomhaven and its wild environs. Brought together by necessity, you must work with your fellow adventurers to survive the area’s many threats, build a fortune, and explore the area. Ultimately, your real goals are personal to your character, and tied into the loop of character progression. The bulk of gameplay is encompassed by tactical hex grid-based combat through a vast array of ancient crypts and ruins, represented on a modular tile-based board. In between adventures, the world map changes, Gloomhaven grows and changes, and players make choices that affect both their own fate and that of the town. New playable heroes emerge over time. The story branches and twists, and your version of the campaign might even include entirely different scenarios and sidequests from another copy of the game, all thanks to your decisions. Scenarios are played on a modular board that must be set up with various components ahead of play That’s the promise of fun waiting for you as you stare down for the first time at the imposing box that contains the game. Gloomhaven arrives in a beefy (but gloriously visualized) box that weighs in at a little over 20 pounds. Beneath the rulebook and scenario book are the hundreds of cards, tiles, miniatures, enemy standees, hidden boxes and envelopes (to be opened later in the campaign), and other components that will carry you through the campaign. Everything is high in quality, from the mini sculpts to the evocative art that depicts your heroes, and on through the sturdy cardboard tiles and the premium cards. The huge amount of “stuff” packed into the game is exciting, but even veteran gamers may balk at the sheer bulk of everything at hand, and trying to find a way to organize it all is a big challenge. That dilemma extends to the setup and pulldown of the game, which takes a long time. For a game that has so many components to juggle, and such a complex setup for every session, I’m happy to say that the game design itself tends toward elegance, sensible and easy-to-learn iconography, and comparatively manageable turn speeds. I don’t mean to imply that the game is simple; Gloomhaven is a weighty affair of interlocking rules and systems, and it takes a good while to learn. However, everything fits together the way it should, and once players understood those systems, I rarely encountered concepts that weren’t solid and thoughtfully explained by the rules. Mechanics like line-of-sight, initiative, and even managing enemy A.I. are all relatively straightforward and clear. The campaign map board gains new stickers over the life of the game and as you discover new locations With the first scenario laid out and the dungeon beckoning you forward, the real star of Gloomhaven makes itself apparent – combat. As you march into darkness and the many villainous beasties hidden within, battles unfold through a card-based system of movement and actions that puts tremendous control in the hands of the players. Players wield a hand of cards, each of which features a top and bottom action. On your turn, you play two of those cards, and complete the top action from one and the bottom action from the other (often corresponding to some variation of movement and attack). Attacks are modified by a blind draw from another card deck that might affect the outcome, lending a touch of random chance. However, the system is entirely diceless, and gives the player tremendous agency to shape their own strategy. The array of powers and other actions is significant, and does a phenomenal job of helping individual character classes feel distinct and relevant. Actions diminish your hand of cards over time, forcing you to eventually use precious time to rest, or else become worn out, necessitating a retreat from the dungeon and the likely need to replay the scenario. I adore this abstraction of slow exhaustion from the mental and physical rigors of the adventure. It lends thematic power to the dark dungeon delve, but it also leads to tension and immediacy around every action you take. There’s no room for dallying about in these dangerous locales; every action demands that you push forward and defeat your foes. Equally important, the cards themselves are a fascinating puzzle to consider, as you mix and match different abilities, attempt to set up powerful combos, and take big chances on plays that put your character at risk through expending precious cards, but might just save the party and complete the scenario. Gloomhaven’s most thrilling moments arise in these instances, as players pull a clutch attack at just the right moment. [Next Page: An ongoing campaign of new playable characters, a changing map, and customized narrative] View the full article
  3. In honor of The Last Jedi's release, we are republishing our list of the 30 best games that take place in a galaxy far, far away. This feature was originally published in December 2015. Game Informer's office is usually as quiet as a library; the sounds of keyboards rapidly being clicked is often all you hear. Today the office is filled with the chatter of anxious Star Wars fans. The conversations range from people huddling together to discuss their favorite Star Wars movies and moments within them, to Jeff Cork pointing a damning finger at every person on staff, warning them not to spoil the movie for him or else. Image source: Platypus Comix Image source: The Strong Given this is a video game outlet first and foremost, the discussions also lead to video games and the prolific impact Star Wars has had on our favorite entertainment medium. Game developers saw the potential Star Wars had in the video games realm from the moment the film debuted on the silver screen in 1977. Some of these creators were so certain this science-fiction universe would transition to the interactive space that they didn't even get the rights for the Star Wars property, but still decided to release their games. In 1978, a year after Star Wars: A New Hope opened in theaters, the reputable Apple Computer released an unlicensed Star Wars game called Starwars on cassette tape for the Apple II. The game, which you can play in your web browser today, is an enjoyable little TIE Fighter shooting gallery. The first officially licensed Star Wars "video game" arrived a year later in 1979. Dubbed Electric Battle Command, this Kenner developed game prominently displayed an X-Wing, Luke Skywalker, and Princess Leia on the game's standalone hardware, but the gameplay didn't have much to do with Star Wars at all, and pushed the player to avoid black holes and locate the "Force-giving star." A true console Star Wars game didn't arrive until Star Wars: The Empire Strikes Back was released on Atari 2600 in 1982 (two years after the film graced theaters). Like most games of the era, Atari shunned the movie plot and focused specifically on one action element: the Battle of Hoth. The only gameplay offered allowed the player to pilot a snow speeder and take out an endless stream of AT-ATs by shooting their glowing exhaust ports. As crude as it was, the success of this title made Star Wars a permanent fixture in video games, from popular RPGs like BioWare's Knights of the Old Republic to oddities like The Yoda Chronicles for mobile devices. In the decades that followed, there are dozens of Star Wars games every Star Wars fan should get around to playing, and dozens more that they should avoid like Jabba the Hutt's bathroom. Most members of the Game Informer staff have played more Star Wars games than they can recall, and are avid fans of the films, expanded fiction, and collectibles. We spent a few days bickering over the best Star Wars games to date, and spent a few more arguing over the order they should be arranged in on our Top 30 list. Why 30? That's the cutoff between the playable and fun games and the prequel-like missteps. We hope you enjoy this journey through video games' exploration of a galaxy far, far away. And for the sake of Star Wars fans everywhere, we hope The Force Awakens blows your socks off, and is so good and true to the original trilogy that it becomes the subject matter for another dozen Star Wars games for the years ahead. As always, we welcome all discussions, arguments, and personal Star Wars video game lists in our comments section below. Enjoy the read, and may the Force be with you! --- 30. Star Wars: Jedi Power Battles
 PlayStation, Dreamcast
 - 2000 Few Star Wars games are as demanding of skill as LucasArts’ Jedi Power Battles, a lightsaber-focused experience that demands twitch reflexes to deflect laser blasts and hack battle droids to bits. Set during the events of The Phantom Menace, Jedi Power Battles shows the Jedi in their prime, allowing the player to suit up as Obi-Wan Kenobi, Mace Windu, Adi Gallia, Plo Koon, and Qui-Gon Jinn. The Conehead-like Ki-Adi-Mundi is also available, but only in the Dreamcast version, which released a year after the PlayStation incarnation. Completing the game unlocks additional characters like Darth Maul (one of the best characters in the game), Queen Amidala, and her bodyguard Captain Panaka. Jedi Power Battles is best played cooperatively with two Jedi darting and flipping across Trade Federation encampments. Performing well in combat earns players currency that can be used to purchase additional attacks and Force abilities. Outside of the blistering difficulty, the game’s biggest drawback is its platforming sequences. Given the set camera perspective, it’s difficult to determine jumping angles and heights. This aspect of the game is made even worse through the preferred co-op experience, as movement by the other character can make the terrain scroll and up the difficulty of a jump. Regardless of this puzzling gameplay design, Jedi Power Battles is of the best Star Wars games based on the prequel movies. 29. Lego Star Wars: The Complete Saga PlayStation 3, Xbox 360, Wii, PC, Mac – 2007 Lego Star Wars: The Complete Saga is not your typical collection. Along with all of the content included in Lego Star Wars: The Video Game and Lego Star Wars II: The Original Trilogy, Traveller’s Tales created a wealth of new material, redesigned levels that weren’t clicking, and went well out of its way to make this experience feel new again. The Complete Saga is a massive Lego game; consisting of 36 story-based missions, and 20 bounty hunter stages. Traveller’s Tales also went back and finished two levels that were cut from the original games. With over 120 characters and an extra layer of visual polish for the new-gen machines of the time, The Complete Saga was a no-brainer for Star Wars fans, and an experience that raised the bar for all Lego games moving forward. 28. Star Wars: Battle Pod
 Arcade – 2014 The days of the hole-in-the-wall arcade are long behind us, but larger establishments like Dave & Busters appear to be flourishing, and game developers are releasing a surprising number of new games in these venues. From a new Batman racing experience to a new Jurassic Park shooter, some of the biggest licenses in entertainment are making big splashes in arcades. One of the most surprising (and entertaining) new coin-op games is Star Wars: Battle Pod, a 2014 release from Bandai Namco. Holding true to its name, Battle Pod is an egg-shaped unit that doubles as a cockpit for a variety of Star Wars vessels, including a X-Wing and speeder bike. Battle Pod recreates the famous battles from the classic trilogy of films, but in a way where the action never wavers from being absolutely insane. The vehicles are pulled along a predetermined path, but the gameplay still demands twitch reflexes to knock TIE Fighters out of the sky and trip up AT-ATs. The action is frantic, fun, but quick to the point that it feels like it ends just as quickly as it began. Battle Pod is as enjoyable of a rail-shooter as it is a Star Wars experience. If you’re near an arcade, poke your head in to see if they have Battle Pod. It’s well worth five minutes of your time. 27. Star Wars Battlefront (2015) 
PlayStation 4, Xbox One, PC - 2015 Echoing Battle Pod’s flighty experience, DICE’s multiplayer-focused Battlefront reboot delivers Star Wars authenticity like no game before it, but its content well dries up quick, and subjects the player to the same routines on the same maps. But those moments when Battlefront shines, it can be fantastic, making the simple exchange of laser fire with a squadron of storm troopers exciting and look every bit as good as George Lucas’ films. Just standing beneath a lumbering AT-AT is awe-inspiring. Getting the chance to mow down rebel troopers as Darth Vader or the Emperor are equally as thrilling moments. Although I only gave Battlefront a 7.5 out of 10, I admire DICE’s design and hope the year of content ahead adds the depth that is missing from the retail game. An excerpt from my review: “The Death Star hangs ominously over a war erupting on the forest moon of Endor. A cacophony of laser fire lights up the darkened tree canopy, drowned out by the clanking of an Imperial AT-ST on the march. The walker is clearing a path to a hidden Rebel base deep within the forest. If this stronghold falls, the war is over. The Rebels are outgunned and seconds away from defeat when Luke Skywalker’s iconic green lightsaber ignites and he springs to action. Luke bats away Storm troopers like flies, chops down the AT-ST, and the Rebels suddenly have momentum again. The tide of war has shifted to their advantage. Almost every conflict in Star Wars Battlefront unfolds with this level of intensity and drama – moments that often parallel the excitement from George Lucas’ original trilogy of Star Wars films. From the large scale of the battles to the spot-on animation of the AT-STs, DICE has created the most authentic Star Wars video game experience to date. The thrill of piloting an X-Wing fighter or soaring through the air as Boba Fett doesn’t last forever, however. Once the magic of stepping into the movies wears off, Star Wars Battlefront doesn’t give the player much to fight for. For developer DICE, the seasoned studio behind the long-running Battlefield series, Star Wars Battlefront is surprisingly light on maps, weapons, and progression systems. The feeling of extreme repetition sinks in early, and outside of enjoying the minute-to-minute Star Wars warfare, hardly any of the unlockables deliver a compelling reason to invest more time. You’re just hopping from match to match, recycling the same tactics and seizing the same points.” 26. Star Wars: Rebel Assault
 II – The Hidden Empire Sega CD, 3DO, PC – 1995 Star Wars: Rebel Assault II is by all intents and purposes a terrible game, but it’s also a hilarious one that uses live-action Star Wars footage to tell a story that is as jaw-droppingly bad as the Star Wars Holiday Special. To put it another way, it’s so bad it’s good. If you haven’t played this game yet, track it down, Star Wars fans. You need to see the story of Rookie One, a Tatooine farmer who isn’t Luke Skywalker, unfold in horrible ways with some of the worst acting to ever grace a video game. 25. Star Wars: Jedi Starfighter 
PlayStation 2, Xbox, PC – 2002
 The sleek Delta-7 Aethersprite-class light interceptor (more commonly known as the Jedi starfighter) is the centerpiece of this excellent space shooter from LucasArts. Serving as a side story to Attack of the Clones, Jedi Starfighter follows the exploits of Jedi Master Adi Gallia and a mercenary named Nym. Gallia flies the Jedi Starfighter while Nym provides bombing support in a Havoc. Although not developed by Factor 5 – the team behind the Rogue Squadron series – the influence of those games is strongly felt in the dogfighting mechanics and mission designs. Force powers are also sewn into the mix in a unique but befuddling way. At any point, Gallia can use the Force to deploy shields, lightning, shockwaves, or enhanced reflexes. These elements make the gameplay more dynamic, but don’t hold true to the Star Wars lore from the motion pictures. Another interesting twist are hidden mission objectives in each mission. Once discovered and completed, the player is rewarded with new spacecraft (including Maul’s Interceptor), as well as additional stages and bonuses. Jedi Starfighter is never talked about in the same breath as Rogue Squadron or X-Wing, but is surprisingly one of the classic Star Wars games Sony recently added to PlayStation 4. The game still holds up well today and is worth a look. View the full article
  4. With rumors of the "Unannounced Project" and Diablo 4 circulate around the community, we have to stop and ask, 'What comes next?' We're going to take a look back at many of the loose ends and unfinished story lines within the games to speculate about where future stories of the franchise could go. Lyndon's Brother and the Kingsport Thieve's Guild Lyndon, the Scoundrel, was the second follower to join the side of the Nephalem during the End Times and the fight against the Prime Evil. Throughout most of the story, Lyndon alludes to his life in Kingsport as a member of the Thieves Guild and the guilt he feels over the imprisonment of his brother, Edlin. Lyndon and Edlin were very close despite having took very different paths in life. Lyndon had a knack for stealing and Edlin joined the city guard. Lyndon wasn't entirely without morals, he'd slip information to his brother to disrupt the Thieves Guild's plans and make Edlin a hero. The brothers also loved the same woman, Rea, but she had no feelings for Lyndon and married Edlin. During a major heist Edlin showed up too early and instead of catching the Thieves Guild in the act was instead accused of being a part of it. Lyndon barely escaped, but left his brother behind to be locked away and the Thieves Guild has been chasing after Lyndon ever since. Rea convinces Edlin that it was Lyndon who had set him up. Due to his guilt, Lyndon never returns home to Kingsport, but instead sends all the money he steals and cons back to Rea to help pay off Edlin's debt and help get him out of prison. Growing Fears Shortly into Malthael's attack on Westmarch, Lyndon decides that he must leave to save his brother. The Nephalem is able to talk sense into Lyndon that he'll likely die trying to leave Westmarch with Malthael's attack going. A nearby guard overhears their conversation and points out that they recently received a transfer of prisoners from Kingsport and that they're being kept in the guard's garrison. Restlessness The Nephalem and Lyndon break into the garrison to rescue Edlin, but it seems that the Thieves Guild had already infiltrated the prison and were moving to kill Edlin. After fighting their way through the Guild and the prison, the Nephalem and Lyndon discover they are too late. Edlin had already been murdered. All that was left in the cell was Edlin's corpse and a dagger. A Stolen Life After heading back to the Survivor's Enclave, Lyndon is inconsolable until Haedrig take a closer look at the dagger. Their was a note hidden in secret compartment in the pommel of the dagger addressed to Lyndon. The note was from Rea, saying that it was she that had Edlin killed and told Lyndon that if he wanted revenge, that he could come to Kingsport to find her. This cliffhanger leaves many questions unanswered: Why would Rea kill her own husband? Is there more history between her and Lyndon that would cause her to lash out at him in this way? What is Rea's connection to the Thieves Guild? And the big question: Will Lyndon get justice? We ultimately don't how much more of the Diablo III tale Blizzard intends to tell. The storyline was pushed forward slightly in the Shrouded Moors with Patch 2.6, but we're left to wonder how many of these other minor stories within the game will be picked up and finished, whether it's in Diablo III or in a future game. Neinball (@NeinballGamer) is a content creator for Diablo Fans and a horadrim in training. Whether he's relaxing on Zegema Beach, fighting servants of the Corpse-God in the 41st millennium, or quelling Rebellions in the Outer Rim, his passion always brings him back to slaying Demons in Sanctuary. View the full article
  5. Xenolinguist Britton Watkins goes over how your verb and pronoun choices can change how polite or impolite you come across to speaker of uo’aXy’an. Anyone interested in learning Xi’an is welcome to join us in Spectrum! View the full article
  6. We finally get a look at Shovel Knight's face and, surprise, he's an amphibian of some sort. While some files within the game hinted at this, developer Yacht Club games' tweet today showing off the First4Figure of helmetless Shovel Knight has confirmed that the shovel-wielding hero is a strange frog person. Considering the world has goat people, magicians, and flying rats, a frog knight is not hard to imagine. Shovel Knight originally released on PC, 3DS, and Wii U, then expanded to pretty much every other system under the sun. The upcoming and final DLC, King of Cards, is scheduled for 2018. [Source: Yacht Club Games Twitter] View the full article
  7. Gamers have no shortage of indie games that tap into our love for the 8 and 16-bit eras, but developers rarely seek to emulate the first PlayStation generation, with its grainy textures and polygon-shaped heroes. Humble Hearts has embraced this outdated look with a stealth-based action game that pays homage to Metal Gear Solid. While you could probably count the number of polygons used to construct Never Stop Sneakin’s characters, it’s gameplay is what really needs more detail. Much like Metal Gear Solid on the original PlayStation, Never Stop Sneakin’ asks players to sneak through a series of secret military bases and avoid the vision cones and laser sights of patrolling enemies. Sadly, the gameplay doesn’t evolve past that. You have a limited supply of bullets and EMP grenades that save you if you get spotted, but these are all automatically used when you walk into an enemy’s line of sight. Because your only form of input is moving the character around with the analog stick, the action isn’t engaging. Never Stop Sneakin’ encourages you to move quickly through each level, sneak up behind enemies, and take them all out in an efficient manner so that you can build a combo. The higher your combo, the more resources you will collect from hacking the computer terminals (another automated process) scattered across each level. Because of this system, Never Stop Sneakin’ feels more like an arcade game than a true stealth-action adventure. (Please visit the site to view this media) Even when viewed as an arcade experience, Never Stop Sneakin’ is shallow. The game only has a handful of environment types, and despite their procedurally generated nature, I felt like I was repeatedly exploring the same space. Enemy behavior is also incredibly predictable. Most guards have simple patrol patterns where they walk back and forth along a single hall, and they don’t change that behavior even if they see a fellow guard take a bullet to the head. After infiltrating several levels of an enemy base, your operative takes a break, and you get to spend all the ESP they’ve collected to upgrade your FOB. Unfortunately, these upgrades don’t serve a purpose other than to push a nonsensical narrative forward. You can unlock several perks, and some of these let you scavenge more ammo on a level or increase the range in which you collect ESP. These don’t dramatically change the action either, and in Roguelike fashion, you must find them again each time you start a mission. Never Stop Sneakin’ tried to appeal to my nostalgia for the original Metal Gear Solid. Unfortunately, you can’t judge this book by its cover. Dodging enemy sight cones and building up a stealth combo is only compelling for a short while, and the lack of overall variety made me want to sneak away to play other games. View the full article
  8. After a seven-year hiatus, Mega Man is finally back with a new experience on modern consoles. However, is Capcom’s adorable blue robot here to stay or is Capcom just testing the waters? We talked with the development team at Capcom to get a better sense for if fans can expect more Mega Man projects coming down the line anytime soon. Why Was There Such A Long Break After Mega Man 10? In less than a quarter century, Man Man had appeared in over 100 titles, but after the release of Mega Man 10, and creative leader Keiji Inafune announced he was leaving the company to begin work on new projects like Recore and Mighty No. 9. Capcom then canceled its existing Mega Man projects, and the blue bomber began to fade into the background. Fans began to wonder if Capcom had forgotten about this classic gaming icon. “To be honest with you, when Inafune left it was a difficult atmosphere within the company,” says Mega Man 11 producer Kazuhiro Tsuchiya. “It was difficult for somebody to step up and say, ‘I really want to work on Mega Man.’ Inafune-san was definitely a brand leader for the franchise. He helped pave the way for its success, and he had a lot of brilliant ideas. That’s an absolute truth. So when he left, there was a sense of emptiness, and a sense that no one was appropriate to pick up the mantle and pave a new vision for Mega Man.” Does Mega Man Still Matter to Capcom? Mega Man used to be Capcom’s biggest brand, but since the creation of Resident Evil and Monster Hunter, that is no longer the case. However, Mega Man is still important to Capcom. “I still feel like Mega Man is one of the important pillars of the company,” says Mega Man 11 director Koji Oda. “At the end of the day, we asked ourselves, ‘What does Capcom need to do for its fans? Should we act like Mega Man is a thing of the past? Should we toss him aside?’ I felt like that would be a foolish gesture. Inafune-san was a very important component to making Mega Man a success, but Mega Man is such a treasure to the company that it would be a waste to let him go because someone left.” Would Capcom Consider Making another 3D Mega Man? Mega Man 11 is sticking close to the series’ roots, but that doesn’t mean Capcom wouldn’t consider taking the series in a bold new direction. In fact, early on in the development of Mega Man 11, Capcom considered doing something different with a new Mega Man game. “You could build a mountain with all the different concepts we came up with, but we want to make sure that whatever we implemented would maintain that simplicity and durability of gameplay,” says Oda. “It’s called Mega Man 11, but there was actually a heavy amount of discussion to get us to that point. A lot of us asked, ‘What do we want to call this? Do we want to take it in a brand-new direction and call it something totally different?’ At the end of the day we decided we wanted to be as straightforward as possible and tell people this is what you’ve been waiting for.” Can We Expect A Mega Man 12? Sequels are usually dependent on the success of the game that came before them, so the fate of a Mega Man 12 will largely depend on the success of Mega Man 11. However, Capcom is hoping that Mega Man will come back in a big way. “This is definitely not just a trial balloon, we’re definitely not experimenting,” says Mega Man 11 producer Kazuhiro Tsuchiya. “We don’t even have the bandwidth to experiment. This is all about pouring everything we have and everything we know into one project and making it happen. We’re using our prior experience and knowledge to strengthen ourselves and reach the next level. From the start of the project I’ve been saying, ‘Mega Man 11 needs to be a true resurrection of the franchise.’ I really want this title to be something that veterans can pick up and say, ‘Yes, Mega Man is finally back.’” What about The Mega Man X And Legends Series? Obviously, Capcom isn’t ready to announce any new games outside of Mega Man 11, but if this game does well it could lead to a revival across the brand. In fact, we specifically asked members of the team if they were interested in also working on any of Mega Man’s other side franchises. “I’m one of those people who thinks that actions speak louder than words,” says Oda. “I could say all kinds of things, but at the end of the day, I’d like fans to see that we’re taking it seriously by starting to resurrect the brand in the way that we are and to continue to prove ourselves moving forward. I love reading survey data. It’s a great pastime, and I’m well aware that there is a voice out there that wants something new for games like Mega Man Legends and Battle Network.” Click on the banner below to enter our constantly-updating hub of exclusive features on Mega Man 11. View the full article
  9. Over on the message board ResetEra, poster Rösti engaged in some site crawling to find the Electronic Entertainment Expo's registration page for 2018, which reveals that public passes are once again returning to the show. E3 opened up to the public in 2017, allowing thousands of non-industry fans and gamers to attend the show for the first time with tickets sold in early bird and regular varieties. They are repeating the same idea this year, with public passes being available in tweaked ours than before. The registration page FAQ reads "E3 is now open to consumers and game enthusiasts, on a limited pass basis." It isn't known when registration for E3 2018 will begin, but it typically goes up in either late December or early January, so the page being on the server already indicates it should be soon. [Source: ResetEra] View the full article
  10. When working on a remaster of a beloved game, you have to tread lightly in your revisions lest you bring down the ire of its dedicated fan base. As the team responsible for updating Team Ico's Shadow of the Colossus for the PlayStation 4, the developers at Bluepoint are intimately familiar with working in this sort of environment. Producer Randall Lowe and technical director Peter Dalton recently joined The Game Informer Show podcast to talk about Fumito Ueda's involvement, the minor tweaks they are making to gameplay, and the technical challenges of working off the game's original PS2 code. You can watch podcast host Ben Hanson's discussion with the duo here: (Please visit the site to view this media) View the full article
  11. Microsoft have announced that they will be bundling the mega-popular PlayerUnknown's Battlegrounds with every Xbox One X sold through the end of the year. Starting December 17, every purchase of an Xbox One X, Microsoft's console refresh with a 4K focus, entitles the owner to a copy of Battlegrounds. It launched a few days ago in Microsoft's Game Preview program, but has garnered over a million players in the 48 hours it has been available. The bundle effectively acts as a price cut for players looking to buy an Xbox One and Battlegrounds, which will help the system's momentum going into Christmas and the new year. You can check out footage of us playing the Xbox One version of the game right here. Our Take It does kind of suck that early adopters get nothing, especially since the system only launched a month ago. Still, it puts Battlegrounds into more owners' hands and ties Microsoft's name to the game in the console space, so Microsoft likely sees more benefit than loss to the bundle. View the full article
  12. Following the successful Monster Hunter World beta earlier this month, Capcom is bringing the beta back for another go-round, this time without a PlayStation Plus subscription acting as a gatekeeper. The new beta runs from December 22 through December 26. The previous beta required PlayStation Plus to access the game at all, single player or multiplayer, but the upcoming one lets players without a subscription access the single player missions. Multiplayer, like all PlayStation 4 games, still requires PS+. If you downloaded the original beta, you don't even need to download a new client, as the old one works. The content is identical from last weekend, so don't expect new monsters to hunt or new missions. The beta is once again exclusive to PlayStation 4, despite there being Xbox One and PC versions announced for the game. Both Xbox One and PlayStation 4 editions of the game launch on January 26, while the PC version has an indefinite date sometime in 2018. Our Take The previous beta was fun, even in single player, so it's good that more people have access to it. Capcom still not giving a date to the PC version seems really odd, however. View the full article
  13. Payday 2 loves to pay homage to famous action flicks. Over the years, it's tipped its mask to favorites like John Wick, Point Break, and Scarface. Now it's time to celebrate Quentin Tarantino's 1992 critical darling Reservoir Dogs. The new diamond heist set in California comes along with some other additions like the Union 5.56 Rifle, plus a straight razor and sunglasses so you can do your best Mr. Blonde impersonation. The heist also launches alongside a new patch that addresses issues like stability and weapon tweaks. Watch the hype trailer here: (Please visit the site to view this media) The Reservoir Dogs heist is available now. View the full article
  14. GTA Online players can go on a treasure hunt starting today, which will earn them a new weapon and a chance to get more lucrative in-game bonuses. Even better, those who track down the double-action revolver can unlock it for use in the upcoming Red Dead Redemption 2. To find the revolver, check your iFruit's email for the first clue. You're on your own from there. Rockstar says that players who manage to successfully follow the trail and find the revolver can then participate in a headshot challenge in Freemode. Complete that, and you'll earn a bounty of $250,000 in GTA bucks. If you like the weapon, you'll be able to unlock it in Red Dead Redemption 2 this spring. It's not the first time that the worlds of Red Dead and GTA Online have crossed paths. Members of Rockstar's Social Club can choose John Marston as a parent when generating their GTA Online characters. View the full article
  15. The Far Cry series is built on a few simple rules: Drop players into a beautiful world, give them the tools they need to make their mark on it, and then let them loose. Far Cry 5 continues that tradition, providing plenty of opportunities for players to indulge in their most mayhem-generating impulses, too. GI's news editor, Imran Khan, comes across as an amiable, low-key guy, but make no mistake – he's a straight up maniac, or at least he is if his time in the latest game is any indicator. Imran recently checked out Far Cry 5 at an event, and he came back with a bloody trophy. Okay, not really. It was technically a bunch of video footage from his play session. But it's bloody! He walks Leo and me through some of his adventures while providing disturbing evidence that we may have hired a monster. Oh well! (Please visit the site to view this media) Far Cry 5 is coming to the PlayStation 4, Xbox One, and PC on March 27. View the full article
  16. Weapon Rogue: The Legendary Kingsbane's Influence on a Powerful Class Antorus, the Burning Throne Progression Exorsus has also managed to clear Antorus! Patch 7.2.3 Hotfixes - December 14 Originally Posted by Blizzard (Blue Tracker / Official Forums) Classes Hunter (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator) [Hotfix in testing] Tame Beast will no longer trigger trinket procs, such as Caged Horror. Dungeons and Raids Throne of Thunder Jin’rokh the Breaker Resolved an issue that caused Jin'rokh's Focused Lightning to move faster than intended. Antorus, The Burning Throne Hounds of Sargeras Resolved an issue that could cause Consuming Sphere to inflict periodic damage more rapidly than intended. Items Pantheon's Blessing will now stack. PTR Development Notes Build 25700 Originally Posted by Blizzard (Blue Tracker) This week, we’ve implemented a new build that primarily brings bugfixes to the PTR. Our biggest focus for testing remains the new level 1-100 zone and dungeon scaling we’re introducing with 7.3.5. This is an extensive change to how loot, quests, and creatures work in the open world, so we continue to look for as much feedback as we can get about how things are working out. Thank you so much for all of the feedback you’ve provided so far on leveling in Azeroth. We hope you keep the feedback coming, and we’d like to ask you to especially focus some of your testing on the questlines in these specific zones: Blade's Edge Mountains Duskwood Hellfire Peninsula Icecrown Kun-Lai Summit Nagrand Storm Peaks Terokkar Forest Vashj'ir Wetlands Feedback on the difficulty, pacing, and most importantly, any bugs you might find while completing quests in the above zones would be most helpful. Please post your level scaling feedback here. We now have Ulduar Timewalking available for testing, and it should be available for the next four days or so. Please post Ulduar Timewalking feedback here. Also, a heads up—We’re planning a scheduled playtest of the new Seething Shore PvP Battleground. Get ready to Play With The Blues on the PTR on Tuesday, December 19 from 2:00 – 4:00 p.m. PST. The Seething Shore is a 10v10 race to gather Azerite on an island near Silithus, and we hope you’ll be able to join us there and test it thoroughly on Tuesday. As always, thank you very much for participating in the PTR! Blue Posts Originally Posted by Blizzard Entertainment Method World First Kill Congrats to Method! It's been interesting watching everyone compete for the World First, and It's awesome to see Method pull through. We will be watching for the World Second and World Third, so good luck to everyone else going for the kill! Boss got nerfed cause they suck, nothing new to see here. The boss hasn't been touched In the last couple of days besides some minor bug fixes, so all the latest attempts have definitely been legitimately difficult, but good try! Efficiency has nothing todo with it, its like saying the todays Warriors are a better basketball team than the 90's Bulls, its still a video game where you move and press 1,2,3,4, this isnt nuclear enginnering, not taking away the current players skills, but one cannot say people werent skilled ages ago if they still spent nearly 15+ hours a day playing a game I can guarantee you with all the money in the known universe that people are better raiders today than from Vanilla. 100%. Professional raiding as well as raid design have evolved a ton since those days, they are hardly comparable at this point imo. Ragnaros took 120 days, this is easy in comparison People also didn’t play 24/h a day 7 days. Week on rotating shifts trying everything in their power to get it. Or have PTR research, or datamining, or have multiple characters for any scenario of mechanical differences. The list goes on. Higher end raiders while a very fraction of a percent are far more skilled in how they approach fights than they were during Vanilla and even Burning Crusade encounters. If you dropped a fight like Argus during something like Vanilla with no previous history of encounters or the tools that higher end raiders have now, I think you'd see him live for quite a long time. Okay, we care why? More people should care. The world first races are fun to follow for a number of reasons. If you're (general you, I mean) one of those people who is salty about raiding in general, then by all means stay away; but for someone who knows even the slightest bit about how raiding works, following along with the MMO-Champion mythic progression thread for each raid is by turns fascinating and hilarious. Fascinating because I will never see mythic progression, just like I won't ever play professional football, but I can read the commentary of the various hardcore raiders that contribute to that thread just like I can watch pro ball. Hilarious because sometimes there's more bickering and drama in these extreme high-end raiding guilds than you see in any RP guild. It's just that, entertainment. However, it's not some peoples cup of tea and that's fine. I personally get super excited about it and love to talk about the race around the office. We even watch some of players that stream it, the rare few that is. It's also a sense of pride, being a player that used to participate in this, seeing it continue through all of the new raid tiers we add. Even though I'm not a hardcore raider in any sense, I always notice that people on the forums get triggered badly whenever impressive PVE or PVP accomplishments are mentioned in anyway. Some people get mad seeing things they haven't accomplished like this. We'd have a few more raiders if they weren't so busy posting angrily on the forums about other player's accomplishments. ¯\_(ツ)_/¯ (Blue Tracker / Official Forums) Tame Beast and Trinket Procs Your feedback has been heard, and we agree. We're working on a hotfix that should prevent Tame Beast from triggering trinket procs. Good luck finding what you seek! (Official Forums) Overwatch Winter Wonderland Event The Overwatch Winter Wonderland event is live! FinalBossTV #158 - Mythic Raiding Discussion This week FinalBossTV talked to Preheat (Limit), Canya (Method) & Bloo (Big Dumb Guild) about the Mythic race. HeroStorm - Episode 33 Lunarhahahaha! Another episode of HeroStorm has been released! View the full article
  17. Outright Games, a developer known for licensed games, has announced an open world Adventure Time game for all the major consoles next spring. The game starts of in the Land of Ooo, where rising tides are risking every kingdom with flooding. Player characters Finn, Jake, Marceline, and BMO decide to go check out the problem in the various kingdoms by crossing the newly created sea. Finn captains the ship and recruits various other characters to join. You can see a few shots of the game here. Pirates of Enchiridion will release on PlayStation 4, Xbox One, PC, and Switch in Spring 2018. View the full article
  18. On this week's Game Informer Show podcast, Ben Hanson, Ben Reeves, Suriel Vazquez, and Kyle Hilliard talk about the final piece of content for The Legend of Zelda: Breath of the Wild with the Champion's Ballad DLC. Then Jeff Marchiafava joins us to talk about the experience of jumping into the less-than-stellar port of PlayerUnknown's Battlegrounds on the Xbox One. There were a lot of great game announcements last week, so we Skype in Imran Khan to talk about Geoff Keighley's The Game Awards and PSX 2017. After some great community emails, we're joined by Bluepoint Games' technical director Peter Dalton and producer Randall Lowe to talk about the tricky task of remaking Team Ico's masterpiece Shadow of the Colossus on the PlayStation 4. You can watch the video below, subscribe and listen to the audio on iTunes or Google Play, or listen to episode 377 on SoundCloud. Also, be sure to send your questions to [email protected] for a chance to have them answered on the show and win a prize by becoming Email of the Week! (Please visit the site to view this media) Our thanks to the talented Super Marcato Bros. for The Game Informer Show's intro song. You can hear more of their original tunes and awesome video game music podcast at their website. To jump to a particular point in the discussion, check out the time stamps below... 3:40 - The Legend of Zelda: Breath of the Wild's Champion's Ballad DLC 17:15 - Never Stop Sneakin' 22:30 - A Hat in Time 26:25 - PlayerUnknown's Battlegrounds on Xbox One 44:45 - The Game Awards 2017 Recap 52:37 - Death Stranding 1:02:40 - Lost Soul Aside 1:05:20 - Knights and Bikes 1:06:55 - Firewall: Zero Hour 1:10:30 - Community emails 1:41:25 - Calling out The Rock 1:47:10 - Bluepoint Games Interview on remaking Shadow of the Colossus View the full article
  19. November is generally the biggest month of the year for the gaming industry and this year's sales grew over last, with Call of Duty: WWII leading the charge in a commanding way. The PlayStation 4 sold the most units last month, likely due to the $199 Black Friday pricing. Microsoft took the lead in terms of revenue of consoles sold due to the more expensive Xbox One selling quite well on its own. Nintendo's Switch sold somewhere around a million units, but had no bundles or sale prices of any kind. In terms of software, Call of Duty: WWII is far and away the best selling game of November. It reverses a downward trend that Activision's major series has been seeing over the last few releases. It so strongly reverses the trend that Call of Duty: WWII is the best selling game of the entire year from this single month of sales so far. Call of Duty: WWII is also the best selling game of the 12-month time span that includes the previous November. “According to NPD, based on revenues Call of Duty: WWII is the #1 top selling console video game in North America this year, making Call of Duty the #1 top selling console video game franchise in North America for the 9th year in a row,” says Activision CEO Eric Hirshberg. “As proud as we are of Call of Duty: WWII, we’re equally proud that our talented teams have found ways to keep Call of Duty fresh, relevant and on top of the charts for nearly a decade—an amazing feat. Thanks to the greatest fans in the world for their passion and engagement with this awesome franchise.” Star Wars: Battlefront II also did well despite the controversies surrounding the game, but analysts believe it did quite a bit worse than the first month debut of the last Star Wars: Battlefront game. Here is the top twenty of all platforms combined. Call of Duty: WWII 1 Activision Blizzard Star Wars: Battlefront II 2017 2 Electronic Arts Assassin's Creed: Origins 3 Ubisoft NBA 2K18 4 Take 2 Interactive Madden NFL 18 5 Electronic Arts Super Mario Odyssey** 6 Nintendo FIFA 18 7 Electronic Arts Need for Speed: Payback 8 Electronic Arts Destiny 2 9 Activision Blizzard Pokemon: Ultra Sun** 10 Nintendo Pokemon: Ultra Moon** 11 Nintendo Middle Earth: Shadow of War 12 Warner Bros. Interactive Grand Theft Auto V 13 Take 2 Interactive (Corp) The Sims 4 14 Electronic Arts The Legend of Zelda: Breath of the Wild** 15 Nintendo Mario Kart 8** 16 Nintendo Wolfenstein II: The New Colossus** 17 Bethesda Softworks South Park: The Fractured But Whole 18 Ubisoft WWE 2K18 19 Take 2 Interactive Just Dance 2018 20 Ubisoft Items denoted with a ** do not have digital sales counted by the NPD. Sonic Forces, Sega's first multiplatform 3D Sonic since Sonic Generations in 2011, only charted on the Nintendo Switch top ten, just ahead of Bethesda's port of Doom. Our Take The sales of Call of Duty are actually really crazy. These numbers represent Call of Duty as Activision's biggest title and show the power of the brand. It also seems like Nintendo would have benefited from having a $300 bundle with a game, though the numbers are not anything to sneeze at. View the full article
  20. Yesterday
  21. It's been a year of ups and downs for Hitman developer IO Interactive, having split from owner Square-Enix but retaining the rights to the Hitman license. The developer is ending the year by giving away arguably the game's best level, Paris, for free alongside a holiday pack. The timed pack is only available from December 15 through January 9 as the Hitman Holiday Pack on PC, Xbox One, and PlayStation 4. It includes the first post-tutorial story mission, the Paris runway mission "Showstopper," all of the levels escalation missions, challenge packs, and any Paris-related Elusive Targets when they get re-activated in 2018. Downloading the pack makes it permanent and the remaining episodes can be purchased separately if you want. Whether you do that or get the Game of the Year edition, your progress and unlocks will carry over. Additionally, last year's Holiday Hoarders mission, which involves a teleporting Santa and the plot of Home Alone, is coming back. If you have the mission from last year, you also get the ability to wear the Santa outfit in all the levels in the game. Hitman originally released its first episode in March 2016 and the full season one in January of this year. A Game of the Year edition released recently with the first new content since wrapping up season one. You can watch us play the Game of the Year edition right here. Our Take Paris was a fantastic level and trying to do the story mission in different ways cemented it as one of my favorite games of 2016. I am glad everyone gets the chance to play it now. View the full article
  22. This Week At Bungie, Bungie's blog post that announces and reviews news for Destiny 2, showed off a new comic and detailed The Dawning festivities. The comic, called Fall of Osiris, tells the story of how the vanguard hero went from lauded commander to traitor. It is written by Ryan North, the writer behind Dinosaur Comics and The Unbeatable Squirrel Girl, in concert with Bungie's narrative team. The comic is coming soon and will be available for free on Bungie's website. The Dawning decorates the Farm and the Tower with a winter wonderland feel. The festive atmosphere gives the opportunity for snowball fights, either with playful pelts on the farm or in strikes where snowballs deal extra damage. In addition, Mayhem is back in Crucible, reducing cooldown times for abilities. You can check out the full details of The Dawning here. The Dawning will start on December 19 and continue to January 9, giving you plenty of time to take part. [Source: This Week At Bungie] View the full article
  23. Around the Verse

    Sandi Gardiner and Steve Bender host this week’s episode, taking a look at the physics and control systems being implemented for atmospheric flight. Plus, another installment of “Burndown” keeps you up to date on the development process. And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions View the full article
  24. Injustice 2 has a free weekend going on from December 14 to December 18 on both PlayStation 4 and Xbox One. The free trial lets you play through the first three chapters of game's much-lauded story mode, as well as using the game's main roster in all of the multiplayer modes. Multiplayer, as does the free trial as a whole, does require players have PlayStation Plus or Xbox Live Gold, however. All the progress made, including unlocks, story mode progression, and crates received, will carry over to the full game as long as it's played on the same account as the free trial. If you already own the game, you can log in during the free weekend period and gain 2000 source crystals. The game recently launched on PC just recently, so it is not included in this free trial. Injustice 2 recently added Hellboy to its DLC roster and has announced the Teenage Mutant Ninja Turtles as upcoming DLC, as well. You can read our review of Injustice 2 right here. Our Take As someone who wants to experience the story mode of Injustice 2, I think this free trial will be a good way to see if the game as a whole is up my alley. View the full article
  25. Bungie faces the unenviable task of balancing established plans for content roll-out and simultaneously responding on the fly to an anxious and vocal community, many of whom have valid and frustrated feelings about this sequel’s problems in the endgame. Curse of Osiris is colored by that debate. This first expansion is a flawed and in-progress attempt to serve the game’s multiple masters – both casual and hardcore enthusiasts. Viewed on its own merits, I found a lot to enjoy, even if the core story, missions, and new setting elements don’t live up to their potential. At the same time, the release coincides with a few important updates that encourage deeper commitment. Long hinted at in the series’ fiction, the curtain is finally pulled back on the mighty warlock Osiris. Framed as the fantasy fable of the grand wizard lost in the mystical woods, the narrative framework has a lot of potential, especially with the addition of the reality and time-experimenting Vex enemies at center stage. Unfortunately, despite a few attractive cinematic moments, the story fails to reach full stride. I never got invested in the conflict or its MacGuffin villain. Mercury is a breathtaking new artistic backdrop, dominated by imposing architecture and the dazzling bloom of sunlight. The gates that lead into simulations of different timelines make for the sort of rich sci-fi concepting Destiny 2 should embrace. Yet again, the idea doesn’t live up to what it could be. The patrol space is too compact to compel a sense of exploration, and the connected network of gateways doesn’t capitalize on the breadth of locales and situations suggested by the conceit. The semi-random and interlinked puzzle-piece nodes of the simulated Vex Infinite Forest fail to differentiate the individual missions from one another. Likewise, the story missions that flow through both Mercury and other destinations offer few surprises or memorable action sequences. Crucible play maintains the focus on teamwork and deliberate pacing that was present at launch months ago. I was disappointed to not see any new playlists or game modes, as PvP needs to be refreshed, notwithstanding some important and welcome balance tweaks that help even the playing field between weapons and classes. The limited playlist options harm replayability, and something needs to happen to inject increased variety into moment-to-moment play. Thankfully, several excellent PvP maps lend freshness. From the dimly lit halls of Titan’s arcology to the shimmering cliffs of Mercury’s distant past, these are thoughtfully constructed battlefields with Bungie’s usual practiced eye for chokepoints and lines of scrimmage. (Please visit the site to view this media) The new Eater of Worlds raid lair reuses some environment features from Destiny 2’s first raid, but don’t be fooled. This six-person cooperative expedition may be shorter than previous raids, but it boasts a few great encounters and an awesome boss fight. The puzzles are intriguing and logical without being obtuse, and the action scenes are intense and gratifying. Raid loot continues to need work, lacking the breadth of rewards and exciting drops that characterized the first Destiny raids. Several new additions offer an olive branch to players struggling to find meaningful long-term investment. New masterwork weapons provide a fun chase for randomized perks and the ability to speed up the super recharge rate through more orb creation, but without breaking the game’s balance. A separate weapon forging mechanic demands an enjoyable grind for resources, and increased reason to engage with excellent activities like strikes and adventures. The new heroic adventures, with their challenging modifiers and fierce enemy combatants, make for great cooperative fun, and I hope they soon expand into other locales beyond Mercury. The frustrations of randomness in the token economy are also partially addressed, with a smart system to afford players who have already invested in a lengthy grind the option to purchase missing set pieces from some vendors. As a collector, it’s one of my personal favorite new features. I’m dismayed that the crunch of vault, mod, and shader inventory remains unresolved. At times I simply turn the game off because I can’t stomach the task of managing more item juggling. In a loot-focused game about progression and collection, it’s a significant problem. I’m also increasingly troubled by the prevalence and number of rewards looped in with the microtransaction system. When Destiny 2 is struggling to find meaningful rewards to engage players in day-to-day play, it seems tone deaf to hide ships, ghosts, sparrows, ornaments, and armor sets behind a loot box system with only the stingiest paths to acquisition through natural cycles of play. This release doesn’t occur in a vacuum. Curse of Osiris launches amid public backlash against certain Destiny 2 systems, including XP throttling and select content being locked behind the expansion purchase. Beyond that criticism, the expansion doesn’t hit the high notes it could have reached. Even if some features, characters, and new locations deserve more depth, this first DLC pack hides some thoughtful renovations and new opportunities for adventure behind an underwhelming first few hours. The robust community has a lot to say about the game, and I share some of the concerns being voiced. Simultaneously, my frustrations are tempered by several fun activities and loot chases that continue to keep me engaged. View the full article
  26. The Federal Communications Commission has voted 3-2 in favor of repealing net neutrality rules put in place two years ago. The rules in question prevent internet service providers from blocking, throttling, or prioritizing certain content, or requiring consumers or companies to pay a premium to have access to a "fast lane." The vote also removes Title II designation from the internet, which removes its classification as a "public utility." The next step in the FCC's battle to repeal the net neutrality rules is likely to happen in court. If ultimately adopted, the changes won't take place overnight, but once the rules are removed, internet service providers will be free to experiment with new fees and new ways to bundle content on the internet. The changes could have sweeping implications for gamers, who have become substantially more reliant on the internet with the explosion of online gaming over the past 15 years, as well as ever-increasing download sizes. These changes could also drastically affect streaming services such as Hulu, Netflix, and Amazon Instant Video, among many other services. Within minutes of the decision, numerous individuals and organizations expressed dismay, with some promising counter action. Netflix released a statement on Twitter, expressing disappointment. Attorney Generals from multiple states have announced plans to sue the FCC over the decision, while California Senator Scott Wiener has announced plans to introduce a bill in January that would make FCC rules a requirement in the state. "If FCC won’t protect free/open internet, we will," Wiener said in a tweet. Our Take With fewer restrictions on how companies can charge websites and consumers, these changes certainly prioritize the desires of internet service providers over consumers and websites. The vote today also occurred amid withering criticism from numerous corners who found fault with the FCC's period of public comment on the topic, widely believed to have been polluted by outside forces. With these new rules, internet service providers would be able to block its consumers from accessing competitors' apps, or throttle a streaming service if the service doesn't want to pay additional fees to the ISP. While the FCC will likely have to defend its decision in court, which could prove to be its biggest fight, today's vote as it stands has profound and potentially devastating implications for the future of the internet. View the full article
  27. Developer Night School Studio has announced Afterparty, a point-and-click adventure game that sees two best friends trying to escape Hell by besting the devil in a drinking contest. The story follows Lola and Milo, two best friends who unexpectedly find themselves in Hell. They soon learn that drinking is the only way out, and thus begins their rowdy evening. IGN has more details in its exclusive IGN First story, including how different drinks can affect your characters, how dialogue can play out, and other things that can happen during the two friends' debaucherous night in Hell. Afterparty is set to launch in 2019. [Source: IGN, Night School Studio] Our Take Night School Studio demonstrated it knows how to craft a unique and interesting adventure game with Oxenfree, and Afterparty only looks to up the ante. I'm looking forward to trying this out (though I wish it wasn't so far away). View the full article
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