Jump to content

AD BLOCKER DETECTED! Parts of site failed to load... Please disable your ad-blocker or white-list our website. It blocks more than ads and causes parts of the site to not work. Thank you!


  • Content Count

  • Joined

  • Last visited

  • Days Won


GameInformer last won the day on November 15 2018

GameInformer had the most liked content!

Community Reputation

1 Neutral

About GameInformer

  • Rank
    Well-Known Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. The Legend of Zelda is celebrating 30 years this year, which is as good a reason as any to look back at one of the stranger entries in the series: The Legend of Zelda: Link's Awakening. This feature originally appeared in issue 269 of Game Informer magazine. Link’s Awakening for the Game Boy was more than just a handheld offshoot of a popular franchise. It established important Zelda staples in terms of story, humor, and a focus on character development that the series still uses to this day, all while carving an identity that remains distinct more than 20 years later. Link’s Awakening was the first Zelda to feature fishing, allow Link to grab cuccos, and highlight musical instruments as more than just another item in Link’s inventory. The game also had extended side quests, like the mission to find all the secret seashells and a trading game with the world’s inhabitants. Link’s Game Boy adventure was a huge success for Nintendo, dramatically boosting handheld sales in 1993 and selling more than 5 million copies over its lifetime. It sits comfortably at number three on Game Informer’s top 25 Game Boy games of all time list, and also cracked the top 100 on our Top 200 Games of All Time list. For players who grew up with the Game Boy instead of a home console, Link’s Awakening was the entry point into one of Nintendo’s most important and popular franchises. But in many ways the game was meant to be a strange love letter to the Zelda games that came before it. In an Iwata Asks interview with Nintendo – where the company’s late president and CEO Satoru Iwata shared stories with the creators of its most successful games – Link’s Awakening director Takashi Tezuka said that during development it felt like the team was making a parody of a Zelda game, as opposed to a true Zelda entry. “When we say parody, I’m not sure where that word comes from because maybe there are translation issues,” Tezuka told us when we asked what he meant by that comment. “With Zelda games we usually plan them out, every detail is considered. With Link’s Awakening, we were working on that after our other work was done. Kind of like a club of people who loved Zelda and got together to make it. It has a different feeling for that reason.” The original plan for Zelda’s first Game Boy adventure was to bring a modified version of Link to the Past to the handheld, but that idea fell by the wayside. Instead, Link’s Awakening started as an unsanctioned after-hours passion project for members of the Link to the Past team. “The main programmer wanted to challenge himself to create a Zelda experience on a portable system to see what he could do, and I was into the idea. We just had a passion to try and do something interesting,” Tezuka says. “We didn’t really have permission to do it necessarily. We were just playing around.” It didn’t take long for the game to become more than an after-hours experiment. “Once we got it to a certain level of creation and completion that we wanted to show, then we took it to the company and got permission to continue developing it,” Tezuka says. “But initially it was just a little pet project of ours. Because we started it that way – just making a game we wanted to make – it may defy Zelda conventions. It might have interesting characters and situations we may not have had otherwise.” Link’s Reawakening Two versions of Link’s Awakening exist. The original released on the Game Boy in 1993. In 1998, Nintendo followed up with Link’s Awakening DX for the Game Boy Color. This version added a new dungeon and compatibility with the Game Boy Printer, allowing players to print out in-game photos after visiting a camera shop. The expanded DX version of the game is available on Nintendo’s eShop for the 3DS. At the time of development, Twin Peaks was at the height of its popularity. The show’s dreamlike world and focus on a small cast of characters in a small town were elements Tezuka wanted represented in the game. As a result, Link’s Awakening was one of the first Zelda games to have a stronger focus on story. Link built relationships with NPCs with more dialogue interactions, had extended conversations with Marin (the girl who found him washed up on shore after his boat crashed), and was guided along his journey periodically by an owl (who would later make an appearance in Ocarina of Time). “I wanted to make something that, while it would be small enough in scope to easily understand, it would have deep and distinctive characteristics,” Tezuka said during his Iwata Asks interview. Link’s Awakening was about more than just solving puzzles, fighting enemies, and saving Zelda. Koholint Island was far different from Hyrule, and its characters were charming and mysterious. This was why many callouts from other Nintendo games made their way in. Link’s Awakening featured strange scenarios that served as the platform for cameos from Mario, Yoshi, and Kirby, as well as Mario enemies like goombas and chain-chomps. Reminiscing about the game with his boss during the Iwata Asks interview, Tezuka admitted he wasn’t even sure if he got official permission from Kirby’s creators, HAL Laboratory, to include him in the game. Alongside Majora’s Mask, Link’s Awakening continues to be among the stranger entries in the Zelda series. With its Twin Peaks influences, myriad outside Nintendo references, strange characters, and surprise ending, the game stands out despite its limited visuals and smaller world. It was the first Zelda game for many young players, and will retain its legacy for years to come even as handheld gaming technology moves forward at a brisk pace. Ballad Of The Windfish Many think the events of Majora’s Mask are the product of a dream, much like they are in Link’s Awakening. One hint of this is the presence of the song “Ballad of the Windfish” in Majora’s Mask. The song serves as an important plot element of Link’s Awakening. “It really came down to a decision by the sound team,” says Zelda series producer Eiji Aonuma. “They were looking for inspiration, something that would fit the theme, and since Link’s Awakening was about collecting instruments it made sense that you would want to use this for a band in this case. For us, really, it was just a playful choice that referenced a previous game and nothing more than that.” View the full article
  2. Afterparty, the next game from Night School Studio, hits PlayStation 4, Xbox One (including Game Pass), and the Epic Games Store (for PC and Mac) on October 29. Night School Studio is the team behind Oxenfree, a story driven adventure filled with choice. Afterparty looks to mix the small moments in life with unspeakable horror just as much, as it takes two best friends into the depths of Hell. The player determines the actions and thoughts of Lola and Milo. Their task? Out drink the devil to regain life on Earth. Sounds doable, right? Afterparty is choice driven, so you'll encounter a variety of outcomes depending on how you play your cards (and drink your booze). Activities include beer pong and chugging competitions. Afterparty sounds little more comical than Oxenfree, but still looks just as gorgeous. October 29 can't come soon enough. Click here to watch embedded media View the full article
  3. I like knowing what I’m going to get with a game, and that means that Fantasy Flight’s living card game formula is very appealing. Unlike traditional collectible card games, the core sets and expansions for a living card game have a fixed distribution model; put simply, everyone who purchases a given set gets exactly the same content, cards, and components. Over time, it’s easy to stick with the basics or expand your engagement on a month-to-month basis, catering your purchases to your level of engagement. Marvel Champions is the latest game to explore this model, and the initial core set is especially impressive. This single release includes all the cards you need to play the game solo or with up to four players total, without any additional purchases. The included rules books are articulate and welcoming, providing preset starter decks for your first few games to help get players up to speed, but a bevy of additional cards that allow you to begin experimenting with deck customization. The included cards are bright, the art generous and evocative of the original comic characters, and the related tokens and other components are solid and well produced. This is a robust game packed into a single box, and one that you can get to playing much faster than many comparable strategic card games. All that risks burying the lead; Marvel Champions is a ton of fun, especially if you are a fan of the Marvel universe. And, let’s be frank here; doesn’t just about everybody have at least a passing familiarity and enthusiasm for characters like Iron Man and Black Panther at this point? Marvel Champions is a wholly cooperative game in which each character controls one of the iconic heroes, including in this initial set Black Panther, Captain Marvel, Iron Man, She-Hulk, and Spider-Man. Working together, you confront one of several villains (Ultron, Rhino, and Klaw are included here) and their scheming plans, even while juggling the competing needs of both your hero and alter ego identities. The general flow of play encourages players to balance a number of competing interests. Without a doubt, you must smash the opposing villain into submission with regular and concerted attacks. Simultaneously, you must counteract and thwart the villain’s blossoming scheme before it comes to fruition. Along the way, you’ve got to steadily improve and upgrade by attaching upgrades to your hero. And, from time to time, make sure that you recover from your battles as your alter ego, resting up and sometimes tending to your life outside of the suit. That all plays out through a straightforward flow of turns. Each player enacts as many plans and attacks as they can with their current hand of cards, expending resources to perform actions and getting more beneficial cards onto the table. Villains then trigger, attacking each hero in turn, or advancing their schemes if the hero isn’t there to fight (because they are recovering as their alter ego). Then every player resolves an encounter, which might for example be a side scheme enacted by Rhino to steal stuff across town, or the arrival of Sandman into the fight to further cause trouble. Players pursue that structure of play until the villain has either been beaten to reach victory, or until the villain has either defeated all the heroes or completed them scheme, leading to a loss. Even in my first game, I was impressed by the ease of play. Part of that is the included starter decks, which do a stellar job of onboarding new players through a structured first game that is characterized by the most straightforward cards and actions available in the box. But even beyond that initial game, Marvel Champions is one of those card games that just clicks very quickly. Heroes act first, villains respond; the natural flow of play is logical. Villainous minions trigger against the character who drew them, but not the other heroes. Character cards (which flip between their hero and alter ego sides) can only trigger powers that match the side of the card currently facing up. Through these, and dozens of other intuitive ideas, Marvel Champions is easy to learn and teach. Simultaneously, it will only take you minutes to recognize the many ways that the designers have maintained strategic depth and engagement. Cards combo in exciting ways, like when Black Panther flings out “Wakanda Forever!” to trigger all his available upgrades, with damage bonuses if he manages to save those energy daggers for the last to trigger. Planning ahead pays dividends, like if Spider-Man thinks a big attack is coming, he can web up the bad guy to prevent the assault and stun them instead. Each character plays differently, and it’s fun to learn the playstyle for each, and makes me excited for the promised new heroes that will be introduced to the game over time. And importantly, many abilities are structured to encourage teamwork, like Carol Danvers’ core ability, which lets her choose any player to draw a card, expanding that hero's options. Actions encourage the players to contrive for victory together, but independent character card decks encourage each player to still engage on their own, helping to avoid the dreaded dilemma of the single over-controlling player that can sometimes bog down a cooperative game night. Beyond strategic depth, it’s clear that the makers of the game simply “get” what works about the Marvel heroes and villains, and recognizes ways to help each character feel right. Black Cat joins Spider-Man as an ally, and steals cards to bolster his hand. She-Hulk breaks out a massive gamma slam that deals damage proportional to how much battering she has already taken. Iron Man can head into battle with a carefully curated set of upgrades, but only after taking precious time as Tony Stark to carefully shuffle through those options and to build up his Mark V suit. That sense of really being enmeshed in your character is aided by a number of other card types, including nemeses and obligations. Captain Marvel may be pulled away from the broader villain scheme being enacted by Ultron to deal with the arrival of Yon-Rogg. Or maybe Peter Parker must take a break from the action to deal with an impending eviction notice for his apartment. I love that give and take between the different aspects of the characters' lives, and the need to regularly move back and forth between their identities. One of the biggest triumphs of Marvel Champions is the way that it simultaneously offers a complete experience, but also leaves you hungry to snag those inevitable expansions as they come down the road. I’m already stoked to see what Captain America brings to the table in his announced hero pack, or how Green Goblin will seek to advance his plot in his impending scenario pack. And while the included and recommended starter decks offer a lot to play around with, the game also suggests intriguing deck customization options, which virtually beg to be tweaked through the addition of cards. For me, given that I can confidently purchase new expansions and know what I’m getting out of them, I don’t mind the drive to expanding the game, but it might be a turn-off for some players to feel like there’s always more to buy. With that said, this initial set includes almost 350 cards to get you going, and that’s going to add up to many hours of fun, even without any additional investment. Cooperative games can really succeed or fail on the strength of the engagement they engender with the players at the table. Even the most interesting strategic affairs can fall flat if the core concept doesn’t get the whole group on the same page. It’s here that the Marvel license really pays dividends for Champions; after the last few years, these characters are at the top of their cultural popularity and enthusiasm, and the shared vocabulary of things like “web shooters” and “repulsor blasts” can do a lot to get the table engaged. That’s why I feel so comfortable offering this up as a broad recommendation to virtually any gaming group. My only caveat? The roughly 90-minute playtime, alongside the high dependence on reading and strategy, mean that the recommended age of 14+ is something you should think carefully about before breaking it out at the next family game night. While the colorful artwork is sure to hit a lot of buttons for that 8-year old Spider-Man fan, you need to judge for yourself if they’re ready for the complexities and time investment the game demands. Whether or not you decide to give Marvel Champions a shot, I’m confident that I’ve got some sort of tabletop game to recommend that’s the right fit for your family and friends. Click into the hub banner below to explore past recommendations from Top of the Table, and drop me a line if you need some personal guidance, whether on whether Marvel Champions is a good fit for your group, or if you’re looking for something else entirely. View the full article
  4. Click to watch embedded media Though it certainly has its fans, The Legend of Zelda: Skyward Sword is considered one of the most poorly received titles in the franchise. Game Informer gave it a 10, and today we're revisiting it on a live episode of Replay to determine who was right and who was wrong, and hopefully even find out if opinions are subjective! You can watch the episode on this page above starting at 2 PM Central, or follow us over on YouTube, Twitch, Mixer, Twitter or Facebook to be notified when we go live. View the full article
  5. Publisher: House House Developer: House House Release: September 20, 2019 Reviewed on: Switch Also on: PC, Mac Making mischief can be fun, but imagine doing it as one of nature’s biggest pests: a goose. Untitled Goose Game is a simple-but-amusing experience about being a goose and harassing unsuspecting humans. While there’s something charming and delightful about that, the game shows all its cards upfront and never reaches outside the initial thrill of the premise. Untitled Goose Game is a lighthearted jaunt that I’m glad I took, but it left me without much of a lasting impression as the credits rolled. Whether they’re lazily meandering across the road in front of your car, chasing unsuspecting children, or leaving their “presents” on sidewalks, geese can be real jerks. This is why assuming the role of one and doling out the inconveniences is so satisfying. Your goal is to advance through different areas of a town by completing objectives, which nudge you toward your evil deeds. Maybe you need to steal items for your goose picnic, or chase a terrified boy into a phone booth. You accomplish this with only what nature gave you: your beak to honk and pick up items, and your wings to get attention. Untitled Goose Game combines light stealth and puzzle elements. As a goose, you need to watch people’s routines and routes, looking for things like tables and decks to hide under. You can also pick up items and place them wherever as a way to distract humans, which is essential; if you get caught, they chase you out of the area and take back whatever item you’ve stolen. Every place becomes its own puzzle, forcing you to think like a goose to complete some of the tasks, such as pretending to be a statue, or honking right as someone is about to do something to startle them for hilarious results. Some of your actions are just plain devious and depend on careful timing, like pulling a chair out from under someone right before they’re about to sit down. All of this is plenty of fun, especially as you watch the reactions and consequences of your actions, like causing two neighbors to argue or seeing a lady who was shooing you break her broom. Click image thumbnails to view larger version You quickly fall into your routine of raising hell, and watching townspeople chase you as you waddle away for dear life is a sight to behold. Some puzzles take additional effort and can’t even be completed until you gain access to a new area and go back later. Once the credits roll, you also get new, more complex objectives in the same areas for replayability; some hijinks even have timed conditions for added pressure. That being said, Untitled Goose Game is a condensed experience, and the first run only takes a few hours. I don’t have a problem with short games, but even at that length, your tasks get repetitive by the end. There are only so many times you can steal items, move things from one side of the area to the other, and run from townsfolk. Also, for all this frenzy, nothing really stands out as over-the-top silly or extremely memorable. The gags are fairly standard and safe, and only a couple post-game objectives are intricate enough to require serious thought, which is disappointing. Untitled Goose Game is a great concept, and ends in the same charming way it started. Pranking people is fun, and doing it as a goose just adds to the thrill. Most people will play it for the silly premise, complete it in a few hours, and go on their merry way without touching it again. If you just want to mess with people as a goose, here’s your chance – but the shallowness and repetition hold it back from being a truly engaging game. Score: 7.5 Summary: Untitled Goose Game is a simple-but-amusing experience about being a goose and harassing unsuspecting humans. Concept: Be a goose out on the town, making mischief and toying with humans Graphics: Outside of a few hiccups like clipping issues, the simplistic and colorful art style is pleasing and fits the tone well Sound: Tense classical music plays if a human catches you in the act, appropriately adding to the frenzy of chase scenes Playability: Easy to pick up and play, though sometimes it can be hard to pick up items when they’re close to one another Entertainment: Untitled Goose Game leans into its lighthearted, silly elements, providing plenty of chuckles and capturing the joy of figuring out how to mess with people Replay: Moderate Click to Purchase View the full article
  6. I don't think it's a stretch to say hardly anyone used the 3D functionality built into the Nintendo 3DS; Nintendo removing it from the 2DS iteration made sense. But I also believe people frequently use their Nintendo Switch both as a handheld and TV-docked console – which makes removing the TV functionality from the Switch Lite seem like a mistake. It isn't. Nintendo is effectively taking the "switch" functionality out of the Switch with this handheld-only offering, and that's perfectly fine. If you want a home console to play on your TV, the standard Switch model is still being sold. If you are primarily interested in the handheld functionality, you now have a considerably cheaper model to choose from. The Switch Lite retails for $199 (a huge $100 cut over the standard Switch model), and the lower price reflects a number of sizable cuts from the device's performance. The unit is slightly smaller, with a 5.5-inch LCD screen over the original machine's 6.2-inch screen. The Switch Lite is also a little lighter at .6 pounds opposed to .87 pounds, but you likely won't feel much of a difference. This handheld-only option also doesn't have a motion camera, HD rumble, and the joy-cons cannot be removed. On the original Switch, I periodically ran into issues with one of my joy-cons detaching while in handheld mode. That'll never happen here, but not being able to remove them does render a number of games somewhat unplayable. If you're thinking of picking up the Switch Lite to play motion-based games, you may want to buy a pro controller or an extra set of freestanding joy-cons, as motion is not handled well on this device. Shaking the entire unit is not a viable way to play a game like Just Dance, Arms, or 1-2-Switch, which are designed with motion in mind. Subtle motion movements like precision aiming for sniping still works well, but if you are asked to rapidly shake the device or rotate it, you're going to have a hard time playing. If you are viewing Switch Lite as a travel companion, it's battery life is about five to six hours (up from the two- to three-hour range of the original Switch model). Anyone who has taken the original Switch on a lengthy airplane trip can attest to Switch's battery life being an issue. Nintendo has addressed this with the Switch Lite AND the standard model, which was just re-released with a battery that lasts for seven to nine hours. Outside of the motion problems, gameplay functionality on the Switch Lite is a little better than the standard model. The face buttons have more give, which I like, and Nintendo's decision to add an actual d-pad (as opposed to four little buttons) is a huge improvement. The screen is nice and bright, and the unit feels far more durable than the standard Switch. Audio is somewhat suspect on the Switch Lite, making headphones a necessity. The built-in speaker might be a little too powerful for its own good, as it periodically delivers a little vibration through the plastic casing. If you opt for headphones, know that the Switch Lite (like the standard model) doesn't support bluetooth audio out of the box; you can buy a device that allows bluetooth to work, but you may be better offer with a wired headset. Another legacy issue: The Switch Lite only offers 32GB of memory, and once again pushes players to buy a microSD card for game storage. Minor complaints aside, the Switch Lite is a fantastic option for people who view Switch as a handheld-only device. The attractive price point, increased battery life, and slightly improved controls make it the perfect vehicle to play Switch's awesome (and rapidly growing) library of games. View the full article
  7. Click here to watch embedded media Obsidian's upcoming sci-fi title The Outer Worlds seems to be fully embracing the "RP" part of RPG. What I'm trying to get at is that it gives you the freedom to take on scenarios how you want to – including a super-dumb, melee-focused maniac. At least that's how Joe took on the world during his latest hands-on session. Yikes! Today's episode takes place immediately after the character-creation, so it should give you a nice idea of what you can expect from the opening moments. Perhaps you won't decide to attack the first friendly NPC you encounter. Or the second. Or the third. Look, Joe seems to have some issues. That's not for me or Leo to judge. Regardless of his unquenchable thirst for blood, you can see that killing everyone doesn't necessarily lock you out of missions. For all the Joe Jubas in the world, "Whew." The Outer Worlds is coming to PlayStation 4, Xbox One, and PC on October 25. View the full article
  8. Don't scream over this news, unless of course you are terrified by the demonic ghost shark pictured above. Following the release of Luigi's Mansion 3 on October 31, the game's ScareScraper and ScreamPark multiplayer modes will continued to be supported through paid DLC. ScareScraper tasks up to eight players to work together to complete objectives on each floor of a towering skyscraper. ScreamPark is another mode supporting eight players (on one Switch system) that sees Team Luigi competing against Team Gooigi in a race to suck up the most ghosts and collect the most coins before time expires. We don't know exactly what the DLC will offer, but the safe assumption is at least new maps. For more on Luigi's Mansion 3, check out our hands-on preview from PAX West 2019. Click here to watch embedded media View the full article
  9. Click here to watch embedded media SPOILERS FOR LINK'S AWAKENING AHEAD From the quirky townsfolk of Mabe Village to the wild, yet still adorable, creatures that roam Koholint Island, The Legend of Zelda: Link's Awakening remake lovingly transforms the original's pixel art into a breathtaking scene out of a child's toybox. And to celebrate the launch of this hidden gem, we compared each of the game's nine main bosses to their original Game Boy incarnations to show off how far the game has come. Thanks for watching and be sure to check out Jeff Cork's review, saying it "beautifully captures the essence of the Game Boy original while adding some quality-of-life upgrades to bring it up to contemporary standards." View the full article
  10. Look out Bitcoin - there's a new Crypto in town, coming to Apex Legends on October 1st with a whole new season of content. Crypto's spy drones may give his team an edge in battle with tactical initiations and high-tech scouting capabilities. Check out Crypto in the video below. Click here to watch embedded media A new character is always a big deal, but Crypto is just the start of what's in store with the Meltdown Season 3 update. A new battle pass comes with a ton of new unlocks, but there's also a new weapon - the charge rifle. This energy-class weapon is sure to get some attention as it blows up enemies in style. There will be ranks to chase as the new season begins as well for the competitive crowd. More information regarding Meltodown is still on the way as we get closer to the October 1st launch day. Check out the official site for ongoing updates. View the full article
  11. Publisher: Annapurna Interactive Developer: Simogo Release: September 19, 2019 Rating: Rating Pending Reviewed on: Switch Also on: PlayStation 4 A broken-hearted girl is transported into the sky, where she takes on the role of a masked biker. In this dreamlike world, she races along neon streets and other surreal landscapes, picking up collectables and navigating shifting paths, all the while accompanied by an electronic soundtrack. This is Sayonara Wild Hearts, a beautiful trifle that seems to end just as it’s gaining momentum. Sayonara Wild Hearts is mesmerizing to look at, but unfortunately it falters as a game. The first few stages get you acclimated to weaving your character left and right on the tracks, picking up heart shapes and other collectibles to earn higher scores. And really, that’s just about all there is. The perspective shifts in some impressive ways, with a camera that pulls back until your rider is a tiny speck or rotates woozily in tunnel sections where you ride freely on the walls and ceilings. Camera trickery aside, you’re doing the same basic thing throughout the short experience. A few moments break from that format, such as a VR-inspired game-within-a-game that plays a bit more like an arcade shooter, but these deviations are unfortunately all too brief. Click here to watch embedded media You’re hurtling along at a breakneck pace much of the time, but instead of feeling exhilarated, I was reminded of those moments in the early 3D Sonic games where you’re being propelled along on a ride that’s barely interactive. Sure, it looks neat, but if you’re not going out of your way to pick up the objects that flash by, you aren’t missing out on anything beyond medal rankings upon stage completion. Most of the time these things flash by so quickly that acquiring them is more reliant on memorization and repetition than reflexes. Music is an integral part of Sayonara Wild Hearts, though the action and soundtrack aren’t tightly syncopated most of the time. Instead, the two elements support each other thematically, much like a music video. There were moments where I picked up collectibles that chimed in time with the music or hit a speed boost that whooshed along with the beat – as well as some timing-based cues against a handful of bosses – but you don’t need to have a strong internal metronome to succeed. Click image thumbnails to view larger version The story is mostly alluded to in pantomime, and I’m still not confident that I fully get what it’s trying to say. Is the girl coming to terms with past relationships? Is she becoming more attuned to the various facets of her personality? Is it something entirely different? I’m certain that the last section was intended to be a triumphant coalescence of everything that had come before, but without having any real emotional attachment to what was going on, it falls flat. I quite enjoyed looking at Sayonara Wild Hearts, even though interacting with it left me cold. In fact, I probably would have liked it just as much if it were just a short film. As it stands, it’s an impressively stylish title with a disappointing amount of substance. Score: 7 Summary: I quite enjoyed looking at Sayonara Wild Hearts, even though interacting with it left me cold. Concept: Take a broken-hearted heroine on a dazzling, musical journey at 200 miles per hour Graphics: The visuals are simple and striking, even as they zoom past you at blinding speeds Sound: Every stage is accompanied by a melodic electronica and pop soundtrack. The tunes may not be everyone’s preferred jam, but they’re undeniably catchy Playability: You don’t often have much time to react to obstacles or collectibles, and success depends equally on memorization and pure reflexes Entertainment: Sayonara Wild Hearts crackles with style, but is an ultimately inconsequential ride Replay: Moderately low Click to Purchase View the full article
  12. Publisher: Nintendo Developer: Marvelous Entertainment Release: September 13, 2019 Reviewed on: Switch I can forgive myself for concluding that my enthusiasm for sci-fi, giant robots, and high-concept anime might make Daemon X Machina a good fit. However, after playing it, I wouldn’t be able to forgive myself if I didn’t warn others of similar inclinations to stay away. Though its components might seem initially appealing, Daemon X Machina fails to deliver on gameplay, story, or any other facet that might have seemed interesting at first glance. In a vaguely defined post-apocalyptic world, giant manned mecha do battle across a desolate landscape, fighting against each other as well as the looming threat of malevolent artificial intelligence. Competing consortiums, governmental entities, and the motivations of individual mercenaries all compete for narrative attention, and it is all nonsense. None of the dozens of named characters coalesce into interesting personalities, but virtually all of them speak in hushed tones about their mysterious purpose for fighting, even as I shake my head at the meaningless babble of their prolonged conversations. The broader storytelling is nearly as unintelligible, spending many hours lost in an incoherent mash-up of anime tropes and the teasing of revelations that seem never to arrive. Meanwhile, players adopt the role of the “rookie,” a woefully silent protagonist without a will of their own, spending the bulk of the plot tripping happily between missions, regardless of which side of the conflict that places them on. As a player, you learn not to care what’s happening, and just push on into the action. At first, I was heartened by the attractive and sharp lines of the sophisticated mecha designs (“arsenals,” in the game’s parlance), and the wide variety of mission locations which you visit over the course of a lengthy tour of duty through the campaign. But even those surface details fail to impress as the real-time combat grows tedious and uninteresting. The lock-on weapons systems and constant target strafing never advance in sophistication. The quick speed of movement in both the air and ground encounters can be exciting, but it also means that tracking onscreen action, especially against the other fast-moving arsenals, is an exercise in futility. That problem is exacerbated by an unhelpful battle UI, which fails to monitor fundamental details like the altitude of the many targets on your radar. Click here to watch embedded media Difficulty is also uneven. After several early hours of simplistic fights, the later hours of the campaign fluctuate dramatically. In one, the fight is so easy that I finish off the boss before the in-mission dialogue even concludes. In another (including some dreaded protect missions), I hammer my head against the wall of repeated mission failures, or batter enemies for extended fights in which high hit point totals replace actual challenging attack patterns. I’m struck by how much everything feels like similar mecha games from more than a decade ago, but in none of the good ways. Between missions, the hangar bay provides opportunities to upgrade. Body modification of your pilot gives some mostly minor bonuses. The tech implants are presumably meant to scare you about how they are slowly stealing your humanity; that effort fails, since the hero is already robotic and lifeless. My mech improves through new weapons and armor purchased and developed with funds earned during missions. I appreciate the detail and wide variety of options here, as well as the cosmetic features that unlock with time, and a deep devotion to stat min-maxing can yield returns. Even so, the customization of your arsenal is poorly explained, and you rarely have a clear sense of what aspects of your equipment best suit a given fight. Individual weapon and armor pieces are challenging to compare without immaculate study, blurring the process of deciding whether a new piece is even worth the price. The accumulated effect is that any sense of progression is suffocated. I rarely felt like I had experienced meaningful growth even after multiple sessions of play. If you push past the game’s failings, a four-player cooperative multiplayer option lets you partake in designated missions with friends or other online enthusiasts. These battles are often easy and seem not to have been rebalanced for multiple living players, but the parade of different weapon effects on display is rousing. Setting up a lobby and hopping into a lobby is relatively easy, and I like that you can designate some of the A.I. pilots as teammates for times you’d prefer not to hop online. I kept waiting for Daemon X Machina to pull the curtain back and reveal some sophistication in its gameplay, or some narrative twist that might make the uninspired combat worth slogging through. Those things never arrive. While the game ostensibly scratches the itch for players who have longed for something like Armored Core on the Switch, it’s a model that feels out of step with recent innovations in the sphere of action games. There are better worlds to save than this benighted future. Click image thumbnails to view larger version Score: 5.5 Summary: Attractive mecha designs and plentiful missions can't save the plodding narrative and archaic gameplay of this sci-fi adventure. Concept: Fly futuristic mechs in fast-moving battles in the midst of an ill-defined narrative Graphics: Attractive but familiar mecha designs are featured across an impressive variety of locales, but everything blurs together in the rapid-fire pace of play, and the UI obscures more than it reveals Sound: The incessant music is so bad and repetitive I was forced to turn it way down after the first few hours. Anime-style voice work nails all the tropes you could ask for Playability: Interacting with this game is deeply problematic. The menu and upgrade systems are hard to parse, and control mechanics in combat feel loose and without weight or depth Entertainment: An easy skip, even if you like mecha-infused action Replay: Low Click to Purchase View the full article
  13. Are subscriptions the future of games? Microsoft is hoping the Xbox Game Pass subscription model is successful, and Apple is entering these waters with the Apple Arcade service, which launched today on iOS. Apple Arcade is just $4.99 a month (with a free trial), and gives players access to more than 100 games. The games can be downloaded on or offline, and the subscription can be shared with up to six family members. Some of the games available in Apple Arcade at launch are Sayonara Wild Hearts, Lego Brawls, Things That Go Pump, Where Cards Fall, and The Enchanted World. The questions we need answer to: First, are you going to give Apple Arcade a shot? What are you hoping the service provides from a curation standpoint? Do you think subscriptions are the future of games, much like Disney+ and Netflix are for movies and TV? Most importantly, if you are subscribing, what Apple Arcade games do you recommend people should check out? View the full article
  14. Click to watch embedded media It's that time of the day again. I'm playing Red Dead Online. Except this time, I'm streaming it so that I can play it during work hours. I've spent over a week with the new roles now and gotten almost everything they've added to the progression paths, and I'm eager to show it off. Once again, during work hours. The stream starts on this page above at 2 PM Central (30 minutes from this posting), or follow us over on YouTube, Twitch, Mixer, Twitter or Facebook to be notified when we go live! View the full article
  15. Clowns make everything scarier, even one of gaming's beloved horror games. Modder Marcos RC gives us a look at what Resident Evil 2 remake would look like with Pennywise from the latest IT movies replacing one of RE's villains. He fits right in with the game's atmosphere. Marcos RC even includes audio from the films to up the scares. Click here to watch embedded media View the full article

About Us

Centric Legends is an online video gaming community devoted to giving the best gaming experience for gamers all around the world. Video game news, industry analysis, impressions, reviews, and discussions of everything in the industry; covering all platforms, genres, and territories.


Site staff work very hard to make sure the website and servers are is running at peak performance, latest updates and all the other bells and whistles. Without your support the site cannot survive. We'd really appreciate it!

Support Us

If you enjoy playing on our servers, think about supporting them by donating a few bucks. Get VIP perks in return!