Gamespot's Site Mashup

Written By Kom Limpulnam on Kamis, 12 Juni 2014 | 11.52

Gamespot's Site MashupE3 2014: Connecting Star Fox on Wii U with Project Guard and Project Giant RobotE3 2014: Jump Tanks GameplayE3 2014: A Novice's Take on the Fantastic World of Monser Hunter 4 UlitmateE3 2014: Hatsune Miku: Project DIVA F 2nd The World Is Mine GameplayE3 2014: Hohokum Interactable Environment GameplayE3 2014: The Art of the E3 TrailerE3 2014: Hohokum Missile Dodge GameplayE3 2014: Guilty Gear Xrd -SIGN- Gives Me a Hard Rock Anime FlashbackE3 2014: Crytek's Arena of Fate is the Casual MOBA for MeE3 2014: Telltale Tells Tall Tales in Tales from the BorderlandsE3 2014: Guilty Gear Xrd -SIGN- Ramlethal Vs. BedmanE3 2014: Dying Light ImpressionsE3 2014: Super Smash Bros. Roundtable with Masahiro SakuraiE3 2014: I Was Impressed By Lords of the FallenE3 2014: Dead Island 2 is a Less Serious, More Carefree Form of Zombie Bashing

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Wed, 11 Jun 2014 20:57:41 -0700 http://www.gamespot.com/articles/e3-2014-connecting-star-fox-on-wii-u-with-project-guard-and-project-giant-robot/1100-6420390/ <p style="">Nintendo announced a new <a href="/star-fox-wii-u/" data-ref-id="false">Star Fox</a> for Wii U at E3 2014. Hooray! Developer legend Shigeru Miyamoto is on the project, trying to think of creative ways to make the maligned GamePad work with, presumably, doing a bunch of barrel rolls and ignoring Slippy.</p><p style="">Nintendo is showing off Star Fox, which Justin Haywald has already played, and two other tech demos, titled Project Giant Robot and Project Guard. But the robots in Project Guard look like the same as the one in the Star Fox demo. Is there a connection between all three? Are these two tech demos indicative of what might appear in the new Star Fox? "You noticed something very nice there," said Miyamoto to GameSpot when quizzed on the similarities.</p><p style="">"Today, I'm only answering questions about the Star Fox games. But, there will be multiple different kinds of missions in the Star Fox games, so maybe something like that could appear. And I think the robot that came down from the helicopter is the same robot that you were shooting in the security game."</p><figure data-align="center" data-size="large" data-img-src="http://static2.gamespot.com/uploads/original/1197/11970954/2558128-starfox.jpg" data-ref-id="1300-2558128" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static2.gamespot.com/uploads/original/1197/11970954/2558128-starfox.jpg" data-ref-id="1300-2558128"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1197/11970954/2558128-starfox.jpg"></a></figure><p style="">As for the two tech demos, I had a go at Project Giant Robot and Peter Brown looked into Project Guard:</p><h3>Project Giant Robot</h3><p style="">My first robot was a joke. It had two heads instead of feet, for a start. But who can blame me? I also gave him a cannon for a crotch, because it looked a bit phallic, and stretched the torso so it was as long and thin as possible. Which is probably also a bit phallic, thinking about it.</p><p style="">My first robot wasn't very good at combat. What a dick.</p><p style="">My second robot, meanwhile, was a rock-em, sock-em fighting machine. With its thick, rotund legs it could easily withstand the attacks of its enemies, and its low centre of gravity meant that it was solid and stable. In Nintendo's Project Giant Robot tech demo, the objective is to stay standing. I still fell over occasionally.</p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1406/14063904/2563373-projectrobo.jpg" data-ref-id="1300-2563373" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1406/14063904/2563373-projectrobo.jpg" data-ref-id="1300-2563373"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_super/1406/14063904/2563373-projectrobo.jpg"></a></figure><p style="">Designed in part by Nintendo legend Shigeru Miyamoto, Project Giant Robot is one of the company's tech experiments as it tries to figure out how to make games for the maligned GamePad. I'd say a fight between towering robots, both the size of skyscrapers and potentially <i>made</i> out of skyscrapers, is a good start. You swing the left and right sticks to swing your robot's left and right arms, and you plod forward using the right trigger. The robot's orientation is controlled by the GamePad's gyro, so you need to swing the thing around as you punch to try and build up the required momentum to floor your opponent. These robots fight against a backdrop of skyscrapers, with the GamePad screen taking a first-person view and the TV itself showing the robotic brawl from a helicopter.</p><p style="">Fighting is all a question of balance, really, and I had the most success in building up a bit of momentum and then just steamrolling over any rival robots. I've always found that motion controls tend to work best when they're used alongside big, sweeping physical moments, which is a natural pairing for these colossal, lumbering machines. Make no mistake: this is not attempting to create precise, technical fights, and I'll admit that I only really won most bouts by simply falling on the opposition. But it was falling with style.</p><h3>Project Guard</h3><p dir="ltr" style="">Based on screenshots and gameplay footage alone, Project Guard isn't a game that screams "excitement," but Shigeru Miyamoto's experimental Wii U tower-defense game will definitely keep you on your toes. The structure that you're trying to protect is in the middle of a labyrinth that's under invasion from robots, and you've got a dozen cameras equipped with laser cannons to monitor and destroy invaders. Each camera is represented on your TV, but you can only control one at a time, which is represented as a large screen in the middle, which is then surrounded by smaller screens from the rest of the array.</p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1406/14063904/2563374-projectguard.jpg" data-ref-id="1300-2563374" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1406/14063904/2563374-projectguard.jpg" data-ref-id="1300-2563374"><img src="http://static3.gamespot.com/uploads/ignore_jpg_scale_super/1406/14063904/2563374-projectguard.jpg"></a></figure><p dir="ltr" style="">If you look down at the GamePad screen, you get an overhead view of the labyrinth and the position of cameras and incoming enemies. The only way to switch the active camera is by tapping camera icons on the GamePad, but that creates a problem: when you're looking at the labyrinth-map, you can't possibly monitor what's happening on the TV. Monitoring a dozen cameras, switching between them, and firing at incoming enemies is supremely challenging for one person.</p><p dir="ltr" style="">Project Guard begs for multiple sets of eyes. With a friend by your side, it's easier to keep track of every camera angle, but the action is still overwhelmingly frantic. It starts slow enough, but eventually, your partner is shouting: "Camera four, wait, camera five! Shoot! Ahh! Camera one! Camera one!" All of the direction helps, but it's still tough to keep up with every order coming your way. When someone's shouting in your ear, it's challenging to find the right camera on the GamePad, despite the fact that they're all clearly labelled.</p><p style="">I can't begin to imagine how Project Guard ties into a Star Fox game, but I almost think it could stand on its own. Hold on a second, I have about 30 robots closing in on my post and someone's yelling numbers into my ear. I gotta go!</p><p style=""><a href="http://www.gamespot.com/e3/">See more coverage of E3 2014 →</a></p> Wed, 11 Jun 2014 20:52:00 -0700 http://www.gamespot.com/articles/e3-2014-connecting-star-fox-on-wii-u-with-project-guard-and-project-giant-robot/1100-6420390/ http://www.gamespot.com/videos/e3-2014-jump-tanks-gameplay/2300-6419660/ 5 on 5 gameplay of Jump Tanks for PC. Wed, 11 Jun 2014 20:36:00 -0700 http://www.gamespot.com/videos/e3-2014-jump-tanks-gameplay/2300-6419660/ http://www.gamespot.com/articles/e3-2014-a-novice-s-take-on-the-fantastic-world-of-monser-hunter-4-ulitmate/1100-6420418/ <p style="">I've never before played Monster Hunter. It's a strange oversight considering the inherent appeal of not only discovering majestic animals, but slaying them with a sword big enough to double as a pole vault. Thankfully, that dinosaur-shaped hole in my gaming heart has finally been filled. Monster Hunter 4 Ultimate has introduced me to a wild world in which creatures great and small bow to my manly might, and I raise my first in celebration when the last beast falls to my wrath. Or at least, I would have raised my hand (and shouted a cheerful expletive) had I been the victor. Monster Hunter is a harsh enemy, though, one so thoughtless, so remorseless, that it dared not take it easy on me. Instead, I got the full Monster Hunter experience, and have the scars to prove it.</p><p style="">Not every animal in this land is a monster, or at least not what I would classify as such. If we're using <em>Jurassic Park</em> as a comparison (and that's my go-to reference point for all things dinosaur- and chaos-related), then there are bite-size pests similar to compsognathus (or compys, if you're feeling sassy) traveling in cautious herds. Now, don't be too lax around these little guys. John Hammond (in the book) found his sad end to their ravenous ways, after all, which reminds us that anything can be strong if it has enough friends to back it up. That's life advice directly from <em>Jurassic Park</em>.</p><div data-height="100%" data-width="100%" data-ref-id="2300-6419503" data-embed-type="video"><iframe src="/videos/embed/6419503/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">Although those popcorn shrimp aren't fierce enough to warrant being called "monsters," there are far scarier beasts about. Larger creatures that resembled dilophosaurus roamed with an authoritative air, daring me to come close to them. And because I'm not one to back down from a fight no matter how unfair the odds against me may seem, I ran headlong into battle to show why their kind is extinct while my kind rule the world. I was fighting for human pride so I couldn't let giant jaws get in the way of my victory. And it's in that encounter that I realized that it wise to humble</p><figure data-ref-id="1300-2563360" data-img-src="http://static1.gamespot.com/uploads/original/725/7253563/2563360-monster_hunter_3_ultimate-1.jpg" data-size="medium" data-align="left" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/725/7253563/2563360-monster_hunter_3_ultimate-1.jpg" data-ref-id="1300-2563360"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_medium/725/7253563/2563360-monster_hunter_3_ultimate-1.jpg"></a></figure><p style="">Monster Hunter does not care about making friends. And though it's an action role-playing game, there's enough nuance in the combat that rushing in without a proper strategy is a recipe for death. As I thrust blindly toward the dilophosaurus (which was much quicker than I had anticipated), I ended up stabbing air more often than not, and then found a pair of teeth in my backside for my effort. It is then that I realized the importance of health. I often take my health for granted, rarely realizing how blessed I am to be alive, and it's only when I'm struck by a debilitating cold that I understand how much I enjoy breathing. So once my health was depleted in Monster Hunter, I scurried away like a scared jackal, desperately searching my inventory for a lifestone that would restore my strength.</p><p style="">Luckily, my cowardice put me in an advantageous position. That dilophosaurus thing rushed toward me (always looking for a fight), but couldn't reach me. I had wisely climbed to higher ground while I drank my precious potion, so he was snorting and woofing right below me. What a maroon. So I did what any hunter who's more concerned with victory than honor would do: I leaped upon its head and cut into its delicious skin while he screamed and whined and tried to buck me off. Oh, how satisfying it was to turn the tables on my once-proud foe. It was too preoccupied with getting me off to attack (not that his teeth could have reached me anyway), so I flayed away without breaking stride. The majestic beast was cut down before he even knew what was coming.</p><figure data-ref-id="1300-2563361" data-img-src="http://static1.gamespot.com/uploads/original/725/7253563/2563361-url.jpg" data-size="medium" data-align="right" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/725/7253563/2563361-url.jpg" data-ref-id="1300-2563361"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_medium/725/7253563/2563361-url.jpg"></a></figure><p style="">Of course, all great things must end, so I was unceremoniously thrown to the dirt when my stamina was depleted. Once we were both on solid ground, the real fighting played out in earnest. It would gallop toward me, I would roll out of the way and hack its backside. It would slam its surprisingly muscular tail into my midsection, I would writhe on the ground gasping for breath. We danced and stabbed and growled and bled. It was the beautiful essence of man versus beast on a digital screen. Once I came to grips with the controls, I could adjust my gaze right toward the beast without hesitation, and dodge its many thrusts with acrobatic vigor. It was soon to be mincemeat, and I would be roasting its meat over a fire (I think that's a thing you can do), and wearing its pelt when the temperature dropped.</p><p style="">And then it did what all weaklings who can see their end coming eventually do: It fled. It rushed toward a cave that I couldn't enter, and it took me so long to realize the dilophosaurus had materialized on the other side of the map, I ran out of time before I could finish what I started. So disappointing. Now that I have tasted Monster Hunter, my curiosity is piqued, though I doubt I would return once the game comes out early next year, at least not on a handheld. The pleasure I drew from the game stemmed from getting an up-close look at fantastical creatures, but the limited hardware and screen size diluted that impact. It's a superficial reason, I know, but honesty is important. At least I finally understand why so many love this series, and can wonder what could have been if I was victorious.</p><p style=""><a href="http://www.gamespot.com/e3/">See more coverage of E3 2014 →</a></p><p style=""> </p><p style=""> </p><p style=""> </p><p style=""> </p><p style=""> </p> Wed, 11 Jun 2014 20:30:00 -0700 http://www.gamespot.com/articles/e3-2014-a-novice-s-take-on-the-fantastic-world-of-monser-hunter-4-ulitmate/1100-6420418/ http://www.gamespot.com/videos/e3-2014-hatsune-miku-project-diva-f-2nd-the-world-/2300-6419659/ Gameplay of The World Is Mine by Hatsune Miku. Wed, 11 Jun 2014 20:24:00 -0700 http://www.gamespot.com/videos/e3-2014-hatsune-miku-project-diva-f-2nd-the-world-/2300-6419659/ http://www.gamespot.com/videos/e3-2014-hohokum-interactable-environment-gameplay/2300-6419657/ Explore some of the interactable environments of Hohokum for PS4. Wed, 11 Jun 2014 20:02:00 -0700 http://www.gamespot.com/videos/e3-2014-hohokum-interactable-environment-gameplay/2300-6419657/ http://www.gamespot.com/videos/e3-2014-the-art-of-the-e3-trailer/2300-6419649/ A remix of some E3 2014 trailers and cinematics for your enjoyment. Wed, 11 Jun 2014 20:00:00 -0700 http://www.gamespot.com/videos/e3-2014-the-art-of-the-e3-trailer/2300-6419649/ http://www.gamespot.com/videos/e3-2014-hohokum-missile-dodge-gameplay/2300-6419656/ Dodge some missiles from the Elephant... thing... in Hohokum! Wed, 11 Jun 2014 19:59:00 -0700 http://www.gamespot.com/videos/e3-2014-hohokum-missile-dodge-gameplay/2300-6419656/ http://www.gamespot.com/articles/e3-2014-guilty-gear-xrd-sign-gives-me-a-hard-rock-anime-flashback/1100-6420416/ <p style="">Guilty Gear takes me back, back to my friend's basement, my college dorm room, and my first apartment. Bridget's <em>Simple Life</em> theme music still echoes in my mind, and I fondly remember going toe-to-toe against my friend's Ky with my Millia. While it wasn't the first fighting game I ever played, Guilty Gear, and the games that followed, made me appreciate the complexity--the nuance--that can only be found in the fighting genre. Needless to say, I'm glad it's back.</p><p style="">Playing the oddly-named <a href="/articles/guilty-gear-xrd-considered-for-next-gen-platforms-next-year/1100-6410426/" data-ref-id="1100-6410426">Guilty Gear Xrd -SIGN-</a> felt very familiar. Despite giving the Guilty Gear series a fresh new look, this game's underlying mechanics felt instantly recognizable to someone familiar with the series. The pacing of the fight, certain attacks and combos, even specific sound effects all brought with them a touch of nostalgia. Granted, I only had time to play two rounds, so I can't dive much deeper into the nuts and bolts, but suffice to say this is Guilty Gear as you remember it.</p><figure data-align="right" data-size="medium" data-img-src="http://static1.gamespot.com/uploads/original/949/9490474/2563331-pix_001_098.mov.still001.jpg" data-ref-id="1300-2563331" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/949/9490474/2563331-pix_001_098.mov.still001.jpg" data-ref-id="1300-2563331"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_medium/949/9490474/2563331-pix_001_098.mov.still001.jpg"></a><figcaption>PS3 and PS4 players can fight each other online.</figcaption></figure><p style="">In between my matches, I had time to speak with Daisuke Ishiwatari, chief creative officer of developer Arc System Works and father of the Guilty Gear series. When asked how working on a fighting game today compares to working on the original Guilty Gear series, Ishiwatari explained that this new Guilty Gear is, in many ways, a return to the series' roots--its foundation--from which the team can build upon and layer on greater complexity.</p><p style="">I also asked Ishiwatari about Guilty Gear Xrd -SIGN-'s single-player offerings. He confirmed that the team has some big plans for how they want to expand the story mode in this game. As for other amenities, such as mission mode and training mode, all he would say is that we can expect something similar to what this series has done in the past.</p><p style="">After that, I had to actually <em>play</em> the game in front of Ishiwatari, which felt not unlike hopping into a car with a NASCAR racer and driving straight into a wall. It's been a while, and my Guilty Gear is a little rusty. Hopefully I'll get it straightened out before Guilty Gear Xrd -SIGN- is released later this year on both PlayStation 3 and PlayStation 4.</p><p style=""><a href="http://www.gamespot.com/e3/">See more coverage of E3 2014 →</a></p><div data-embed-type="video" data-ref-id="2300-6419650" data-width="100%" data-height="100%"><iframe src="/videos/embed/6419650/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><div data-embed-type="video" data-ref-id="2300-6419652" data-width="100%" data-height="100%"><iframe src="/videos/embed/6419652/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""> </p> Wed, 11 Jun 2014 19:52:00 -0700 http://www.gamespot.com/articles/e3-2014-guilty-gear-xrd-sign-gives-me-a-hard-rock-anime-flashback/1100-6420416/ http://www.gamespot.com/articles/e3-2014-crytek-s-arena-of-fate-is-the-casual-moba-for-me/1100-6420415/ <figure data-align="center" data-size="large" data-img-src="http://static5.gamespot.com/uploads/original/1536/15366587/2563303-aof_keyart_withlogo.jpg" data-ref-id="1300-2563303" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static5.gamespot.com/uploads/original/1536/15366587/2563303-aof_keyart_withlogo.jpg" data-ref-id="1300-2563303"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1536/15366587/2563303-aof_keyart_withlogo.jpg"></a></figure><p style="">Let me preface this preview by saying I'm not much of a MOBA guy. When heroes clash in DOTA 2 and League of Legends, I usually cannot tell what is happening on the screen. It looks like an explosion of colours and particle effects--then suddenly, three characters are dead. I can't make strategic decisions if I can't understand what's going on. Arena of Fate, Crytek's new take on the MOBA genre, seems like it's designed for me. This is a MOBA that strips the core mechanics back to their basics, removing layers of complexity and ensuring visual feedback is immediately readable.</p><blockquote data-align="right"><p style="">It's a simpler MOBA, for simpler people--the kind who can't commit to matches that can last an hour.</p></blockquote><p style="">It's a simpler MOBA, for simpler people--the kind who can't commit to matches that can last an hour. To that end, every match in Arena of Fate is bound by a 20-minute time limit. It's a refreshingly short timespan for a single MOBA match, and will hopefully alleviate much of the anger that brews amongst the player base when they're unable to surrender a long match that they know they'll inevitably lose.</p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1536/15366587/2563307-aof_polyphemus_fenrir_helsing_avicenna.jpg" data-ref-id="1300-2563307" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1536/15366587/2563307-aof_polyphemus_fenrir_helsing_avicenna.jpg" data-ref-id="1300-2563307"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_super/1536/15366587/2563307-aof_polyphemus_fenrir_helsing_avicenna.jpg"></a></figure><p style="">With a shorter time limit, Crytek is taking conscious efforts to get you into player-versus-player conflict as quickly as possible. You won't spend time farming creeps or carefully levelling up--the smaller map design promotes an immediate clashing of heroes. You don't have to worry about stealing the experience points by being the last player to land a killing blow, either--kill XP is shared amongst the team in an area around the killer.</p><p style="">The teams of five against five select their heroes from the realms of folklore and fiction. I played as Alice, who spoke in verses from Alice in Wonderland, and threw mad hats, summoned white rabbits strapped to dynamite, and spawned playing card soldiers to block lanes. Other characters participating in my hands-on match included Sherlock Holmes, Robin Hood, Van Helsing, Jesse James, and Blackbeard.</p><figure data-align="right" data-size="medium" data-img-src="http://static2.gamespot.com/uploads/original/1536/15366587/2563302-aof_robinhood_fenrir_jacktheripper.jpg" data-ref-id="1300-2563302" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static2.gamespot.com/uploads/original/1536/15366587/2563302-aof_robinhood_fenrir_jacktheripper.jpg" data-ref-id="1300-2563302"><img src="http://static3.gamespot.com/uploads/ignore_jpg_scale_medium/1536/15366587/2563302-aof_robinhood_fenrir_jacktheripper.jpg"></a></figure><p style="">One key change to the MOBA formula that promotes faster play is the fact that you don't need to return to a vendor to buy items in Arena of Fate. Instead, you select a blank slot on the skill bar and choose what you want to purchase--after a few seconds, it's ready to use. This is a part of Crytek's conscious effort to cut out the downtime in a typical MOBA match--the developer wants you clashing with players as much as possible, because this is by far the most exciting aspect of the genre.</p><p style="">Arena of Fate still conforms to the MOBA genre's typical victory condition--destroy the opposing team's main base--but adds a new one based on points. The team with the most points at the end of the 20 minutes will win, regardless of whether their opposition's base goes down. Points are earned for destroying defensive towers along each lane, by killing large neutral creatures at the center of the map, or by accruing player kills. The result is a MOBA that commits completely to its 20-minute time limit, resulting in a simpler, more accessible, and more readable game for those who might be intimidated by the genre. In case I didn't labour the point, that such person is me.</p><p style=""><a href="http://www.gamespot.com/e3/">See more coverage of E3 2014 →</a></p> Wed, 11 Jun 2014 19:44:00 -0700 http://www.gamespot.com/articles/e3-2014-crytek-s-arena-of-fate-is-the-casual-moba-for-me/1100-6420415/ http://www.gamespot.com/articles/e3-2014-telltale-tells-tall-tales-in-tales-from-the-borderlands/1100-6420413/ <div data-embed-type="video" data-ref-id="2300-6416490" data-width="100%" data-height="100%"><iframe src="/videos/embed/6416490/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">After crafting nuanced, human drama in The Walking Dead, and exploring the complex, murky characters of The Wolf Among Us, Telltale Games is returning to its sillier side with Tales from the Borderlands. It's a strange crossover project with Gearbox: a game that conforms to the Telltale adventure formula, but one that's set in the Borderlands universe and incorporates elements of the first-person shooter series. You have money, you have a loot system, you'll equip and control a large robot in a complex scripted sequence--but you probably won't find the emotional resonance of Telltale's more recent games.</p><p style="">Telltale disagrees; it feels that if you look past Borderlands' fast-paced action, explosive weaponry and looting cycle, you'll find a truly human story beneath it all. It's that human side that the developer is attempting to explore in Tales from the Borderlands--but after seeing the opening forty minutes of the first episode, I was left feeling like the developer was grasping at straws. The dialogue was poorly written, coming across as Borderlands fan fiction rather than something immediately relatable, and the attempts at jokes fell flat. Vocal delivery was a strong point, with this <i>probably </i>being the first Telltale game to feature Nolan North.</p><figure data-align="right" data-size="medium" data-img-src="http://static1.gamespot.com/uploads/original/1197/11970954/2524096-tales_rhys_loaderbot.jpg" data-ref-id="1300-2524096" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1197/11970954/2524096-tales_rhys_loaderbot.jpg" data-ref-id="1300-2524096"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_medium/1197/11970954/2524096-tales_rhys_loaderbot.jpg"></a></figure><p style="">The perspective was split between two protagonists, with control jumping from Rhys, an employee of the evil Hyperion Corporation, to Fiona, a grafter looking to get off the planet of Pandora after one last heist. The plot unfolds as a framed narrative as the two search for a Vault Key, with the choices you make in the present affecting how the next flashbacks play out. You're essentially rewriting your own immediate past to make yourself sound more impressive, which fits within the spirit of Borderlands.</p><p style="">Within this unique structure, the Telltale formula established by The Walking Dead and The Wolf Among Us plays out. You speak to other characters, investigate items, and participate in heavily-scripted quick-time events. A couple of new systems have been added: a wallet, and a loot collection--but Telltale wasn't yet willing to elaborate on how they functioned.</p><blockquote><p style="">A couple of new systems have been added: a wallet, and a loot collection.</p></blockquote><p style="">The best praise I can think to give what I saw of Tales from the Borderlands is that it draws authentically from the Borderlands universe. But I've never found that universe to be particularly deep, or suited to long dialogue exchanges and exploration of character depth. Telltale has demonstrated that those two things are the developer's key strengths. Though Telltale isn't a stranger to comedy, the dark, wacky tone of Borderlands did not feel like a unique-enough hook. Being a five episode piece, Tales from the Borderlands could be a slow burn, but what I saw looked like an unfortunate step back for Telltale.</p><p style=""><a href="http://www.gamespot.com/e3/">See more coverage of E3 2014 →</a></p> Wed, 11 Jun 2014 19:43:00 -0700 http://www.gamespot.com/articles/e3-2014-telltale-tells-tall-tales-in-tales-from-the-borderlands/1100-6420413/ http://www.gamespot.com/videos/e3-2014-guilty-gear-xrd-sign-ramlethal-vs-bedman/2300-6419652/ Check out this gameplay of Guilty Gear Xrd -SIGN- of Ramlethal Vs. Bedman from E3 2014. Wed, 11 Jun 2014 19:33:00 -0700 http://www.gamespot.com/videos/e3-2014-guilty-gear-xrd-sign-ramlethal-vs-bedman/2300-6419652/ http://www.gamespot.com/videos/e3-2014-dying-light-impressions/2300-6419653/ Shaun and Kevin discuss how Dying Light is Dead Island and Assassin's Creed's baby. Wed, 11 Jun 2014 19:31:00 -0700 http://www.gamespot.com/videos/e3-2014-dying-light-impressions/2300-6419653/ http://www.gamespot.com/videos/e3-2014-super-smash-bros-roundtable-with-masahiro-/2300-6419651/ Learn about the fighting mechanics, amiibo figures, and other features of Super Smash Bros. in this roundtable discussion with Masahiro Sakurai. Wed, 11 Jun 2014 19:30:00 -0700 http://www.gamespot.com/videos/e3-2014-super-smash-bros-roundtable-with-masahiro-/2300-6419651/ http://www.gamespot.com/articles/e3-2014-i-was-impressed-by-lords-of-the-fallen/1100-6420414/ <div data-embed-type="video" data-ref-id="2300-6419565" data-width="100%" data-height="100%"><iframe src="/videos/embed/6419565/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""><a href="/lords-of-the-fallen/" data-ref-id="false">Lords of the Fallen </a>is an action role-playing game with dark, claustrophobic corridors, brutal enemies, and huge bosses. In other words, it looks like Dark Souls.</p><p dir="ltr" style="">And yet, I left my hour-long demo of <a href="/companies/ci-games/" data-ref-id="false">CI Games</a> and Deck13 Interactive's upcoming game encouraged by the project and confident that the developers are making something very different. From what I saw and played, Lords of the Fallen is not just <a href="/dark-souls/" data-ref-id="false">Dark Souls</a> reskinned. Between its interesting implementations of weaponry and magic and its personal and choice-driven story, it has the potential to be a competent action RPG and a competitor to the Souls series.</p><p dir="ltr" style="">Before I got hands-on with the game, I had the chance to talk to Deck13's creative director, Jan Klose. He told me that the developers fully and enthusiastically acknowledge Lords of the Fallen's similarity with Dark Souls. The game is heavily inspired by the success of <a href="/companies/from-software/" data-ref-id="false">From Software's</a> franchise, but CI and Deck13 think that the formula could be streamlined and improved. Klose easily admitted that Lords of the Fallen is meant to have a lower level of entry than Dark Souls. Specifically, he said that the developers want the game to be "hard, but not punishing."</p><p dir="ltr" style="">Then, I was able to play an hour of Lords of the Fallen. In my first battle after the demo started, I encountered a creature that was hulking, humanoid, and wielding a sword. Growths grew from its body and its skeletal arms swung wildly as it charged. The creature attacked erratically and I couldn't discern a pattern governing its moves, which, Klose told me, was because it was blind. The creature reacted to the sounds my character made. This explained their unpredictability, and it made for some humorous moments when it sprinted into a wall that I had just moved away from.</p><p dir="ltr" style="">Klose emphasized that there will be a huge array of different enemy types in the game, some with certain traits like blindness that differentiate them from the rest. The developers are striving to avoid rote, repetitive battles and to create moments that feel genuinely nuanced and unexpected, even if you play a sequence again and again.</p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1539/15391776/2563299-2819712683-25610.jpg" data-ref-id="1300-2563299" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1539/15391776/2563299-2819712683-25610.jpg" data-ref-id="1300-2563299"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1539/15391776/2563299-2819712683-25610.jpg"></a></figure><p dir="ltr" style="">This design choice apparently didn't apply to boss fights, however. Thirty minutes into the demo, after fighting through several enemies including spiders and a heavily armored knight, I entered an arena containing a massive boss. After about a minute of avoiding the monster, I fully understood its pattern and was able to put together the necessary attack plan with ease. The fight was simply an exercise in concentration. The boss battle stood out because, in contrast to the rest of the demo, it didn't reflect the developers' philosophy of making diverse and engaging fights.</p><p dir="ltr" style="">On a more promising note, the demo fulfilled Klose's initial statement that the game would have a great number of options for approaching combat and developing your character. I especially enjoyed the weapon selection. I used a sword, a staff, and a pair of giant gloves with blades jutting from them. I preferred the sword, but the giant claws were fun to use, if just for their absurdity. They shredded through enemies, and their damage multiplied when I strung their attacks into combos.</p><p dir="ltr" style="">The developers are taking an unusual approach to magic, as well. Gauntlets in Lords of the Fallen act as magical slingshots. They enable your character to perform a variety of ranged magical attacks, such as throwing fire grenades. Your character can also use spells independently of gauntlets. A combination of three spells is chosen at character creation and constant throughout the game. The spell I relied on was a powerful fire blast that used up all of my mana but took away over three quarters of the health of lower-level enemies. I often used it as a last resort when I found myself cornered by multiple monsters, because it hit every enemy in front of me at once.</p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1539/15391776/2563300-6724500661-25610.jpg" data-ref-id="1300-2563300" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1539/15391776/2563300-6724500661-25610.jpg" data-ref-id="1300-2563300"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_super/1539/15391776/2563300-6724500661-25610.jpg"></a></figure><p dir="ltr" style="">What the demo didn't show, however, was the most intriguing and mysterious element of the game: its story. You play as a criminal named Harkyn who is given an opportunity to redeem himself by fighting against a demon invasion. I asked Klose to elaborate more on the moment-to-moment progression of the story, and he revealed to me that the narrative is not linear. Instead, you will have to face moral decisions as the protagonist either becomes a hero, goes rogue and joins the villains, or chooses a path somewhere in between. The decisions will be intensely personal and will drive Harkyn's progression throughout the world. Klose also told me that there will, indeed, be several endings to the story, with variations within each ending, as well.</p><p style="">At the end of the demo, I felt pleasantly surprised. Lords of the Fallen is not the shameless Dark Souls clone that people thought it might be. Instead, it felt like a genuine competitor in an area dominated by the Souls games. It is often brutally difficult, but it is not punishing. Each battle is a puzzle, enemies act unpredictably, there are a number of different ways to fight, and the story is full of potential. I am excited to see what Lords of the Fallen has to offer when it releases this fall for PlayStation 4, Xbox One, and PC.</p><p style=""><a href="http://www.gamespot.com/e3/">See more coverage of E3 2014 →</a></p> Wed, 11 Jun 2014 19:18:00 -0700 http://www.gamespot.com/articles/e3-2014-i-was-impressed-by-lords-of-the-fallen/1100-6420414/ http://www.gamespot.com/articles/e3-2014-dead-island-2-is-a-less-serious-more-carefree-form-of-zombie-bashing/1100-6420417/ <p style="">It was going to take a lot for me to come away impressed with a Dead Island sequel. But there are signs that Dead Island 2 is going to improve upon its predecessor. For starters, it's getting a fresh development team in the form of Yager, the studio behind Spec Ops: The Line and the upcoming "aerial armada" game Dreadnought. Also, despite the name, it's not actually set on an island, and instead takes place on the west coast of America in sunny California.</p><div data-embed-type="video" data-ref-id="2300-6419563" data-width="100%" data-height="100%"><iframe src="/videos/embed/6419563/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><h2>Welcome to California. Bring guns.</h2><p style="">Leaving the tropical island of Banoi behind for the vast expanses of California is quite the change, although just how much of the western state is making it into the game isn't clear. What I do know, though, is that the likes of LA's beaches, San Francisco's pier, and the Hollywood Hills are being touted as locations. Instead of largely uninhabited swathes of jungle, there will be houses, and offices, and regular joes trying to live out their lives in the middle of zombie apocalypse. Well, some regular joes at least. According to Dead Island 2 lore, the entire state of California was declared a quarantine zone by the US government, leaving just a handful of people around to fight it out amongst the zombie hordes. Cue the introduction of Dead Island's merry band of zombie-bashing zealots.</p><h2>Max has a cat, and his name is Rick Furry.</h2><p style="">Leading the charge from a clapped out van is Max and his cat companion Rick Furry, which--in a rather odd moment--Yager confessed to being the first motion-captured cat in a video game. You maybe remember Max from the trailer, or at least his foot, as he jumped out of the van to pick up a shoe. He's the fun-loving, adrenaline junkie type, the sort that that wants to get out there and smash some skulls in a bid to clean up the streets of California. Trouble is, he's not immune to the zombie virus. Enter Bezerker, Hunter, Bishop, and Speeder, Dead Island 2's collection of zombie-immune heroes that roam the streets of California. You're not the only one's causing havok on the streets, though. Other militarized factions and the US government will be there, guns blazing, waiting to take you down.</p><p style=""> </p><h2>Merry Melee</h2><p style=""> </p><p style="">Speaking of guns, there will be projectile weapons in the game--including an AK47 and some neat flame-powered crossbows--but like its predecessors, Dead Island 2 focuses on melee combat. Crafting all kinds of kooky weapons from scavenged parts around the island will give you plenty of ways to bludgeon and chop zombies up, while the introduction of dual wielding means you don't have to give up your favorite slasher in order to have something long-range. Also new to series will be motorized weapons--hedge trimmers, chainsaws and the like--which you'll also be able to modify a la <a href="/dead-rising/" data-ref-id="false">Dead Rising</a>. They'll be noisy, though, attracting zombies, while the fuel to power them will be in short supply.</p><p style=""> </p><h2>Killer combat</h2><p style=""> </p><p style="">Whether these additions will make combat more fun, though, remains to be seen. I was never a fan of the combat in Dead Island; it always felt too slow and too awkward to be truly enjoyable, while the animations attached to them--particularly the disembodied leg kicking--were hilariously janky. Thanks to my time with Dead Island 2 being a hands-off demo, I can't give you a definitive answer on whether it fixes any of my gripes, but--thanks in part to its Unreal Engine 4 visuals--it certainly looked the part. Sledgehammers sent zombies rocketing into to the air, huge axes sliced them apart in an explosion of blood and guts, while flaming crossbow projectiles started up a smoking zombie BBQ.</p><p style=""> </p><h2>Zombie, run!</h2><p style=""> </p><p style="">Yager says the aim with Dead Island 2 was to make the combat less realistic and more entertaining. That's a positive change in my book, and based on the demo I saw, it's definitely looking less awkward than its predecessor. There are some other positive changed to the game too, including a new fury attack for the heroes, and "social" multiplayer that lets up 8 players share a map, and either compete, cooperate, or simply co-exist on it. Sadly, like many of the games announced at E3 this year, Dead Island 2 isn't being released (on Xbox One, PS4, and PC) until 2015, but we are at least getting a window of "spring."</p> Wed, 11 Jun 2014 19:16:00 -0700 http://www.gamespot.com/articles/e3-2014-dead-island-2-is-a-less-serious-more-carefree-form-of-zombie-bashing/1100-6420417/

Gamespot's Site MashupE3 2014: Connecting Star Fox on Wii U with Project Guard and Project Giant RobotE3 2014: Jump Tanks GameplayE3 2014: A Novice's Take on the Fantastic World of Monser Hunter 4 UlitmateE3 2014: Hatsune Miku: Project DIVA F 2nd The World Is Mine GameplayE3 2014: Hohokum Interactable Environment GameplayE3 2014: The Art of the E3 TrailerE3 2014: Hohokum Missile Dodge GameplayE3 2014: Guilty Gear Xrd -SIGN- Gives Me a Hard Rock Anime FlashbackE3 2014: Crytek's Arena of Fate is the Casual MOBA for MeE3 2014: Telltale Tells Tall Tales in Tales from the BorderlandsE3 2014: Guilty Gear Xrd -SIGN- Ramlethal Vs. BedmanE3 2014: Dying Light ImpressionsE3 2014: Super Smash Bros. Roundtable with Masahiro SakuraiE3 2014: I Was Impressed By Lords of the FallenE3 2014: Dead Island 2 is a Less Serious, More Carefree Form of Zombie Bashing

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Wed, 11 Jun 2014 20:57:41 -0700 http://www.gamespot.com/articles/e3-2014-connecting-star-fox-on-wii-u-with-project-guard-and-project-giant-robot/1100-6420390/ <p style="">Nintendo announced a new <a href="/star-fox-wii-u/" data-ref-id="false">Star Fox</a> for Wii U at E3 2014. Hooray! Developer legend Shigeru Miyamoto is on the project, trying to think of creative ways to make the maligned GamePad work with, presumably, doing a bunch of barrel rolls and ignoring Slippy.</p><p style="">Nintendo is showing off Star Fox, which Justin Haywald has already played, and two other tech demos, titled Project Giant Robot and Project Guard. But the robots in Project Guard look like the same as the one in the Star Fox demo. Is there a connection between all three? Are these two tech demos indicative of what might appear in the new Star Fox? "You noticed something very nice there," said Miyamoto to GameSpot when quizzed on the similarities.</p><p style="">"Today, I'm only answering questions about the Star Fox games. But, there will be multiple different kinds of missions in the Star Fox games, so maybe something like that could appear. And I think the robot that came down from the helicopter is the same robot that you were shooting in the security game."</p><figure data-align="center" data-size="large" data-img-src="http://static2.gamespot.com/uploads/original/1197/11970954/2558128-starfox.jpg" data-ref-id="1300-2558128" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static2.gamespot.com/uploads/original/1197/11970954/2558128-starfox.jpg" data-ref-id="1300-2558128"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1197/11970954/2558128-starfox.jpg"></a></figure><p style="">As for the two tech demos, I had a go at Project Giant Robot and Peter Brown looked into Project Guard:</p><h3>Project Giant Robot</h3><p style="">My first robot was a joke. It had two heads instead of feet, for a start. But who can blame me? I also gave him a cannon for a crotch, because it looked a bit phallic, and stretched the torso so it was as long and thin as possible. Which is probably also a bit phallic, thinking about it.</p><p style="">My first robot wasn't very good at combat. What a dick.</p><p style="">My second robot, meanwhile, was a rock-em, sock-em fighting machine. With its thick, rotund legs it could easily withstand the attacks of its enemies, and its low centre of gravity meant that it was solid and stable. In Nintendo's Project Giant Robot tech demo, the objective is to stay standing. I still fell over occasionally.</p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1406/14063904/2563373-projectrobo.jpg" data-ref-id="1300-2563373" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1406/14063904/2563373-projectrobo.jpg" data-ref-id="1300-2563373"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_super/1406/14063904/2563373-projectrobo.jpg"></a></figure><p style="">Designed in part by Nintendo legend Shigeru Miyamoto, Project Giant Robot is one of the company's tech experiments as it tries to figure out how to make games for the maligned GamePad. I'd say a fight between towering robots, both the size of skyscrapers and potentially <i>made</i> out of skyscrapers, is a good start. You swing the left and right sticks to swing your robot's left and right arms, and you plod forward using the right trigger. The robot's orientation is controlled by the GamePad's gyro, so you need to swing the thing around as you punch to try and build up the required momentum to floor your opponent. These robots fight against a backdrop of skyscrapers, with the GamePad screen taking a first-person view and the TV itself showing the robotic brawl from a helicopter.</p><p style="">Fighting is all a question of balance, really, and I had the most success in building up a bit of momentum and then just steamrolling over any rival robots. I've always found that motion controls tend to work best when they're used alongside big, sweeping physical moments, which is a natural pairing for these colossal, lumbering machines. Make no mistake: this is not attempting to create precise, technical fights, and I'll admit that I only really won most bouts by simply falling on the opposition. But it was falling with style.</p><h3>Project Guard</h3><p dir="ltr" style="">Based on screenshots and gameplay footage alone, Project Guard isn't a game that screams "excitement," but Shigeru Miyamoto's experimental Wii U tower-defense game will definitely keep you on your toes. The structure that you're trying to protect is in the middle of a labyrinth that's under invasion from robots, and you've got a dozen cameras equipped with laser cannons to monitor and destroy invaders. Each camera is represented on your TV, but you can only control one at a time, which is represented as a large screen in the middle, which is then surrounded by smaller screens from the rest of the array.</p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1406/14063904/2563374-projectguard.jpg" data-ref-id="1300-2563374" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1406/14063904/2563374-projectguard.jpg" data-ref-id="1300-2563374"><img src="http://static3.gamespot.com/uploads/ignore_jpg_scale_super/1406/14063904/2563374-projectguard.jpg"></a></figure><p dir="ltr" style="">If you look down at the GamePad screen, you get an overhead view of the labyrinth and the position of cameras and incoming enemies. The only way to switch the active camera is by tapping camera icons on the GamePad, but that creates a problem: when you're looking at the labyrinth-map, you can't possibly monitor what's happening on the TV. Monitoring a dozen cameras, switching between them, and firing at incoming enemies is supremely challenging for one person.</p><p dir="ltr" style="">Project Guard begs for multiple sets of eyes. With a friend by your side, it's easier to keep track of every camera angle, but the action is still overwhelmingly frantic. It starts slow enough, but eventually, your partner is shouting: "Camera four, wait, camera five! Shoot! Ahh! Camera one! Camera one!" All of the direction helps, but it's still tough to keep up with every order coming your way. When someone's shouting in your ear, it's challenging to find the right camera on the GamePad, despite the fact that they're all clearly labelled.</p><p style="">I can't begin to imagine how Project Guard ties into a Star Fox game, but I almost think it could stand on its own. Hold on a second, I have about 30 robots closing in on my post and someone's yelling numbers into my ear. I gotta go!</p><p style=""><a href="http://www.gamespot.com/e3/">See more coverage of E3 2014 →</a></p> Wed, 11 Jun 2014 20:52:00 -0700 http://www.gamespot.com/articles/e3-2014-connecting-star-fox-on-wii-u-with-project-guard-and-project-giant-robot/1100-6420390/ http://www.gamespot.com/videos/e3-2014-jump-tanks-gameplay/2300-6419660/ 5 on 5 gameplay of Jump Tanks for PC. Wed, 11 Jun 2014 20:36:00 -0700 http://www.gamespot.com/videos/e3-2014-jump-tanks-gameplay/2300-6419660/ http://www.gamespot.com/articles/e3-2014-a-novice-s-take-on-the-fantastic-world-of-monser-hunter-4-ulitmate/1100-6420418/ <p style="">I've never before played Monster Hunter. It's a strange oversight considering the inherent appeal of not only discovering majestic animals, but slaying them with a sword big enough to double as a pole vault. Thankfully, that dinosaur-shaped hole in my gaming heart has finally been filled. Monster Hunter 4 Ultimate has introduced me to a wild world in which creatures great and small bow to my manly might, and I raise my first in celebration when the last beast falls to my wrath. Or at least, I would have raised my hand (and shouted a cheerful expletive) had I been the victor. Monster Hunter is a harsh enemy, though, one so thoughtless, so remorseless, that it dared not take it easy on me. Instead, I got the full Monster Hunter experience, and have the scars to prove it.</p><p style="">Not every animal in this land is a monster, or at least not what I would classify as such. If we're using <em>Jurassic Park</em> as a comparison (and that's my go-to reference point for all things dinosaur- and chaos-related), then there are bite-size pests similar to compsognathus (or compys, if you're feeling sassy) traveling in cautious herds. Now, don't be too lax around these little guys. John Hammond (in the book) found his sad end to their ravenous ways, after all, which reminds us that anything can be strong if it has enough friends to back it up. That's life advice directly from <em>Jurassic Park</em>.</p><div data-height="100%" data-width="100%" data-ref-id="2300-6419503" data-embed-type="video"><iframe src="/videos/embed/6419503/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">Although those popcorn shrimp aren't fierce enough to warrant being called "monsters," there are far scarier beasts about. Larger creatures that resembled dilophosaurus roamed with an authoritative air, daring me to come close to them. And because I'm not one to back down from a fight no matter how unfair the odds against me may seem, I ran headlong into battle to show why their kind is extinct while my kind rule the world. I was fighting for human pride so I couldn't let giant jaws get in the way of my victory. And it's in that encounter that I realized that it wise to humble</p><figure data-ref-id="1300-2563360" data-img-src="http://static1.gamespot.com/uploads/original/725/7253563/2563360-monster_hunter_3_ultimate-1.jpg" data-size="medium" data-align="left" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/725/7253563/2563360-monster_hunter_3_ultimate-1.jpg" data-ref-id="1300-2563360"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_medium/725/7253563/2563360-monster_hunter_3_ultimate-1.jpg"></a></figure><p style="">Monster Hunter does not care about making friends. And though it's an action role-playing game, there's enough nuance in the combat that rushing in without a proper strategy is a recipe for death. As I thrust blindly toward the dilophosaurus (which was much quicker than I had anticipated), I ended up stabbing air more often than not, and then found a pair of teeth in my backside for my effort. It is then that I realized the importance of health. I often take my health for granted, rarely realizing how blessed I am to be alive, and it's only when I'm struck by a debilitating cold that I understand how much I enjoy breathing. So once my health was depleted in Monster Hunter, I scurried away like a scared jackal, desperately searching my inventory for a lifestone that would restore my strength.</p><p style="">Luckily, my cowardice put me in an advantageous position. That dilophosaurus thing rushed toward me (always looking for a fight), but couldn't reach me. I had wisely climbed to higher ground while I drank my precious potion, so he was snorting and woofing right below me. What a maroon. So I did what any hunter who's more concerned with victory than honor would do: I leaped upon its head and cut into its delicious skin while he screamed and whined and tried to buck me off. Oh, how satisfying it was to turn the tables on my once-proud foe. It was too preoccupied with getting me off to attack (not that his teeth could have reached me anyway), so I flayed away without breaking stride. The majestic beast was cut down before he even knew what was coming.</p><figure data-ref-id="1300-2563361" data-img-src="http://static1.gamespot.com/uploads/original/725/7253563/2563361-url.jpg" data-size="medium" data-align="right" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/725/7253563/2563361-url.jpg" data-ref-id="1300-2563361"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_medium/725/7253563/2563361-url.jpg"></a></figure><p style="">Of course, all great things must end, so I was unceremoniously thrown to the dirt when my stamina was depleted. Once we were both on solid ground, the real fighting played out in earnest. It would gallop toward me, I would roll out of the way and hack its backside. It would slam its surprisingly muscular tail into my midsection, I would writhe on the ground gasping for breath. We danced and stabbed and growled and bled. It was the beautiful essence of man versus beast on a digital screen. Once I came to grips with the controls, I could adjust my gaze right toward the beast without hesitation, and dodge its many thrusts with acrobatic vigor. It was soon to be mincemeat, and I would be roasting its meat over a fire (I think that's a thing you can do), and wearing its pelt when the temperature dropped.</p><p style="">And then it did what all weaklings who can see their end coming eventually do: It fled. It rushed toward a cave that I couldn't enter, and it took me so long to realize the dilophosaurus had materialized on the other side of the map, I ran out of time before I could finish what I started. So disappointing. Now that I have tasted Monster Hunter, my curiosity is piqued, though I doubt I would return once the game comes out early next year, at least not on a handheld. The pleasure I drew from the game stemmed from getting an up-close look at fantastical creatures, but the limited hardware and screen size diluted that impact. It's a superficial reason, I know, but honesty is important. At least I finally understand why so many love this series, and can wonder what could have been if I was victorious.</p><p style=""><a href="http://www.gamespot.com/e3/">See more coverage of E3 2014 →</a></p><p style=""> </p><p style=""> </p><p style=""> </p><p style=""> </p><p style=""> </p> Wed, 11 Jun 2014 20:30:00 -0700 http://www.gamespot.com/articles/e3-2014-a-novice-s-take-on-the-fantastic-world-of-monser-hunter-4-ulitmate/1100-6420418/ http://www.gamespot.com/videos/e3-2014-hatsune-miku-project-diva-f-2nd-the-world-/2300-6419659/ Gameplay of The World Is Mine by Hatsune Miku. Wed, 11 Jun 2014 20:24:00 -0700 http://www.gamespot.com/videos/e3-2014-hatsune-miku-project-diva-f-2nd-the-world-/2300-6419659/ http://www.gamespot.com/videos/e3-2014-hohokum-interactable-environment-gameplay/2300-6419657/ Explore some of the interactable environments of Hohokum for PS4. Wed, 11 Jun 2014 20:02:00 -0700 http://www.gamespot.com/videos/e3-2014-hohokum-interactable-environment-gameplay/2300-6419657/ http://www.gamespot.com/videos/e3-2014-the-art-of-the-e3-trailer/2300-6419649/ A remix of some E3 2014 trailers and cinematics for your enjoyment. Wed, 11 Jun 2014 20:00:00 -0700 http://www.gamespot.com/videos/e3-2014-the-art-of-the-e3-trailer/2300-6419649/ http://www.gamespot.com/videos/e3-2014-hohokum-missile-dodge-gameplay/2300-6419656/ Dodge some missiles from the Elephant... thing... in Hohokum! Wed, 11 Jun 2014 19:59:00 -0700 http://www.gamespot.com/videos/e3-2014-hohokum-missile-dodge-gameplay/2300-6419656/ http://www.gamespot.com/articles/e3-2014-guilty-gear-xrd-sign-gives-me-a-hard-rock-anime-flashback/1100-6420416/ <p style="">Guilty Gear takes me back, back to my friend's basement, my college dorm room, and my first apartment. Bridget's <em>Simple Life</em> theme music still echoes in my mind, and I fondly remember going toe-to-toe against my friend's Ky with my Millia. While it wasn't the first fighting game I ever played, Guilty Gear, and the games that followed, made me appreciate the complexity--the nuance--that can only be found in the fighting genre. Needless to say, I'm glad it's back.</p><p style="">Playing the oddly-named <a href="/articles/guilty-gear-xrd-considered-for-next-gen-platforms-next-year/1100-6410426/" data-ref-id="1100-6410426">Guilty Gear Xrd -SIGN-</a> felt very familiar. Despite giving the Guilty Gear series a fresh new look, this game's underlying mechanics felt instantly recognizable to someone familiar with the series. The pacing of the fight, certain attacks and combos, even specific sound effects all brought with them a touch of nostalgia. Granted, I only had time to play two rounds, so I can't dive much deeper into the nuts and bolts, but suffice to say this is Guilty Gear as you remember it.</p><figure data-align="right" data-size="medium" data-img-src="http://static1.gamespot.com/uploads/original/949/9490474/2563331-pix_001_098.mov.still001.jpg" data-ref-id="1300-2563331" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/949/9490474/2563331-pix_001_098.mov.still001.jpg" data-ref-id="1300-2563331"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_medium/949/9490474/2563331-pix_001_098.mov.still001.jpg"></a><figcaption>PS3 and PS4 players can fight each other online.</figcaption></figure><p style="">In between my matches, I had time to speak with Daisuke Ishiwatari, chief creative officer of developer Arc System Works and father of the Guilty Gear series. When asked how working on a fighting game today compares to working on the original Guilty Gear series, Ishiwatari explained that this new Guilty Gear is, in many ways, a return to the series' roots--its foundation--from which the team can build upon and layer on greater complexity.</p><p style="">I also asked Ishiwatari about Guilty Gear Xrd -SIGN-'s single-player offerings. He confirmed that the team has some big plans for how they want to expand the story mode in this game. As for other amenities, such as mission mode and training mode, all he would say is that we can expect something similar to what this series has done in the past.</p><p style="">After that, I had to actually <em>play</em> the game in front of Ishiwatari, which felt not unlike hopping into a car with a NASCAR racer and driving straight into a wall. It's been a while, and my Guilty Gear is a little rusty. Hopefully I'll get it straightened out before Guilty Gear Xrd -SIGN- is released later this year on both PlayStation 3 and PlayStation 4.</p><p style=""><a href="http://www.gamespot.com/e3/">See more coverage of E3 2014 →</a></p><div data-embed-type="video" data-ref-id="2300-6419650" data-width="100%" data-height="100%"><iframe src="/videos/embed/6419650/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><div data-embed-type="video" data-ref-id="2300-6419652" data-width="100%" data-height="100%"><iframe src="/videos/embed/6419652/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""> </p> Wed, 11 Jun 2014 19:52:00 -0700 http://www.gamespot.com/articles/e3-2014-guilty-gear-xrd-sign-gives-me-a-hard-rock-anime-flashback/1100-6420416/ http://www.gamespot.com/articles/e3-2014-crytek-s-arena-of-fate-is-the-casual-moba-for-me/1100-6420415/ <figure data-align="center" data-size="large" data-img-src="http://static5.gamespot.com/uploads/original/1536/15366587/2563303-aof_keyart_withlogo.jpg" data-ref-id="1300-2563303" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static5.gamespot.com/uploads/original/1536/15366587/2563303-aof_keyart_withlogo.jpg" data-ref-id="1300-2563303"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1536/15366587/2563303-aof_keyart_withlogo.jpg"></a></figure><p style="">Let me preface this preview by saying I'm not much of a MOBA guy. When heroes clash in DOTA 2 and League of Legends, I usually cannot tell what is happening on the screen. It looks like an explosion of colours and particle effects--then suddenly, three characters are dead. I can't make strategic decisions if I can't understand what's going on. Arena of Fate, Crytek's new take on the MOBA genre, seems like it's designed for me. This is a MOBA that strips the core mechanics back to their basics, removing layers of complexity and ensuring visual feedback is immediately readable.</p><blockquote data-align="right"><p style="">It's a simpler MOBA, for simpler people--the kind who can't commit to matches that can last an hour.</p></blockquote><p style="">It's a simpler MOBA, for simpler people--the kind who can't commit to matches that can last an hour. To that end, every match in Arena of Fate is bound by a 20-minute time limit. It's a refreshingly short timespan for a single MOBA match, and will hopefully alleviate much of the anger that brews amongst the player base when they're unable to surrender a long match that they know they'll inevitably lose.</p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1536/15366587/2563307-aof_polyphemus_fenrir_helsing_avicenna.jpg" data-ref-id="1300-2563307" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1536/15366587/2563307-aof_polyphemus_fenrir_helsing_avicenna.jpg" data-ref-id="1300-2563307"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_super/1536/15366587/2563307-aof_polyphemus_fenrir_helsing_avicenna.jpg"></a></figure><p style="">With a shorter time limit, Crytek is taking conscious efforts to get you into player-versus-player conflict as quickly as possible. You won't spend time farming creeps or carefully levelling up--the smaller map design promotes an immediate clashing of heroes. You don't have to worry about stealing the experience points by being the last player to land a killing blow, either--kill XP is shared amongst the team in an area around the killer.</p><p style="">The teams of five against five select their heroes from the realms of folklore and fiction. I played as Alice, who spoke in verses from Alice in Wonderland, and threw mad hats, summoned white rabbits strapped to dynamite, and spawned playing card soldiers to block lanes. Other characters participating in my hands-on match included Sherlock Holmes, Robin Hood, Van Helsing, Jesse James, and Blackbeard.</p><figure data-align="right" data-size="medium" data-img-src="http://static2.gamespot.com/uploads/original/1536/15366587/2563302-aof_robinhood_fenrir_jacktheripper.jpg" data-ref-id="1300-2563302" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static2.gamespot.com/uploads/original/1536/15366587/2563302-aof_robinhood_fenrir_jacktheripper.jpg" data-ref-id="1300-2563302"><img src="http://static3.gamespot.com/uploads/ignore_jpg_scale_medium/1536/15366587/2563302-aof_robinhood_fenrir_jacktheripper.jpg"></a></figure><p style="">One key change to the MOBA formula that promotes faster play is the fact that you don't need to return to a vendor to buy items in Arena of Fate. Instead, you select a blank slot on the skill bar and choose what you want to purchase--after a few seconds, it's ready to use. This is a part of Crytek's conscious effort to cut out the downtime in a typical MOBA match--the developer wants you clashing with players as much as possible, because this is by far the most exciting aspect of the genre.</p><p style="">Arena of Fate still conforms to the MOBA genre's typical victory condition--destroy the opposing team's main base--but adds a new one based on points. The team with the most points at the end of the 20 minutes will win, regardless of whether their opposition's base goes down. Points are earned for destroying defensive towers along each lane, by killing large neutral creatures at the center of the map, or by accruing player kills. The result is a MOBA that commits completely to its 20-minute time limit, resulting in a simpler, more accessible, and more readable game for those who might be intimidated by the genre. In case I didn't labour the point, that such person is me.</p><p style=""><a href="http://www.gamespot.com/e3/">See more coverage of E3 2014 →</a></p> Wed, 11 Jun 2014 19:44:00 -0700 http://www.gamespot.com/articles/e3-2014-crytek-s-arena-of-fate-is-the-casual-moba-for-me/1100-6420415/ http://www.gamespot.com/articles/e3-2014-telltale-tells-tall-tales-in-tales-from-the-borderlands/1100-6420413/ <div data-embed-type="video" data-ref-id="2300-6416490" data-width="100%" data-height="100%"><iframe src="/videos/embed/6416490/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">After crafting nuanced, human drama in The Walking Dead, and exploring the complex, murky characters of The Wolf Among Us, Telltale Games is returning to its sillier side with Tales from the Borderlands. It's a strange crossover project with Gearbox: a game that conforms to the Telltale adventure formula, but one that's set in the Borderlands universe and incorporates elements of the first-person shooter series. You have money, you have a loot system, you'll equip and control a large robot in a complex scripted sequence--but you probably won't find the emotional resonance of Telltale's more recent games.</p><p style="">Telltale disagrees; it feels that if you look past Borderlands' fast-paced action, explosive weaponry and looting cycle, you'll find a truly human story beneath it all. It's that human side that the developer is attempting to explore in Tales from the Borderlands--but after seeing the opening forty minutes of the first episode, I was left feeling like the developer was grasping at straws. The dialogue was poorly written, coming across as Borderlands fan fiction rather than something immediately relatable, and the attempts at jokes fell flat. Vocal delivery was a strong point, with this <i>probably </i>being the first Telltale game to feature Nolan North.</p><figure data-align="right" data-size="medium" data-img-src="http://static1.gamespot.com/uploads/original/1197/11970954/2524096-tales_rhys_loaderbot.jpg" data-ref-id="1300-2524096" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1197/11970954/2524096-tales_rhys_loaderbot.jpg" data-ref-id="1300-2524096"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_medium/1197/11970954/2524096-tales_rhys_loaderbot.jpg"></a></figure><p style="">The perspective was split between two protagonists, with control jumping from Rhys, an employee of the evil Hyperion Corporation, to Fiona, a grafter looking to get off the planet of Pandora after one last heist. The plot unfolds as a framed narrative as the two search for a Vault Key, with the choices you make in the present affecting how the next flashbacks play out. You're essentially rewriting your own immediate past to make yourself sound more impressive, which fits within the spirit of Borderlands.</p><p style="">Within this unique structure, the Telltale formula established by The Walking Dead and The Wolf Among Us plays out. You speak to other characters, investigate items, and participate in heavily-scripted quick-time events. A couple of new systems have been added: a wallet, and a loot collection--but Telltale wasn't yet willing to elaborate on how they functioned.</p><blockquote><p style="">A couple of new systems have been added: a wallet, and a loot collection.</p></blockquote><p style="">The best praise I can think to give what I saw of Tales from the Borderlands is that it draws authentically from the Borderlands universe. But I've never found that universe to be particularly deep, or suited to long dialogue exchanges and exploration of character depth. Telltale has demonstrated that those two things are the developer's key strengths. Though Telltale isn't a stranger to comedy, the dark, wacky tone of Borderlands did not feel like a unique-enough hook. Being a five episode piece, Tales from the Borderlands could be a slow burn, but what I saw looked like an unfortunate step back for Telltale.</p><p style=""><a href="http://www.gamespot.com/e3/">See more coverage of E3 2014 →</a></p> Wed, 11 Jun 2014 19:43:00 -0700 http://www.gamespot.com/articles/e3-2014-telltale-tells-tall-tales-in-tales-from-the-borderlands/1100-6420413/ http://www.gamespot.com/videos/e3-2014-guilty-gear-xrd-sign-ramlethal-vs-bedman/2300-6419652/ Check out this gameplay of Guilty Gear Xrd -SIGN- of Ramlethal Vs. Bedman from E3 2014. Wed, 11 Jun 2014 19:33:00 -0700 http://www.gamespot.com/videos/e3-2014-guilty-gear-xrd-sign-ramlethal-vs-bedman/2300-6419652/ http://www.gamespot.com/videos/e3-2014-dying-light-impressions/2300-6419653/ Shaun and Kevin discuss how Dying Light is Dead Island and Assassin's Creed's baby. Wed, 11 Jun 2014 19:31:00 -0700 http://www.gamespot.com/videos/e3-2014-dying-light-impressions/2300-6419653/ http://www.gamespot.com/videos/e3-2014-super-smash-bros-roundtable-with-masahiro-/2300-6419651/ Learn about the fighting mechanics, amiibo figures, and other features of Super Smash Bros. in this roundtable discussion with Masahiro Sakurai. Wed, 11 Jun 2014 19:30:00 -0700 http://www.gamespot.com/videos/e3-2014-super-smash-bros-roundtable-with-masahiro-/2300-6419651/ http://www.gamespot.com/articles/e3-2014-i-was-impressed-by-lords-of-the-fallen/1100-6420414/ <div data-embed-type="video" data-ref-id="2300-6419565" data-width="100%" data-height="100%"><iframe src="/videos/embed/6419565/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""><a href="/lords-of-the-fallen/" data-ref-id="false">Lords of the Fallen </a>is an action role-playing game with dark, claustrophobic corridors, brutal enemies, and huge bosses. In other words, it looks like Dark Souls.</p><p dir="ltr" style="">And yet, I left my hour-long demo of <a href="/companies/ci-games/" data-ref-id="false">CI Games</a> and Deck13 Interactive's upcoming game encouraged by the project and confident that the developers are making something very different. From what I saw and played, Lords of the Fallen is not just <a href="/dark-souls/" data-ref-id="false">Dark Souls</a> reskinned. Between its interesting implementations of weaponry and magic and its personal and choice-driven story, it has the potential to be a competent action RPG and a competitor to the Souls series.</p><p dir="ltr" style="">Before I got hands-on with the game, I had the chance to talk to Deck13's creative director, Jan Klose. He told me that the developers fully and enthusiastically acknowledge Lords of the Fallen's similarity with Dark Souls. The game is heavily inspired by the success of <a href="/companies/from-software/" data-ref-id="false">From Software's</a> franchise, but CI and Deck13 think that the formula could be streamlined and improved. Klose easily admitted that Lords of the Fallen is meant to have a lower level of entry than Dark Souls. Specifically, he said that the developers want the game to be "hard, but not punishing."</p><p dir="ltr" style="">Then, I was able to play an hour of Lords of the Fallen. In my first battle after the demo started, I encountered a creature that was hulking, humanoid, and wielding a sword. Growths grew from its body and its skeletal arms swung wildly as it charged. The creature attacked erratically and I couldn't discern a pattern governing its moves, which, Klose told me, was because it was blind. The creature reacted to the sounds my character made. This explained their unpredictability, and it made for some humorous moments when it sprinted into a wall that I had just moved away from.</p><p dir="ltr" style="">Klose emphasized that there will be a huge array of different enemy types in the game, some with certain traits like blindness that differentiate them from the rest. The developers are striving to avoid rote, repetitive battles and to create moments that feel genuinely nuanced and unexpected, even if you play a sequence again and again.</p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1539/15391776/2563299-2819712683-25610.jpg" data-ref-id="1300-2563299" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1539/15391776/2563299-2819712683-25610.jpg" data-ref-id="1300-2563299"><img src="http://static1.gamespot.com/uploads/ignore_jpg_scale_super/1539/15391776/2563299-2819712683-25610.jpg"></a></figure><p dir="ltr" style="">This design choice apparently didn't apply to boss fights, however. Thirty minutes into the demo, after fighting through several enemies including spiders and a heavily armored knight, I entered an arena containing a massive boss. After about a minute of avoiding the monster, I fully understood its pattern and was able to put together the necessary attack plan with ease. The fight was simply an exercise in concentration. The boss battle stood out because, in contrast to the rest of the demo, it didn't reflect the developers' philosophy of making diverse and engaging fights.</p><p dir="ltr" style="">On a more promising note, the demo fulfilled Klose's initial statement that the game would have a great number of options for approaching combat and developing your character. I especially enjoyed the weapon selection. I used a sword, a staff, and a pair of giant gloves with blades jutting from them. I preferred the sword, but the giant claws were fun to use, if just for their absurdity. They shredded through enemies, and their damage multiplied when I strung their attacks into combos.</p><p dir="ltr" style="">The developers are taking an unusual approach to magic, as well. Gauntlets in Lords of the Fallen act as magical slingshots. They enable your character to perform a variety of ranged magical attacks, such as throwing fire grenades. Your character can also use spells independently of gauntlets. A combination of three spells is chosen at character creation and constant throughout the game. The spell I relied on was a powerful fire blast that used up all of my mana but took away over three quarters of the health of lower-level enemies. I often used it as a last resort when I found myself cornered by multiple monsters, because it hit every enemy in front of me at once.</p><figure data-align="center" data-size="large" data-img-src="http://static1.gamespot.com/uploads/original/1539/15391776/2563300-6724500661-25610.jpg" data-ref-id="1300-2563300" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static1.gamespot.com/uploads/original/1539/15391776/2563300-6724500661-25610.jpg" data-ref-id="1300-2563300"><img src="http://static2.gamespot.com/uploads/ignore_jpg_scale_super/1539/15391776/2563300-6724500661-25610.jpg"></a></figure><p dir="ltr" style="">What the demo didn't show, however, was the most intriguing and mysterious element of the game: its story. You play as a criminal named Harkyn who is given an opportunity to redeem himself by fighting against a demon invasion. I asked Klose to elaborate more on the moment-to-moment progression of the story, and he revealed to me that the narrative is not linear. Instead, you will have to face moral decisions as the protagonist either becomes a hero, goes rogue and joins the villains, or chooses a path somewhere in between. The decisions will be intensely personal and will drive Harkyn's progression throughout the world. Klose also told me that there will, indeed, be several endings to the story, with variations within each ending, as well.</p><p style="">At the end of the demo, I felt pleasantly surprised. Lords of the Fallen is not the shameless Dark Souls clone that people thought it might be. Instead, it felt like a genuine competitor in an area dominated by the Souls games. It is often brutally difficult, but it is not punishing. Each battle is a puzzle, enemies act unpredictably, there are a number of different ways to fight, and the story is full of potential. I am excited to see what Lords of the Fallen has to offer when it releases this fall for PlayStation 4, Xbox One, and PC.</p><p style=""><a href="http://www.gamespot.com/e3/">See more coverage of E3 2014 →</a></p> Wed, 11 Jun 2014 19:18:00 -0700 http://www.gamespot.com/articles/e3-2014-i-was-impressed-by-lords-of-the-fallen/1100-6420414/ http://www.gamespot.com/articles/e3-2014-dead-island-2-is-a-less-serious-more-carefree-form-of-zombie-bashing/1100-6420417/ <p style="">It was going to take a lot for me to come away impressed with a Dead Island sequel. But there are signs that Dead Island 2 is going to improve upon its predecessor. For starters, it's getting a fresh development team in the form of Yager, the studio behind Spec Ops: The Line and the upcoming "aerial armada" game Dreadnought. Also, despite the name, it's not actually set on an island, and instead takes place on the west coast of America in sunny California.</p><div data-embed-type="video" data-ref-id="2300-6419563" data-width="100%" data-height="100%"><iframe src="/videos/embed/6419563/" width="100%" height="100%" scrolling="no" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><h2>Welcome to California. Bring guns.</h2><p style="">Leaving the tropical island of Banoi behind for the vast expanses of California is quite the change, although just how much of the western state is making it into the game isn't clear. What I do know, though, is that the likes of LA's beaches, San Francisco's pier, and the Hollywood Hills are being touted as locations. Instead of largely uninhabited swathes of jungle, there will be houses, and offices, and regular joes trying to live out their lives in the middle of zombie apocalypse. Well, some regular joes at least. According to Dead Island 2 lore, the entire state of California was declared a quarantine zone by the US government, leaving just a handful of people around to fight it out amongst the zombie hordes. Cue the introduction of Dead Island's merry band of zombie-bashing zealots.</p><h2>Max has a cat, and his name is Rick Furry.</h2><p style="">Leading the charge from a clapped out van is Max and his cat companion Rick Furry, which--in a rather odd moment--Yager confessed to being the first motion-captured cat in a video game. You maybe remember Max from the trailer, or at least his foot, as he jumped out of the van to pick up a shoe. He's the fun-loving, adrenaline junkie type, the sort that that wants to get out there and smash some skulls in a bid to clean up the streets of California. Trouble is, he's not immune to the zombie virus. Enter Bezerker, Hunter, Bishop, and Speeder, Dead Island 2's collection of zombie-immune heroes that roam the streets of California. You're not the only one's causing havok on the streets, though. Other militarized factions and the US government will be there, guns blazing, waiting to take you down.</p><p style=""> </p><h2>Merry Melee</h2><p style=""> </p><p style="">Speaking of guns, there will be projectile weapons in the game--including an AK47 and some neat flame-powered crossbows--but like its predecessors, Dead Island 2 focuses on melee combat. Crafting all kinds of kooky weapons from scavenged parts around the island will give you plenty of ways to bludgeon and chop zombies up, while the introduction of dual wielding means you don't have to give up your favorite slasher in order to have something long-range. Also new to series will be motorized weapons--hedge trimmers, chainsaws and the like--which you'll also be able to modify a la <a href="/dead-rising/" data-ref-id="false">Dead Rising</a>. They'll be noisy, though, attracting zombies, while the fuel to power them will be in short supply.</p><p style=""> </p><h2>Killer combat</h2><p style=""> </p><p style="">Whether these additions will make combat more fun, though, remains to be seen. I was never a fan of the combat in Dead Island; it always felt too slow and too awkward to be truly enjoyable, while the animations attached to them--particularly the disembodied leg kicking--were hilariously janky. Thanks to my time with Dead Island 2 being a hands-off demo, I can't give you a definitive answer on whether it fixes any of my gripes, but--thanks in part to its Unreal Engine 4 visuals--it certainly looked the part. Sledgehammers sent zombies rocketing into to the air, huge axes sliced them apart in an explosion of blood and guts, while flaming crossbow projectiles started up a smoking zombie BBQ.</p><p style=""> </p><h2>Zombie, run!</h2><p style=""> </p><p style="">Yager says the aim with Dead Island 2 was to make the combat less realistic and more entertaining. That's a positive change in my book, and based on the demo I saw, it's definitely looking less awkward than its predecessor. There are some other positive changed to the game too, including a new fury attack for the heroes, and "social" multiplayer that lets up 8 players share a map, and either compete, cooperate, or simply co-exist on it. Sadly, like many of the games announced at E3 this year, Dead Island 2 isn't being released (on Xbox One, PS4, and PC) until 2015, but we are at least getting a window of "spring."</p> Wed, 11 Jun 2014 19:16:00 -0700 http://www.gamespot.com/articles/e3-2014-dead-island-2-is-a-less-serious-more-carefree-form-of-zombie-bashing/1100-6420417/


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