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From: www.gamesradar.com

From: www.gamesradar.com

15 games that reward you for NOT playing them

Added: 29.06.2015 12:15 | 43 views | 0 comments


Games give so many conflicting messages to players. Most want hours and hours of your attentive dedication, then for you to return for DLC, and to never give up on the multiplayer (lest you trade it in). It can be a lot to ask, but many people are more than ready to sacrifice vast chunks of spare time. Which makes it all the more frustrating when a game says "Hey, don't you think you should take a break?" I'll tell you when I've had enough!

But there are a handful of titles that skip the simple guilt trip, and instead express concern over possible addiction by actually rewarding players for NOT playing. These games admirably promote shutting off or logging out from time to time, doling out some kind of tangible bonus for not playing them. If only other worrisome publishers got as proactive as these games...

Note: An earlier version of this article appeared on the site in 2014. This new-and-improved, updated remix near doubles the list of entries, so do give it a look even if you read the original. New stuff is up front, too.

Despite what the crackpot media might have you believe, not all video games are out to get us… just most of them. The rest make do by occupying only a large tract of our time, as opposed to every last drop of it - here's looking at you World of Warcraft and Destiny. Some games, it seems, would rather maintain a clear conscience, a basic responsibility to the health and wellbeing of the player. Sometimes they even express this in the form of an explicit 'go outside already' tip. 'Get some fresh air', they say, 'you're starting to smell'. Bless their swollen hearts.

Though some games go even further than that. Some games actively reward inaction, making not-playing an ironic element of their gameplay. Some games take the design philosophy of 'less is more' to its natural conclusion, interpreting 'less' as 'zero human interaction whatsoever'. Today's thoroughly big list takes a look at 15 such titles - those that effectively reward the player for his or her total inactivity. Sometimes taking your time (or just being flat-out lazy) has its rewards. Enjoy.

Reams and reams have already been written about the absurd fallacies that govern our games - those oddball behaviours and mad practices that seem so wonderfully at home inside of a virtual setting, and yet so massively inappropriate beyond it. Far Cry 4 evidently takes issue with these sorts of unthinking and unrealistic reactions. Case in point - the game's early doings, in which the villainous Pagan Min appears to kidnap protagonist Ajay and stuff him into an easily escaped room. Now, given the man's obvious penchant for violence, as well as his ominous promise to return, it's hardly surprising to find that most gamers quickly attempt to scarper.

But what if you don't run? What if instead of scurrying off to go native and/or ride around on massive murder elephants you simply decide to sit it out and wait? Does Min return, torture tools in hand and ready to rend flesh? Actually no. Instead we're treated to what is perhaps the most realistically dull conclusion of all time. You sit around for 15 minutes, Min duly returns and kindly escorts you to your original destination. Game over. That's it. I guess he's not such a terrible genocidal dictator after all… Just a weird uncle really. Very weird, mind, but still...

From the 'loving mother's school of devastating fight advice', it's Final Fantasy V and the Gogo boss monster - aka the one that you beat by doing nothing precisely nothing. Take that bullies - looks like I'm the bigger man now… on the floor, being kicked. Cheers Mum. You see the thing about Gogo is that he's actually a mimic, meaning that he'll only attack so long as you choose to attack him. Attempt to duke it out and he'll unleash wave after wave of unstoppable carnage, but opt instead to heed his sagely warning - 'to do as he does' - and Gogo will eventually relent, granting you a prize before scampering off elsewhere.

Good thing too, as trying to best old Gogo via conventional means, i.e. - the exact way that anyone would after 30-plus of furious fiend blasting - is considered to be a truly difficult feat. Gogo can annihilate the entire party in just three turns, and must realistically be defeated with the help of a high-level muting buff, lest this monstrous mime work up to his uber destructive meteor attack. The lesson here: Not every boss taunt ought to be ignored.

What better way to mask dark-hearted villainy than with a sweeping sense of whimsy? Disney has been at it for years now... In the case of Jonathon Blow's Braid this diabolical bent extends far beyond the terrible actions of Tim. You see, even the gameplay itself bears something of a sadistic streak. Case in point - level 2-2, or 'the curious case of the cloud that just wouldn't budge'. Well, to be fair, it does actually shift, though at such an imperceptible crawl as to trick most players into ruling it out as an effective means of locomotion. So why exactly would you want to ride such a slowpoke?

Well, as it turns out Blow and co. made it so that this granny-rapid gas ball provides the only means of reaching the game's most maliciously placed star. Now keep in mind that you don't actually need this item at all, though of course there's no accounting for the insatiable appetites of the completionist. All told, the player will need to wait 2 whole hours for this fluffy bugger to reach its destination. To be clear - that's 2 entire hours of your life… in exchange for a pickup that anyone, of any skill level could also achieve… Methinks I smell a trolling.

Everyone loves a dev team with a decent sense of humour, particularly when that team belongs to an oftentimes 'holier than thou' indie scene. "Ya, programming in a start button was just, like waaaay too mainstream". Praise be to the folks at Galactic Café then, whose winning sense of humour even found its way into The Stanley Parable's achievement section. An achievement section that features such noteworthy accolades as 'You can't Jump' - which rewards players for trying anyway, and 'Click on Door 430 Five Times', which err - well, you probably get that one.

Then there's 'Go Outside', an achievement that ensures that even avid gamers get their fair share of fresh air. To earn this trophy, gamers must stop playing the game for an entire 5-years. Play it, log off, and log back in a whopping 1826 days later. What could be simpler? Well, changing your computer's internal clock for one, but that's no fun now is it?

First things first: this particular section of Earthbound has you playing the role of a man named 'Poo'. A man. named. Poo… No, not a sentient slurry, nor a talking number two, but a man… named Poo… Just let that sink in to your mental u-bends for a minute. Giggles all gone? Good. Get everything out of your cistern… damnit, 'system'? Great, then let's continue. You see it seems that good old Poo is trying his damndest to master the art of Mu meditation. To do so he'll need to ignore a series of increasingly tempting visions while doing precisely nothing. Seems simple, though neither the player nor Poo can be quite sure that these tempters aren't actually real people in need.

This all continues until Poo enters a mysterious spirit world, wherein a strange spectre appears to torment him with various threats of mutilation. Hold your nerve and you'll complete your training unharmed. Intervene however, and it's all the way back to square one. Oddly enough, Earthbound actually features a second instance of similar inaction, whereby the player must stand motionless beside a waterfall for a full three minutes. Doing so will eventually unveil a gatekeeper asking the player for a password - or a swift slap to the face, depending on how many times you muck this one up.

Being the wholesome, family-friendly organisation that it is, many of Nintendo's games will occasionally prompt their players to set down their systems, unglue their eyes, and take a refreshing stroll out into the sun… probably to buy some more Amiibo. Because who told you you could stop buying Amiibo, huh? Get out there and buy some more goddamn Amiibo! But while many games will make an honest attempt to remind you of the world beyond your bedroom, few among them will actually ask you to close up shop as part of the game itself.

Then again, most games aren't part of the endlessly inventive Legend of Zelda series. In the case of the DS-exclusive Phantom Hourglass, this level of invention appears in the form of a classic key quest (with a twist). Said quest tasks Link with finding a way to affix a sacred crest to a seafaring chart. Sounds simple enough, and it is, provided you're able to think outside of the box - or handheld gaming device, as the case may be. Simply highlight both bits - one on each screen - before shuttering your DS and reopening. Tada! Both elements have now magically bonded, and all because you took a breather. Good luck trying that one with an emulator…

'Victory through inaction' is about as close to a catchphrase as the Spec Ops series is ever likely to get. Make no mistake about it, if you were one of those fortunate enough to miss out on the first nine titles, then you - sir or madam - truly were a winner. To say that these games were shoddy is an insult to true shoddiness. In truth, they were little more than uninspired dreck, the veritable bargain bin liners of a bygone day and age. Then of course came The Line, team Yager's incisive spin on/total indictment of the modern military shooter.

Here again, 'the only way to win was not to play'. However, unlike earlier games in the franchise, this decision had absolutely nothing to do with the title's supposed lack of polish - just the opposite, in fact. You see, protagonist Captain Walker's aim is if anything a little too effective, a factor that permits both he and the player to continue on with their mission long after losing all effective and justifiable impetus for doing so. In short, the further the player progresses, the more needless the devastation unleashed. All with the game goading and openly mocking your bloodlust every step of the way. Well done, winner. You're a monster. You really should have stopped playing.

Long before the Battlefield series spread to consoles, it had one of the most dedicated communities on PC. The fans were reliving World War 2 over and over again in team deathmatch, with a passion that I'm sure the developers had hoped to inspire. But when EA and DICE released a futuristic sequel, Battlefield 2142, they handed out special points multipliers for every 24 hours the passionate fans didn't play the game.

Of course, the official messaging on the feature focused more on assisting those that simply couldn't play the game as much as their competition. If jobs, or pets, or heart surgery distracted you from logging into Battlefield 2142, you would accrue an hour of Away bonus for every 24 hour period you weren't in the game, doubling the Career Points you'd earn in battle. Given that 2142 is the underplayed black sheep in the BF series, it seems like a lot of Away bonuses were earned by players before the servers were officially shut down on June 30, 2014.

thatgamecompany is one of the more avant garde developers around, creating games that are as much about atmosphere as gameplay. As such, thatgamecompany wants players to soak in the artistic vibe of Flower and Journey at a slower pace, even encouraging them to step away from the game for seven days before resuming the adventure. This 'more casual' playstyle is incentivized via the most hardcore of the PS3's in-game tools, the Trophy.

Flower's Welcome Back and Journey's corresponding Return are Bronze Trophies handed out for quitting the games for at least a week and then resuming your campaign. Those extra days away might give you enough time to truly deconstruct the themes and techniques of these thought-provoking games, putting those lessons to work in your own life. Or, if you're like most Trophy fanatics, you briefly pushed the system's internal clock forward by a week and immediately collected the Bronze, foregoing any transcendence. If only all epiphanies were this easy.

Bravely Default is Square Enix's return to form for the JRPG genre. Tropes like amnesiac teens, HP/MP, and world-powering crystals are all in full effect for the lovely throwback, but it also has some gameplay tricks that couldn't be done in 1992. For example, the new SP metric allows you to take extra actions during combat, which can turn the tide in a difficult battle. And you earn SP for having a good night's rest (kind of).

SP stands for Sleep Points, which are collected for every eight hours that your game is in Sleep Mode when the 3DS is closed with the game on. That's enough time to get the doctor-recommended amount of rest or finish a full day's work at the office, all leaving you and your characters refreshed for when you return to Bravely. The only thing undercutting these good intentions is the fact you can also buy SP via microtransactions. Paying for an SP Drink replenishes Sleep Points without the wait. If only we could spend money to avoid sleeping in real life. Or is that what caffeine is for?

Every now and then you'll see a sensationalist news headline about some poor soul that played an MMO until they died of exhaustion. Those tragedies, along with a general portrayal of kids wasting years of their lives on virtual avatars, feed a fear that people harm themselves by playing a game like World of Warcraft. No doubt with those fears in mind, Blizzard (ever the canny developer) implemented Rested XP as a way to make logging off beneficial for its diehard audience.

After heading to an inn and leaving the servers, every eight hours a day spent away nets you a Rested XP bubble. You can stockpile these for up to 10 days. When you return, each bubble grants double XP for kills until the bubbles all dissipate (aka your dwarf is no longer rested). That means players who only log in once a week have a chance of closing the gap with their more hardcore friends. So, when you're thinking of pulling an all-nighter to off 30 rats, you might be better off napping and then killing 15 in the morning for the same XP. Then again, if you're that hardcore, you likely hit the level cap a long time ago.

Nintendo games are notorious for continually hitting players with warnings about playing too much, with most games featuring at least one character that shows up to lecture you about taking a break. Pokemon has been known to engage in the same finger wagging as well, but the DS remakes of Gold and Silver didn't just tell kids to switch off their handhelds. The duo of games push Pokemaniacs to get their lazy butts into shape alongside their Pokemon.

The Gold/Silver remakes come packed with the virtual pet-style Pokewalker. The circular, simple electronic device is shaped like a Pokeball, and you use it to temporarily take individual Pokemon out on a walk to collect experience and mildly uncommon items. It’s a cute way to get slightly active via pocket monsters, but you can only gain a single level per trip, meaning it’s less time consuming to remain immobile and grind out XP in-game. Laziness wins again!

Peter Molyneux is just the type of mad genius to conjure up a virtual real estate market within one of his fantasy worlds. Fable 2 did a much better job than its predecessor with paying off Molyneux’s lofty design dreams, and it includes a world so dense that you can buy property and collect rent from it while not even playing. You can step away from the game and know you’ll have some cash waiting for you when you come back.

The rent payments go into your coffers every five minutes you aren’t playing Fable 2, and it can stack up for up to two months' worth of gold. Of course, this it vulnerable to the offline exploit of simply turning the system clock forward two months to collect the cash immediately. This is why we can’t have nice things. I’m assuming Peter Molyneux agrees, because the cash-for-not-playing aspect is missing from Fable 3’s real estate.

Despite Nintendo’s many series that whine to players to put down the game occasionally, Fire Emblem once seemed too hardcore to tell you to walk away. In fact, most FE entries were more likely to drop you into a grueling, 45 minute battle, allow no saving during the permadeath conflict, then say, “Deal with it, loser.” When 3DS’s FE: Awakening rolled around, it softened some of its edges, including doling out rewards for stepping off the battlefield every now and then.

Like most strategy RPGs, you can spend time leveling up your Awakening squad of knights and dragons in random battles that pop up on the map. But if you overdo it and kill off the few superfluous baddies dotting the map, they’ll respawn as weaker and weaker pipsqueaks. Conversely, if you step away for a few hours, the map will be repopulated with dramatically more powerful opponents that drop better items and cash. Nice bonus and it also spreads an important message about the dangers of factory farming. Or am just reaching with that?

Hideo Kojima uses every tool at his disposal when making Metal Gear Solid games, and that includes messing with the in-game clock in ways most players will never notice. Of all his games, Metal Gear Solid 3 might be the best at finding unpredictable ways to grant players advantages for turning off the game. For instance, if Snake has taken too much damage, just take a long break from the campaign and his health and stamina return to normal. Though, all his food turns bad in the time you waited for Snake heal.

But the rewards for ignoring MGS3 go much deeper than that. The End is one of the toughest bosses you may ever face in any game, mainly because the wily sniper is hard to find and even harder to kill. If he’s too tough for you, Kojima gives you an out: just leave things alone for a week. When you return seven days later, the decrepit The End will have died from old age. In a way, it’s actually more humane to let him expire from natural causes.

Now that I’ve reached the end of this feature, are you sure you don’t need a break? It’s just that you look tired. If not, share your own favorite memories of when you didn’t play a game right down there in the comments!

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Fire Emblem Awakening's Success Ultimately Saved the Franchise

Added: 24.06.2015 18:59 | 44 views | 0 comments


A producer for Fire Emblem Awakening shared some surprising information in a recent Iwata Asks.

From: www.ign.com

Dragon Age Inquisition: Any Chance For a Giant Expansion?

Added: 18.06.2015 18:16 | 22 views | 0 comments


Any chance for an Awakening size expansion for Dragon Age: Inquisition at E3? Justin Davis answers the community's question with his thoughts for the future of the series.

From: n4g.com

Toukiden Kiwami Steam Announcement Trailer

Added: 14.06.2015 20:19 | 17 views | 0 comments


Coming to Steam on June 26, 2015 worldwide. http://store.steampowered.com/app/363130/ The critically acclaimed action RPG is set in a beautiful, yet tormented world inspired by various historical periods of Japan, and tells the tale of humanity’s last stand for survival against powerful demons (Oni). With a story mode estimated to take over 100 hours to complete, Toukiden: Kiwami also features over 50 Oni types, an extensive character creation mode, 300 fallen heroes (Mitama) whose rescued souls help strengthen the player’s team, more than 1500 weapon variations. Players can battle Oni with a squad of up to four Slayers comprised of various NPCs or other players via online cooperative play. In the deeply rich world of Toukiden, Demons (Oni) have always hid in the shadows and aimed to torment mankind. Through history, a secret caste of warriors, the Slayers, have been trained to dispose of the demonic threat before it could consume the world. However, an event called the ‘Awakening’ caused rifts to appear in space and time. Through those rifts places that had long disappeared from the world resurfaced, and with them came hordes of various demons that started to relentlessly hunt humans. These demons would consume the souls of those they killed and imprison the ones of brave heroes in order to grow in size and strength. Using these souls, Oni can regenerate at a rapid rate and only Slayers are trained in the proper way to battle them. As the extinction of humanity was not far from reality, the Slayers opened their villages as sanctuaries, to protect those who escaped, and provided a last line of defence against the horror. Toukiden’s original storyline starts 8 years after the Awakening and follows a newly trained Slayer from the village of Utakata (enter: the player!). The player’s role is to complete various missions, strengthen his relationships with the other warriors in the village and eventually start battling the largest of the Oni to banish them back to their dimension (a mysterious demi-plane that stands between space and time) and free the souls of the heroes they’ve trapped. In turn, when these souls are free, they stay with the player and provide him with a variety of equipable abilities for his weapons. Set against a backdrop inspired by various historical periods of Japan, ‘Toukiden: Kiwami’ continues to narrate the tale of humanity’s last stand for survival. As it makes its debut appearance on the PlayStation 4 computer entertainment system, ‘Kiwami’ picks up the story from the beginning, allowing new players to familiarise with its vast, demon-ridden world. Nevertheless, it is actually almost double the size of the original game, offering fans of the series the opportunity to pick up where ‘Age of Demons’ stops and follow their slayer into a variety of new, exciting adventures. Visually stunning, like its predecessor, this game boasts an extensive character creation mode, a multitude of new and returning weapon types , each of which can be forged and upgraded to the player’s preferences, while it also features 300 characters based on both fictional and historical Japanese figures, whose souls help players strengthen their team and defeat their enemies. ‘Toukiden: Kiwami’ will also include an extensive multiplayer mode. The player is always encouraged to tackle battles with the most powerful Oni as part of a group and, as with the previous title, there is a choice between a number of NPC or, preferably, a cooperative multiplayer mode that allows for a team of up to four Slayers to band up and banish a demon together!

From: www.gamershell.com

Which game are you most excited to see at E3 2015?

Added: 13.06.2015 17:00 | 51 views | 0 comments


It feels like Christmas in June around the GR+ offices as each editor eagerly awaits . Our stockings are hung by the chimney with care, in the hopes that President and CEO of Nintendo Co., Ltd., Satoru Iwata, or Phil Spencer, head of Microsoft's Xbox division and Microsoft Studios, soon would be there. Our heads swim with visions of game announcements and release dates; of Master Chief waking from his slumber and Nathan Drake ducking behind some crates.

We're ready for E3, and we hope you are too because this year's show is going to be massive. There are a ton of new games on the horizon - from Kingdom Hearts 3 to Fallout 4; Halo 5 to Forza 6. To help make sense of it all, each editor has selected the one they're most excited to see at the show. Let us know which one you're most excited to see, and join us back here on Sunday (06/11) when the E3 excitement kicks off at the .

Now, I like to think I'm a pretty sensible person when it comes to E3 expectations. I take gameplay footage and previews with a grain of salt, trying to keep my own hype levels in check as much as possible. But I will be filled with all of the joy in the world if I get to see playable at E3 this year.

The Elder Scrolls series has never really struck a chord with me, though I really appreciate the wonder of simply wandering around an expertly-crafted world and getting into as much mischief as possible. That's why I love Fallout - the sardonic spin on 1950s Nuclear Age Americana combined with familiar landmarks and retro-future aesthetics speaks to me in a way fantasy environments like Skyrim just don't. Now, take all of that, the glorious open-world choose-your-own-adventure gameplay Bethesda is known for, tweak the gunplay to make it a bit more fluid, and throw it on new-gen consoles. Yeah. Gimme all of that.

Not only is this certain to be at E3, it’s also guaranteed to provoke a reaction. When the game was properly revealed back in April, many moaned about the lack of drivable AT-ATs, the OP hero characters, and the scarcity of prequel content. My reaction was “Holy shit that looks incredible. Give me this game NOW!” accompanied by a lot of Kermit The Frog-style manic arm-waving.

Why? Aside from the fact it’s freaking Star Wars, and you get to pilot freaking X-Wings or zoom through freaking Endor on a freaking Speeder Bike while lasering holes through freaking Ewoks, it’s made by DICE. Those guys know exactly what they’re doing, having finely honed their multiplayer craft over more than a decade of Battlefield games. For me, its the dream combination of developer and subject matter. And I’m not naive - I know that reveal trailer was all prettied up - but if it’s a fraction as handsome as that, it’ll be a proper new-gen showpiece. Let’s, er, just hope there are no Battlefield-style launch issues, eh…

It’s really happening! Studio Head Rod Fergusson recently announced a name change for Black Tusk Studios to The Coalition, to better represent the team and what they’re working on--. And there will be fo at E3. Last year all we got was a brief flash of a Gears cog, likely to remind us that Microsoft hasn’t forgotten about the franchise. With all this excitement swirling around Halo and Rise of the Tomb Raider, Gears will fit in nicely with the rest of Xbox’s lineup.

Now where will they take the series? Phil Spencer has said the new Gears will return to the darker, grittier tone of the earlier games, which I’m sure anyone who has played Judgement will not complain about. I’m secretly hoping that the new Gears will be about Carmine brothers’ backstory. Who was Carmine’s mom? Maybe the brothers are on a quest to find their father and along the way they find out they have a half-sister. And it’s a point-and-click adventure game! Just kidding. Pass me a lancer, please.

We’re well into the Xbox One’s second year on the planet, and who better than to exploit the power of the console than a first party dev? And, especially one that only does racing games - that specialisation might serve a niche but by the gods of silicon, it’s my favourite niche.

Despite its limitations and nauseating microtransactions, Forza 5 was beautiful, a great technical example of what’s possible. It was also an early step, a very polished proof of concept. Consider the time Turn 10 has had, the lessons the team has learned based not only on its own successes and mistakes, but those made by Forza Horizon 2 developer Playground Games - should be spectacular. It’s no secret the two teams have a pipeline between the two studios. They share data, insights and - here’s where I’m crossing everything - the know-how for a dynamic weather system at full HD and at 60 frames. Ladies and gentlemen, start your drooling.

Want to know how excited I am about ? I just bought an Xbox One specifically so that I can play the best version of it as soon as it comes out. Yes, it is that big a deal and you should be equally excited. In fact, 'big deal' is an understatement when it comes to Microsoft's exclusivity contract with Square Enix for the game. That's a megaton. And I don't think I'll be alone in buying a console specifically to play it. I had started to think the days of buying a console just for one game were over (Titanfall wasn't quite that good), but I'm very happy to be proven wrong.

It does concern me a little that the game will also be available on Xbox 360, as that does suggest the Xbox One version may have been scaled back in order for the game to run on the old hardware. But having said that, there was never any sense that the previous game's scope and content had been reduced to fit on last-gen tech. 2013's Tomb Raider is clearly one of the best games ever made. And the thought of Crystal Dynamics taking everything they've learned from that experience and channeling it into a new-gen focused (if not new-gen-exclusive) experience fills me with excitement. Man, I can't wait.

Let's be honest with ourselves: when Kingdom Hearts 3 finally gets released it's going to be a real hot mess - and I couldn't be happier. It may buckle under the weight of a backstory , but that will only heighten the game's strongest asset: its strangeness. Seeing all the weird interactions that come from mashing together all these disparate styles and characters is what I treasure in Kingdom Hearts.

This might all sound like I harbor some ironic, detached love for the series; that I don't really like Kingdom Hearts, I just like laughing at it. This is not the case. For all their absurdities, the Kingdom Hearts games do an excellent job at nailing the thousands of tiny details that make a good game feel great. I'm talking about the different jingles the keyblades make as they strike an enemy, or the visual flash of Sora's Explosion ability. Are these cheap thrills? Sure, but when you're game has pirate Johnny Depp fighting shadow monsters alongside Donald Duck and an anime character, cheap thrills are A-OK.

I’m going to catch some flak for this - I know I will. But when it comes to cohesion of creative vision and storytelling, I don’t think 343 Industries merely followed in Bungie’s footsteps, I believe they eclipsed them. Halo 4 could have been a disaster, and yet it’s my favorite single-player Halo campaign thus far (just barely edging out Halo: Reach), with a quality multiplayer component as well that … okay, yes, was a stretch too far away from what made Halo multiplayer great, but if the beta is any indication, 343 has learned from those mistakes.

I’m a lore guy. Growing up, I loved to read, and the more fantastic the tale, the better. Halo has a wonderful universe to play around in; one that simultaneously feels epic and impossible, yet grounded and human. I have no fears whatsoever about the quality of Halo 5’s gameplay, and despite the addition of aim-down sights (something I once proclaimed would, if added to the series, make me quit) I quite enjoyed my time with the reworked multiplayer. In the end though, I’m in it for the story, and I can’t wait to see where Chief’s journey goes next.

PlatinumGames is a developer as focused and nimble as its own combat systems. The second-party-dev-for-hire has teamed up with Sega, Nintendo, Konami and Activision, making fast-paced, nonsense-packed action games with a near-perfect hit rate. Now it’s in cahoots with Microsoft, making an Xbox One exclusive about rad young dudes toting swords and Beats by Dre knock-offs while riding dragons. If there’s a better elevator pitch going, I will run to the nearest tall building immediately to hear it.

But, as we Scalebound isn’t at E3. As if in ultra-cool protest, Platinum’s just revealing another brand new game instead. We have no idea what it is. Some are pointing to Vanquish 2, others Metal Gear Rising 2. Whether it’ll be another Microsoft exclusive is in question. Frankly, it doesn’t matter to me - this is a studio that’s casually knocked out some of the best games of my lifetime, no matter who it’s nominally working for. Whatever the game turns out to be, it’s likely to be my favourite game at E3. Because Platinum.

A few months ago, I got a glimpse at the enigmatic , a game that falls into the same exploring-empty-environments category as Gone Home and Dear Esther. While it may look like Rapture is treading ground that should probably be paved by now, there's something special about it that won't leave my mind, and I'm excited for the possibility of it showing up at E3.

Without giving away too much, it's clear that Rapture's charming country setting is covering up some terrible past mishap that didn't leave much of a mark. One spirit tells another that her husband went upstairs an hour ago and hasn't come down, but all you find on the next landing are some bloody tissues. You find a man praying in a church before something happens to him; though you don't know for sure what you've seen, there are enough hints to give you an idea, and it's horrifying. Every moment in the town a mix between peace, uncertainty, and sinking realization, and it has a way of making you feel alone in knowing the truth. I want to see even more of that strange town at E3, but I also want to see other people witness it for the first time. Then we can all be alone together.

Aside from being a secret Sonic the Hedgehog game (shhh, don’t think about it too much), Mirror’s Edge is my favorite kind of AAA production: flashy, bold and uninfluenced by conventional wisdom. This means plenty of pitfalls en route to the ending, but a refreshing and stubborn adherence to ideas that might not ‘play well to the audience.’

I hope DICE can strike a better balance in its return to Mirror’s Edge, now dubbed “Catalyst.” I want them to stick to their guns - which is to say, not have ANY guns - and elaborate on the best thing about Mirror’s Edge: the sense of inhabiting a fleet-footed body, and to know where all your limbs are in a beautiful 3D city. The game is about holding your breath before the next vertiginous vault - a moment that deserves to be explored more fully alongside Faith, an interesting heroine who never really got the origin story to match her bounding mystique.

If I don't see at least one Cacodemon during E3, I'll be devastated. Those horned, grinning, cyclopean monstrosities are what evoke my fondest memories of blasting my way through E1M1 on my dad's office computer, or going on shotgun sprees in Doom 2 with just a keyboard (no mouse-look required). The Revenant from the recent looks nice, but what I'm really amped up to see is a floating red orb of demonic death barfing out giant fireballs in 1080p.

And there might be an added bonus to Doom's spotlight during , depending on whether or not id's John Carmack is invited to speak onstage. I've heard tell of Carmack's uncanny ability to spout a continuous torrent of unscripted, uber-intelligent commentary, but I've never witnessed his robot-like streams of genius consciousness for myself. It may not be quite as riveting as gameplay footage of Doomguy demolishing an Imp's innards with a rocket launcher, but I'd still be pretty stoked.

It's no secret that I'm totally obsessed with everything Destiny. I've played the game just about every day since launch and plowed through every raid, strike, and mission. With the release of the House of Wolves expansion, there are even more reasons for me to return to our futuristic solar system to stamp out the Darkness and defend the Light. So, when there are rumors swirling that Bungie is going to announce the details for a new, massive expansion at E3, you know I'm about to get hyped.

Some of the details on the . The next expansion is coming on September 15, there's going to be a new Raid, and all of the classes will be getting a new subclass. All very exciting information. And if it all ends up being legit, E3 is going to be quite a treat. I just need to get a glimpse of the new Void bow ability for the Hunter class and I'll be happy.

Before I got a 3DS, my interest in Fire Emblem began and ended with the Smash Bros. roster. I'm not much for tactics - observe how shamefully I saved and reloaded through XCOM, abandoning the campaign once seeing into the future was no longer enough to keep my troops alive - and I usually don't have the patience to play through sprawling JRPGs. But I gave Awakening a shot just to have something in my cartridge slot aside from Super Mario 3D Land, and I found one of my favorite games in years.

Nintendo hasn't told us Westerners too much about Fire Emblem If (or even confirmed whether that will be the title outside of Japan), but it seems to make some pretty big changes to series fundamentals: a new set of weapons added to the rock-paper-scissors style vulnerability system, throwing out weapon durability, letting you build your own castle - not to mention introducing two distinct armies and storylines to choose between. Maybe if I wasn't such a recent Fire Emblem convert I'd be more disturbed by all of If's changes, but I can't wait to see how they all play out.

Look, I know that it’s really unlikely that we’ll get more than a brief glimpse at during the show. The Persona of the moment is Dancing All Night, which I’m also super stoked to play, but I’ll take any shred of information about the next vehicle for fusion, dungeons and steak croquettes. A 30-second video. A character name. A costume. I’ll lap up any crumb of information I can get and consider it a feast.

What Persona 3 did well, Persona 4 perfected. A seamless blend of the fantastic and the mundane, both games pushed expectations for characterization and gameplay for JRPGs, with stylish characters and catchy tunes. Both games swap the typical world-saving teens that typically populate JRPGs for more relatable heroes, as concerned with defeating enemies as they are with passing history class. They also touch on serious issues like loss and identity in immensely personal ways, avoiding the temptation to wallow in melodrama. They’re two of my most-played and most-beloved games, so I’m eager to see what new ideas Persona 5 presents. And no, having Jack Frost in it doesn’t count.

Okay, I was already very, very excited about . And now I’m eveb more excited. Because while I’m months and years off really getting deep into the game, I already have a sense of the kind of Street Fighter it’s going to be. And ye gods, is it enticing.

Street Fighter 5 blows the doors off the series overarching fighting philosophy. Gone is the focus on, er, Focus Attacks and Ultras, which opened up high-level play in SF4 while also funnelling it in a specific set of directions. Replacing it is a madly eclectic approach to even stalwart characters, iconic moves remixed or removed entirely, fighting styles switched up completely, and crucially, everyone now has an utterly unique technique, many of which would support an entire fighting game on their own, making for insanely asymmetric, but so far utterly balanced, freewheeling, anything-can happen fights. A Ryu who can parry anything vs. a torpedo-less Bison who can catch fireballs and throw them straight back? It might look like business as usual, but it plays like nothing you’ve ever seen before. More. I need more, now.

Fire Emblem: Awakening sold 1.79 million copies as of December 2014

Added: 22.05.2015 20:16 | 27 views | 0 comments


An official page for the Fire Emblem If theme song just recently opened. In a brief introduction for the series, its revealed that sales of Awakening have climbed to 1.79 million units. Thats a worldwide figure as of December 2014.

From: n4g.com


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