Replay – Bionic Commando

about X hours ago from

What were you doing in 2009? If you're Capcom, you were re-imagining your classic franchises! Between Street Fighter IV's successful back-to-basics approach and Resident Evil 5's focus on cooperative shooting, Capcom was in the mood for changing things up with its long-running series. Bionic Commando wasn't as iconic as those two juggernaut series, but that didn't stop Capcom from trying to thrust it into the limelight with a dark and gritty 2009 reboot.

No longer was Bionic Commando a 2D sidescroller; now the game was a 3D action game with third-person shooting, a story full of wild twists, and the biggest departure from the original game: the ability to jump. Join us as we experience the opening hour of Bionic Commando on Xbox 360 to learn why this reboot never inspired a sequel.

Minnesota Is The Dark Souls Of America

about X hours ago from
Minnesota Is The Dark Souls Of America

Hello, faithful readers, enjoying your balmy spring weather? I certainly was – until Mother Nature decided we were due another reminder of what state we live in. I’m writing today’s column from home today, because we are once again buried under a foot of snow and the office is closed. I don’t want to exaggerate the situation, but a penguin delivered my mail today! I tried to ride a tauntaun in to work, but it collapsed in my front yard! My freezer is collecting unemployment checks! That last one doesn’t even make sense conceptually, but I don’t care because it’s snowing in April and the old rules don’t matter anymore!

It’s easy to rag on Minnesota’s weather, but the truth is I love this crazy state. I love actually having all four seasons, even if their timing is a little super-duper wonky. It certainly beats the Groundhog’s Day-like weather monotony of California (also, the massive fires), or decorating a palm tree for Christmas. Minnesota is for nature lovers, and the older I get, the more I appreciate being able to unplug from our internet overlord and be surrounded by trees and parks and weather and wild turkeys (yes that’s a thing). But appreciating nature also means solemnly acknowledging its ability to kick our assess anytime it pleases.

Minnesota Is The Dark Souls Of America

about X hours ago from
Minnesota Is The Dark Souls Of America

Hello, faithful readers, enjoying your balmy spring weather? I certainly was – until Mother Nature decided we were due another reminder of what state we live in. I’m writing today’s column from home today, because we are once again buried under a foot of snow and the office is closed. I don’t want to exaggerate the situation, but a penguin delivered my mail today! I tried to ride a tauntaun in to work, but it collapsed in my front yard! My freezer is collecting unemployment checks! That last one doesn’t even make sense conceptually, but I don’t care because it’s snowing in April and the old rules don’t matter anymore!

It’s easy to rag on Minnesota’s weather, but the truth is I love this crazy state. I love actually having all four seasons, even if their timing is a little super-duper wonky. It certainly beats the Groundhog’s Day-like weather monotony of California (also, the massive fires), or decorating a palm tree for Christmas. Minnesota is for nature lovers, and the older I get, the more I appreciate being able to unplug from our internet overlord and be surrounded by trees and parks and weather and wild turkeys (yes that’s a thing). But appreciating nature also means solemnly acknowledging its ability to kick our assess anytime it pleases.

Charting The Frontiers Of Imagination

about X hours ago from
Charting The Frontiers Of Imagination

This article originally appeared in the November 2018 issue of Game Informer.

Have you ever dreamed of making a first-person shooter or RPG? Maybe a racing game? Many of us have yearned to try our hands at game creation but for various reasons we’re never quite able to do more than fantasize. Learning how to develop games is time-consuming and expensive, often requiring years of study, not to mention tracking down collaborators to help create the parts of the project you can’t. But what if you could create that amazing game nestled in the back of your mind not in a matter of years, but days? For the past seven years, LittleBigPlanet creator Media Molecule has toiled to design a creative suite both accessible and ridiculously deep, capable of letting users who have never programmed or illustrated in their lives make almost any game in any genre they can imagine – and do it with style.

The ambitions of this team of England-based developers’ sounds like an impossible fantasy. You know whats even wilder?

Charting The Frontiers Of Imagination

about X hours ago from
Charting The Frontiers Of Imagination

This article originally appeared in the November 2018 issue of Game Informer.

Have you ever dreamed of making a first-person shooter or RPG? Maybe a racing game? Many of us have yearned to try our hands at game creation but for various reasons we’re never quite able to do more than fantasize. Learning how to develop games is time-consuming and expensive, often requiring years of study, not to mention tracking down collaborators to help create the parts of the project you can’t. But what if you could create that amazing game nestled in the back of your mind not in a matter of years, but days? For the past seven years, LittleBigPlanet creator Media Molecule has toiled to design a creative suite both accessible and ridiculously deep, capable of letting users who have never programmed or illustrated in their lives make almost any game in any genre they can imagine – and do it with style.

The ambitions of this team of England-based developers’ sounds like an impossible fantasy. You know whats even wilder?

New Gameplay Today – The Sinking City

about X hours ago from
New Gameplay Today – The Sinking City

Get ready to lose your mind in today's NGT. Reiner recently got some new hands-on time with The Sinking City, a mystery game set in a world inspired by H.P. Lovecraft's demented imagination.

This one's got it all: Investigations! Combat! Exploration! Fish-faced people and folks who look like they staggered out of a Planet of the Apes time capsule. All the while, protagonist Charles Reed has to maintain his dwindling sanity in a city that just so happens to be... sinking. Sorry.

The Sinking City is coming to PlayStation 4, Xbox One, and PC on June 27.

New Gameplay Today – The Sinking City

about X hours ago from
New Gameplay Today – The Sinking City

Get ready to lose your mind in today's NGT. Reiner recently got some new hands-on time with The Sinking City, a mystery game set in a world inspired by H.P. Lovecraft's demented imagination.

This one's got it all: Investigations! Combat! Exploration! Fish-faced people and folks who look like they staggered out of a Planet of the Apes time capsule. All the while, protagonist Charles Reed has to maintain his dwindling sanity in a city that just so happens to be... sinking. Sorry.

The Sinking City is coming to PlayStation 4, Xbox One, and PC on June 27.

Dragon’s Dogma Is Everything I Wish A Soulsborne Game Would Be

about X hours ago from
Dragon’s Dogma Is Everything I Wish A Soulsborne Game Would Be

With the recent release of Sekiro, developer From Software is enjoying a fresh flood of praise for a new twist on its familiar formula. The studio’s games are successful and critically acclaimed, but personally, I’ve never quite been able to understand the reverence. I played through (and enjoyed) Bloodborne, but I also have abandoned save files for almost every other modern title From Software has made. Even so, something clearly keeps drawing me to these games, or I wouldn’t repeatedly try to play through them. But for each element I find compelling in From’s games, I fight against a counterweight pulling it down for me.

If you’ve ever had a similar experience, let me make a recommendation: Play Dragon’s Dogma.

Capcom’s action/RPG originally released in 2012, but has since made the transition to modern consoles (bundled with its Dark Arisen expansion). I’ve been playing the game again on Switch in advance of that version’s official release on April 23. Maybe it’s because of the close proximity to all of the Sekiro discussions, but this time, I’m noticing many similarities between Dragon’s Dogma and From Software’s catalog. However, Dragon’s Dogma avoids all of the problems that hold me back from loving the Souls-like titles.

Dragon’s Dogma Is Everything I Wish A Soulsborne Game Would Be

about X hours ago from
Dragon’s Dogma Is Everything I Wish A Soulsborne Game Would Be

With the recent release of Sekiro, developer From Software is enjoying a fresh flood of praise for a new twist on its familiar formula. The studio’s games are successful and critically acclaimed, but personally, I’ve never quite been able to understand the reverence. I played through (and enjoyed) Bloodborne, but I also have abandoned save files for almost every other modern title From Software has made. Even so, something clearly keeps drawing me to these games, or I wouldn’t repeatedly try to play through them. But for each element I find compelling in From’s games, I fight against a counterweight pulling it down for me.

If you’ve ever had a similar experience, let me make a recommendation: Play Dragon’s Dogma.

Capcom’s action/RPG originally released in 2012, but has since made the transition to modern consoles (bundled with its Dark Arisen expansion). I’ve been playing the game again on Switch in advance of that version’s official release on April 23. Maybe it’s because of the close proximity to all of the Sekiro discussions, but this time, I’m noticing many similarities between Dragon’s Dogma and From Software’s catalog. However, Dragon’s Dogma avoids all of the problems that hold me back from loving the Souls-like titles.

Six Things To Know About Ancestors: The Humankind Odyssey

about X hours ago from
Six Things To Know About Ancestors: The Humankind Odyssey

Five years ago, Patrice Désilets started up Panache, his own studio in the heart of Montreal. As the original creative director of Assassin's Creed, the gaming world has been excited about what he'd cook up next. Originally, Désilets hoped to work on 1666: Amsterdam, a game he had conceived at THQ and was later acquired by Ubisoft, but after a long legal battle to regain his legal rights to the project (which he finally did), the title is yet to reach the development phase.

Now, Panache is wrapping up the studio's first release, Ancestors: The Humankind Odyssey which is releasing later this year. Taking place in a prehistoric age before man, Ancestors tasks you with trying to survive as an ape and witnessing evolution happen right before your eyes.

Désilets says the idea was designed around the team's capacity. At first, it felt like a simpler approach than Assassin's Creed II's Italian Renaissance, but Ancestors has matured since that initial concept and morphed into something larger and more ambitious.