The Best Achievements And Trophies Of 2018

about X hours ago from
 The Best Achievements And Trophies Of 2018

Whether you love them, hate them, or forget they exist until they pop on your screen and interrupt your game, achievements and trophies are (literally) a required feature of all PlayStation 4, Xbox One, and Steam games. I fall into the love camp, and these are some of my favorites from 2017.

The achievements and trophies I find most interesting aren't the ones that mark your progress in a storyline or reward you for attaining a certain number of headshots. I like the ones that force you to think outside of the normal functions of the game or reward you for doing something weird.

Follow the links to see 2011, 2012, 2013, 2014, 2015, 2016, and 2017's best achievements and trophies.

The Best Achievements And Trophies Of 2018

about X hours ago from
 The Best Achievements And Trophies Of 2018

Whether you love them, hate them, or forget they exist until they pop on your screen and interrupt your game, achievements and trophies are (literally) a required feature of all PlayStation 4, Xbox One, and Steam games. I fall into the love camp, and these are some of my favorites from 2017.

The achievements and trophies I find most interesting aren't the ones that mark your progress in a storyline or reward you for attaining a certain number of headshots. I like the ones that force you to think outside of the normal functions of the game or reward you for doing something weird.

Follow the links to see 2011, 2012, 2013, 2014, 2015, 2016, and 2017's best achievements and trophies.

Suda51 Talks Travis Touchdown, Wanting To Make No More Heroes 3, And His Grasshopper Fighting Game Main

about X hours ago from
Suda51 Talks Travis Touchdown, Wanting To Make No More Heroes 3, And His Grasshopper Fighting Game Main

Suda51 has always seemed like one of the most down-to-earth Japanese directors in the industry. When talking to you, he'll find the most relatable thing he and you might have in common, whether it's mutual friends or a similar taste for pizza toppings. We got a chance to talk to the famously punk rock game developer earlier this year about his newest title Travis Strikes Again, a possible No More Heroes 3, and more.

Travis Strikes Again is the newest game with Travis Touchdown. You specifically don't call it No More Heroes 3, is there a reason for that?

I wanted to give Travis a new adventure and a new experience. Up until now you know he's been fighting as an assassin, but this time I wanted him to actually go inside the world of video games. So I thought it would be a good chance to make it a new IP of its own, that's why it's not No More Heroes.

Suda51 Talks Travis Touchdown, Wanting To Make No More Heroes 3, And His Grasshopper Fighting Game Main

about X hours ago from
Suda51 Talks Travis Touchdown, Wanting To Make No More Heroes 3, And His Grasshopper Fighting Game Main

Suda51 has always seemed like one of the most down-to-earth Japanese directors in the industry. When talking to you, he'll find the most relatable thing he and you might have in common, whether it's mutual friends or a similar taste for pizza toppings. We got a chance to talk to the famously punk rock game developer earlier this year about his newest title Travis Strikes Again, a possible No More Heroes 3, and more.

Travis Strikes Again is the newest game with Travis Touchdown. You specifically don't call it No More Heroes 3, is there a reason for that?

I wanted to give Travis a new adventure and a new experience. Up until now you know he's been fighting as an assassin, but this time I wanted him to actually go inside the world of video games. So I thought it would be a good chance to make it a new IP of its own, that's why it's not No More Heroes.

Odyssey's RPG Design Revitalized My Love For Assassin's Creed

about X hours ago from
Odyssey's RPG Design Revitalized My Love For Assassin's Creed

Assassin’s Creed has always been about truly becoming an assassin, scaling rooftops to enact stealthy kills. It’s taken us all over the world from Egypt to Colonial America, placing us right in the middle of some of the biggest moments in history, like the Renaissance. As more entries debuted, the open worlds have only expanded. This has required more depth in systems and exploration. Pivoting to an action/RPG was a smart move, as it serves both those purposes well. Origins was the first time we saw what this shift actually meant. It may have been rough around the edges but it showed potential, ringing in a new era of Assassin’s Creed. Odyssey capitalized on Origins’ promise, refining the RPG elements and fully committing to the genre shift. I can’t put it down. 

This move came at the right time. After a string of yearly installments with varying degrees of quality, reinvention was needed; the thrill wasn’t there anymore. A pretty world can only get you so far; you need to engage the player by offering new and exciting things. I know some scoffed at the franchise shifting away from its stealth roots, but its foray into the role-playing game genre has made me fall in love all over again.

Odyssey's RPG Design Revitalized My Love For Assassin's Creed

about X hours ago from
Odyssey's RPG Design Revitalized My Love For Assassin's Creed

Assassin’s Creed has always been about truly becoming an assassin, scaling rooftops to enact stealthy kills. It’s taken us all over the world from Egypt to Colonial America, placing us right in the middle of some of the biggest moments in history, like the Renaissance. As more entries debuted, the open worlds have only expanded. This has required more depth in systems and exploration. Pivoting to an action/RPG was a smart move, as it serves both those purposes well. Origins was the first time we saw what this shift actually meant. It may have been rough around the edges but it showed potential, ringing in a new era of Assassin’s Creed. Odyssey capitalized on Origins’ promise, refining the RPG elements and fully committing to the genre shift. I can’t put it down. 

This move came at the right time. After a string of yearly installments with varying degrees of quality, reinvention was needed; the thrill wasn’t there anymore. A pretty world can only get you so far; you need to engage the player by offering new and exciting things. I know some scoffed at the franchise shifting away from its stealth roots, but its foray into the role-playing game genre has made me fall in love all over again.

The Origin Of Super Smash Bros.

about X hours ago from
The Origin Of Super Smash Bros.

Super Smash Bros. Ultimate recently launched on Switch with 74 characters, more than 100 stages, and a soundtrack featuring more than 900 songs. Despite the massive scope of the series today, the franchise emerged from meager beginnings, starting as a passion project from a three-man team at Kirby and EarthBound developer HAL Laboratory.

Satoru Iwata and Masahiro Sakurai, the co-creators of the Kirby series, began development on a prototype fighting game in 1996. According to an Iwata Asks interview, Iwata handled all the programming for the prototype, while Sakurai worked on planning, design, modeling, and movement. One additional team member helped with the sound. The small team worked on the project alongside other development obligations.

At the time, Iwata was getting pulled to another project that took up most of his time. “I didn’t have any time during the week and had to program on the weekends,” he said. “I would assemble the data and specs, and the project slowly took shape as we sent changes back and forth.”

The Origin Of Super Smash Bros.

about X hours ago from
The Origin Of Super Smash Bros.

Super Smash Bros. Ultimate recently launched on Switch with 74 characters, more than 100 stages, and a soundtrack featuring more than 900 songs. Despite the massive scope of the series today, the franchise emerged from meager beginnings, starting as a passion project from a three-man team at Kirby and EarthBound developer HAL Laboratory.

Satoru Iwata and Masahiro Sakurai, the co-creators of the Kirby series, began development on a prototype fighting game in 1996. According to an Iwata Asks interview, Iwata handled all the programming for the prototype, while Sakurai worked on planning, design, modeling, and movement. One additional team member helped with the sound. The small team worked on the project alongside other development obligations.

At the time, Iwata was getting pulled to another project that took up most of his time. “I didn’t have any time during the week and had to program on the weekends,” he said. “I would assemble the data and specs, and the project slowly took shape as we sent changes back and forth.”

We Discuss Our Time Behind The Wheel In Rage 2

about X hours ago from
We Discuss Our Time Behind The Wheel In Rage 2

During our Rage 2 cover story trip to Avalanche Studios in Sweden, we got behind the wheel of a tricked-out hot rod then went toe-to-toe against a missile-spewing 18-wheeler in a deadly race across the wasteland. In short, Rage 2’s car combat is a thrill, but Javy Gwaltney, Leo Vader, and Ben Reeves are here to expand upon their impressions in this written discussion.

Ben: I found it interesting Avalanche chose to start our demo with a vehicle chase/battle. I think that means they found some fun in the car combat – or at least they think it’s an important pillar of the game. Personally, I thought that convoy battle was a cool set piece, but what were your initial impressions?

Leo: It’s obviously not what I’ll be coming to the game for, but it bodes well that the vehicle combat is getting a focus. A sizable portion of any open world game is spent moving from objective to objective, so the potential for car battles feeding into upgrades and progression for your ride makes those trips between waypoints seem more enticing and less tedious.

We Discuss Our Time Behind The Wheel In Rage 2

about X hours ago from
We Discuss Our Time Behind The Wheel In Rage 2

During our Rage 2 cover story trip to Avalanche Studios in Sweden, we got behind the wheel of a tricked-out hot rod then went toe-to-toe against a missile-spewing 18-wheeler in a deadly race across the wasteland. In short, Rage 2’s car combat is a thrill, but Javy Gwaltney, Leo Vader, and Ben Reeves are here to expand upon their impressions in this written discussion.

Ben: I found it interesting Avalanche chose to start our demo with a vehicle chase/battle. I think that means they found some fun in the car combat – or at least they think it’s an important pillar of the game. Personally, I thought that convoy battle was a cool set piece, but what were your initial impressions?

Leo: It’s obviously not what I’ll be coming to the game for, but it bodes well that the vehicle combat is getting a focus. A sizable portion of any open world game is spent moving from objective to objective, so the potential for car battles feeding into upgrades and progression for your ride makes those trips between waypoints seem more enticing and less tedious.