Super Replay – God Hand Episode 7: Asura's Wrath Episode 1

about X hours ago from
Super Replay – God Hand Episode 7: Asura's Wrath Episode 1

After a festive holiday season, Game Informer's annual 12.31 Super Replay usually brings suffering. In years past, this day has kicked off complete playthroughs of stinkers like Overblood, Overblood 2, Blue Stinger, Illbleed, Raw Danger, Martian Gothic: Unification, Sonic the Hedgehog, and Vampire Hunter D.

Figuring out which game will be honored with this spot is a stressful decision that usually takes a full year to figure out. That wasn't the case this year. The community figured it out for us. We had the somewhat official I Watched the Entire Overblood Super Replay group vote for a Super Replay earlier this year. With hundreds of votes cast, the poll ended in a tie between Killer 7 and God Hand. Rather than just flipping a coin to see which one we would do, I decided to record both of them. We knocked out Killer 7 earlier this year, and almost rolled right into God Hand, but couldn't find a window to get it done in a productive way. I shelved the Super Replay until 12.31. It was one of the games I was considering years ago for this spot anyway.

Super Replay – God Hand Episode 7: Asura's Wrath Episode 1

about X hours ago from
Super Replay – God Hand Episode 7: Asura's Wrath Episode 1

After a festive holiday season, Game Informer's annual 12.31 Super Replay usually brings suffering. In years past, this day has kicked off complete playthroughs of stinkers like Overblood, Overblood 2, Blue Stinger, Illbleed, Raw Danger, Martian Gothic: Unification, Sonic the Hedgehog, and Vampire Hunter D.

Figuring out which game will be honored with this spot is a stressful decision that usually takes a full year to figure out. That wasn't the case this year. The community figured it out for us. We had the somewhat official I Watched the Entire Overblood Super Replay group vote for a Super Replay earlier this year. With hundreds of votes cast, the poll ended in a tie between Killer 7 and God Hand. Rather than just flipping a coin to see which one we would do, I decided to record both of them. We knocked out Killer 7 earlier this year, and almost rolled right into God Hand, but couldn't find a window to get it done in a productive way. I shelved the Super Replay until 12.31. It was one of the games I was considering years ago for this spot anyway.

What We Want From Pokémon On Switch

about X hours ago from
What We Want From Pokémon On Switch

With Pokémon: Let’s Go, Eevee and Let’s Go, Pikachu out in the wild now, it’s time to look ahead at what to expect and – more importantly – what we want from the next proper Pokémon game on Switch. Several of Pokémon’s core features were wiped out or altered for the airier Let’s Go games, and while that fit the tone of those games, for the mainline series’ first foray onto a home console, we’d like to see something more substantial. Here is what we would like to see change for the upcoming eighth generation:

Tired: Random battles One of the more drastic changes in Let’s Go was ditching random encounters in favor of having the monsters physically spawn on the map. This meant you could choose to engage with them or not, so you could finally make it through Mt. Moon without being swarmed by Zubats. While this is a great change that we think should be maintained, we’d love to see Pokémon branch out and offer a greater variety of ways to initiate an encounter. 

What We Want From Pokémon On Switch

about X hours ago from
What We Want From Pokémon On Switch

With Pokémon: Let’s Go, Eevee and Let’s Go, Pikachu out in the wild now, it’s time to look ahead at what to expect and – more importantly – what we want from the next proper Pokémon game on Switch. Several of Pokémon’s core features were wiped out or altered for the airier Let’s Go games, and while that fit the tone of those games, for the mainline series’ first foray onto a home console, we’d like to see something more substantial. Here is what we would like to see change for the upcoming eighth generation:

Tired: Random battles One of the more drastic changes in Let’s Go was ditching random encounters in favor of having the monsters physically spawn on the map. This meant you could choose to engage with them or not, so you could finally make it through Mt. Moon without being swarmed by Zubats. While this is a great change that we think should be maintained, we’d love to see Pokémon branch out and offer a greater variety of ways to initiate an encounter. 

Praey For The Gods' Developers Talk Shadow Of The Colossus And Breath Of The Wild Inspirations

about X hours ago from
Praey For The Gods' Developers Talk Shadow Of The Colossus And Breath Of The Wild Inspirations

Praey for the Gods has been in development in some form since 2014. The game is heavily inspired by Shadow of the Colossus and found success on Kickstarter when it earned $500,000 in pledges with a $300,000 goal. The game entered early access on January 31, which has offered a fairly substantial look at the full experience. After spending some time with the game and felling a few of its "gods," we reached out to creative director Brian Parnell to ask a few questions about the game's inspirations and its future.

Game Informer: How much of the game is in the early access version?

Brian Parnell: We've delivered on the goals of the Kickstarter but the game is not done yet! We love working on this game and are looking to add a couple more bosses prior to our 1.0.

Praey For The Gods' Developers Talk Shadow Of The Colossus And Breath Of The Wild Inspirations

about X hours ago from
Praey For The Gods' Developers Talk Shadow Of The Colossus And Breath Of The Wild Inspirations

Praey for the Gods has been in development in some form since 2014. The game is heavily inspired by Shadow of the Colossus and found success on Kickstarter when it earned $500,000 in pledges with a $300,000 goal. The game entered early access on January 31, which has offered a fairly substantial look at the full experience. After spending some time with the game and felling a few of its "gods," we reached out to creative director Brian Parnell to ask a few questions about the game's inspirations and its future.

Game Informer: How much of the game is in the early access version?

Brian Parnell: We've delivered on the goals of the Kickstarter but the game is not done yet! We love working on this game and are looking to add a couple more bosses prior to our 1.0.

Persona Q2 Is A Worthy Send Off For 3DS

about X hours ago from
Persona Q2 Is A Worthy Send Off For 3DS

Watching Persona Q2: New Cinema Labyrinth get its official announcement this past week has been interesting. I’ve seen so many different reactions, both positive and negative. The whole situation got me thinking about the importance of handhelds, like the 3DS, for the niche RPG market and how the lower development costs allow studios to still take chances like these. When games launch late in a console’s lifecycle, it’s always risky, as the userbase has mostly moved on from the system, but the diehard fans will come back for their favorite series. Personally, I don’t mind taking out my system and having one last joyride with it, especially if that’s the only way I’ll ever be able to experience a game.

I think back to my disappointment when many games during the end of the PSP’s lifecycle didn’t come our way, such as Valkyria Chronicles III and the Suikoden side story Tsumugareshi Hyakunen no Toki, and how glad I would have been to play them in English. Atlus isn’t leaving fans high and dry with Persona Q2, and although the lack of an English dub is sure to bother some, it’s really not that bad when faced with the alternative of it never reaching our shores. 

Persona Q2 Is A Worthy Send Off For 3DS

about X hours ago from
Persona Q2 Is A Worthy Send Off For 3DS

Watching Persona Q2: New Cinema Labyrinth get its official announcement this past week has been interesting. I’ve seen so many different reactions, both positive and negative. The whole situation got me thinking about the importance of handhelds, like the 3DS, for the niche RPG market and how the lower development costs allow studios to still take chances like these. When games launch late in a console’s lifecycle, it’s always risky, as the userbase has mostly moved on from the system, but the diehard fans will come back for their favorite series. Personally, I don’t mind taking out my system and having one last joyride with it, especially if that’s the only way I’ll ever be able to experience a game.

I think back to my disappointment when many games during the end of the PSP’s lifecycle didn’t come our way, such as Valkyria Chronicles III and the Suikoden side story Tsumugareshi Hyakunen no Toki, and how glad I would have been to play them in English. Atlus isn’t leaving fans high and dry with Persona Q2, and although the lack of an English dub is sure to bother some, it’s really not that bad when faced with the alternative of it never reaching our shores.