Shawn Layden On PlayStation And The Future

about X hours ago from
Shawn Layden On PlayStation And The Future

On a rainy late afternoon in San Mateo, CA,  Game Informer sat down with Sony Interactive Entertainment Worldwide Studios chairman, Shawn Layden. Dressed sharply and with a charming grin, he made a telling observation just before our interview. The chairs were beautiful, but just didn’t quite fit his stature, and he opted for the conference table for us to chat. 

I thought the choice represented Sony Interactive Entertainment lately. Yes, there are plenty of things going on in games, from the success of Switch to the Battle Royale craze that brands have been chasing to compete in throughout the industry, but Sony has stuck to what it does best: Solid hardware coupled with the games that focus on single-player experiences or trying to push the boundaries on what games can be, from VR to Dreams.

Know yourself and know what you like – and after our talk, it was easy to tell that Shawn Layden’s long history with the company (he has been with the interactive group since 1996) has taught him to lean into what he knows. He also needs to make sure he is taking a few chances, even though he didn’t want to take a chance with the ill-fitting couch and chairs.

12 Changes We Want For Apex Legends

about X hours ago from
12 Changes We Want For Apex Legends

Titanfall spin-off Apex Legends has been out for a little over a week and we're enamored with the novelties and twists it brings to battle royale as well as Respawn's superb combat. Our admiration doesn't mean it's a perfect game, though. From maps to our undying hopes for titans to make an appearance, here are some changes we'd really like to see come to Apex Legends as the game evolves.

A Better-Looking Map Kings Canyon is a fun and lively place. From a design standpoint, the map is one of the most varied for battle royale out there, with lots of interiors to hide in, many rolling hills, and enclosed spaces to prevent snipers from dominating the game. However, it's a bit of an eyesore. We'd really like to see Kings Canyon, currently comprised of little more than swamplands and military bases, get a dose of color and more distinct areas. Or, y'know, an entirely new map to go to war on would be rad too.

Adjusted Loot Algorithms
It sucks when you land in a zone and find yourself surrounded by only auto shotguns or grenades. Yes, part of battle royale is scavenging for supplies but sometimes Apex's weapon/armor placements are strange as hell. Turn those dials, Respawn, and place things a little more evenly across the map.

12 Changes We Want For Apex Legends

about X hours ago from
12 Changes We Want For Apex Legends

Titanfall spin-off Apex Legends has been out for a little over a week and we're enamored with the novelties and twists it brings to battle royale as well as Respawn's superb combat. Our admiration doesn't mean it's a perfect game, though. From maps to our undying hopes for titans to make an appearance, here are some changes we'd really like to see come to Apex Legends as the game evolves.

A Better-Looking Map Kings Canyon is a fun and lively place. From a design standpoint, the map is one of the most varied for battle royale out there, with lots of interiors to hide in, many rolling hills, and enclosed spaces to prevent snipers from dominating the game. However, it's a bit of an eyesore. We'd really like to see Kings Canyon, currently comprised of little more than swamplands and military bases, get a dose of color and more distinct areas. Or, y'know, an entirely new map to go to war on would be rad too.

Adjusted Loot Algorithms
It sucks when you land in a zone and find yourself surrounded by only auto shotguns or grenades. Yes, part of battle royale is scavenging for supplies but sometimes Apex's weapon/armor placements are strange as hell. Turn those dials, Respawn, and place things a little more evenly across the map.

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.