14 Ghost Recon: Wildlands Tips To Help You Wage War Against The Cartel

about X hours ago from
14 Ghost Recon: Wildlands Tips To Help You Wage War Against The Cartel

Ghost Recon: Wildlands just hit stores today. It's a big game, so we need more time with it before our review is ready to go live.  However, if you've already touched down in Bolivia and are ready to take on the cartel with your friends or by yourself, here are some tips to help you get started.

Play With Friends If You Can Seriously. Or at least play with other players in public sessions. The team A.I. is serviceable and they'll do a decent job of helping you raid camps and execute enemies, but it's also more boring to play with them, and they're not the best at helping you get out of tough situations when your plan falls to pieces. 

Always Be On The Lookout For Upgrades And Resources
Weapon upgrades, accessories, and skill tree points are littered around the map. They can often be tagged by your drones or seen with your own eyes if you're close enough, so don't settle for just getting the objective done. Look around. Take your time in camps. Caches often hold valuable upgrades for both your character and weapons.

Game Informer's Top Scoring Game Reviews Of 2017

about X hours ago from
Game Informer's Top Scoring Game Reviews Of 2017

Game Informer reviews tons of games every year, but only a select few are able to obtain special commendations reserved for the highest scoring titles. Games that earn an 8.5 or 8.75 obtain a Game Informer Silver award, while a score ranging from 9 to 9.5 earns that game a Game Informer Gold award. While most of the best games of the year fall into that range, the most elite titles ascend to the next level to earn a Game Informer Platinum award (9.75 or 10 score).

To help you keep track of the best of the best, we've compiled all of the top scoring games of 2017 here. Check out the games we've thought are the best of the year so far, and if you want to learn more, you can read the full review with a simple click-through. Also, be sure to save this page so you can check back each month to see which new games we think should be added to your "must-play" list.

For more of our favorite games from recent years, head to the links below.

A Video Tour Of MLB The Show 17's Franchise Mode

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A Video Tour Of MLB The Show 17's Franchise Mode

MLB The Show 17 has been the only triple-A baseball simulation in town for several years now, but that doesn't mean the development team is getting complacent. In addition to new additions to Diamond Dynasty and Road to the Show, Sony San Diego Studio is adding Retro Mode, a nostalgic exhibition experience that recalls games from the early '90s. One mainstay mode that's receiving several new features in MLB The Show 17 is franchise mode.

Join Game Informer's Brian Shea and Sony San Diego Studio's Ramone Russell as they take a quick tour of franchise mode. 

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Science-Fiction Weekly – The Best And Worst Of Mass Effect's Companions

about X hours ago from
Science-Fiction Weekly – The Best And Worst Of Mass Effect's Companions

In just two short weeks we have the chance to enter the Andromeda Galaxy. The journey takes us 780 kiloparsecs from Earth, and everyone at our side is a stranger. The N7 logo on our chest is familiar and comforting, but everything else about Mass Effect Andromeda will likely feel alien. BioWare is leaving Commander Shepard and his or her crew behind. That story is done. What we'll discover is anyone's guess. In 2006, the Spitzer Space Telescope discovered Andromeda is a spiral galaxy much larger than our Milky Way, containing double the number of stars, which is believed to be over one trillion.

We know BioWare isn't making an endless game like No Man's Sky, so we won't explore most all of these stars, but we do know Andromeda is the developer's biggest effort yet, and a lot of the depth comes from companion missions – one of the most popular elements from the core series, and a reason why most people say Mass Effect 2 is their favorite entry. I was going to use this week's column to profile some of the new companions we'll get to know in Andromeda, but I shied away from them for the sake of spoilers, especially when the game's release grows ever close, like the falling moon in Majora's Mask.

Super Replay – The Worst Sonic The Hedgehog Ever

about X hours ago from
Super Replay – The Worst Sonic The Hedgehog Ever

When I decided to turn the 12.31 Super Replay into an annual event, I knew the focus needed to be on bad games. People enjoyed watching us suffer; that was the hook that stood out. We used Overblood as the foundation for the type of game we were looking for each year. Blue Stinger, Illbleed, And Martian Gothic were all games that delivered a similar stench. They were perfect selections for the annual Super Replay.

When Tim Turi left Game Informer to work at Capcom, I realized this Super Replay event wouldn't be the same without him. He played through all of these bad games, and, well, I don't think it would have been fair to continue on without him. Out of respect to Tim, we are moving away from the survival-horror angle, and are falling back on my original pitch: it needs to be a bad game period.

As it turns out, there are many different flavors of terrible video games, and I think we found another example in Sonic the Hedgehog that is every bit as enjoyable, campy, and unbearably bad as the original Overblood. The game is simply titled Sonic the Hedgehog, but it's often referred to as Sonic '06. It's developed by Sonic Team for Xbox 360 and PlayStation 3, and is another failed attempt to give the blue speedster new life.

We're Live Streaming Ghost Recon Wildlands Today

about X hours ago from
We're Live Streaming Ghost Recon Wildlands Today

Tom Clancy's Ghost Recon Wildlands is out today, and we're assembling a team of the finest* Game Informer editors to live stream the open world action.

Tune in at 2pm CT and join Andrew Reiner, Matt Bertz, Javy Gwaltney, and Jeff Marchiafava as they galavant across the Bolivian countryside to party-crash the Mexican Santa Blanca cartel. In the meantime, check out the 22 things we learned from going hands-on with the game.

You can click the banner below to watch the stream on Twitch or Youtube on Monday, or just tune in here using the embedded video below. See you then!

The Sports Desk – In Defense Of The Madden QB Vision Cone

about X hours ago from
The Sports Desk – In Defense Of The Madden QB Vision Cone

People always talk derisively how yearly sports titles don't iterate enough. Well one year Madden developer EA Tiburon gave gamers a new feature that showed them a future they frankly weren't prepared for: QB Vision. Lasting only three years starting with Madden NFL 06 (cover star: Donovan McNabb), the vision cone was an optional feature that for the most part was not well liked, but which I think adds a gameplay wrinkle that gamers deserve to grapple with. Having played a bit with it recently, I'm just as convinced as I was back then that QB Vision is a Madden feature that should return.

QB Vision projected a cone of light onto the screen that represented where on the field the QB was looking. Gamers used the right analog stick to move the cone across the screen, simulating the QBs eyes as he scans the field. Accuracy bonuses and penalties were applied if you tried to throw to receivers inside and outside of the cone, respectively. The idea was based on real life, in that good QBs could go through their read progression and scan the field, while lesser ones would tend to focus only on their primary receiver. Before the snap, the vision cone centers on the selected play's primary receiver and automatically shifts to that side of the field once the ball is hiked. This can be changed, however, to default to the center of the screen if you like.

Super Replay – The Worst Sonic The Hedgehog Ever

about X hours ago from
Super Replay – The Worst Sonic The Hedgehog Ever

When I decided to turn the 12.31 Super Replay into an annual event, I knew the focus needed to be on bad games. People enjoyed watching us suffer; that was the hook that stood out. We used Overblood as the foundation for the type of game we were looking for each year. Blue Stinger, Illbleed, And Martian Gothic were all games that delivered a similar stench. They were perfect selections for the annual Super Replay.

When Tim Turi left Game Informer to work at Capcom, I realized this Super Replay event wouldn't be the same without him. He played through all of these bad games, and, well, I don't think it would have been fair to continue on without him. Out of respect to Tim, we are moving away from the survival-horror angle, and are falling back on my original pitch: it needs to be a bad game period.

As it turns out, there are many different flavors of terrible video games, and I think we found another example in Sonic the Hedgehog that is every bit as enjoyable, campy, and unbearably bad as the original Overblood. The game is simply titled Sonic the Hedgehog, but it's often referred to as Sonic '06. It's developed by Sonic Team for Xbox 360 and PlayStation 3, and is another failed attempt to give the blue speedster new life.

The Developers of Stories Untold On Alien: Isolation, Stranger Things, And How They Made Their Game In Six Months

about X hours ago from
The Developers of Stories Untold On Alien: Isolation, Stranger Things, And How They Made Their Game In Six Months

The stylish and enjoyable puzzle/adventure horror anthology Stories Untold came out last week. I dug the game a lot, so I tracked down the Scotland-based developers No Code at this year's GDC and had a chat with them about the spooky collection. I talked with studio founders Jon McKellan and Omar Khan about developing the entire anthology in less than six months, working on Alien: Isolation, and if we're likely to see more games from the studio like Stories Untold in the future.

Game Informer: So The House Abandon, one of the stories in the anthology, came out half a year ago as a standalone prototype. Was Stories Untold meant to be an anthology from the outset?

McKellan: No. The House Abandon was a Ludum Dare game we had created like over a weekend. We put it out there and honestly didn’t expect anything to come of it. I mean, two thousand games get made that weekend, right? But it suddenly blew up and went viral, and lots of people were asking more and we had some time to kill, so we thought we’d take a chance. For the next couple of months, we just started making some more and were already talking to Devolver Digital [the game’s publisher –Ed] at time. So we just decided to go for it and put something cool together within the next six months.