The Life Exotic: Cerberus +1 Brings The Power Of Contra’s Spread Gun To Destiny 2: Forsaken

about X hours ago from
The Life Exotic: Cerberus +1 Brings The Power Of Contra’s Spread Gun To Destiny 2: Forsaken

“Because three heads are good, but four is better.” —Jeza “Jeopardy” Verlayn

Destiny’s exotic weapons sport some extravagant looks. The sleek, Egyptian adornments and sun-shaped reticle of Vigilance Wing, the monstrous frame, pulsing conductors, and electrified bullet trails of Legend of Acrius – these weapons are as much about fashion as they are about function. Sometimes, though, the best bet is to just tie four different barrels on a gun, slap a mysterious power source onto it, and hope it works.

Cerberus +1 looks like what would happen if you tried to squeeze all the ballpoints of a four-color pen through the tip at once, broke the thing, and kept writing anyway. It’s a patchwork weapon built out of the barrels, stocks, sights, and various remnants from other auto rifles, and fans should be able to spot some familiar parts. “There’s some Origin Story in there, some of it is Khvostov-inspired, there’s a bunch of various guns,” says Greg Peng, Bungie’s senior sandbox designer.

Resident Evil 2’s Producers On New Areas And Scarier Zombies

about X hours ago from
Resident Evil 2’s Producers On New Areas And Scarier Zombies

Capcom announced the remake to Resident Evil 2 three years ago, but the publisher debuted the game for the first time at this year’s E3, and title made a big splash. At the show, we sat down with producers Yoshiaki Hirabayashi and Tsuyoshi Kanda to talk about how the original Resident Evil remake served as an example for this project, why Capcom is moving away from a shooter focus with the series, and how this might be the scariest Resident Evil game to date.

What was the plan to get Resident Evil 2 remade? Hirabayashi: The reason is really just that fans have always asked for this. There have been a long number of years with a very high demand for a remake of Resident Evil 2. Finally three years ago, the timing was right. We got it all signed off and I couldn't wait to tell everyone, so we made this unofficial soft-launch video where it was like, “We're gonna do it, don't worry.”

Resident Evil 2’s Producers On New Areas And Scarier Zombies

about X hours ago from
Resident Evil 2’s Producers On New Areas And Scarier Zombies

Capcom announced the remake to Resident Evil 2 three years ago, but the publisher debuted the game for the first time at this year’s E3, and title made a big splash. At the show, we sat down with producers Yoshiaki Hirabayashi and Tsuyoshi Kanda to talk about how the original Resident Evil remake served as an example for this project, why Capcom is moving away from a shooter focus with the series, and how this might be the scariest Resident Evil game to date.

What was the plan to get Resident Evil 2 remade? Hirabayashi: The reason is really just that fans have always asked for this. There have been a long number of years with a very high demand for a remake of Resident Evil 2. Finally three years ago, the timing was right. We got it all signed off and I couldn't wait to tell everyone, so we made this unofficial soft-launch video where it was like, “We're gonna do it, don't worry.”

These Are The Eight Barons Who Helped Kill Cayde-6 In Destiny 2: Forsaken

about X hours ago from
These Are The Eight Barons Who Helped Kill Cayde-6 In Destiny 2: Forsaken

At the start of Destiny 2: Forsaken’s campaign, Uldren Sov, the Prince of the Reef, shoots Cayde-6 dead. This sets him up as the main antagonist you'll be taking revenge against in Forsaken, but Cayde doesn't die by his hand alone; to pull off the feat, he has help from the Barons, a group of powerful Scorn enemies. Hunting down the Barons comprises a large part of your journey the initial campaign, and each has their own story, traits, and boss encounter, making them some of Destiny 2’s most interesting foes yet.

Bungie was able to give us in-depth, official info on who each of these Barons are, including their history, stats, and brief snippets of insight from Cayde himself, learned from when he had to put the Barons in their place the first time around.

These Are The Eight Barons Who Helped Kill Cayde-6 In Destiny 2: Forsaken

about X hours ago from
These Are The Eight Barons Who Helped Kill Cayde-6 In Destiny 2: Forsaken

At the start of Destiny 2: Forsaken’s campaign, Uldren Sov, the Prince of the Reef, shoots Cayde-6 dead. This sets him up as the main antagonist you'll be taking revenge against in Forsaken, but Cayde doesn't die by his hand alone; to pull off the feat, he has help from the Barons, a group of powerful Scorn enemies. Hunting down the Barons comprises a large part of your journey the initial campaign, and each has their own story, traits, and boss encounter, making them some of Destiny 2’s most interesting foes yet.

Bungie was able to give us in-depth, official info on who each of these Barons are, including their history, stats, and brief snippets of insight from Cayde himself, learned from when he had to put the Barons in their place the first time around.

Studio Head Jade Raymond Sheds Light On Motive's New IP

about X hours ago from
Studio Head Jade Raymond Sheds Light On Motive's New IP

Three years have passed since former Assassin's Creed producer Jade Raymond originally re-joined Electronic Arts to form a new studio focused on creating Star Wars titles as well as a new action-adventure open-world IP. Though Motive has kept busy creating the single-player campaign for Star Wars Battlefront II, we have yet to see or hear much about the maligned Star Wars action game that recently changed directions or the new concept.

During our extended sit-down with Raymond at E3, we extracted some clues that give us a rough outline of what to expect from the original franchise.

It's A Dynamic Action-Adventure Game We've known for a while that this new IP is going to be an action game, but after talking to Raymond, we now understand the scope goes beyond just being a static action game.  "We're trying to reinvent action-adventure games for the future, an action-adventure game that lives on and the world is dynamic, living, and breathing," Raymond said. "I think that's a great problem to solve because we make these amazing worlds and then you play through them and they are gone. What does a dynamic one look like?"

Studio Head Jade Raymond Sheds Light On Motive's New IP

about X hours ago from
Studio Head Jade Raymond Sheds Light On Motive's New IP

Three years have passed since former Assassin's Creed producer Jade Raymond originally re-joined Electronic Arts to form a new studio focused on creating Star Wars titles as well as a new action-adventure open-world IP. Though Motive has kept busy creating the single-player campaign for Star Wars Battlefront II, we have yet to see or hear much about the maligned Star Wars action game that recently changed directions or the new concept.

During our extended sit-down with Raymond at E3, we extracted some clues that give us a rough outline of what to expect from the original franchise.

It's A Dynamic Action-Adventure Game We've known for a while that this new IP is going to be an action game, but after talking to Raymond, we now understand the scope goes beyond just being a static action game.  "We're trying to reinvent action-adventure games for the future, an action-adventure game that lives on and the world is dynamic, living, and breathing," Raymond said. "I think that's a great problem to solve because we make these amazing worlds and then you play through them and they are gone. What does a dynamic one look like?"

We Happy Few's Creators Discuss How And Why The Game Has Changed So Much

about X hours ago from
We Happy Few's Creators Discuss How And Why The Game Has Changed So Much

The current version of We Happy Few is a much different game than the one that released in early access back in 2016. Developer Compulsion Games listened closely to every bit of feedback it received and expanded its studio significantly in order to bring the game closer to the narrative-focused game many thought it was going to be, based on its early trailers. We spoke with producer Sam Abbott about how and why the game has changed so much during its development and why procedurally-generated levels are still an asset to the We Happy Few Experience.

Game Informer: What is the story of We Happy Few now that is has undergone such big changes. You’re playing as Arthur who seems to be seeking his older brother, and he is not supposed to be in Wellington Wells, from what I gathered from the demo.

We Happy Few's Creators Discuss How And Why The Game Has Changed So Much

about X hours ago from
We Happy Few's Creators Discuss How And Why The Game Has Changed So Much

The current version of We Happy Few is a much different game than the one that released in early access back in 2016. Developer Compulsion Games listened closely to every bit of feedback it received and expanded its studio significantly in order to bring the game closer to the narrative-focused game many thought it was going to be, based on its early trailers. We spoke with producer Sam Abbott about how and why the game has changed so much during its development and why procedurally-generated levels are still an asset to the We Happy Few Experience.

Game Informer: What is the story of We Happy Few now that is has undergone such big changes. You’re playing as Arthur who seems to be seeking his older brother, and he is not supposed to be in Wellington Wells, from what I gathered from the demo.

The Journey To Make Dragon Quest Thrive In The West

about X hours ago from
The Journey To Make Dragon Quest Thrive In The West

The Dragon Quest series has a long, rich history, starting with its impact on the early console RPG genre, providing a turn-based template and style that would define Japanese RPGs for years to come. The franchise has reached its share of milestones, including its 30 year anniversary, making it the longest-running JRPG franchise. Despite these achievements, the series still hasn’t conquered the Western market, never reaching the height of popularity as Square Enix’s other major properties, such as Final Fantasy and Kingdom Hearts. Dragon Quest is such a cultural phenomenon in Japan that it launches on weekends so kids don’t skip school for it, was the first video games series to receive live-action ballet adaptations, and even has a whole restaurant devoted to it called Luida’s Bar in Roppongi. While it will probably never reach this level of fanfare in North America, the team hasn’t given up on Dragon Quest making an impact here and the upcoming XI is Square Enix’s next chance to turn the tides.