Five Solid Ideas For Where Metal Gear Can Go Next

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Metal Gear Solid V: The Phantom Pain served as Hideo Kojima’s swan song for the beloved franchise he created. There was a great deal of controversy surrounding the game, including production troubles during the buildup to release, culminating in Kojima parting ways with Konami to pursue new ideas at his own studio. However, before The Phantom Pain released, a statement from Konami said the company would be making new Metal Gear games even after Kojima was done with the series.

Earlier this summer, the trailer surfaced for a pachinko game based on Metal Gear Solid 3: Snake Eater. Die-hard Metal Gear fans reacted negatively to the trailer, expressing that this was not the future they wanted to see for the franchise. A Konami employee took to Reddit after the backlash over the pachinko game to assure fans that Metal Gear would be properly supported on consoles moving forward. We were recently given our first glimpse of the post-Kojima Metal Gear world with the trailer for Metal Gear Survive. While zombie survival may not be the way many expected a new Metal Gear to look, there are still a number of great ideas for a proper spin-off. Here are just a few directions a new Metal Gear game could take the series in.

The Story Behind The Story Of The Witcher 3: Wild Hunt

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The Story Behind The Story Of The Witcher 3: Wild Hunt

Any mention of The Witcher 3: Wild Hunt is quickly followed by mention of its scale – be that in terms of its story or its world. Wild Hunt’s script is roughly 450,000 words long. Its literature (books, bestiary, etc.) add another 250,000 words. Combining all of the different world states, the game has 36 different endings. Both its main story arc and side quests provide about 50 hours of content each – if you’re rushing – though it’s easy to spend upwards of 200 hours with the game. Wild Hunt’s two expansions, Hearts of Stone and Blood and Wine, add another combined 50 hours of content. 

CD Projekt Red senior writer Karolina Stachyra says that incredible scale was planned from the beginning. Wild Hunt was always going to be an open world and its story was always going to be massive. We recently spoke to Stachyra about the process of writing Wild Hunt, how Projekt Red crafted such a large narrative, and how it is moving forward after finishing protagonist Geralt of Rivia’s story.

Ambiguous, But By Design  The inspirations for Wild Hunt are surprisingly intimate, close to home. When asked to define what exactly makes a Witcher game, Stachyra first points to comic writer Alan Moore’s quote, “Artists use lies to tell the truth.” 

Replay – Metroid Fusion

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Replay – Metroid Fusion

Metroid Prime: Federation Force released today, further removing this beloved series from classic sidescrolling roots. Don't worry, we haven't forgotten about the great Metroid games of yesteryear. In this episode of Replay we take a look at the GBA classic, Metroid Fusion. After appearing to crash her ship into an asteroid (what's up with that, Nintendo?), Samus eventually gets a new suit thanks to science and alien stuff.

Kyle Hilliard does his best to show just how challenging this title can be by doing things poorly. We get a good ways into the title and transition to two handheld games you've likely never heard of, and they come from publisher Rockstar Games. What could they be? Watch the damn episode to find out!

Thanks again for supporting this silly little show. We'll be back in seven days with another episode!

Super Replay – Shadow Of The Colossus Episode Seven

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Super Replay – Shadow Of The Colossus Episode Seven

Team Ico's latest, The Last Guardian, is finally (pending any additional surprise delays) arriving this October, which is a perfect excuse to play through Shadow of the Colossus in its entirety.

Of course, you don't really need an excuse to play Shadow of the Colossus because it is a fantastic game. Join myself and Andrew Reiner as we relive some of our Shenmue magic by keeping this a two-person show, making our way through the game's strange world and bringing down its imposing beasts. We don't have a strict schedule in mind for this series, because we want to be able to absorb everyone's feedback episode to episode, so we likely won't be recording multiple episodes in advance. We're all going on this journey together, so please sound off in the comments section below or on YouTube.

For more Super Replay, follow the links to find our full playthroughs of Shenmue and Tex Murphy: Under A Killing Moon. You can also see our full playthrough of Dark Souls III here, which technically isn't a Super Replay, but is pretty close. For our Replay of Shadow of the Colossus, head here.

Top Of The Table – Klask

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Top Of The Table – Klask

The ever-broadening scope and genres in tabletop gaming make for a fascinating study. Each year, designers and publishers push the boundaries of what we can expect out of the tabletop gaming hobby. We’ve seen new explorations of cooperative play through app-driven aid, legacy projects that change over multiple sessions, and highly tactile games built around component manipulation as much as strategy or dice-rolling. Klask immediately caught my attention for the way it differs from traditional tabletop games, but is nonetheless a great source of entertainment for parties, family game nights, or even for a couple looking for a more active, dexterity-based game to play together.

Klask is an odd-looking game. A raised wooden platform serves as the playspace, bounded on each side by a wooden barrier, and two opposing players each sit opposite one another with their hands positioned below the elevated board. A steering magnet is held beneath the platform, which connects to a striking magnet on the top side of the board that moves in response to each player’s under-the-table manipulations. A marble-like ball is placed onto the board, and each player’s striking magnet is able to knock the ball back and forth. 

Test Chamber – Late Game Exploration In No Man’s Sky

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Test Chamber – Late Game Exploration In No Man’s Sky

I’ve spent much of the last week enmeshed in the vast universe of No Man’s Sky. After many hours making my way from one star system to the next, I recently passed along my opinion about Hello Game’s science-fiction game. Today, I sat down with Kyle Hilliard to show off some of what awaits in the later stages of the game. 

As I point out throughout the video, No Man’s Sky puts a big focus on freeform wandering, so beginning players may notice that a number of things haven’t dramatically changed. Nonetheless, our video does show off expanded inventory space, discusses the best ways to move on land, how to best farm for money, and also features a fun late-game option for faster warping between systems. 

Enjoy the video!

Watch Our Full Game Club Discussion Of Deus Ex: Human Revolution

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Watch Our Full Game Club Discussion Of Deus Ex: Human Revolution

If you haven't been following The Game Informer Show podcast, this year we kicked off GI Game Club that has us playing through games and discussing them in detail with our community. We've recently finished playing through 2011's Deus Ex: Human Revolution (partly to get ready for Deus Ex: Mankind Divided) and we had a lot to talk about. If you enjoy the GI Game Club format, be sure to stay tuned to the podcast for an announcement on the next game soon.

Watch the discussion below (it's really quite the journey) or subscribe to The GI Show on iTunes or Google Play and follow along with the audio version

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Map Quest – A Look At Destiny: Rise Of Iron’s New Crucible Battlefields

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Map Quest – A Look At Destiny: Rise Of Iron’s New Crucible Battlefields

Bungie has always tried to highlight interesting corners of our solar system with Destiny’s multiplayer PvP maps, and the upcoming Rise of Iron expansion will give players four new corners of the universe to visit. During our trip to the studio for our recent Destiny: Rise of Iron cover story, we talked with the Crucible team about these four new maps, and we have a breakdown for each one.

At the beginning of each new map pack, Bungie graphs out all the PvP maps it currently has in rotation. Using this data, the team is able to see where their holes are and where they might need to create new content. For example, if the team notices they have an imbalance of larger maps, they might begin working on some smaller combat spaces. This time around, the team felt it needed to explore Venus a bit more and started developing two new play spaces on that planet, and also focused on making all the maps multi-purpose and ready to support a broad range of game modes. Here’s a full breakdown of all four new maps.

For more on Destiny’s Crucible, be sure to check our our breakdown of Rise of Iron’s new mode, Supremacy.

Blog Herding – The Best Blogs Of The Community (August 18, 2016)

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Blog Herding – The Best Blogs Of The Community (August 18, 2016)

No Man's Sky dominated blogs this week, but there was plenty more that caught the eye outside of the slightly disappointing (to some) space exploration game.

Community Blogs For August 11 – August 17:   

Nintendo, Pokemon, and the Price of NostalgiaNostalgia can be both good and bad, and Haley Shipley knows that she's looked at things through rose-tinted glasses before. It's an interesting read about what we love and sometimes letting it go to enjoy it a bit more.