FIFA 19 On The Switch

about X hours ago from
FIFA 19 On The Switch

EA Sports hasn't wholesale supported the Nintendo Switch, but the FIFA franchise has returned to the system for its second iteration. While we aren't doing a proper review of the game, in some ways it's not necessary because much of FIFA 19 is the same as the previous title. Nevertheless, I played the title for a little bit and have some observations to share.

As you may expect, FIFA 19 does not feel like FIFA 19 on the other systems. Instead, it shares some similarities with last year's Switch product in that overall gameplay feels loose, possibly a result of getting caught in lagging animations and/or the game not giving you full control over the ball and your interactions with other players. For instance, 50/50 balls were a specific point of emphasis for FIFA 19 on the other consoles, and here you get none of that. When two players come together you are drawn into a pre-determined animation that encompasses what the players do as well as where the ball goes.

A smaller difference, but a difference nonetheless, is that this version doesn't include the new situational tactics that allow you to change your formation and strategy when you change your d-pad tactics – a nice feature from this year found on the PS4, Xbox One, and PC.

Here Are The Characters In Dreams' Story Mode

about X hours ago from
Here Are The Characters In Dreams' Story Mode

Though much of Dreams’ appeal is rooted in its creation tools and the potential for players to make the games they’ve always dreamed of, Media Molecule’s story mode looks to be a promising journey through a strange and emotionally heavy space. We talked with narrative designer Cara Ellison to get a better grasp on this wild, surreal story. Here are the key players of the tale and what you can expect from them.

Art The protagonist, a musician with a haunted past, and the man whose shifting mind serves as home to the story itself. “The story is essentially about ­him ­finding­ his way back to being able to collaborate and play music with other people again and enrich his life.”

Francis and Foxy
Art and Laila’s toys from childhood, as well as Art and Laila’s alter egos in some of the sequences in Dreams, the plush animals are more than the cutesy animals they appear to be. “Francis tends to be a little bit more wild and­ interested ­in ­thrashing­ stuff­ up. Foxy­ is ­a ­bit ­more ­wily­ and wants to stand back and essentially search the situation out a bit before he does anything.”

Here Are The Characters In Dreams' Story Mode

about X hours ago from
Here Are The Characters In Dreams' Story Mode

Though much of Dreams’ appeal is rooted in its creation tools and the potential for players to make the games they’ve always dreamed of, Media Molecule’s story mode looks to be a promising journey through a strange and emotionally heavy space. We talked with narrative designer Cara Ellison to get a better grasp on this wild, surreal story. Here are the key players of the tale and what you can expect from them.

Art The protagonist, a musician with a haunted past, and the man whose shifting mind serves as home to the story itself. “The story is essentially about ­him ­finding­ his way back to being able to collaborate and play music with other people again and enrich his life.”

Frances and Foxy
Art and Laila’s toys from childhood, as well as Art and Laila’s alter egos in some of the sequences in Dreams, the plush animals are more than the cutesy animals they appear to be. “Frances tends to be a little bit more wild and­ interested ­in ­thrashing­ stuff­ up. Foxy­ is ­a ­bit ­more ­wily­ and wants to stand back and essentially search the situation out a bit before he does anything.”

Three Tantalizing Hours With Fallout 76

about X hours ago from
Three Tantalizing Hours With Fallout 76

Fallout 76 launches on November 14, just 37 days from now. Given the fast-approaching release date, we’ve seen surprisingly little from the game. In the few instances that Bethesda Game Studios has talked about it, new information was delivered in silly Vault-Tec animated shorts, screenshots, trailers, developer interviews, and brief clips of in-game footage. We still haven’t seen a legitimate chunk of gameplay that shows off exactly what players can expect from this Fallout experience.

Even after asking game director Todd Howard every question that popped into my mind during a 30-minute interview at QuakeCon, I still didn’t feel like I fully grasped Bethesda’s vision for multiplayer within Fallout’s traditional framework. Going back a few years, Bethesda didn’t show much of Fallout 4 before launch either, but we had a good idea what that sequel would offer. Fallout 76 is a different beast entirely. Read more...

Exclusive, New Impressions Of Media Molecule's Dreams

about X hours ago from
Exclusive, New Impressions Of Media Molecule's Dreams

Our cover story this month is Media Molecule's ridiculously ambitious Dreams, which promises to be one of the most accessible tools for creating video games, albums, and more. Along with our cover story and accompanying online coverage, the three editors who got to see the game in action (Elise Favis, Javy Gwaltney, and Ben Hanson) shared their overall impressions of what they saw on the latest episode of the Game Informer Show. 

Watch them talk about how our literal cover this month was made in-game, the absurdly deep tutorial system, and the campaign below.

For more on Dreams, keep up with our month of coverage by clicking on the banner below and seeing all of our Dreams cover story content.

Exclusive, New Impressions Of Media Molecule's Dreams

about X hours ago from
Exclusive, New Impressions Of Media Molecule's Dreams

Our cover story this month is Media Molecule's ridiculously ambitious Dreams, which promises to be one of the most accessible tools for creating video games, albums, and more. Along with our cover story and accompanying online coverage, the three editors who got to see the game in action (Elise Favis, Javy Gwaltney, and Ben Hanson) shared their overall impressions of what they saw on the latest episode of the Game Informer Show. 

Watch them talk about how our literal cover this month was made in-game, the absurdly deep tutorial system, and the campaign below.

For more on Dreams, keep up with our month of coverage by clicking on the banner below and seeing all of our Dreams cover story content.

Replay – Dead Space

about X hours ago from
Replay – Dead Space

October marks the 10th anniversary of one of EA's greatest titles. We celebrate Dead Space's release with a look at its opening moments. The game holds up incredibly well, showing a deft blend of horror and limb-splitting firefights, all while inviting players to enter a fascinating science-fiction world. As we marvel at this important title, we discuss the series as a whole, and ask the important question: Is Dead Space 3 a good game? The jury is divided on that one, but there's a clear correct answer to it (mine).

If are here wondering where our final look at Commodore 64 is, you'll find that roughly 45 minutes into the episode after our look at Dead Space concludes. Enjoy the episode, and we'll see you in seven short days.

Replay – Dead Space

about X hours ago from
Replay – Dead Space

October marks the 10th anniversary of one of EA's greatest titles. We celebrate Dead Space's release with a look at its opening moments. The game holds up incredibly well, showing a deft blend of horror and limb-splitting firefights, all while inviting players to enter a fascinating science-fiction world. As we marvel at this important title, we discuss the series as a whole, and ask the important question: Is Dead Space 3 a good game? The jury is divided on that one, but there's a clear correct answer to it (mine).

If are here wondering where our final look at Commodore 64 is, you'll find that roughly 45 minutes into the episode after our look at Dead Space concludes. Enjoy the episode, and we'll see you in seven short days.

Invisible Sun – The Role-Player’s RPG

about X hours ago from
Invisible Sun – The Role-Player’s RPG

Recent years have seen an unprecedented surge in the popularity of the tabletop role-playing game. Thanks in part to the burgeoning streaming and podcast scene, more and more players are discovering the joys of gathering around a table to create a story, go on an adventure, and deepen friendships with each other along the way through a ton of laughs and shared memories. Dungeons & Dragons marks the most familiar entry point, characterized by familiar tropes of magic missile spells, orc armies, and teeming dragon hoards.

But what if you’re looking for something a lot less commonplace? What if you’re attracted to the idea of a place where magic still feels deeply mysterious? A world where your character might have a wisp of smoke for a head, or perhaps they’re just dead and you’re now playing a ghost? Where buildings can get sick and die? Or storms can sweep through town, pouring down a deluge of keys? That supreme weirdness is the first thing that caught my eye about Invisible Sun, the new game from Monte Cook Games. But it’s only the very first part of what makes the project so intriguing.