How Blizzard Approached Diablo IV's Story

about X hours ago from
How Blizzard Approached Diablo IV's Story

Diablo’s narrative isn’t the biggest reason that people continually return to the series, but after more than 23 years, the franchise has built an impressive lore bible. Believe it or not, the Blizzard team spends a lot of time designing the story quests that give players context for cracking thousands of demon skulls. To gain some insight into the process, we sat down with lead game designer Jesse McCree and game director Luis Barriga.

How Blizzard Approaches Diablo IV's Story

about X hours ago from
How Blizzard Approaches Diablo IV's Story

Diablo’s narrative isn’t the biggest reason that people continually return to the series, but after more than 23 years, the franchise has built an impressive lore bible. Believe it or not, the Blizzard team spends a lot of time designing the story quests that give players context for cracking thousands of demon skulls. To gain some insight into the process, we sat down with lead game designer Jesse McCree and game director Luis Barriga.

How Blizzard Approached Diablo IV's Story

about X hours ago from
How Blizzard Approached Diablo IV's Story

Diablo’s narrative isn’t the biggest reason that people continually return to the series, but after more than 23 years, the franchise has built an impressive lore bible. Believe it or not, the Blizzard team spends a lot of time designing the story quests that give players context for cracking thousands of demon skulls. To gain some insight into the process, we sat down with lead game designer Jesse McCree and game director Luis Barriga.

The SaGa Series Dares To Be Different, And That’s Why It’s Special

about X hours ago from
The SaGa Series Dares To Be Different, And That’s Why It’s Special

Square Enix’s SaGa series has always marched to the beat of its own drum. The developers aren’t afraid to take risks and be unconventional. With a reputation for non-linear gameplay, player choice, and freedom in exploration, SaGa was ahead of its time, but despite over ten entries and two decades of history, it never really had a heyday in North America. However, Square Enix isn’t giving up and surprised many this past E3 by announcing two previously unreleased games in the series, Romancing SaGa 3 and SaGa Scarlet Grace: Ambitions, would finally reach our shores. Today marks Romancing SaGa 3’s first time available in North America – 24 years after its initial release in Japan. To celebrate and see what’s ahead, I chatted with general director Akitoshi Kawazu and producer Masanori Ichikawa about the series and what we can expect from these games. Both were candid about the state of RPGs and why it took some time to get the franchise back off the ground. 

The SaGa Series Dares To Be Different, And That’s Why It’s Special

about X hours ago from
The SaGa Series Dares To Be Different, And That’s Why It’s Special

Square Enix’s SaGa series has always marched to the beat of its own drum. The developers aren’t afraid to take risks and be unconventional. With a reputation for non-linear gameplay, player choice, and freedom in exploration, SaGa was ahead of its time, but despite over ten entries and two decades of history, it never really had a heyday in North America. However, Square Enix isn’t giving up and surprised many this past E3 by announcing two previously unreleased games in the series, Romancing SaGa 3 and SaGa Scarlet Grace: Ambitions, would finally reach our shores. Today marks Romancing SaGa 3’s first time available in North America – 24 years after its initial release in Japan. To celebrate and see what’s ahead, I chatted with general director Akitoshi Kawazu and producer Masanori Ichikawa about the series and what we can expect from these games. Both were candid about the state of RPGs and why it took some time to get the franchise back off the ground. 

Replay – Silent Hill: Downpour

about X hours ago from
Replay – Silent Hill: Downpour

Watch the Game Informer crew explore a spooky town filled with lots of fog and maybe a few dogs in this look back at Konami's classic horror series. Silent Hill: Downpour is the eighth game in this highly adored franchise and was developed by Vatra Games, a studio that only made two games: this one and the miserable Rush'n Attack: Ex-Patriot. Downpour received a decent 7 out of 10 rating from Game Informer, and we'll see how well that rating and the game hold up today.

The stream starts at 2 PM Central, so please jump into the chat and ask any question that comes to mind. We'll do our best to answer them as we explore this 2012 release for PlayStation 3 and Xbox 360. Subscribe over on YouTubeTwitchMixerTwitter, or Facebook to get notified when we go live! Enjoy the show!

Replay – Silent Hill: Downpour

about X hours ago from
Replay – Silent Hill: Downpour

Watch the Game Informer crew explore a spooky town filled with lots of fog and maybe a few dogs in this look back at Konami's classic horror series. Silent Hill: Downpour is the eighth game in this highly adored franchise and was developed by Vatra Games, a studio that only made two games: this one and the miserable Rush'n Attack: Ex-Patriot. Downpour received a decent 7 out of 10 rating from Game Informer, and we'll see how well that rating and the game hold up today.

We went live a bit earlier, so please join us with the archived version above. Subscribe over on YouTubeTwitchMixerTwitter, or Facebook to get notified when we go live each week! Enjoy the show!

All The Terms You Need To Know To Start Death Stranding

about X hours ago from
All The Terms You Need To Know To Start Death Stranding

Except for the brief P.T., Hideo Kojima has not released a game outside of the Metal Gear universe for over 20 years. That changes this week with the launch of Death Stranding. True to his eccentric style, the game comes filled with ludicrous lore and philosophical musings. It’s a lot to digest. Thankfully we are here to help. Below you’ll find a compilation of the Death Strandings esoteric terminology replete with spoiler-free definitions. In good old Kojima fashion, a lot of the answers will lead you to even more complex questions, but of course, that’s part of the fun.

For more on Death Stranding be sure to check out our review, podcast, and helpful tip guide

All The Terms You Need To Know To Start Death Stranding

about X hours ago from
All The Terms You Need To Know To Start Death Stranding

Except for the brief P.T., Hideo Kojima has not released a game outside of the Metal Gear universe for over 20 years. That changes this week with the launch of Death Stranding. True to his eccentric style, the game comes filled with ludicrous lore and philosophical musings. It’s a lot to digest. Thankfully we are here to help. Below you’ll find a compilation of the Death Strandings esoteric terminology replete with spoiler-free definitions. In good old Kojima fashion, a lot of the answers will lead you to even more complex questions, but of course, that’s part of the fun.

For more on Death Stranding be sure to check out our review, podcast, and helpful tip guide

Check Out This Exclusive Diablo IV Concept Art

about X hours ago from
Check Out This Exclusive Diablo IV Concept Art

Our cover story this month focuses on three of Blizzard’s big upcoming projects. Arguably, the most exciting of the bunch is Diablo IV, and during our visit to the studio we got to play the game and talk to the team about the history of its development. Now we’re passing that knowledge on to you. Take a look at these rare pieces of concept art – some of which have never been seen before. Trust me, I kept my eyes closed when I posted this. 

On the darker tone: “I was really excited about the opportunity to do a really medieval-feeling world and setting. We started with going back to the source of what makes medieval fantasy cool. When you think about demons and angels and mankind in the middle of this conflict, it’s rooted in our own history, so we went back and looked at a lot of medieval art and armor and weapons … We wanted to craft like a medieval masterpiece. We wanted it to feel like something that came from this time. It’s kind of like European folklore.” – art director John Mueller