The New, Changing Gameplay Of Lego Star Wars: The Force Awakens

about X hours ago from

With Lego Star Wars: The Force Awakens gracing the March cover of Game Informer, we visited developer TT Fusion in England to learn more about the film's exciting adaptation. The developers are aware that the wider gaming world might see the Lego games as following a faithful formula since the first Lego Star Wars, but the team is adding several new wrinkles to the gameplay this time around. We spoke to TT Fusion's design director Mike Taylor and game director Jamie Eden about adding cover-based gameplay (kind of), having more control over the Force, and how the team is changing building in the game.

Watch the video interview below to learn how the film Star Wars: The Force Awakens has changed the classic Lego gameplay formula.

(Please visit the site to view this media)

Five Of Our Favorite Hidden Stories In Games

about X hours ago from

Some of the most intriguing stories in video games aren’t told directly to the player. You can make it to the end of Dark Souls with no grasp on an overarching plot – left only with the thin narrative thread of surviving brutal boss encounters with sparkling bonfires in between. Some tales can only be read between the lines.

A lot of the time, it’s possible for stories to hang out on the sidelines because there are other factors drawing the player to the end of the game. Poorly constructed plotlines fall to the wayside while an alluring progression system draws the player to the end of an RPG. Some fighting games lay character backstories to rest in the pages of a manual in favor of sound fighting mechanics.  

As it turns out, these sparse nuggets of storytelling end up sparking passionate fan theories and wild speculation. Are you still searching for answers to why you’re on a strange puzzle-filled island in The Witness? Have you been disassembling Undertale to uncover the mysteries of W.D. Gaster? Do you lie awake at night wondering why the G-Man stalks you in Half-Life 2? 

15 Tips For Not Dying In Fire Emblem: Fates

about X hours ago from
15 Tips For Not Dying In Fire Emblem: Fates

Welcome to the Game Informer School Of Not Getting Wrecked. Both Fire Emblem: Birthright and Fire Emblem: Conquest are out soon and after spending a ridiculous amount of hours playing each of them, we have a bundle of tips  that will help you lead your forces to victory in the war waged between Nohr and Hoshido, no matter what side you choose.

Have a wide variety of classes at your disposal: Probably the most important tip on here. Make sure you have a diverse platoon on every map you play. It does you no good to have half of your team made  up of super-skilled archers when you’re going against a battalion of knights covered head to toe in armor that dramatically reduces arrow damage. Have swordmasters, archers, healers, knights to be prepared for every possible situation.

It’s OK to lose people: If you set the game to Classic, permadeath is in play. That means once you lose a unit on the battlefield—with a few exceptions—they’re gone forever. However, the game gives you characters all the time, so it’s not worth panicking about if one guy you never really use gets struck down. That said, there’s no shame in restarting your 3DS if one of your best units or favorite characters gets killed by a critical strike.

Street Fighter X GI Joe Scribe Explains How World Warriors Meet Real American Heroes

about X hours ago from
Street Fighter X GI Joe Scribe Explains How World Warriors Meet Real American Heroes

When publisher IDW asked wrestling aficionado and podcaster Aubrey Sitterson to pen a crossover between GI Joe and Street Fighter, the first thing he thought about was what makes the two franchises tick.

"It comes down to one thing," Sitterson says. "Fights."

Sure, the scale of the fights are different. Street Fighter is about two super-powered competitors duking it out one-on-one, while GI Joe is all about large-scale military combat, but the core values, according to Sitterson, are the same.

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

about X hours ago from
Blog Herding – The Best Blogs Of The Community (February 18, 2016)

A wide range of blogs make this week's edition an interesting beast. But not everything is all sunshine and rainbows. This week one blogger bids farewell to a favorite Game Informer editor.

Community Blogs For February 11 – February 17:

A Small Reflection Regarding Tim Turi Jonathon Garrard takes to the blogsphere to write about Tim Turi, a Game Informer editor who recently announced that he was leaving G.I. to become Sonic. Okay, maybe that's not what he's doing (please do something with Sega and Sonic, Tim). Regardless, this blog is an ode to the man who captured the community's hearts. Jon even writes that Tim has inspired him. We're going to miss you, Turi!

8 Ways To Fix Street Fighter V

about X hours ago from
8 Ways To Fix Street Fighter V

The launch of Street Fighter V was rough. Server issues plagued the first 36 hours of the game’s release, making for a frustrating introduction for fans eager to jump into the new title. While those server problems have improved, they further accentuated the meager offline options. As it stands now, Street Fighter V is a disappointment, but it’s not beyond saving. The game has a long way to go, but it still has the potential to turn into a great game with the right support.

As I mentioned in my review, Street Fighter V’s gameplay is excellent. I love playing through several matches at a time, but there just isn’t enough content to keep me occupied when I don’t feel like playing online against players who are often far more skilled than I am. I sometimes want to kick back and experience the game in a mode that doesn’t involve any other human players. That is the area that Street Fighter V must improve on the most as it pushes forward into its schedule of content delivery. These are the things Capcom and Dimps must do in order to let Street Fighter V achieve its full potential.

Bring Back Arcade Mode

GI Game Club – Final Fantasy VII: Session 2

about X hours ago from

A little while ago, we started a Game Club here at GI to play games and talk about them with our (super-cool) community. The inaugural game for the project is Final Fantasy VII, and we’ve already had one discussion about the opening hours – up until the party leaves Midgar. Now we’re gearing up for our second in-depth session.

Mark your calendars, because the next GI Game Club session is happening on February 25, airing again as a segment in the Game Informer Show podcast. By the way, if you missed the first installment, you can watch it here. For the next part, we’re going to be discussing everything up to the end of disc one (i.e. through the events at the City of the Ancients).

Like last time, we have a few conversation topics to think about as you play through the game with us:

Lego's Take On The Lego Star Wars Games

about X hours ago from
Lego's Take On The Lego Star Wars Games

This month we've been focusing on TT Games' interpretation of Lego toys. The company has done a great job translating the essence of the iconic building toys to the virtual space, delivering fun co-op gameplay and an abundance of charm. It's important to remember your roots, though, and when we're talking about Lego it all goes back to the little plastic bricks. We chatted with Jens Kronvold Frederiksen from the Lego Group's side of things about his role as design director of the Star Wars team, what it was like to see the games for the first time, his favorite minifigure, and more.

Game Informer: Can you tell me what your typical duties are as design director of the Lego Star Wars Team?

Jens Kronvold Frederiksen: Well, that could be a long story! But In general my job is overseeing the product development. So, it is about setting the assortment, briefing designers, giving feedback to designers, having contact with Lucas/Disney about reference and approval of products, I am involved in packaging design, development of TV spots, games and many, many other things! And occasionally WHEN the possibility arises, I still design models myself, something that still is one of my favorite things to do. 

15 Tips For Not Dying In Fire Emblem: Fates

about X hours ago from

Welcome to the Game Informer School Of Not Getting Wrecked. Both Fire Emblem: Birthright and Fire Emblem: Conquest are out today and after spending a ridiculous amount of hours playing each of them, we have a bundle of tips  that will help you lead your forces to victory in the war waged between Nohr and Hoshido, no matter what side you choose.

Have a wide variety of classes at your disposal: Probably the most important tip on here. Make sure you have a diverse platoon on every map you play. It does you no good to have half of your team made  up of super-skilled archers when you’re going against a battalion of knights covered head to toe in armor that dramatically reduces arrow damage. Have swordmasters, archers, healers, knights to be prepared for every possible situation.

It’s OK to lose people: If you set the game to Classic, permadeath is in play. That means once you lose a unit on the battlefield—with a few exceptions—they’re gone forever. However, the game gives you characters all the time, so it’s not worth panicking about if one guy you never really use gets struck down. That said, there’s no shame in restarting your 3DS if one of your best units or favorite characters gets killed by a critical strike.