Ranking Every Raid In Destiny And Destiny 2

about X hours ago from
Ranking Every Raid In Destiny And Destiny 2

Destiny has proven itself a versatile shooter over the years; it has a campaign for those who just want a single-player romp, multiplayer modes for those who aren’t afraid to mix it up with others, and cooperative strikes for those who want to shoot some baddies while hanging out with friends. All of these modes are tied together around an ever-evolving loot grind, which lets you jump in and do any of these activities and be rewarded. 

There are also raids, MMO-style encounters that test six players’ ability to work together. Across Destiny and Destiny 2, Bungie has delivered 10 raids, each with their own quirks, themes, and memorable moments. We’ve decided to pit them all against each other and determine which raid delivers the best mix curious puzzles, intricate mechanics to synthesize, and bosses that test your ability to play at your peak.

This Home-Advising Site Commissioned Voxel-Art Renditions Of Video Game Architecture

about X hours ago from
This Home-Advising Site Commissioned Voxel-Art Renditions Of Video Game Architecture

NeoMam Studios is a content creation agency that makes, among other things, digital renditions of architecture with a wide variety of influences and styles. Past projects have included envisioning The Simpsons’ living room in different styles, or even offices based on different fonts. Its most recent project takes a deep dive into the architecture of video games.

“The team that worked on this, we all we agree that most of us really like architecture,” says Gisele Navarro, operations director at NeoMam. “We also like games, so we were also very excited because of that. And so I think we were just trying to reach new people.”

From a business point of view, the main reason for creating projects like these is to draw a new audience to HomeAdvisor’s site. In addition to this, however, some people had more romantic perspectives on the project’s purpose.

This Home-Advising Site Commissioned Voxel-Art Renditions Of Video Game Architecture

about X hours ago from
This Home-Advising Site Commissioned Voxel-Art Renditions Of Video Game Architecture

NeoMam Studios is a content creation agency that makes, among other things, digital renditions of architecture with a wide variety of influences and styles. Past projects have included envisioning The Simpsons’ living room in different styles, or even offices based on different fonts. Its most recent project takes a deep dive into the architecture of video games.

“The team that worked on this, we all we agree that most of us really like architecture,” says Gisele Navarro, operations director at NeoMam. “We also like games, so we were also very excited because of that. And so I think we were just trying to reach new people.”

From a business point of view, the main reason for creating projects like these is to draw a new audience to HomeAdvisor’s site. In addition to this, however, some people had more romantic perspectives on the project’s purpose.

Play Super Mario Maker 2 Levels Created By The Game Informer Editors

about X hours ago from
Play Super Mario Maker 2 Levels Created By The Game Informer Editors

Super Mario Maker 2 has now been out for a little bit, and we like it a lot. With multiple editors diving into the creation tools, we decided to gather a collection of courses created by our staff in one handy article. This way, if you want to see what we've come up with, you can easily find the stages by entering the nine-digit codes into Course World.

We'll continue updating this list as we make more levels, and potentially more editors jump into the creation tools, so be sure to check back on a regular basis to find more levels to play from the Game Informer staff!

Javy Gwaltney

Play Super Mario Maker 2 Levels Created By The Game Informer Editors

about X hours ago from
Play Super Mario Maker 2 Levels Created By The Game Informer Editors

Super Mario Maker 2 has now been out for a little bit, and we like it a lot. With multiple editors diving into the creation tools, we decided to gather a collection of courses created by our staff in one handy article. This way, if you want to see what we've come up with, you can easily find the stages by entering the nine-digit codes into Course World.

We'll continue updating this list as we make more levels, and potentially more editors jump into the creation tools, so be sure to check back on a regular basis to find more levels to play from the Game Informer staff!

Javy Gwaltney

What Works (And What Doesn't) In Apex Legends' Second Season

about X hours ago from
What Works (And What Doesn't) In Apex Legends' Second Season

After its mysterious and enticing E3 teaser trailer a few weeks ago, the second season of Apex Legends finally launched this past week, bringing yet another character as well as a host of changes and new cosmetics to the free-for-all fight. Are all these additions enough to keep one of the hottest battle royales interesting?

After spending several hours with Apex's new additions, I've discovered that the new season does a lot to add enticements to keep the playerbase busy, but maybe not enough to chart a clear path forward to the amazing service game that Apex Legends could be. Here's what works and what doesn't work about Apex's newest season.

Wattson Is The Best The previous season's addition, Octane, was a fun character to Legends' roster, but his abilities didn't make him a bedrock squad character in the same way Lifeline's healing abilities or Bloodhound's enemy spotting power have made them popular. By contrast, however, Wattson is severely disruptive to many established strategies and squad builds. Her defensive fence-building powers, not to mention pylons that recharge your squad's shields and kill incoming grenades, make it possible for your team to build a fortress wherever you go. 

What Works (And What Doesn't) In Apex Legends' Second Season

about X hours ago from
What Works (And What Doesn't) In Apex Legends' Second Season

After its mysterious and enticing E3 teaser trailer a few weeks ago, the second season of Apex Legends finally launched, bringing yet another character as well as a host of changes and new cosmetics to the free-for-all fight. Are all these additions enough to keep one of the hottest battle royales interesting?

After spending several hours with Apex's new additions, I've discovered that the new season does a lot to add enticements to keep the playerbase busy, but maybe not enough to chart a clear path forward to the amazing service game that Apex Legends could be. Here's what works and what doesn't work about Apex's newest season.

Wattson Is The Best The previous season's addition, Octane, was a fun character to Legends' roster, but his abilities didn't make him a bedrock squad character in the same way Lifeline's healing abilities or Bloodhound's enemy spotting power have made them popular. By contrast, however, Wattson is severely disruptive to many established strategies and squad builds. Her defensive fence-building powers, not to mention pylons that recharge your squad's shields and kill incoming grenades, make it possible for your team to build a fortress wherever you go. 

Speaking To SaGa Series ProducersAbout JRPGs, Western Capabilities, And More

about X hours ago from
Speaking To SaGa Series ProducersAbout JRPGs, Western Capabilities, And More

At E3 this year, nestled between the Final Fantasy VII Remake demo and the Avengers reveal, Square Enix revealed that two SaGa games are coming to America, Romancing SaGa 3 and Scarlet Grace. The series has historically struggled stateside due to a lack of good localization and generally confusing marketing campaigns, but Square Enix seems to be eager to try and make a go of it in the West with a more full-throated pitch this time around.

The publisher invited us to speak with not only the producer behind SaGa franchise as a whole, Masanori Ichikawa, but also Akitoshi Kawazu, the long-time Square designer and producer. Kawazu cut his teeth on the original Final Fantasy games as a battle designer, but has since shepherded the SaGa series in all sorts of different directions, experimented with games like Crystal Chronicles and The Last Remnant, and probably touched a lot of the more well-loved cult classics of traditional JRPGs [Probably? If we don't know we shouldn't speculate]. While we did not get to talk for long, we touched on the SaGa series, the new ports, and Kawazu's thoughts on the genre.

(This interview features additional reporting by Kim Wallace.)

Speaking To SaGa Series Producers About JRPGs, Western Capabilities, And More

about X hours ago from
Speaking To SaGa Series Producers About JRPGs, Western Capabilities, And More

At E3 this year, nestled between the Final Fantasy VII Remake demo and the Avengers reveal, Square Enix revealed that two SaGa games are coming to America, Romancing SaGa 3 and Scarlet Grace. The series has historically struggled stateside due to a lack of good localization and generally confusing marketing campaigns, but Square Enix seems to be eager to try and make a go of it in the West with a more full-throated pitch this time around.

The publisher invited us to speak with not only the producer behind SaGa franchise as a whole, Masanori Ichikawa, but also Akitoshi Kawazu, the long-time Square designer and producer. Kawazu cut his teeth on the original Final Fantasy games as a battle designer, but has since shepherded the SaGa series in all sorts of different directions, experimented with games like Crystal Chronicles and The Last Remnant. While we did not get to talk for long, we touched on the SaGa series, the new ports, and Kawazu's thoughts on the genre.

(This interview features additional reporting by Kim Wallace.)

Speaking To SaGa Series Producers About JRPGs, Western Capabilities, And More

about X hours ago from
Speaking To SaGa Series Producers About JRPGs, Western Capabilities, And More

At E3 this year, nestled between the Final Fantasy VII Remake demo and the Avengers reveal, Square Enix revealed that two SaGa games are coming to America, Romancing SaGa 3 and Scarlet Grace. The series has historically struggled stateside due to a lack of good localization and generally confusing marketing campaigns, but Square Enix seems to be eager to try and make a go of it in the West with a more full-throated pitch this time around.

The publisher invited us to speak with not only the producer behind SaGa franchise as a whole, Masanori Ichikawa, but also Akitoshi Kawazu, the long-time Square designer and producer. Kawazu cut his teeth on the original Final Fantasy games as a battle designer, but has since shepherded the SaGa series in all sorts of different directions, experimented with games like Crystal Chronicles and The Last Remnant. While we did not get to talk for long, we touched on the SaGa series, the new ports, and Kawazu's thoughts on the genre.

(This interview features additional reporting by Kim Wallace.)