Funny To A Point – 10 Fatherly Lessons From Kratos

about X hours ago from
Funny To A Point – 10 Fatherly Lessons From Kratos

After a rough first go, Kratos is taking a second stab at being a father in the newest God of War. While his parenting efforts are a marked improvement over the tremendously low bar he set for himself in the original trilogy, many of the lessons Kratos passes on to his son, Atreus, still leave a lot to be desired.

I started playing the new God of War last week, and while I didn't make enough progress to join our Game Club discussion, I am enjoying it a lot more than any of the previous titles in the series. The focus on thoughtful storytelling and character development makes it a much more compelling adventure to me – as does having the ax equivalent of Thor's hammer that I can instantly recall after hurling it at enemies, crates, and pretty much anything else that catches my eye. Seriously, why don't more games have magic axes? It's amazing! 

But just because Sony Santa Monica has penned a remarkable story centering on Kratos' father/son relationship with Atreus doesn't mean he's a good dad. Not that there's any reason to believe he would be – he's killed like a hundred gods, for crying out loud! I mean, maybe you could explain killing one god, but when you're as deep into double digits as Kratos is, you probably ain't winning any custody battles in the future.

Nintendo Labo Review – Creativity For A Specific Audience

about X hours ago from
Nintendo Labo Review – Creativity For A Specific Audience

Labo is a Nintendo product, but it’s not for every Nintendo (or even video game) fan. If the idea of a part-craft, part-video-game toy that is also a programming tool made of cardboard makes you scoff indignantly, having it in your hands won’t suddenly make you a believer. Labo is a bizarre product meant to inspire creative play, and in that regard, it succeeds. For those enamored with toys like Lego, where much of the fun relies on your own creativity, then Labo is absolutely worth your time (or at least one of the two kits is).

The building process is fun, and the time goes by quickly. The instructions walking you through the process will be familiar to Lego builders, but the interactivity is elevated to a new level. It works like a video, where you can fast-forward and rewind at variable speeds, and rotate and zoom at any time. This was particularly helpful when it came down to tiny little details like determining which of two available tabs I should lay down first.

Along with folding and connecting tabs, you also have to place an assortment of reflective pieces of tape in specific places so that the right Joy-Con's camera can recognize it. This is the most tedious part of building, but I appreciate how it shows exactly how each piece of the total build works.

Watch Our GI Game Club Discussion On God Of War

about X hours ago from
Watch Our GI Game Club Discussion On God Of War

Every once in a while on The Game Informer Show podcast, we get the urge to dive in as deep as possible on a game and wring the experience for every interesting discussion to be had alongside our community. The release of God of War on the PlayStation 4 on April 20th seems like a great opportunity we didn't want to pass up. so it'll be the next official GI Game Club. You can watch the first half of our discussion below, which covers everything in the game up until you meet the character Mimir.

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The discussion will be broken up into two parts, with the next episode airing May 3rd. Please send in your thoughts to podcast@gameinformer.com and we'll read them on the show, here are a couple of discussion points to get the balls rolling but we welcome any and all emails.

Shadow Of The Tomb Raider Concept Art Gallery

about X hours ago from
Shadow Of The Tomb Raider Concept Art Gallery

Shadow of the Tomb Raider, the final installment in Square Enix's rebooted trilogy, brings Lara first to Mexico, then South America. One of the major themes of this upcoming title is descent, meaning we see Lara explore underground tombs and more underwater areas. In typical Tomb Raider fashion, there are some big setpieces too, including a massive tsunami that ravages a town. 

To get a better idea of what this journey looks like, check out the following pieces of concept art provided by developer Eidos Montreal.

This image portrays a graveyard that Lara walks through on the island of Cozumel in Mexico. The town is celebrating the Day of the Dead.

Six Things We Learned While Playing Shadow Of The Tomb Raider

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Six Things We Learned While Playing Shadow Of The Tomb Raider

Crystal Dynamics' rebooted Tomb Raider series has impressed players and critics alike since it kicked off in 2013. With clever puzzles, fun exploration, and a more human side to Lara Croft, the two prior games offered remarkable experiences. Now, developer Eidos Montreal is taking the reins from Crystal Dynamics to continue with a third and final entry to the trilogy.

Titled Shadow of the Tomb Raider, this closing chapter to Lara Croft's origin story sees her "become the tomb raider." She reaches her full potential and masters all her skills, though the biggest challenges are yet to come as she faces the threat of an apocalypse.

During a recent trip to Montreal, we took a deep dive into the latest Tomb Raider. After interviewing the development team and playing a 45-minute demo, here is what we discovered about Lara's next adventure.

New Gameplay Today – Hearthstone's Witchwood Monster Hunt

about X hours ago from
New Gameplay Today – Hearthstone's Witchwood Monster Hunt

Hearthstone's new free single-player adventure content arrives today, so join us for a deep dive into the heart of the dark forest to take on some new challenges.

The roguelike dungeon crawl design that features deckbuilding from scratch and special cards you can't find anywhere else debuted in Kobolds and Catacombs, and this new experience gets even wilder.

Completely new hero classes that you can't play in the standard game forge decks and take on all new enemies and bosses on the road to defeat a powerful boss. If all 4 main bosses are defeated, a final encounter unlocks!

Spider-Man's Creators Share Their Favorite Web-Head Stories

about X hours ago from
Spider-Man's Creators Share Their Favorite Web-Head Stories

Spider-Man is an important character to many, and the people creating this game certainly consider themselves among that group. We spoke with the writers and developers of Spider-Man on both the Insomniac and Marvel side to learn their favorite stories, and why they love the character so much.

Jacinda Chew – art directorMy favorite thing about Spider-Man, in general, is just in every single instance, it's about him being an underdog, and I think that is something that is relatable. The fact that he is not without his faults and he is always dealing with his personal life. In our game he has Aunt May, a complicated relationship with MJ, and then he has to protect the city as well. I find those stories to be very compelling. It's something I think Insomniac is good at with Ratchet and Clank and Sunset Overdrive. We love the underdog story.

Why Spider-Man Is So Important

about X hours ago from
Why Spider-Man Is So Important

In 1962, some of Marvel's most talented creators decided to take a big risk with a new character who was unlike anything the world had seen before. As we head towards the end of our exclusive Spider-Man coverage, Executive Creative Director of Marvel Games Bill Rosemann joins us for a look back at Spidey's first appearance, and how it changed superhero stories forever.

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To see our entire month of Spider-Man coverage, click the banner below and bookmark our hub. Tomorrow we're posting our final feature for the month, an interview with Creative Director Brian Intihar answering lingering questions about the game. So check back to learn more about Insomniac's Spider-Man for PS4!

The Virtual Life – Can God Of War's Kratos Be Redeemed?

about X hours ago from
The Virtual Life – Can God Of War's Kratos Be Redeemed?

Warning: Spoilers ahead for God of War. Do not read until after you've beaten the game!

God of War feels like an impossible game. That's adjective been used often by fans to describe the series, mostly when it comes to the massive boss fights and camera effects. Kratos often squares off against beasts several times his size, including hydras, gods, and the jaw-dropping fight against the titan Cronos, in which our buff hero is no larger than ant on Cronos' body. These setpieces are incredible works of technical display, ones that had me wondering how the hell the developers pulled off their scope and intensity. Outside of those moments of awe, though, I never had a deep love for this action/adventure series. Mostly because, well, Kratos sucks. He's really awful; he's an impulsive, rage-fueled murderer incapable of seeing anyone as anything more than materials he can use or obstacles on his quest for revenge against the gods of Olympus.