Where Dark Souls III's Nightmares Are Born – A Tour Of From Software

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For our October cover story on Dark Souls III and Hidetaka Miyazaki, we traveled to Tokyo and visited From Software to learn more about the production of the game. Our tour guide for this photo gallery was Yasunori Ogura, the marketing and PR director for Dark Souls III. If you're more interested in how the gameplay is changing for Dark Souls III, you can check out our recent stories on the revamped magic system and more. We hope you enjoy the tour!

From Software is located in the heart of Tokyo, within the Shibuya district. Founded in 1986, the studio now employs roughly 230 people and has consumed "five to six floors" of their office building. 

One of the first things you see when you walk into From Software is a unique diorama. This artifact was made for a photo shoot for Japanese gaming magazine Famitsu back when From Software was working on the King's Field series, the birds on the stairs were an addition from Famitsu.

Chronicles – Watch Us Play All Of Dark Souls (Episode 3)

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Chronicles – Watch Us Play All Of Dark Souls (Episode 3)

From Software is on a roll. Bloodborne is one of the biggest Game of the Year contenders for 2015, and Dark Souls III is one of the most-anticipated games of 2016. We're so excited for Dark Souls III that we traveled to From Software's studio in Tokyo, Japan to have an in-depth interview with series creator Hidetaka Miyazaki and play more of the game for our October Dark Souls III cover story. Well, the excitement crackling around From Software's Souls series is too much for us to handle, so we couldn't stop ourselves from playing through the entire the first Dark Souls game.

This isn't Dan Tack and Tim Turi's first From Software rodeo, either. The duo has tackled Dark Souls II in a previous Chronicles series and played hours of Bloodborne together. So sit back, relax next to your nearest kindled bonfire, and watch the excitement unfold as Dan guides Tim through his first full playthrough of Dark Souls until the final foe is vanquished.

New episodes of our grueling Dark Souls playthrough will be posted everyday, Monday through Friday... until we're finished.

Test Chamber – Tearaway Unfolded

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Test Chamber – Tearaway Unfolded

Media Molecule's Tearaway was a great game on VIta, and now it's available on  PlayStation 4. Tearaway Unfolded tweaks the original design to accommodate the PS4's controller, resulting in a game that's more remix than retread. See for yourself in our latest Test Chamber.

Reiner and I decided to temporarily take a break from being moon people in this episode of the show to give you a look at Atoi's adventure. Reiner may be a great gamer, but his spotlighting abilities leave much to be desired. Watch and learn.

I really enjoyed the game, as you can read in my review. Tearaway Unfolded starts off slowly – your character can't even jump during the initial moments – but it builds toward something special. 

Test Chamber – Lovers In A Dangerous Spacetime

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Join us as we take a look at Asteroid Base's challenging co-op spaceship shooter simulator that's all about bringing love back to the universe.

Myself and Wade Wojcik took a look at the game's opening and tutorial, and then put our friendship to the test to tackle the game's first boss. We also asked a few questions that I did not know the answer to at the time, but do now! There is no online play – this is couch co-op only. Also, your crew count never gets larger than two. And finally, Lovers in a Dangerous Spacetime is coming to Xbox One and PC, tomorrow, September 9.

Keep an eye out for our full review soon!

Editor Showdown: Metal Gear Solid V

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We just got back from a long weekend, and both Andrew Reiner and I spent much of the that time playing Metal Gear Solid V: The Phantom Pain. It's been a polarizing release, with some old-school fans decrying the game's open-world direction and lack of a traditional narrative. As it turns out, Reiner and I see the game differently, as well. I decided to try to get into his head a little bit and get him to articulate his biggest beefs.

Jeff: I couldn’t help but notice your flurry of Metal Gear Solid V tweets this weekend. It doesn’t seem as though you’re having a great time with the game so far. Would you say that’s accurate?

Reiner: I’m having a good time with it, but I wouldn’t say I’m enjoying it in the same way I have other Metal Gear Solid titles. The Phantom Pain is a departure for the series. Sure, it is built on the series’ tentpoles of stealth and technology, but applying those concepts to an open world dramatically changes the experience. Many of my tweets were in reference to how different it is.

Vote For The Next Marvel Heroes 2016 Hero

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Vote For The Next Marvel Heroes 2016 Hero

Game Informer has teamed up with the folks at Gazillion to let you decide the next hero that makes its way into the fast-paced Marvel action-RPG. While many of these heroes may eventually make their way into Marvel Heroes, this is your chance to vote and determine who's going to be next! You can cast your vote directly from the homepage on the poll!

Dark Souls III: What’s In, What’s Out

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Dark Souls III: What’s In, What’s Out

From a gameplay perspective, Dark Souls III seems much like the merging of several of From Software president Hidetaka Miyazaki’s design philosophies, almost a mixing bowl of Demon’s Souls, Dark Souls, and Bloodborne. While this might indicate certain features that will make it to the third installment of the franchise, Miyazaki has chosen specific elements to return from the series, and others to return to the catacombs. Here’s a rundown of some key aspects that players can expect – or not expect – to see in Dark Souls III.

Fast Travel

Players can expect to use fast travel from the very beginning of the game, much like Dark Souls II. Miyazaki wants to keep the convenience aspects from previous titles, unless they interfere with game design.

Miyazaki Opens Up About Dark Souls III's Magic System

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From Software's Dark Souls III graces the cover of Game Informer's October issue, and we traveled to the studio's Tokyo, Japan location to pick series creator Hidetaka Miyazaki's mind about the sequel. One of our big questions revolved around how magic works in Dark Souls III, and Miyazaki offered some insight into new strategic options for spells and how magic systems will be governed.

Miyazaki confirms that fans can look forward to staple magic abilities returning, like fireball-slinging pyromancy and miracles. However, From Software is working hard to distinguish spells from one another as you improve your character.

"We will make sure that they are not just the same type of spells with different attributes (i.e. Spear type, lightning type) but actually have specific characteristics that can enhance the players' play styles and strategies," Miyazaki says. "Players will be able to have more criteria to accurately choose the different types of spells to best fit their tactics and strategies. This is similar to the thinking behind the characterization of each weapon and their specific battle arts."

Battle Chasers Meets Final Fantasy In Ex-Darksider’s Developer Kickstarter

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WildStorm originally started publishing Battle Chasers in 1998. It was a fantasy story about several unlikely allies who explored an arcanepunk world as they hunted down a group of powerful villains. The comic quickly became one of the most popular comics of the late ‘90s, but after only nine issue it came to an abrupt cliffhanger. Creator Joe Madureira soon transitioned into the world of game development and helped build the Darksiders series. Now, Joe Mad and a few fellow ex-Vigil Games developers have formed a new studio, Airship Syndicate, and the team just launched a Kickstarter project for Battle Chasers: Nightwar – a video game revival of the comic franchise that also looks to emulate the classic turn-based RPG action of classic Final Fantasy games.

In addition to the game’s Kickstarter, Joe Mad is planning a return to the Battle Chasers comics, which will pick up where it left off over 12 years ago. While the game will include many of the same characters and settings seen in the comics, it will also be its own standalone story that Madureira believes will be a perfect jumping-on point for people new to the franchise.

Which Controller Is The Loudest? Sounding Off On Controller Noise

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Recently, while making my way through Infamous Second Son as the rest of my household was asleep, I could distinctly hear my controller echoing through the house. It wasn't from the speaker built into the controller I always forget is there that periodically emits noise to remind you of its existence, but rather the clicking of the shoulder buttons. It seemed louder than any controller I could recall. The same seemed true of the Xbox One controller. In a silent house with the television volume turned low, I felt like I could hear the clicking of buttons and tapping of control sticks more than I could in the past. I decided to take initiative and find out if the latest controllers were truly louder, or if I was just imaging things.

This feature was originally published on August 19, 2014, at 6 p.m. Central.

To do this, I looked around to find a recommended decibel-measuring application to download for my phone. I landed on Decibel 10th, which you can find here. While useful for my purposes, it is not a perfect measurement of sound that a professional device would offer. Understand that this data is not perfect, but it does offer a good idea of which controllers make the most noise, from the NES' rectangular square controller, to latest speaker-enhanced controllers of today like the PlayStation 4's.