Replay – Spider-Man: Web Of Shadows

about X hours ago from
Replay – Spider-Man: Web Of Shadows

Many of you are playing a great Spider-Man game right now. Why not take a break from that web-swinging action to check out a bad one? In this week's Replay, we dive deep into Spider-Man: Web of Shadows, a 2008 Activision title that showed Peter Parker in his prime, who was having issues with Mary Jane...and...sound familiar? Some of the story set up is similar to Insomniac's new release, but you'll quickly see the gameplay goes in a completely different direction, and couldn't be much more of a mess.

We dedicate the entire episode to Web of Shadows, mostly because we wanted to see a story development through to the end. We laughed and cried plenty in this episode. Enjoy the show, and we'll be back with another in just seven days!

The Mind – A Cooperative Game That Doesn’t Allow Cooperation

about X hours ago from
The Mind – A Cooperative Game That Doesn’t Allow Cooperation

After years filled with playing a lot of games, the appeal of novelty in design becomes increasingly compelling. That’s why I’m fascinated by The Mind, the new game published here in North America by Pandasaurus, which challenges players to work together, but without any of the methods of coordination or cooperation that normally allow for successful completion of a project. The sensation of play is at first eerie, and often makes people scoff as it is described, and yet somehow it works. It’s an experience quite unlike any game I’ve played.

The Mind has very straightforward rules. A deck of cards is numbered between 1 and 100, and players are dealt cards equal to the current level of play. At level 1, you get one card, and at level 2 you get two cards, and so on. Players may not reveal their card(s). To win the level, players must play the card face-up onto the table, in ascending order.

Here’s the catch: You can’t signal in any way to the other players. No speaking, no hand signals, no eye blinking, no subtle smiles. If you have the “23” card, you must somehow know to play the card before your friend who has the “47” card. If everyone plays all their cards in the correct order, the level is won, and the process is repeated with more cards.

The Mind – A Cooperative Game That Doesn’t Allow Cooperation

about X hours ago from
The Mind – A Cooperative Game That Doesn’t Allow Cooperation

After years filled with playing a lot of games, the appeal of novelty in design becomes increasingly compelling. That’s why I’m fascinated by The Mind, the new game published here in North America by Pandasaurus, which challenges players to work together, but without any of the methods of coordination or cooperation that normally allow for successful completion of a project. The sensation of play is at first eerie, and often makes people scoff as it is described, and yet somehow it works. It’s an experience quite unlike any game I’ve played.

The Mind has very straightforward rules. A deck of cards is numbered between 1 and 100, and players are dealt cards equal to the current level of play. At level 1, you get one card, and at level 2 you get two cards, and so on. Players may not reveal their card(s). To win the level, players must play the card face-up onto the table, in ascending order.

Here’s the catch: You can’t signal in any way to the other players. No speaking, no hand signals, no eye blinking, no subtle smiles. If you have the “23” card, you must somehow know to play the card before your friend who has the “47” card. If everyone plays all their cards in the correct order, the level is won, and the process is repeated with more cards.

The Best Indie Games We Played At PAX West 2018

about X hours ago from
The Best Indie Games We Played At PAX West 2018

PAX West has been going strong for 15 years and the show has become a pillar for the independent developer community as a place to show off the latest and greatest indie games. Titles are spread out across the show floor nestled inside booths for platform holders, given front-and-center placement with independent publishers, creating long lines at the Indie Megabooth, and some of the most interesting games are just a laptop connected to a TV on lone tables on the side.

While Game Informer was at PAX West, we got a chance to look at some of the best and brightest independent games brought to the show.

Games are listed alphabetically.

The Best Indie Games We Played At PAX West 2018

about X hours ago from
The Best Indie Games We Played At PAX West 2018

PAX West has been going strong for 15 years and the show has become a pillar for the independent developer community as a place to show off the latest and greatest indie games. Titles are spread out across the show floor nestled inside booths for platform holders, given front-and-center placement with independent publishers, creating long lines at the Indie Megabooth, and some of the most interesting games are just a laptop connected to a TV on lone tables on the side.

While Game Informer was at PAX West, we got a chance to look at some of the best and brightest independent games brought to the show.

Games are listed alphabetically.

24 Tips To Help You Become The Ultimate Spider-Man

about X hours ago from
24 Tips To Help You Become The Ultimate Spider-Man

Spider-Man is an open-world experience that offers plenty of depth in its web swinging, combat, and activities. We've assembled a guide that will help you navigate all of this content proficiently. There's no wrong way through it, but we offer plenty of suggestions that will make it easier and more enjoyable. Before reading any of the tips below, we recommend playing through an hour or two of the game to get an understanding of the gameplay and how the content rolls out.

The Best Way to Handle Side Activities Once you obtain a backpack, you’ll likely feel compelled to collect all 55 of them as quickly as you can. This is something you can easily do, but I would avoid doing so, as the side activities that appear later in the game are mostly combat focused. Having some of the fun diversionary stuff like the backpacks left in the third act will make the entire experience more enjoyable. I would also save a number of landmarks, and Black Cat missions.

24 Tips To Help You Become The Ultimate Spider-Man

about X hours ago from
24 Tips To Help You Become The Ultimate Spider-Man

Spider-Man is an open-world experience that offers plenty of depth in its web swinging, combat, and activities. We've assembled a guide that will help you navigate all of this content proficiently. There's no wrong way through it, but we offer plenty of suggestions that will make it easier and more enjoyable. Before reading any of the tips below, we recommend playing through an hour or two of the game to get an understanding of the gameplay and how the content rolls out.

The Best Way to Handle Side Activities Once you obtain a backpack, you’ll likely feel compelled to collect all 55 of them as quickly as you can. This is something you can easily do, but I would avoid doing so, as the side activities that appear later in the game are mostly combat focused. Having some of the fun diversionary stuff like the backpacks left in the third act will make the entire experience more enjoyable. I would also save a number of landmarks, and Black Cat missions.

Justin Roiland Shares His Favorite Funny Video Game And The Challenge Of Making Funny Games

about X hours ago from
Justin Roiland Shares His Favorite Funny Video Game And The Challenge Of Making Funny Games

During PAX West 2018, we got a chance to play Trover Saves the Universe from Squanch Games. Squanch was founded by Justin Roiland, the co-creator Rick and Morty, and Tanya Watson, who has a history with Epic and worked on games like Gears of War, Bulletstorm, and Fortnite. After playing the PAX demo of Trover Saves the Universe (which you can find coverage for here) we spoke with Roiland and Watson about the game, and more specifically, the topic of comedy in video games and why it is so hard to make funny video games.

Game Informer: What is the funniest video game?

Roiland: There are so many.

Justin Roiland Shares His Favorite Funny Video Game And The Challenge Of Making Funny Games

about X hours ago from
Justin Roiland Shares His Favorite Funny Video Game And The Challenge Of Making Funny Games

During PAX West 2018, we got a chance to play Trover Saves the Universe from Squanch Games. Squanch was founded by Justin Roiland, the co-creator Rick and Morty, and Tanya Watson, who has a history with Epic and worked on games like Gears of War, Bulletstorm, and Fortnite. After playing the PAX demo of Trover Saves the Universe (which you can find coverage for here) we spoke with Roiland and Watson about the game, and more specifically, the topic of comedy in video games and why it is so hard to make funny video games.

Game Informer: What is the funniest video game?

Roiland: There are so many.

The Essential Elements Every Final Boss Battle Needs

about X hours ago from
The Essential Elements Every Final Boss Battle Needs

The final showdown. The whole journey builds up to this moment, and RPG fans are no stranger to its importance due to the long time investment to get there. We all have our stories: the final bosses that were pushovers, the ones that had three forms and regenerated health just when we thought we were done, and the classic new villain appearing that you didn’t even know you were fighting against the whole time. The final moments of an RPG always stick with me the most; it is what I’ve spent hours upon hours trying to achieve, all rolled up into one epic bout. It can sour the experience by being completely forgettable or provide a powerful adrenaline rush that you can’t wait to boast about to friends the next day.

I’ve been thinking a lot about these finales over the years and how important they are to an RPG. Check any message board and you’re sure to find comments regarding the final boss and their memorability, from defeating all of Sephiroth’s forms in Final Fantasy VII to how many different ways you could approach Chrono Trigger’s Lavos. But what makes a good final boss? As I reflected on this, I realized a lot of my favorites all have certain elements that make them memorable, whether it’s great tension with the antagonist, a challenge that puts all your skills on display, or having a few surprises in store.