Suda51's Over-The-Top Let It Die Is Bloody Fun

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Suda51's Over-The-Top Let It Die Is Bloody Fun

If there's one thing we can expect from Goichi Suda (better known as Suda51), it's that anything he does is going to be over the top. Blood doesn't just flow in his games, it spills out over the floor, threatening to soak into the carpet and never come out. Humor isn't tongue-in-cheek, it pokes and prods until maybe you're just a bit uncomfortable.

Such is the way of things in his next game, Let it Die. All we know about the story is that a tower has emerged in Tokyo, destroying part of the city. Suda wouldn't tell me any more when I inquired. He wants players to uncover the story for themselves.

Players are dropped into the environment mostly naked, with human and demon enemies patrolling the area, waiting for a bat to the head. You'll find better gear (and pants) along the way, and you can equip three items in each hand. I had a sword, two-handed halberd, crossbow, nail gun, and circular saw by the time I finished the brief demo.

Monster Hunter Generation's New Styles And Hunter Arts Deepen An Already Intricate Franchise

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With Monster Hunter 4 Ultimate, the West finally started catching on to the franchise's appeal in the East. The 2015 game sold better than any previous entry in the franchise in North America and Europe, as 3DS players reported finding the latest installment more welcoming to new players.

Following the breakout success, Capcom is readying a new title that makes substantial customization improvements to the franchise. I had the opportunity to test out the new Hunter Styles and Hunter Arts systems, which drastically enhanced my enjoyment.

In previous Monster Hunter games, customization was largely relegated to choice of weapon (of which there are 14 in Generations). All of the armaments play differently, but still players were forced to use each in specific ways.

John Romero's First-Person Shooter Comeback Heads To Kickstarter

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Starting with Double Fine's successful crowdfunding campaign for Broken Age back in 2012, Kickstarter has proven to be a great funding option for veteran game designers rekindling favorite genres and games that have fallen out of the limelight in the age of triple-A blockbusters. Today, id Software alumni John Romero and Adrian Carmack (Doom, Quake) announced a new shooter that promises a return to old-school sensibilities.

The duo's new studio, Night Work Games, sees Romero return to level design, while Carmack's vision drives the art direction. Romero first teased this project when he released a new Doom level this past January. 

In Blackroom, players assume the role of Santiago Sonora, a gun-wielding engineer from a company that specializes in holographic simulations. The Blackroom technology is supposed to allow users to travel anywhere at any time. But when a new Predictive Memory technology starts merging these virtual realities with the real world, it's up to you to fight through dangerous simulations set in medieval castles, wild-west ghost towns, and Victorian mansions. In a nod to his early FPS pedigree, Romero promises a 10-plus hour campaign with gameplay driven by fast movement, circle-strafing, and rocket jumps. Sonora also has tools that let him hack the environment around him. 

Umbrella Corps Might Not Be The Resident Evil Game You Want, But Give It A Chance

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Resident Evil fans are understandably feeling left out in the cold lately. The sixth numbered entry in the series diverted significantly from the franchise's survival-horror roots. The next core entry hasn't even been announced, and fans are understandably skeptical about the upcoming budget-priced Umbrella Corps.

I played a number of matches of the upcoming three-versus-three shooter at PAX East. I didn't have high hopes for the $30 digital game, but I was pleasantly surprised.

You'll start out by choosing your loadout before you're dropped into maps based on familiar Resident Evil locations. Resident Evil 4's village, as well as notable places from Code Veronica and Resident Evil 5 have been confirmed.

I Hung My Victims On Meat Hooks In Behaviour's Serial Killer Action Game Dead By Daylight

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With Until Dawn, players got to live the gruesome fantasy of dying horribly in a teen slasher flick. Behaviour has taken its own stab at the horror genre that is less campy and more "I'm going to die a bloody death in the woods and all hope is lost."

The asymmetrical multiplayer genre has gotten off to a rough start. Evolve failed to hold onto a strong community. Fable Legends is DOA. Dead by Daylight has a shot, because Behaviour is learning from the mistakes of others.

First, before you close the link when I say "4v1," let me paint a picture. You're in a ruined estate with three other people. You're task is to repair five generators, find the exits, flip the switches for the door, and get the hell out.

Multiplayer Mode Plunder Will Return In Uncharted 4

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Naughty Dog detailed in a PlayStation Blog post that the multiplayer mode Plunder, which was featured in both Uncharted 2 and 3, will return in the series' upcoming instalment.

This time around, Uncharted 4's Plunder will differ slightly from its previous iterations in the past. Players will now compete in teams of four and they will be able to move around the map freely while the idol is in their possession. Throwing the idol, of course, is still a key part of the gameplay. Plunder will have three maps, including Island, Madagascar City, and Rooftops, each of which have been featured in the Uncharted 4 Beta and the Multiplayer Stress Test. The multiplayer mode is playable at PAX East this weekend.

You can watch a short trailer for the capture the flag themed Plunder below.

Control The Shadows In Upcoming Stealth Game Aragami

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Control The Shadows In Upcoming Stealth Game Aragami

In Aragami, an upcoming stealth game from Spanish developer Lince Works, you play as an undead assassin who can manipulate the dark.

Studio director David León wrote on his PlayStation blog post, "The darkness is your ally and the source of your strength, letting you teleport instantly to any other shadow, create new areas of darkness to stay invisible, materialize physical weapons and traps from thin air, or even summon a shadow dragon to decapitate your target."

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Divinity: Original Sin II's Competitive Multiplayer Might Be My New Addiction

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Divinity: Original Sin II's Competitive Multiplayer Might Be My New Addiction

I've always been fascinated with tabletop miniatures. Unfortunately, cost and time get in the way of painting and longer session wargaming. As a result, I'm always on the lookout for experiences that capture the miniature gaming ethos without the physical version's high investment.

When Divinity: Original Sin II ships, it will include a competitive multiplayer mode in which players can square off against friends in short arena encounters. Teams of two, three, or four heroes battle on pre-configured maps that include treasure chests, empowering source points, and deadly exploding and poison barrels.

Divinity's most important combat feature is the way map elements and spells interact for unique and potent combinations. By itself, poison can splash an area. However, toss it onto a surface engulfed in flames and you'll create a poison cloud as the goop evaporates into vapor form.

Square's I Am Setsuna Captures Active Time Battle RPG Nostalgia In A Contemporary Package

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When we got our first look at Square Enix's I Am Setsuna at GDC, it wore its Chrono Trigger inspiration on its sleeve. At PAX East, we got our first chance to play the gorgeous return to Active Time Battle RPGs of yore to learn more about how it resembles classic titles and how it diverges.

The demo was brief, but structured in a way to give us a chance to understand how the game improves on the static lineups of turn-based 8- and 16-bit RPGs. Instead of standing in place when encountering enemies, all of which are visible on the field, combatants move around the small battle area.

The elegance of this becomes clear when encountering enemies that can self-destruct or deal damage in an area. Your party members only move when attacking or using tech (I Am Setsuna's magic system). But some skills allow you to charge through foes, sweep for area of effect damage, or push enemies back to give your hero clearance. The shift to a more fluid battlefield is a brilliant change that modernizes the classic turn-based JRPG without sacrificing what we loved about those games in their heyday.

Dress Up As Okami's Wolf In Upcoming Monster Hunter Generations

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Capcom's latest trailer for the upcoming game Monster Hunter Generations, known as Monster Hunter X in Japan, teases a new wearable Okami outfit.

This new addition will allow you to dress up as Amaterasu, as well as use his Glaive weapon. No details have surfaced yet in terms of how to obtain the outfit.

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