The newest Persona 4: Dancing All Night trailers on the market shine the spotlight on the dancing men of the Investigation Team. Kanji Tatsumi and Yosuke Hanamura each take to the stage, and sport some unique costumes.
(Please visit the site to view this media)
The two released trailers deliver a healthy dose of dancing to Persona 4 fans. Kanji and Yosuke each have very distinct personalities that show through both in the spoken lines and various costumes featured in the video. Kanji's video even doubles as a nice little pep talk, with lines like, "You've got to find a way forward, even if you're scared."
Dragon Ball Z: Extreme Butoden doesn't come stateside until October, but you can get a taste of the game right now.
You can grab the demo right now from Nintendo's eShop on the 3DS. The game is developed by Arc Systems Works (known for the Guilty Gear series) and released in Japan in June. The game will be available on 3DS in North America on October 20.
(Please visit the site to view this media)
Crackdown 3 is virtually split into two chunks, offering both a story-driven campaign as well as a dedicated multiplayer mode with destruction on an unparalleled level. I got to lay waste to the city with several other Agents in one of the messiest demos I’ve seen.
In this multiplayer demo, the game was stripped to its destructive essence. Agents couldn’t interact with vehicles strewn throughout the city, either by driving them or throwing them with superhuman strength, and god mode was turned on. That latter point is critical, because the four of us would have been put into permanent retirement moments after spawning otherwise, thanks to the amount of carnage that was possible.
While I also had access to a pistol and machine gun, the rocket launcher was the main attraction here. Thanks to an unending supply (and damage that was tuned just for the demo), I was able to punch holes in buildings and systematically take structures apart floor by floor. Each building is composed of several layers, such as decorative elements covering a concrete skin, which in turn covers an iron frame. Since these buildings are all based on physics, I could topple larger buildings by focusing my fire on weak spots such as corners.
Fallout 4's last big showing was at Quakecon, where Bethesda's Todd Howard gave attendees a deep dive into the customization, combat, and more. Executive editor Andrew Reiner did a great job of covering that demo in his detailed preview. At Gamescom I saw a shortened version of the same presentation, and geeked out about something that players might not fixate on, but will be front and center through much of their adventures.
Weapon customization was one of the first thing Bethesda talked about with Fallout 4, and for good reason. As we wrote earlier, there are more than 50 base weapon types in the game, and 700 or so modifications for those weapons. The world of Fallout isn't exactly a utopia, after all, so those weapons are an integral part of the experience.
Since Reiner covered the basic beat-by-beat moments from that Quakecon demo, I didn't have to frantically scribble down everything that flashed across the screen. Instead, I was able to soak it all in and fully appreciate what I was looking at. The biggest thing that jumped out at me was the impressive amount of animation that's gone into the weapons.
As we see more from Star Wars Battlefront, it's become clear that DICE isn't making a Battlefield game in Wookiee's clothing. The gameplay is more streamlined, with fewer tactical considerations. Action doesn't look quite as tight as the military precision of DICE's marquee franchise.
A lot of that is forgivable when you consider EA is shooting for mass appeal with its first Star Wars game under the new Disney license. A heavily tactical game isn't the right fit for an audience that will be hungry for a galaxy far, far away come the release of The Force Awakens.
Announced at Gamescom, the newly revealed Fighter Squadron mode pits two teams of 10 humans against one another with an additional 10 AI pilots in the skies to flesh things out. The first to 200 points wins, with AI kills counting for one, human pilot kills worth three, and major objectives in the form of AI shuttles worth twenty.
The toys-to-life genre isn't an inexpensive one for fans. In addition to starter kits that cost more than the average game, each figure or expansion kit hits the wallet for at least $10. The latest entrant in the genre, Lego Dimensions, is going to be a hard one to resist purely on the basis of fan service.I got my first experience with the game today, and I was impressed at how well developer Traveller's Tales has integrated the physical toys with the classic Lego gameplay. Unlike Skylanders and Disney Infinity, Lego Dimensions makes use of the gateway as more than a way to get the toys into the games.
Seven spots exist on the base for characters or vehicles. Just like in any standalone Lego title, you can swap among the characters on screen. Any of the multiverse heroes, like Batman, Gandalf, Scooby Doo, The Doctor, and Chell from Portal can take control of any vehicle.
Two of my major concerns were assuaged during my demo. The vehicles can all change forms to solve puzzles or compete in races. While players are free to transform them during play, it isn't necessary. Going into the vehicle customization screen allows you to pick which unlocked form to use, writing the details (including chosen upgrades) onto the base piece. It's a painless process, but it means your vehicle on the base might not match what you see on screen.