Lords Of The Fallen Does Little To Distinguish Itself From Dark Souls

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When it comes to Lords of the Fallen, its developers Deck 13 and CI Games have not been shy about its similarities to Dark Souls. At a recent extensive showcase of the game, executive producer Tomasz Gop openly embraced the comparison. Gop said the game has its similarities to the Dark Souls series, but was confident it would be able to ultimately stand on its own.

During that showcase, Gop played through a section of the game leading up to a boss. At E3 this year, I got a chance to play that same section myself. I expected it to feel like Dark Souls, but even with those expectations, I was still surprised at how similar the two games are.

I recently spent a lot of time with Dark Souls II, but put the game down when I beat it. It’s now been two weeks since I touched the game, but I immediately felt the muscle memory take over when I picked up Lords of the Fallen. The controls were mapped the same, and even special attacks used in Dark Souls – like tapping up on the control stick and the more powerful shoulder button attack simultaneously for a leaping attack – worked exactly the same.

What If Batman Arkham Knight Isn't The Best Game Ever Made?

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A lot of people are going to tell you Batman: Arkham Knight is one of the best games at the show. I'm not going to argue that. I've seen it, and it's awesome. I got to play the game and I totally love it; but here's a counter argument for what could still go wrong.

I'm a huge Batman fan (I weigh about 200 pounds, but my love for Batman is well over 500). I love the comics, I’ve loved the movies, and I’ve obsessed over Rocksteady’s recent games. Maybe I’m bias, and maybe I just love too much, but there are a few things about Batman: Arkham Knight I want to nitpick about.

The Batmobile shouldn't be a big focus of the gameI think that the Batmobile is a great element of the Batman universe, and I think it makes sense to want to put it in the game, but it looks like Rocksteady is making too big of a push with the car. The Batmobile can transform from racing mode to a battle mode where it performs more like a strafing artillery tank. Like all of Rocksteady’s games, the mechanics and animations are extremely polished, but I worry that the Batmobile’s battle mode mechanic doesn't fit with the overall structure of the Arkham games.

New Screens And Trailer Show The Artful Vision Of Valiant Hearts

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Ubisoft's gorgeously animated Valiant Hearts is an adventure game unlike any other in both look and feel.

Set in World War I, the game shifts in tone from tragic to lightly comic, thanks in large part to the gorgeous visuals that resemble hand-drawn animated films. It will be interesting to see if Ubisoft can pull this off, but either way it's great to see a game embracing untapped settings and storytelling techniques.

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Heavy Bullets Brings Roguelike Sensibilities To First-Person Shooting

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At first glance, Terri Vellmann's Heavy Bullets might look like your average shooter-meets-indie. The first-person gameplay functions exactly like you’d expect, and the aesthetic is definitely the super-polygonal stuff we’ve come to see from many small teams.

Heavy Bullets charm doesn’t come through in screenshots, though. The title eschews the speed-heavy bent of so many modern shooters by infusing elements of the now-prevalent rogue like movement.

Players start with six bullets, which can be recovered after discharge (even if they destroy an enemy). The game only has eight levels, and it’s possible to get through them quickly once you understand the title, but the learning curve is steep.

Portal Meets Myst In Croteam's The Talos Principle

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In Devolver Digital's E3 campground, we had the chance to check out the latest title from Serious Sam developer Croteam. The Talos Principle is built using the same engine as the studio's bombastic blast-fest, but that is where the similarities end.

The Talos Principle is a first-person puzzle game that blends the physics of Portal with the philosophy of Myst. Our demo begins in a small area with three puzzles ramping up from easy to difficult. The serene forest setting and medieval stone architecture is juxtaposed with force fields, electrical equipment, and sentry guns.

The goal in each small puzzle was to reach a tetronimo, though their purpose is not made clear until later. Things began easily, as we pick up jammers to turn off force fields and turrets to allow passage. From there, we are introduced to reflectors which connect beam generators to receptors in order to shut off force fields.

Roll7's Not A Hero Should Not Be Ignored

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Once again this year, Devolver Digital camped out across the street from the Los Angeles Convention Center with a number of trailers each devoted to a single indie title. This year's lineup was even stronger, in part due to the inclusion of Roll7 (Olli Olli) and Not a Hero.

I was first introduced to Not a Hero and the sinister, and slightly mental, mayoral candidate Bunnylord at PAX East. In the few months between, the game has gotten better and my interest in playing it in final form has solidified.

Not a Hero puts you in command of one of 10 different characters, each with his or her own skills. We played as a new gun for hire, Clive.

This cigarette-smoking, dapper gent automatically shoots in both directions when he's surrounded. The trick is to watch his ammo and time your reloads strategically.

To complicate things, Roll7 has added a new objective system. Each level has four stars to earn, and in order to get the best rating you'll need to complete the level and achieve all three bonus tasks in a single run through the stage. Some objectives are more difficult (or impossible) without a specific "employee."

We Meet Up With Alien: Isolation's Creepy Androids

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The xenomorph is one of the big draws of Alien: Isolation, but the sleek alien isn't the only threat that Amanda Ripley faces. As we saw in a new E3 demo, she'll have to avoid the deadly creature while also fending off attacks from humans and androids.

We saw a human survivor in the demo, and gave him wide berth. He wandered back and forth the station, clearly rattled. It could be a dangerous encounter on its own, but as we hid underneath a desk and watched him walk away, we noticed that he was carrying a pistol. Al Hope, the game's creative lead, says that while some of the survivors might not mean players any harm, it's safest to avoid detection if at all possible. Skipping ahead, we saw how leaving him alone could pay off; while we hid from the xenomorph in a locker, the creature and the man engaged in a quick battle. If you've seen Aliens, you know that even a heavily armed squad can easily get taken down by the creatures. Our lone survivor barely stood a chance.

Titan Souls' Nods To From Software Go Deeper Than Its Name

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Everyone loves boss fights. They are often the result of puzzle solving, extended combat segments, and deft avoidance of terrible traps. But what if you could skip all the lead-up and just get to the good stuff?
Developer Acid Nerve created the original prototype for the title as part of Ludum Dare 28, which challenged teams with the theme "You Only Get One." In Titan Souls' case, you only get one hit, and the bosses can only suffer one shot of your single arrow once its weak spot is exposed.

You can charge your shot by holding the X button, which is also how you summon your arrow from whereever it is in the arena back to your hand. Finding enough time to draw it back from a long distance in the middle of a tense battle isn't easy, but it can be used as part of the strategy.

We fought (and defeated after many deaths) all four of the bosses in the demo. The easiest is a heart surrounded by a viscous jelly. Hitting it splits the blob into two, smaller parts. Only one of those has the heart, of course, and further hitting the empty goo splits it once again, making things that much harder.

The Crew Screens Offer A Snapshot Of America

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The Crew is all about racing across America with your friends through a variety of means, and these new shots for the game give a glimpse at some of The Crew's locations, vehicles, and race types.

Hill climbs, dirt races, point-to-point races, and circuits on city streets are all part of the fun. There are even boss battles where you and your crew try and work together to take down a single competitor.

Ubisoft says a closed beta for the game starts on July 23 (the game comes out on November 11 for PC, PlayStation 4, Xbox One), but that details on joining will be announced at a later time.

A Tantalizing View Into Mirror's Edge's Future

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EA didn't reveal a lot about the upcoming Mirror's Edge prequel at E3, but we did get a glimpse into this highly anticipated game.

There are three pieces of concept arts (which you can see below) and a new trailer. All in all, it's not as much as we would have hoped for but enough to keep our enthusiasm up for the followup to a true cult classic. The trailer below shows how the developers are relying on real parkour athletes to help create the moveset for the new game.

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