Lumines Creator Puts A Trippy Twist On A Classic

about X hours ago from

Sony has announced a new game from Tetsuya Mizuguchi, the creator of Lumines and Rez, which puts a psychedelic spin on an old favorite. Tetris Effect features more than 30 stages, featuring unique visuals and sound effects that change as players progress through the game.

The game is named after the Tetris Effect, an actual phenomenon where subjects who were exposed to Tetris could visualize lingering Tetronimos long after stepping away from the game. Take a look at the clip below to see Tetris Effect (the game) in action, and imagine what kinds of lingering effects this one could have on players.

Tetris Effect is coming to PlayStation 4 this fall, with enhanced versions available on PS4 Pro and PlayStation VR.

Lumines Creator Puts A Trippy Twist On A Classic

about X hours ago from

Sony has announced a new game from Tetsuya Mizuguchi, the creator of Lumines and Rez, which puts a psychedelic spin on an old favorite. Tetris Effect features more than 30 stages, featuring unique visuals and sound effects that change as players progress through the game.

The game is named after the Tetris Effect, an actual phenomenon where subjects who were exposed to Tetris could visualize lingering Tetronimos long after stepping away from the game. Take a look at the clip below to see Tetris Effect (the game) in action, and imagine what kinds of lingering effects this one could have on players.

Tetris Effect is coming to PlayStation 4 this fall, with enhanced versions available on PS4 Pro and PlayStation VR.

How To Retrain Your Dragon

about X hours ago from
How To Retrain Your Dragon

Part of Activision’s business mimics archaeology – digging through decades of gaming history left behind by other development studios with the hope of reshaping their work for a new generation to enjoy. Last year we watched Activision subsidiary Vicarious Visions dig up Crash Bandicoot’s first adventures, which date back over 20 years to the original PlayStation.

In creating the Crash Bandicoot: N. Sane Trilogy, Vicarious was tasked with what may sound like a fool’s errand: preserve the nostalgia so fans would feel like they were revisiting their favorite games, but also make it look state-of-the-art so the next generation of gamers thought it was new and exciting. To accomplish this feat, not one line of code from the original games was used. Vicarious rebuilt those titles from the ground up, replicating the design right down to the exact placement of specific items. Crash’s movement speed was also unaltered. The one significant alteration was enhancing the visuals. Vicarious made it look as beautiful as any big-budget PlayStation 4 game out there.

How To Retrain Your Dragon

about X hours ago from
How To Retrain Your Dragon

Part of Activision’s business mimics archaeology – digging through decades of gaming history left behind by other development studios with the hope of reshaping their work for a new generation to enjoy. Last year we watched Activision subsidiary Vicarious Visions dig up Crash Bandicoot’s first adventures, which date back over 20 years to the original PlayStation.

In creating the Crash Bandicoot: N. Sane Trilogy, Vicarious was tasked with what may sound like a fool’s errand: preserve the nostalgia so fans would feel like they were revisiting their favorite games, but also make it look state-of-the-art so the next generation of gamers thought it was new and exciting. To accomplish this feat, not one line of code from the original games was used. Vicarious rebuilt those titles from the ground up, replicating the design right down to the exact placement of specific items. Crash’s movement speed was also unaltered. The one significant alteration was enhancing the visuals. Vicarious made it look as beautiful as any big-budget PlayStation 4 game out there.

One Gun Simply Isn't Enough In New Demo

about X hours ago from
One Gun Simply Isn't Enough In New Demo

Mothergunship is an arms race. When every turret can fire a screen-filling barrage of bullets and every new level is a glorified deathtrap, the only solution is to strap a few more flamethrowers to your arms and dive back in. Although you'll certainly be outnumbered, hopefully you won't be outgunned.

Set on the ships of an alien armada, Mothergunship is a first-person shooter with a mix of scripted and procedural content. Each level is a bullet-hell gauntlet with dozens of bots to blast through and upgrades to grab. The game follows in the footsteps of Tower of Guns, the previous title from indie developer Joe Mirabello’. This time around, Mirabello has partnered with the developers at Grip Digital to bring the polish and scale missing from his previous release. 

“Tower of Guns struck a nerve with some people,” says Mirabello, “and we spent a lot of time trying to ... build that into the core DNA of Mothergunship, while at the same time not fooling ourselves about what could be improved. For example, it was pretty established that a lot of people wanted to see more gun variety”

One Gun Simply Isn't Enough In New Demo

about X hours ago from
One Gun Simply Isn't Enough In New Demo

Mothergunship is an arms race. When every turret can fire a screen-filling barrage of bullets and every new level is a glorified deathtrap, the only solution is to strap a few more flamethrowers to your arms and dive back in. Although you'll certainly be outnumbered, hopefully you won't be outgunned.

Set on the ships of an alien armada, Mothergunship is a first-person shooter with a mix of scripted and procedural content. Each level is a bullet-hell gauntlet with dozens of bots to blast through and upgrades to grab. The game follows in the footsteps of Tower of Guns, the previous title from indie developer Joe Mirabello. This time around, Mirabello has partnered with the developers at Grip Digital to bring the polish and scale missing from his previous release. 

“Tower of Guns struck a nerve with some people,” says Mirabello, “and we spent a lot of time trying to ... build that into the core DNA of Mothergunship, while at the same time not fooling ourselves about what could be improved. For example, it was pretty established that a lot of people wanted to see more gun variety.”

A Tale Of Intertwined Destinies

about X hours ago from
A Tale Of Intertwined Destinies

After a strong first year, Nintendo Switch owners are looking for the next game they can sink hours upon hours into from their couch or on the go. Role-playing games are particularly suited for portable platforms, and this summer delivers an RPG that many Switch owners have been eagerly anticipating. From the team behind the popular Bravely Default and Bravely Second: End Layer, Octopath Traveler expands on concepts explored in those games and ties everything together with a beautiful, distinct art style that mixes pixel art with realism. After playing a couple hours, I’m excited for the ways it harkens back to retro role-playing games through its robust systems and fun turn-based combat.

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Hands-On With The Enchanting World

about X hours ago from
Hands-On With The Enchanting World

After announcing last year that Dragon Quest XI would get a North American release, Square Enix has finally confirmed which platforms it's coming to. While many stateside fans have been pining for a Switch version, DQ XI has only been announced for PS4 and PC. It appears the company has no plans for the 3DS iteration to come here either, and seeing as the Switch version has yet to debut in Japan, it's unclear if or when we'll eventually see that one. If you're not keen on waiting for the biggest Dragon Quest adventure to date, however, then you'll be happy to know the PS4 and PC versions are coming packed with extras and the release date is merely months away. We recently went hands-on with the game, which, like past entries, includes British voiceovers for the Western release. We got a good look at party member Sylvando and an intense boss battle.

The demo focuses on a desert area, featuring the kingdom of Gallopolis. Gallopolis is known for its horse races and fearless desert knights. The party visits in search of a mysterious branch that can aid them in stopping a dark force from taking over the world. As soon as I enter the vast landscape, I notice the new dash function. This is a nice addition and makes getting around much faster and easier than it was in the original Japanese version.

Hands-On With The Enchanting World

about X hours ago from

After announcing last year that Dragon Quest XI would get a North American release, Square Enix has finally confirmed which platforms it's coming to. While many stateside fans have been pining for a Switch version, DQ XI has only been announced for PS4 and PC. It appears the company has no plans for the 3DS iteration to come here either, and seeing as the Switch version has yet to debut in Japan, it's unclear if or when we'll eventually see that one. If you're not keen on waiting for the biggest Dragon Quest adventure to date, however, then you'll be happy to know the PS4 and PC versions are coming packed with extras and the release date is merely months away. We recently went hands-on with the game, which, like past entries, includes British voiceovers for the Western release. We got a good look at party member Sylvando and an intense boss battle.

The demo focuses on a desert area, featuring the kingdom of Gallopolis. Gallopolis is known for its horse races and fearless desert knights. The party visits in search of a mysterious branch that can aid them in stopping a dark force from taking over the world. As soon as I enter the vast landscape, I notice the new dash function. This is a nice addition and makes getting around much faster and easier than it was in the original Japanese version.

E3 Trailer Shows The Game's Combat Flexibility

about X hours ago from
E3 Trailer Shows The Game's Combat Flexibility

OtherSide Entertainment has released a new trailer for Underworld Ascendant, highlighting the flexible systems that players will have at their disposal. In the immersive sim, a spiritual successor to Ultima Underworld, players have a dizzying array of options for burning, flattening, and destroying their enemies.

Improvisation is a key part of the game's dungeon crawling, and players who pay attention to their surroundings will be rewarded for being perceptive. Take a look at the clip below to see how enemies and environments can be tackled using what's nearby – whether it's using a brazier to set an arrow alight, cutting a rope to squash goblins, or, well, finding plenty of other ways to squash goblins.

Look for Underworld Ascendant on PC later this year. For more on the game, take a look at our recent preview.