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'Kingdom Come: Deliverance' To Be Published by Deep Silver on Consoles in 2017[teaser]Will see a simutaneous release on all platforms.[/teaser] Publisher Deep Silver has announced that they will be publishing Warhorse Studios' upcoming historical open-world RPG 'Kingdom Come: Deliverance' on PS4 and Xbox One sometime in 2017, while Warhorse will remain the publisher of the digital PC version of the game. Additionally, it has been revealed that the physical and digital versions across all platforms will see a simultaneous release, and that a final release date will be announced in the near future. Warhorse describes the game as follows: The years is 1403, the region Bohemia, located in the heart of Europe, rich in culture, silver and sprawling castles. The game is based on a true story – a story of kings, heirs, a kingdom, castle sieges and bloody battles. The King is dead and his eldest son Wenceslas IV becomes the new King of Bohemia. Wenceslas’s enraged half-brother Sigismund imprisons Wenceslas and invades the country with his mighty army. Unfortunately, in the midst of this chaos, your character Henry suffers. The mercenary army destroys your home and kills your family, you are the sole survivor of the bloodbath and it is here that your road to redemption starts. Enjoy the detailed reconstruction of the 15th century landscape. Use weapons that were used by knights. Take part in epic historical battles that happened in Middle Europe and in castle sieges! Source: Warhorse StudiosPosted Thu Sep 29, 2016 at 06:15 AM PDT by: -
New Details, Screenshots Emerge of 'Vampyr's Combat[teaser]Get ready to suck blood.[/teaser] 'Life Is Strange' developer Dontnod are starting to lift the curtain on their next project. Called 'Vampyr,' the action role-playing game will take place in 1918 London. Players will take control of Jonathan Reid, a vampire who Dontnod says is looking to "discover the truth behind his new affliction." Reid will do this by battling foes with a wide range of weaponry, and using his Blood Gauge (built by attacking and dodging enemies) to release powerful attacks. Some of the examples that Dontnod gives of these vampire attacks include "impaling enemies on a spike" and "draining them of blood at a distance." These skills will be unlocked by using the game's non-linear skill tree, and players will be able to equip abilities that fit their own play-style. This kind of customization carries over to the game's difficulty, as players can make the game easier by feeding on civilians. There are story consequences for doing so, though, so players will have to determine if they will kill the innocent or not. 'Vampyr,' the third game from French developer Dontnod, is set to release in 2017. It's coming to Xbox One, PlayStation 4 and PC. Source: DontnodPosted Thu Sep 29, 2016 at 06:14 AM PDT by: -
'Wasteland 3' Announced, Crowdfunding Campaign Begins in October[teaser]Head to the frozen wastes of Colorado.[/teaser] InXile Entertainment has announced that 'Wasteland 3' is currently in development for PlayStation 4, Xbox One, PC, Mac, and Linux. 'Wasteland 2' was a major success on Kickstarter, and the developer has announced that this new game will also be crowdfunded, but will instead use Double Fine's Fig platform, where they hope to raise $2.75 million dollars starting on October 5th. The Brotherhood, developers of the cult hit adventure game 'Stasis' is co-developing the Colorado-set sequel. The sequel has been described as follows: What is Wasteland 3? A party-based role-playing game, with a renewed focus on our trademark complex story reactivity and strategic combat. By including vehicles, environmental dangers, and a revamped, more fluid action system, we are evolving on Wasteland 2‘s deep tactical turn-based combat and unique encounter design. Play by yourself or with a friend in story-driven synchronous or asynchronous multiplayer. Choices open up (or close off) mission opportunities, areas to explore, story arcs, and tons of other content. Your Ranger Base is a core part of the experience. As you help the local people and improve your Ranger Base, quests and narrative will force you to make decisions on how to lead. The game will be set in the savage lands of frozen Colorado, where survival is difficult and a happy ending is never guaranteed. Players will face difficult moral choices and make sacrifices that will change the game world. Wasteland 3 will feature a deep and engaging story utilizing a newly-revamped dialog tree system from the celebrated writers of Torment: Tides of Numenera Simultaneously releasing to Windows, Mac, Linux, PlayStation 4 and Xbox One 'Wasteland 2' was a slow burn, but ultimately ended up as a terrific RPG with some really smart writing, if 3 follows suit, this is definitely one to keep an eye on. Source: InXile EntertainmentPosted Thu Sep 29, 2016 at 06:04 AM PDT by: -
The 'Children of Arkham' is the Best Telltale Episode I've Played in Years[teaser]Some takeaways from a PC playthrough.[/teaser] Last month, I wrote that 'Batman - The Telltale Series' Has Problems on PC, But It's Still Pretty Fun, but after playing the second episode of the series, 'Children of Arkham,' Telltale has my complete attention. That's not to say that the PC version doesn't still have issues. In spite of having every possible update installed on a Windows 10 PC (including everything needed to play 'Forza Horizon 3' in Windows), I was halfway through 'Children of Arkham' when I found out that the Xbox One Lunar White controller and Xbox Wireless Adapter for Windows combo still wouldn't let me pull off the RT + A move. That left me using the keyboard and mouse until I hit a save point, then exiting out so as to get the game to recognize the wired 360 controller that I would use to complete the episode. Those issues aside, I had hardly begun 'Children of Arkham' (see the review here) when I realized that the entire narrative was getting into high gear, and the results are impressive. From all kinds of comics, graphic novels, video games, movies, and even TV, Batman's world has been endlessly portrayed, retold, and retooled. As a result, there is always something familiar to grab on to in a Batman story, but at the same time, it's hard to make something that resonates. 'Children of Arkham' resonates. Much has been made of how much focus 'Batman: The Telltale Series' has put on the role of Bruce Wayne, and the new episode doubles down on that. But whereas in the first episode Wayne seemed in over his head and mired in the local politics of Gotham, the story now turns to some long-held truths that, well, threaten the Wayne/Batman duo at its core. It's not all revelation and body count, however, as Batman is getting an opportunity to find out who his friends are. This Batman's usage of tech is also very impressive (if not unique), and seems to allow Bruce Wayne that extra edge needed to do his investigations. And of course, that really forms the core of the story. It's a mystery tailored specifically to Batman, but one I believe (at least so far) should be engrossing even for hardcore fans as it balances existing characters with a new vision. (It's like a deep 'What if…?') There is also some important restraint at work. Even with all the Batman trappings, the series has done a good job thus far in keeping the number of characters to a reasonable amount. There hasn't been a new rogue in every scene, and that helps to sell me on the idea that this is a story and not just cobbled together fan service. For me, this is the best work that Telltale has done since 'The Wolf Among Us.' The decisions faced by Wayne/Batman, no matter how illusory, have me really thinking about the role. But in this second episode, it's less "what would Batman do" and more "how best can Bruce Wayne meet this shocking situation." The distinction is more about looking forward in the character I inhabit than looking back at the comic icon. I think this series is potent in a way that I've missed from Telltale in the past two years. It's worth underscoring, however, that this 'Batman' feels a lot like the 'Fables' of 'The Wolf Among Us.' Wayne's slumming down to the seedy side of town felt right out Bigby's playbook, and the disjointed guilt now being piled on Bruce Wayne has its own Bigby parallels. Here again, I'm actually pleased by the episodic format. Assuming the breaks don't get too long, the overall mystery is well-served by some short time away. Let's hope that Telltale can keep it up. For now, 'Children of Arkham,' and by extension 'Realm of Shadows,' is can't miss.Posted Wed Sep 28, 2016 at 10:50 AM PDT by: -
'Resident Evil' & 'Transformers: Devastation' Top October's PlayStation Plus Games[teaser]Plus, 'From Dust' and more.[/teaser] Sony has announced October's PlayStation Plus line-up, and I think it looks prime. On the PS4, the recent remake of 'Resident Evil' (review here) and the excellent 'Transformers: Devastation' (review here) will be free for PS Plus members. On the PS3, 'From Dust' and 'Mad Riders' are the PS Plus titles. And finally on the Vita, it's 'Code: Realize ~Guardian of Rebirth~', and 'Actual Sunlight.' This is a strong line-up at a busy time of year. Can the November and December games be as good? Order from Amazon Order from Amazon Source: PlayStation BlogPosted Wed Sep 28, 2016 at 08:46 AM PDT by: -
'Runner 3' Announced, Releasing in 2017[teaser]Charles Martinet confirmed to return.[/teaser] Choice Provisions, formerly known as Gaijin Games, have announced that they are developing 'Runner 3', the third entry in the franchise that began with 'Bit.Trip Runner'. The developer calls it their most ambitious game to date and that they "plan to be very open with you about the creation of Runner3, and we even plan to solicit feedback occasionally and offer user polls to give everyone a chance to chime in and help us think of things like level names, possible unlockable outfits, and more." You can catch the game's first teaser trailer right here: There's not much to go on as of yet, though Charles Martinet has been confirmed to return as the game's narrator. This is a really fun series, and while I'll always miss the aesthetic of the first game, I'm excited that we'll be getting more of it soon. No platforms have been announced, and the game will be out in 2017. Source: Choice ProvisionsPosted Wed Sep 28, 2016 at 05:25 AM PDT by: -
PlayStation Experience 2016 Dates And Location Announced[teaser]Capcom Cup to be held at the event.[/teaser] Sony has unveiled the dates for PlayStation Experience 2016, its 3rd annual public gaming trade show, which will allow attendees to go hands on with a host of upcoming titles. The event will be held on December 3 and 4 in Anaheim, California at the Anaheim Convention Center. Tickets are available now, and those who buy before October 16th will get a special early bird discount to $60 for both days instead of the usual $75. Capcom has also announced that the Capcom Cup will be held at PSX, where 'Street Fighter V' players will compete for $250000 in prizing and a shot at the title of World Champion. Full details for the event are as follows: Where: Anaheim Convention Center, Anaheim, CA When: Saturday, December 3, 2016, 10:00 AM – 10:00 PM Sunday, December 4, 2016, 10:00 AM – 6:00 PM Prices: Two-Day Early Bird Ticket: $60 // Early bird available until Sunday, October 16 or while supplies last (whichever comes first) Regular Two-Day Ticket: $75 Saturday Only Ticket: $45Sunday Only Ticket: $40 Note: We highly recommend you register with your PSN ID when purchasing tickets. Tickets Available Now: https://playstation.com/experience-tickets Source: SonyPosted Wed Sep 28, 2016 at 05:09 AM PDT by: -
Michel Ancel and Ubisoft Teasing 'Beyond Good & Evil' News[teaser]Somewhere in System 4...[/teaser] Today, Ubisoft France and famed game creator Michel Ancel are teasing what appears to be the long in development 'Beyond Good & Evil 2, with Ubisoft France tweeting that the director has an Instagram that they strongly recommend paying attention to, linking to the following image: The caption on the image is as follows: Somewhere in system 4 ... - Thanks #ubisoft for making this possible ! System 4 is the solar system that 'Beyond Good & Evil' takes place in, and the image seems to depict major character Pey'j as a child, suggesting that the other character is protagonist Jade's father. The game was first announced in 2008, and Ubisoft has insisted the game is still in development since then, though this is the first new media for it we've seen in quite some time. I was a huge fan of the original, and I'd long since resigned myself to the fact that it was likely cancelled, but this has reignited some hope in me. With Paris Games Week just a month away, this seems like a perfect time to bring this project back into the spotlight. Source: UbisoftPosted Tue Sep 27, 2016 at 07:11 AM PDT by: -
'Dragon Quest Builders' Demo Releasing Today[teaser]New trailer also released.[/teaser] Square Enix will release a demo today for their upcoming 'Minecraft'-esque JRPG 'Dragon Quest Builders' on PS4 and PS Vita in both the US and Europe. The demo contains the introductory chapter of the game, and allows players to complete quests and restore a town in a large, open island with plenty of monsters to battle. You can also catch a new trailer for the game right here: The game is due out on PS4 and Vita on October 11th. You can find the latest info on 'Dragon Quest Builders' linked from our Video Game Release Schedule. Order from Amazon Source: Square EnixPosted Tue Sep 27, 2016 at 07:00 AM PDT by: -
Making It Personal: 'Skylanders Imaginators' Looks to Move the Series into a World of Custom Imagination[teaser]Doomlanders, Senseis, and paradise.[/teaser] Editor's Note: Impressions based of 'Skylanders Imaginators' based off a visit to developer, Toys for Bob in Navato, CA. This visit included hands-on time with a PS4 build of the new game. Bringing the Imaginators to Life A span of years, multiple installments, and hundreds of Skylanders stand between Toys for Bob and the beginning of the Toys-to-Life genre that they created. During that time, countless fans of all ages have been asking for a feature as pervasive and fundamentally enabling as it gets, the ability for players to create their own Skylanders. Making this happen for 'Skylanders Imaginators' was a project goal of the highest importance, but it was something that needed to achived while at the same time, not forgetting everything that the franchise routinely delivers. For my part, I was a bit surprised to find that the kind of toolset employed in game to make an 'Imaginator' had to be developed from scratch. The Skylander figures and characters known throughout the world have traditionally been created in a very traditional way. From 2D concepts to 3D renders to 3D prototypes to figure samples from the factory, 'Skylander' characters, including the new and imposing Sensei figures, are part of a creative pipeline that begins with concept art. While there are tweaks and changes at every stage, significant revisions, such as adding lava elements to a rocky character, or even trading tall and slim for small and round, happen on paper. Thus, the desire to let players create their own Skylanders, required a series of prototype systems. Working with and within these systems, however, allowed the developers to key in on a couple of important aims. They figured out that the could manage a pretty insane level of customization, and that's something the most hardcore and artistic players would desire. But at the same time, it was important to make making an Imaginator something fun and accessible for the most impatient players. For someone like me, who normally stumbles through character creators, whiling away an excess of time and then not really being happy with the locked-in results, I love that the Imaginator creation system is full of smart, thematic entails, and that I don't have to perfect the Imaginator in one session. Being able to really play with the character, see the game world, Doomlanders (and maybe even some other Imaginators), might help me with the design. Much like I enjoyed the recent of trend of allowing players to level up and change abilities for the normal 'Skylanders,' being able to hop in, make changes, and hop out, gives me a great sense of freedom. But the closest to an interactive character creator that Toys for Bob had prior to the one used in this game, was a PowerPoint and Excel-based Imaginators prototype that let the PowerPoint user cycle and randomize several different parts, all of which were really scanned-in concept drawings. My Amphibian-Robot Bears a Terrible Grudge The finished game product allows for so much more. From scaling body parts, picking colors, to adding theme music and equipping weapons, the 'Imaginator' system does an exemplary job of letting the player create something that feels unique and personal. This can be done with rapidity if necessary as my own preview session proved. I had spent a lot of time playing with different Sanseis, including both Kaos and Crash. Dropping a Dark Creation Crystal onto the portal, however, kicked off a session that needed to happen fast for my sake. The first thing I did was pick a Battle Class. Out of the ten available (Brawler, Sentinel, Swashbuckler, Bowslinger, Smasher, Knight, Ninja, Bazooker, Quickshot, and Sorcerer), I went with the lithe Sentinel, who are notable for quick moves and double-ended weapons. What came next for my Dark Sentinel was the default form. Imaginators start out as a translucent outline made of stars. These stars weren't around for long as I began hitting randomize, creating different, strange forms (in different colors) up until I found something that caught my imagination. With the default double Trident of the Sentinel class, a cyborg, aquatic creature seemed like a great fit. The details, however, needed some work. I traded fatigues and boots for something a bit more Aquaman. After I saw that I could make the arms and hands into snake heads, I saw little reason to make them anything else (though the robot skeleton arms were tempting). Somewhere in my mind, I 'Slash' from 'Teenage Mutant Ninja Turtles' beckoned, so I mixed the colors up to get something similar but different (black, purple, and aqua green on a shell), I beefed up the sized of the legs, and I added some tough-looking shoulder armor pieces. (I should say that I was concerned about the look and feel more than the stats.) I liked the match of the robotic head and voice, but I went with an emitting gas/spore aura to help reinforce the exotic and organic aspects. My Imaginator's "You are no match for the dark" catchphrase was pretty good, and indeed I loved all his little audio cues like "you can rebuild me better, stronger, faster," and, "I have been upgraded." But when I changed the catchphrase to "Can't stop the machines," I felt the full effect of the cold, robot voice. The Creation Crystal itself is easily one of the coolest things I've seen in the Toys-to-Life genre. They were going for a specimen/artifact feeling, and seeing the dark crystal within come to life on the portal, brought that little touch of creation home. The crystal gently pulsates while in use, and no doubt, that cool, lit, item under glass presentation is something that we'll see more of the future. (In fact, if I can diatribe here briefly, I was shown a pre-Imaginators prototype accessory where the pulsating effect was first used. This item has a small battery which is charged by RFID when the item is on portal. When removed, the pulsating effect continues for a while via the battery, but slows and fades to nothing. It's a very cool effect, and we joked about how the fading light just didn't make sense for the game at present.) Rock the Skylands Much like when I had played with Kaos, Crash, Ember, and the other Sentinels, I had a blast using the L2 screenshot/selfie functionality. The gameplay is frozen instantly, but time can be keyframed forward step by step while in posing mode. That way, catching mid-combat poses, explosions and so forth is not simply doable, but really hard not to want to constantly do. (An unlike other photo modes, it's welcomingly quick to go in and out of.) After creating an Imaginator, and taking cool pics, and I proceeded to tearing through a level, enjoining combat, playing minigames, exploring (and find divergent paths), and taking in story beats at regular interval. (Plus a little detour with a Sensei to take on a Sensie-exclusive Gong Battle.) Eventually, and in a hasty state, I found my query, a Bazooker Doomlander. The very Rocksteady-looking creation of Kaos promptly let me know that "Nothing better than the pancake house," which caused a lurking Kaos to shake his head. As I proceeded to ruthlessly dismantle the Doomlander, Kaos continue to try to boost his champion of the moment. I eventually decided that my Imaginator was hogging all the fun (while using some great base powers), and decided to take the Creation Crystal off the Portal in favor of another Sensei, Dr. Neo Cortex. (Also, the awesome Chopscotch had walked off somewhere.) The Doomlander never stood a chance. Rifling through the post-fight fight rewards, I took in weapons, armor, and even "the pancake house." With these items, and others I picked up in the levels and via bonuses delivered when a new Sensei is placed on the portal, the Skylander that I made, my Imaginator, could be radically altered. It's that create, customize, alter, differentiate, and personify nature of the Imaginators that would seem to place 'Skylanders Imaginators' into at world of custom imagination, one refined by seasoned 'Skylanders' experts. Stay tuned for more on 'Skylanders Imaginators' and feel free to ask questions in comments section. There's plenty more on the game and development that I captured but haven't included here. You can find the latest info on 'Skylanders Imaginators' linked from our Video Game Release Schedule. Order from Amazon Order from Amazon Order from Amazon Order from AmazonPosted Mon Sep 26, 2016 at 06:00 AM PDT by: