Game Informer |
- Madden NFL 22 Review – Short Of The First Down
- Dodgeball Academia Review – Head Of The Class
- 7 Photography Games To Get New Pokémon Snap Fans Back Behind the Lens
- Young Souls May Be The Best Reason To Fire Up Stadia In Ages
- Good News, Skyrim Is Re-Releasing For The Millionth Time With Skyrim Anniversary Edition
- Quake Remaster Is Available Now With Bonus New Expansion
- Pokémon Legends: Arceus, 12 Minutes, And Ghost of Tsushima Director's Cut | GI Show
- Welcome To The New Game Informer Show!
- Dead Space 2 Is At Its Best When It Finally Shuts Up
- Exploring Ghost of Tsushima Director's Cut - GI Live
- Call of Duty: Vanguard Details Unveiled
- Splitgate Open Beta Extended For The ‘Forseeable Future’
- Inspired By Madden, NHL 22 Introduces Superstar X-Factors To Change The Metagame
- Auston Matthews Of The Toronto Maple Leafs Is NHL 22's Cover Star
- The Ghost of Tsushima Director’s Cut Is A Must-Play For Fans
- Ghost of Tsushima Director's Cut (PS5) | New Gameplay Today
Madden NFL 22 Review – Short Of The First Down Posted: 19 Aug 2021 09:01 PM PDT Publisher: EA Sports Developer: EA Tiburon Release: Reviewed on: Xbox Series X/S Also on: PlayStation 5, PlayStation 4, Xbox One, Stadia, PC Following vocal community backlash against last year's game, developer EA Tiburon looked to turn things around through an increased emphasis on Franchise and more noticeable improvements to gameplay. Madden NFL 22 takes the field with tons of potential, but its inability to differentiate from its predecessor, plus its many fumbles, wipe away much of the goodwill it garners. Franchise mode remains a focus following EA Tiburon's shift to add to last year's mode post-launch. In addition to the post-release updates implemented by Madden NFL 21, this year's mode simplifies its user interface, giving you easy access to league news or information about your upcoming opponent. I like the new coach progression system, which lets you unlock perks like attribute boosts, better negotiation skills, and extra experience points for players. However, my favorite Franchise addition this year comes in the form of the improved weekly strategy tools. Here, you plan for the specific team you're facing on both sides of the ball, plus dictate the intensity of your practices. While full practices grant stat boosts, they have a chance to leave your players banged up going into the game. I found it helpful to scope out your opponent's strengths and then apply temporary boosts to counter them. Click here to watch embedded mediaWhen you finally step onto the field, the football action is solid but familiar. While I still noticed snapped-to animations, dumb mistakes from the A.I., and players running into each other post-play, better blocking and tackling make the trench battles more realistic. The feeling of a pocket closing around your QB is almost palpable, and I'm happy it's easier to blast through running lanes as a halfback. These incremental improvements add to the experience in tiny ways, but they still don't take the game forward enough to differentiate it from last year's title. However, my favorite additions come in the new atmosphere and momentum mechanics. I love watching the new momentum meter react to the on-field action, unlocking advantages for the side in control. These modifiers often come in the form of hindrances for your opponent, like knocks to their stamina or hiding their receiver icons. Whenever my opponent stole the momentum, I always did whatever I could to chip away at their advantage. When the meter is heavily on one side's favor, the camera even shakes pre-snap, replicating the unease your on-screen players feel. These mechanics carry over into Face of the Franchise, the series' single-player career mode. This year, you can play on the defensive side as a middle linebacker. I've always enjoyed Madden's offense more, but I liked stepping into the shoes of the field general of the defense with a new camera angle and more instructive play art. Even though you're right in the middle of the action, not every play comes your way, meaning your play calls are more important to your team's success than when you play quarterback where you touch every snap. I like role-playing a hotshot rookie entering the league, trying to turn around a struggling franchise through weekly play and unique scenarios. As you go from week to week, you're presented with special situations like a big rivalry game, a weather-delayed match-up, or a game where the opposition trash talks your offensive coordinator, so you run up the score to defend his honor. I found it rewarding to progress my player by making decisions about how to spend their free time, even if the story is largely forgettable. Once you're through the beginning, most narrative beats are awkward cutscenes where voicemails play over an animation of my character on his phone or through uninteresting text conversations. In the lead-up to a big rivalry game, I even had to play through a puzzling scene where a coach asked me multiple-choice questions about the history of the New York Jets. While I love single-player career-centric modes in sports games, sequences like that leave me scratching my head. Click image thumbnails to view larger version ![]()
Though I appreciate the new ability to play on defense, I found the most enjoyment in the mode lining up under center as a quarterback. Nothing beats the excitement of calling the right plays, driving down the field, and completing important passes at crucial junctures of the game. While the core experience is enjoyable, Face of the Franchise fumbles due to glaring technical problems. Seemingly broken cutscenes leave characters awkwardly staring after dialogue stops, and some practice minigames fell apart when players didn't appear on the field. However, the worst glitch came in my first game as a linebacker for the Chargers. The Washington Football Team didn't spawn, and instead, I played against a duplicate Chargers team. Glitches are present in other modes but are especially noticeable in Face of the Franchise. Those looking for more quick-hit experiences still have The Yard, Superstar K.O., and the standard online suite. The Yard adds more challenges to complete thanks to beefed-up campaign missions, plus cross-progression for your Face of the Franchise avatar adds incentive to continue your career in this side-dish mode. While I appreciate the freedom to pour hours into The Yard or Ultimate Team, this year's tweaks do little to entice me to spend more time in these modes. Despite its several technical issues, the on-the-field action of Madden NFL 22 continues to improve in small ways. However, the upgrades and improvements are largely overshadowed by the game's problems and the series' overall stagnation, making it difficult to recommend for week one. Score: 7Summary: Though Madden NFL 22 delivers solid yet familiar action, the yardage gained is squandered by its fumbles. Concept: Step onto the field once again as your favorite NFL team, but crowds and momentum play a more significant role this time around Graphics: When the many technical errors aren't ripping you out of the immersion, Madden NFL 22 looks good. Spectators feel less mechanical thanks to new crowd animations Sound: The commentary gets repetitive fast, but the remastered crowds sound great when the momentum is in the home team's favor Playability: The core experience is extremely familiar, but gameplay enhancements both subtle and apparent improve the play-by-play action Entertainment: The atmosphere enhancements are welcome additions, and the on-the-field action is largely sound, but Madden NFL 22 suffers from technical issues that hold it back Replay: Moderately high |
Dodgeball Academia Review – Head Of The Class Posted: 19 Aug 2021 05:44 PM PDT Publisher: Humble Games Developer: Pocket Trap Release: Reviewed on: Xbox Series X/S Also on: PlayStation 4, Xbox One, Switch, PC Story-driven sports RPGs such as the early Mario Golf and Tennis games, or most recently Golf Story, have slowly come back in vogue. Brought to life with the art of veteran animator Ivan Friere and Brazilian studio Pocket Trap, Dodgeball Academia is a confident combination of Shonen anime, sports games, and Saturday morning cartoons, creating a thrilling experience to the very last match. After ditching his old school and breaking free from his controlling parents, Otto wants to prove he has what it takes to thrive at Dodgeball Academia, the premier school for the sport. Professors of the academy initiate the new students by unlocking their extraordinary latent power. These abilities manifest after touching a magical ball, an artifact from the "Great Dodgeball War," an event that illustrates how ingrained the sport is to this world. Think of this introductory ceremony like X-Men getting their abilities from the Sorting Hat. This amalgamation of some of the most popular tropes in modern media works well and allows the narrative to stretch its ingenuity ideas where it counts the most: on the court. ![]() Dodgeball games play out in real-time, but these games aren't the one-hit elimination matches you might be used to from gym class. Your primary goal is to reduce the opponent's health by pelting them with balls, a simple objective, but things get a lot more explosive thanks to the aforementioned special abilities. Over time you'll level up characters and gain stat boosts and more augments that change how each character plays. Some students, like Otto, imbue their attacks with elemental effects, others heal their team or teammates, and some cause the ball to boomerang or curve. I'm delighted by the sense of individuality this brings to each athlete on my team and among my opponents. These differences are factors in deciding on your team of three based on their abilities and playstyles. I enjoyed and found success with a balanced group of an attacker, skilled defender, and support player capable of replenishing HP. One of my favorite characters can't catch balls thrown her way and relies on a more creative method of defense. Instead, you hold the catch button and release it at the right time, and she rockets the ball back at the opponent using a baseball bat. ![]() After charging a meter throughout the match, characters can unleash their Balltimate move, a super technique that can turn the game's tide. Otto's Balltimate is a standard Hadoken-like fireball, support character Ballooney puts down a healing puddle, and Mina strikes opponents with deadly lightning bolts. Balltimates are unique to each character and are a significant factor in how I build my three-person team. Balltimates can be used to spam your way through matches, and I did that a few times, but I never felt like I was cheating. Any given match can go south no matter how you try to cheese the game. Matches in Dodgeball Academia offer a refreshing, if subtle, variety, which keeps the action fresh. Opposing teams have various makeups, and even the court and obstacles change from match to match. Some courts are bigger. Some have oncoming traffic you have to dodge along with enemy attacks. Even the balls vary from battle to battle, sporting different elemental properties and shapes. I wasn't pleased with the forest court, which obscures the view of the action by covering everything with tall blades of grass. This recurring match-type is annoying; thankfully, they only take up a small percentage of the games you'll play. I enjoyed the day-to-day life at the academy. Some days you go to class to train in subjects such as dodging or catching through timed survival minigames; other days, you're sent on quests by the professors. Peppered in between are matches in a schoolwide tournament to decide the best team on campus. Each day brings a fun self-contained story, with pieces that nicely culminate on the final day of the competition. Along the way, Otto and his ever-growing slate of misfit teammates have to contend with rampaging training robots, scheming classmates, and a cult of students who deeply believe dodgeballs are square-shaped. Each student in Otto's class has their quirks and personalities you learn throughout the game's eight chapters, and while most are antagonistic, all are enjoyable. Click here to watch embedded mediaUnfortunately, the action never strays far from school, its parking lot, and a nearby forest. A brief stint to an icy mountain brought some enjoyable platforming not seen in the rest of the game that I wish was more prevalent. Running through the same three areas over again, seeking the next objective is repetitive. While I enjoyed what's there, the world's mundanity compared to the absurdity of the characters and their powers was a letdown. Fortunately, an incredible soundtrack kept me trotting happily back and forth around the school. With tunes like the jaunty and hopeful dormitory and leisure area themes or the energetic wailing electric guitar-driven song heard on the school grounds, Dodgeball Academia has my favorite game soundtrack of the year so far. It also doesn't hurt that the battle intro music seems heavily inspired by the Pokémon games and features a similar alarming intro and triumphant victory fanfare. I haven't woken up a day this week without something from this soundtrack playing on loop in my head, and I wouldn't have it any other way. The art and character animation are equal to the music. Pocket Trap did a great job giving each sprite a big personality, even in their standard idle animations. Ballooney's deflating head, the Principle's gleaming badge flick, and Vampy's animalistic movements are noticeable minor touches to some spectacular character work. These characters look plucked from a Cartoon Network series. While I expect that quality in cutscenes, the art and animation even shine in the dodgeball matches. Whether it's the main characters and their attacks, or standard nameless enemies, everything has an excellent way of moving and interacting on the court. I may have some minor quibbles here and there about certain courts or reused environments, but at the end of the day, Dodgeball Academia is a champion in its field. It provides the best parts of sports RPGs with cheeky characters, flashy special moves, and gameplay that's fun to master. Better yet, the package is enhanced by a killer soundtrack. Look no further than this gem if you want to have a great time for a dozen hours. Click image thumbnails to view larger version ![]()
Score: 9Summary: This goofy and energetic sports RPG with the soul of a Shonen anime passes with flying colors. Concept: Take an excitable dodgeball prodigy through fantastical classes at the world's premier academy for the sport Graphics: With character designs on the level of the best cartoons running, Dodgeball Academia is plenty of fun to look at Sound: This peppy soundtrack is full of earworms that should stick with you on and off the virtual dodgeball court Playability: Easy to pick up with plenty of abilities and characters to learn and juggle throughout the adventure Entertainment: Boredom is never allowed thanks to entertaining characters, diverse team compositions, and a steady difficulty curve Replay: Moderately Low |
7 Photography Games To Get New Pokémon Snap Fans Back Behind the Lens Posted: 19 Aug 2021 04:08 PM PDT Two weeks ago, we got a free expansion for New Pokémon Snap. The update introduced a range of fresh content to get digital photographers back in the NEO-ONE, including three new areas to explore, a handful of previously unseen Pokémon to capture, and an experimental technique that shrinks both vehicle and photographer. Don't worry about the side effects; the shots are great! While the expansion gave fans plenty of fun Pokémon-filled photo-ops, many may find themselves running out of new subjects this week. But if you're not ready to put down the virtual camera just yet, here are some video games that will put your honed photography skills to good use. ![]() |
Young Souls May Be The Best Reason To Fire Up Stadia In Ages Posted: 19 Aug 2021 03:26 PM PDT Among the new releases this week, you'd be forgiven if you missed Young Souls. Here's why you probably haven't given it the time of day: the game is a timed Stadia exclusive. Don't close this tab! The game is coming to other platforms this fall. I can't wait for that day to come because I'm several chapters into the game and having so much fun that I'm upset you can only play it on Stadia right now. At its core, Young Souls is a two-player beat 'em up in the vein of Streets of Rage or Scott Pilgrim vs. The World. It's also got RPG-style progression and a dungeon-crawling structure. As two orphaned twins, Jen and Tristan, you're living a mundane life with your adopted father, a kooky scientist, in a small town. What isn't boring is that your father figure has been abducted by "gobbons" (basically goblins) and taken to a fantastical underground world. Since Jen and Tristan are rebellious teens, they're more than happy to pick up a sword and battle through floors of dungeons to rescue him. Click here to watch embedded mediaYoung Souls' slick presentation was the first thing to win me over. Its animated, construction paper-ish art looks awesome, and I especially love its dramatic camera angles during cinematics. It's definitely one of those games that looks better in motion. I'm also digging the writing. Due to their parent-less upbringing, Jen and Tristan have some issues and have earned a reputation around town as known troublemakers. Their "us against the world" attitudes could have easily been grating, but I find them endearing so far. Their conversations with other characters, especially the gobbons, have been lighthearted, goofy, and fun. When they're not ripping on the world or each other, they're pondering relatable issues like whether they feel comfortable calling the scientist their "dad." The grander story about the relationship between the human world and the goblin realm has also kept my interest. As a brawler, you're mashing light and heavy attacks that feel quite good to execute, thanks to the satisfying weight behind them. That doesn't mean it's deliberate. Action is fast-paced, fluid, and combo-friendly, but you also have to manage to dodge thanks to a stamina bar. The twins are equipped with a shield used to block and parry attacks, the latter of which opens up foes for a counterattack or, better yet, to be picked up and tossed into their allies. Young Souls' combat isn't breaking any new ground, but it's well designed and very fun. Smaller grunts and large bosses can be tougher than you'd expect, and that keeps the game from feeling too mindless as you have to stay on point in regards to knowing when to attack, defend, or tag out. Yes, there are times when enemies aren't lined up with your attacks in that beat 'em up sort of way, but that's a legacy issue that I, as a fan of the genre, can tolerate. So far, Young Souls plays like a dream is shaping up to be one of my favorite brawlers in recent memory. The game supports two players, but I'm playing alone and still having a good time. You can swap between each twin on the fly in solo play, effectively giving you two health bars. The partner that's tagged out gradually recovers health, and when a twin goes down, you can revive that sibling using the other. Jen and Tristan each have a limited number of lives, so it's important to keep an eye on their health and implement constant tags during hectic situations. ![]() Jen and Tristan perform identically, but you can differentiate them by upgrading their stats and equipping armor and weapons. In between nightly dungeon runs, you'll spend the day exploring the town to buy swanky outfits, selling trinkets for cash, and upgrading your base attributes by hitting the gym (provided you have a special token). Completing simple exercise mini-games like bench pressing or cycling can increase each twin's strength, endurance, and stamina. If you'd rather have Jen be faster and Tristan be the heavy hitter, you can do that. Or you can upgrade them equally. Do what works for you! I have a long way to go, and the game could always take a nosedive, but I can confidently say that, right now, Young Souls is well worth a look. Thanks to its tight gameplay, sharp writing, and eye-catching presentation, it's much more than your standard beat 'em up. While its timed exclusivity is a good get for Stadia, it presents an unfortunate dilemma. Most people will likely pass on the game simply because Stadia is, well, Stadia. When it does come to PlayStation 4, Xbox One, Switch, and PC sometime this fall, it may get lost in the shuffle of the big holiday releases. Right now is the perfect time for something like this to drop, which makes it frustrating that it's on a platform many people seem, at best, apathetic to (and understandably so). So if you're a Stadia user or willing to give it a shot, so far, Young Souls has been one of the best reasons to fire it up in a long time. If comments are still showing as disabled, a site update is happening on our side that has caused a temporary takedown. We hope to have them back up and running soon so our community can go back to sharing their thoughts with us about everything gaming-related!
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Good News, Skyrim Is Re-Releasing For The Millionth Time With Skyrim Anniversary Edition Posted: 19 Aug 2021 02:25 PM PDT QuakeCon 2021 is going on now and the annual showcase kicked off with a pleasant Quake remaster announcement and a plethora of intriguing panels to listen in on. It also came with the confirmation that Skyrim is re-releasing again for the billionth time, just in case anyone forgot it existed. For a quick timeline, Skyrim, the fifth entry in the beloved Elder Scrolls franchise, first launched back on November 11, 2011, and instantly became a massive hit. So much so that Bethesda re-released it. And then released it again. And then again. The studio even released it on Alexa, the AI robot of our dreams, as a joke response to all of the memes about how much love Skyrim gets. Fast forward to 2021. Where — you guessed it — Skyrim is coming back again, this time with next-gen upgrades for PlayStation 5 and Xbox Series X. Oh, and fishing. Skyrim is finally getting fishing. Because this is called the Anniversary Edition, the latest re-release will be dropping on November 11 later this year, ten years post-launch. As much as I'm joking about Skyrim's latest launch, it's easy to see why Bethesda keeps doing this. For starters, it's a cash cow. While Morrowind continues to be my favorite in the Elder Scrolls franchise, Skyrim was an instant cult classic. Players loved becoming Dragonborn and Bethesda loved giving that experience over and over again. Pair that with Skyrim being one of the largest homes to the modding community, and it's easy to see why the community for this is alive and well. With the sixth Elder Scrolls game coming down the pipeline, this is an interesting way for newcomers to dive in for the first time, and for others to justify their backlog for another playthrough. Yes, that was a self-dunk, thank you. For those looking for what else Bethesda has in store, you can also check out the full QuakeCon schedule here to learn what other panels and reveals are on the way. If comments are still showing as disabled, a site update is happening on our side that has caused a temporary takedown. We hope to have them back up and running soon so our community can go back to sharing their thoughts with us about everything gaming-related!
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Quake Remaster Is Available Now With Bonus New Expansion Posted: 19 Aug 2021 12:42 PM PDT ![]() QuakeCon 2021 is officially a go, and the annual festivities kicked off today with the return of the original Quake experience, only now it's even better. Shortly after Quake Remastered leaked on the Microsoft and Nintendo storefronts, Bethesda confirmed that the enhanced version of the game is not only on the way — it's already here! So what is the new enhanced Quake experience, and where is it available? The enhanced version of Quake is available starting today on PlayStation 5, Xbox Series X/S (through backwards compatibility), PlayStation 4, Xbox One, PC, and Nintendo Switch. For those playing on a PS5 or Series X, expect a 4K experience at 120 FPS "available soon" as a free upgrade. The update is completely free to upgrade to the remastered version for those who own the game on Steam. As a whole, the new and improved Quake aims to remain authentic to the original version, just with updates across the board regarding audio and visuals. With resolutions up to 4K and widescreen support, the enhanced models, dynamic lighting, anti-aliasing, depth of field changes, and the original soundtrack from Nine Inch Nails' frontman Trent Reznor all compiles to be an epic adventure. Have friends running the game on different platforms? No worries. Bethesda also confirmed that players could take to the 4-player online experience together no matter what, thanks to crossplay, or they can simply utilize local split-screen. Crossplay applies to all platforms, allowing players to enjoy either dedicated server support or peer-to-peer for custom matches. But wait, there's more. Quake also comes with the original expansion packs in addition to MachineGames' Dimension of the Past DLC and a brand new experience called Dimension of the Machine. To learn more, check out the full reveal right here! You can also check out the full QuakeCon schedule here to learn what other panels and reveals are on the way. If comments are still showing as disabled, a site update is happening on our side that has caused a temporary takedown. We hope to have them back up and running soon so our community can go back to sharing their thoughts with us about everything gaming-related!
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Pokémon Legends: Arceus, 12 Minutes, And Ghost of Tsushima Director's Cut | GI Show Posted: 19 Aug 2021 11:38 AM PDT ![]() In this week's episode of The Game Informer Show, the crew discusses Pokémon Legends: Arceus news, Twelve Minutes review impressions, the new island in Ghost of Tsushima Director's Cut, and Sega's new 4X civilization builder game, Humankind. We also share our hands-on impressions of Madden NFL 22 and how easy it is to sink hundreds of hours into the series' Franchise Mode; and later, we compare Dead Space 2's onslaught of scares to the first game's quieter, more cerebral approach to horror. Additionally, Ben Reeves passes the torch onto a new set of podcast hosts, Alex Stadnik and Alex Van Aken, as The Game Informer Show enters a new era. With new hosts comes a few changes, including updates to the show's format which now features a news section, weekly roundtable chats about industry topics, and an improved audio listening experience. If you're a fan of our past segments, The Playlist and Listener Questions, then don't worry because those are still part of the show. Follow the crew on Twitter: Alex Stadnik (@Studnik76), Alex Van Aken (@itsVanAken), Ben Reeves (@BenjaminReeves), Blake Hester (@MetallicaIsRad), and Jay Guisao (@Jason_Guisao). The Game Informer Show is a weekly gaming podcast covering the latest video game news, industry topics, exclusive reveals, and reviews. Join hosts Alex Stadnik and Alex Van Aken every Thursday to chat about your favorite games – past and present – with Game Informer staff, developers, and special guests from all around the industry. Listen on Apple Podcasts, Spotify, or your favorite podcast app. ![]() |
Welcome To The New Game Informer Show! Posted: 19 Aug 2021 11:36 AM PDT ![]() Welcome to The Game Informer Show, a weekly gaming podcast covering the latest video game news, industry topics, exclusive reveals, and reviews. If you're new to this show, we're glad you're here! If you've been listening to it for years, then you might notice a few changes coming to the podcast feed. In short, The Game Informer Show has new hosts, an updated format, and now offers a better audio experience. If you don't care about any of the specifics and want to listen to this week's show, then you can pass go, collect your fictional $200, and listen to Episode 565 right here. If you'd like to know more, then listen to this mini-episode to hear about the show's upcoming changes. With his new responsibilities as Online Content Director, former host Ben Reeves is passing the torch onto a different pair of hosts, Alex Stadnik and Alex Van Aken, who are taking the show in a new direction. The format is changing and now features a news section, weekly roundtable chats about industry topics, and more. If you're a fan of our past segments, The Playlist and Listener Questions, then don't worry because those are still a fundamental part of the show! We'd really love to hear your feedback after listening to this week's podcast. If you have suggestions about how we can improve the show moving forward, please email us: Podcast@GameInformer.com. The Game Informer Show is a weekly gaming podcast covering the latest video game news, industry topics, exclusive reveals, and reviews. Join hosts Alex Stadnik and Alex Van Aken every Thursday to chat about your favorite games – past and present – with Game Informer staff, developers, and special guests from all around the industry. Listen on Apple Podcasts, Spotify, or your favorite podcast app.
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Dead Space 2 Is At Its Best When It Finally Shuts Up Posted: 19 Aug 2021 11:20 AM PDT Dead Space 2 is an annoying game. Not a bad game by any means, but one that tests my patience and exhausts me for hours on end. It's because of a backend technical issue, but I feel lucky that we currently have our comments turned off. I dread what some of you would say down there after that first sentence. The problem with Dead Space 2 certainly isn't its gameplay. Dismembering Necromorphs, juggling the various weapons and powers, and tense fights with numerous enemies feel great. I love all that. The problem with Dead Space 2 is its horror. More specifically, the game never knows when to shut the hell up. For most of its playtime, Dead Space 2 is never interested in scaring the player; it wants to terrorize them. And admittedly, in the game's opening sections, this is incredibly effective. Protagonist Issac Clarke awakes to find himself strapped in a mental hospital – ostensibly because of what he's seen and experienced in the first game. However, a man is there, helping set him free. A woman calls you, explaining he's there to help you. You don't know these people, but if the sounds of destruction outside your room are any indication, there's no real choice but to trust them. It's at just this moment that one of the most viscerally disgusting scenes ever put into a video game takes place. Something small burrows its way into the man's head, quickly rendering him incapacitated. It's unclear what on God's green Earth that little fella is doing in there, but safe assumptions lead you to believe it's not great for our new host here. And just then, this poor sap's face tears wide apart, exposing tissue, bone, and muscle as he pulls you forward and screams directly at you. It is, truly, one of the worst things I have ever seen. ![]() Circumstances continue to go downhill for Isaac. Freed from his room, he runs through the hospital, and by extension, the space base housing him, trying to escape the shrieking monsters now pouring out of the walls and every other which way. He's stuck in a straightjacket, so even if he had a weapon, he doesn't have the hands to use it. All there is to do is run and hope you come across someone – literally anyone – that can help you. The first person you come across is a doctor. He's clearly losing it, aware of the horrors making their way into this once quiet compound. He has a knife, which he threatens you with. It seems like this might be the end for Isaac – which would be an anticlimatic way to go after the other guy got his face torn open, but that's neither here nor there. Instead, the man cuts you free. And then, as if things weren't comically bad enough, he slits his own throat and you watch him bleed out. It's a disturbing and effective moment, punctuating the helplessness of everything going on around you. With your hands free, the game more-or-less starts properly. You find a weapon, your suit of armor, acquire your powers, and get to work fighting back against the monsters seemingly in every room, nook, and cranny of this building. The opening of Dead Space 2 is fantastic – if only due to how sheerly disorienting it all is. Everything described above, that's like, the first 20 minutes of the game. Before you have a second to learn the controls, Dead Space 2's assaulted you with more fear and gratuitous violence than your brain knows what to do with. It's an incredible way to immediately shred the player's nerves and establish as-soon-as-possible the desperation of the situation. And then the game just continues operating at this tempo. Where once a Necromorph bursting out of a wall, shrieking in the vile way they do, was scary and unexpected; after three to four hours of this, walking into a room no longer comes with a sense of dread. In Dead Space 2, something like a jump scare is never a matter of if it's going to happen. It's a matter of when. The game doesn't build tension in between these moments; it cuts right to the punchline. It becomes exhausting and monotonous. Dead Space 2 doesn't know how to shut up, to get out of its own way, and to build on its unsettling atmosphere in ways that will make its scares earned and effective. Instead, it's just loud, brash, and obnoxious after a while. That is until the Ishimura level. ![]() If you've played the original Dead Space, then the location should be intimately familiar. It's the setting from the first game, where Isaac first encounters all the horrors that now define his digital life. In video game language, going to the location of a previous game is a big deal – for some reason. It's a way for developers to say to players, "Hey, remember that thing we did a couple of years ago? Here it is! Again!" And by God, there it is! Again! I remember those assets and textures. Boy, how neat! I'm being reductive, but it is kind of silly when a game only one entry later treats this as some big revelation. Dead Space and its sequel were released just over two years apart; it's not like the Ishimura was ancient history at this point. The Ishimura does little for the game mechanically. You don't do anything on the ship you couldn't do in any other level. Narratively, it's mildly interesting putting Issac – clearly suffering from PTSD due to what happened on the Ishimura in the first game – back at the scene of the crime. It doesn't do too much with the setting in the grand scheme of the overall story, but it's novel enough for what it is – if a bit contrived. All of this is to explain my headspace going into the level. After hours of being exhausted with the game's approach to horror, being asked to comply with some half-hearted attempt at fan service, as I saw it, was a bit much for me. But that all changed when I started walking around. The most remarkable thing about the Ishimura is how quiet it is when compared to the rest of the game; for what feels like an eternity, you walk through the ship's abandoned halls and rooms, all dark as night, expecting something to jump out at you, to scare you. But it never does. At least not for a while. You're alone for the first time in the game, kept company only by the sounds of your footsteps and the fear of what goes bump in the night. In a game that's been trying as hard as it possibly can to scare the player and failing most of the time to be anything other than exhausting, this was the moment fear finally set in – six hours into the game. Real fear. Dread. Anxiety. There's a very specific feeling that intense anxiety produces. It feels hot, like an explosion of heat in your chest. As I walked through the Ishimura, I could feel that heat creeping through my body. The longer the silence went on, the more I was forced to wait for whatever hell was at the end of this journey, the more I experienced actual dread, real fear of what was to come. Simply taking steps forward felt Sisyphean. It took me two days to finish the admittedly short level because it scared the living s--- out of me. It was amazing. ![]() There's a common saying around horror movies that the scariest thing you can show is nothing at all; what's in the viewer's mind is far worse than anything you can put on screen. I don't buy this philosophy 100 percent of the time*, but I think it's true in a lot of cases. It's why a movie like The Blair Witch Project is effective. You never actually see the witch in the film, but I bet you imagined her, and it was terrifying. The movie operates wholeheartedly on the assumption you'll fill in the gaps yourself about what the witch looks like and then relies on solid on-screen tension building to do the rest. This is harder to do than just making a spooky monster and making them pop out at unexpected times, giving the audience a quick shock. And it's why most – but not all – mainstream horror movies tend to rely on cheap scares. Sinister, Insidious, The Conjuring series, the Halloween reboot series, etc., are all great at making you jump. But none of them have the time, patience, or restraint in building an atmosphere that's actually scary the way films like, say, Possession, The Wailing, or Lake Mungo do. None of them are willing to take the time. Mainly because money talks and these movies make a lot more money than thoughtful horror films; they're all terrible movies regardless, but you can't argue with the color of a dollar. For most of its runtime, Dead Space 2 operates like the former films of the prior paragraph. But for one shining level, it moves to the latter. I wish that were the game I played because when finally, after what must have been 10 or 20 minutes, the monsters did come for me on the Ishimura, it felt earned. It made these monstrosities, in all their grotesque forms, the climax of a brutal nightmare. The Ishimura section made me love Dead Space 2. It's an hour-long level in a game I've otherwise found annoying and exhausting, but I mean it, I love Dead Space 2. It all comes down to this one level. But that's the power of good horror. I think horror is one of the most important forms of art we have for various reasons, but one of the main ones is it's a rare form of media that appeals to our basic human instincts**; fear and self-preservation are hardcoded into our DNA. When Dead Space 2 finally shut up, when it eventually committed to being scary, the thing it ostensibly set out to do in the first place, it worked incredibly well. It terrified me beyond what I was ready for. I love it for that. I just wish the rest of the game committed in the same way.
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Exploring Ghost of Tsushima Director's Cut - GI Live Posted: 19 Aug 2021 11:11 AM PDT Ghost of Tsushima Director's Cut is out for PlayStation 5 and PlayStation 4 tomorrow, and the new version comes with a lot of upgrades and fresh content that we can't resist checking out! Jump in with the Game Informer crew today to see the unexplored Iki island, Jin's dramatic backstory, and some pet-worthy wildlife. We might even get a glimpse of the expansion's new abilities, like the awesome-sounding horse charge. Our recent impressions piece calls the director's cut a "must-play for fans," but if you're still on the fence or just want to see some sweet Ghost of Tsushima action, join us for today's jaunt through feudal Japan! Click here to watch embedded mediaYour guides for this wild island tour will be the stick-wielding Alex Stadnik, the invincible Dan Tack, and the fearsome Jill Grodt. The expansion's setting, the colorful Iki Island, is host to an entirely new story that features Jin attempting to confront another wave of Mongol forces. This includes the Eagle, a Mongol leader that could make even the mightiest warrior shake in their boots. Especially since the Eagle will be leading a new enemy type into battle: shamans. These warriors will keep our other enemies hyped for battle, and, even with a myriad of techniques mastered, they could prove quite the challenge. But it won't be all action. We also hope to take some time to relax and enjoy Iki Island's many activities. What does a haiku from the Game Informer crew look like? You might find out. Additionally, there are some new things to check out in the expansion, like animal sanctuaries. These havens will test our flute-playing abilities and hopefully draw in some of the island's most adorable animals. Of course, it'll be important to stop and take in the sights of the beautiful Iki island itself. We will be going live at 2 p.m. CT, so stop by and see what the Ghost of Tsushima Director's Cut has to offer! To get ready for the stream, you can check out more of our Ghost of Tsushima Director's Cut coverage, including a spoiler-filled plea to Sucker Punch asking the studio to keep one of our favorite characters safe. If you are looking to pick up the game and would like a breakdown of what comes along with the director's cut, we have one just for you! Feel free to look over those details here.
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Call of Duty: Vanguard Details Unveiled Posted: 19 Aug 2021 10:45 AM PDT Revealed today inside Call of Duty: Warzone, players were treated to a new look at the upcoming Call of Duty: Vanguard. This year on November 5, Call of Duty heads back to WWII as a backdrop for Call of Duty: Vanguard. While the WWII setting may be one that's been used time and time again for any number of titles, Sledgehammer Games is taking a hyperfocused look into the teams – what would be known as special forces – and their conception here as a small squad attempts to unravel a secret plot. Moreover, Call of Duty: Vanguard explores WII with environments that have been traditionally explored, but also numerous other fronts and theatres. Click here to watch embedded mediaPlayers are headed to North Africa, the Eastern Front, the Western Front, and the Pacific in both the single-player campaign and multiplayer. Vanguard is aiming for sixty frames-per-second on all platforms for a fluid combat experience. In addition to Sledgehammer helming the campaign, Treyarch is lending its zombie talents to the title for the addition of a Zombies mode, and Raven is coming in with a brand new Warzone map. Seeing many Call of Duty studios come together to deliver this time around in their areas of expertise is refreshing, and should make for something interesting. Click image thumbnails to view larger version ![]()
In the campaign, players take on the role of a specialized squad that's ready to head into the heart of Berlin to discover the terrible truth behind the Phoenix Project. If this sounds a little like Inglourious Basterds, you're in the right ballpark. Whatever it is, it's the plan to shape the future of the Nazis and the Reich after Hitler's fall. While the tale and everything associated with it are historically inspired, plot points like the Phoenix Project take some significant liberties with the actual past. The crew is shaped with a cast of lively characters under the leadership of British Sergeant Arthur Kingsley. From around the rest of the world and the war comes the rest of the cast. Lt. Polina Petrova plays the Russian sharpshooter of the group, inspired by the famous sniper Lyudmila Pavilchenko. From America, we have fighter pilot Captain Wade Jackson, who performs admirably at Midway and is later shot down and picked up by passing infantry. Finally, Australian infantry Lucas Riggs rounds out the motley crew to assemble our team. Drawn to each other by fate and circumstance as the war rages on, this special forces assemblage is eventually tasked with heading to Berlin to unravel a mystery and put an end to a new Reich – before it begins. In terms of multiplayer, there will be a hefty 20 maps available on launch. As always, some new elements keep Vanguard fresh even for veteran players. Reactive environments allow players to blow out bookcases, walls, boards, windows, and more to create additional sightlines, making once safe locations dangerous and keeping the game dynamic. Perhaps even more interesting, combat pacing is a new setting you can select in your quickplay options. There are three different "combat paces" to explore, from tactical that features longer time to engagement and lower player counts to blitz, which has many players and an extremely short time to engagement. Picking your combat pace is as easy as dialing in any other setting from the quickplay button, so you can find a game that suits you alongside your other standard parameters. Whether you like to set up and perfect your snipe shots or just rush into the fray, combat pacing should help find a style that's right for you alongside traditional multiplayer elements. A new gameplay mode, Champion Hill, is an 8-team extravaganza where players battle down to the last team. With Sledgehammer helming a WWII story, Treyarch tackling Zombies, and Raven bringing the Warzone, Call of Duty: Vanguard is tapping into tons of specialized talent. We'll see how it all comes together in November.
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Splitgate Open Beta Extended For The ‘Forseeable Future’ Posted: 19 Aug 2021 10:30 AM PDT Splitgate, the free-to-play "Halo meets Portal" arena shooter, has enjoyed a rather successful open beta over the past few weeks. Hundreds of thousands of players have been having fun with portals, and the full launch was supposed to kick off in July. However, developer 1047 Games postponed the release to this month to bolster servers strained by the high player count. Now that we're mostly through August, 1047 has provided an unexpected update. Instead of going 1.0 soon, Splitgate will remain in open beta indefinitely. According to a press release from the studio, keeping the game in beta for the long(er) haul will allow it more time to continue improving the game's infrastructure to ensure it's fully ready for primetime when that day comes. "In looking at the issues facing the scalability of the game's backend, the process includes far more than simply dealing with server capacity," says 1047 CEO Ian Proulx. "We are focused on keeping the game stable for fans, and iterating on the game's concurrent capacity in order to minimize player wait times. We want to do this the right way, and we want to be prepared for massive scale when we officially launch, all the while continuing to improve the beta with frequent updates, additional features, and improvements to server capacity. To that end, 1047 plans to roll out new content throughout the year. It recently added a Ranked Duos mode. The team also has a big announcement planned for next week's Gamescom. Splitgate's first playable beta kicked off in 2019 for PC only. In July, the game re-debuted with a new open beta on consoles, and the move to a larger audience has resulted in a surge of popularity for the fledgling title. The arena-style multiplayer shooter allows each player to create portals ala Portal for an intriguing and fun twist on standard deathmatch play. You can check out this opinion piece on why Splitgate's portals promotes creativity to get ahead. Splitgate available now for PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, and PC. If comments are still showing as disabled, a site update is happening on our side that has caused a temporary takedown. We hope to have them back up and running soon so our community can go back to sharing their thoughts with us about everything gaming-related!
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Inspired By Madden, NHL 22 Introduces Superstar X-Factors To Change The Metagame Posted: 19 Aug 2021 08:05 AM PDT NHL 22 is ushering in a new console generation in style. This entry marks the first year the game launches on the PS5 and Xbox Series X/S, and it's coming with a new look to celebrate, thanks to the series finally moving to EA's Frostbite engine for both the new and previous-gen versions. Outside of visual upgrades, EA Vancouver looks like a team pinning all its hopes on its superstar talent to bring in the fans and victories, and it just might work. ![]() Elevating The League's Best With X-FactorsEA Vancouver wants to better represent the players who are difference-makers and dangerous threats every time they step on the ice, like cover athlete Auston Matthews. Inspired by EA's Madden series, this year introduces Superstar X-Factors for the elite players in the league. "Madden did a phenomenal job of telling stories of what makes a player special with their X-Factor feature set," says NHL 22 producer Clement Kwong. "Not only does it enable great storytelling as we elevate the superstars, but [it] also introduces a new meta to gameplay that injects more strategy and competition for our core – something we haven't really done to gameplay in recent years." X-Factors will benefit every major mode in the game, forcing players to adapt to the different skills and playing styles of hockey's best. They come in two ability tiers: zone and superstar. "Elite players who possess game-changing talent and single-handedly use that to impact the outcome of the game are assigned zone abilities," Kwong explains. "This is what defines the player and what the player is known for. These are very powerful abilities, so we only assign one for each eligible player." According to Kwong, the other tier, superstar abilities, are less powerful and more common, but players can be assigned one or more. These will be perks, such as great stickhandling, great shot through screens, and great peripheral passers. About 100 players will have superstar abilities at launch, whereas about 50 will have zone abilities. Some elite players will have both a zone ability and multiple superstar abilities. ![]() Kwong showed us Auston Matthews' zone ability called "Shock & Awe," which grants him exceptional power and accuracy shooting out of, or shortly after, a deke. You will have to decide how to defend and counter this because you're bound to get burned by a high-scoring chance if you ignore him. "All of these abilities will have an impact on how you play the game," Kwong says. "Players will need to be aware of who's on the ice, how to deal with them, and how to create their own advantages." These special abilities will also extend to goalies. For instance, two-time Stanley Cup and 2021 Conn Smythe winner Andrei Vasilevskiy has the Contortionist zone ability, which means he has the athleticism to stretch and twist himself to make impossible saves look easy. Translation: He's probably going to make some devastating saves on you. NHL 22 wants you to constantly adapt to the competition, whatever challenges these skilled players bring your way. Franchise Mode will also accommodate X-Factors in new scouting reports, letting you scout pro and amateur players for them. X-Factors will also affect line chemistry, as you want to mix and match players with complementary abilities. Time to pair up the expert passers with the deadly snipers. For modes like Be A Pro, your player will earn X-Factor abilities throughout their career, with special challenges to earn X-Factor points and unlock more slots for them. In HUT, players with X-Factors will undoubtedly be the most sought-after player items; some cards will also have upgrade slots available to add a zone ability. And yes, X-Factors will also make their way into CHEL, where you get one default zone ability, depending on the archetype you select. You also have more ways to customize your skater, as you can invest points you earn into what skills you want within that specific archetype. ![]() Other Noteworthy FeaturesThe bulk of EA Vancouver's NHL 22 reveal was focused on how X-Factors will change the game, but some other interesting tidbits were also unveiled. First off, to accommodate this entry's superstar focus, EA Vancouver says it has a revamped broadcast presentation. The team will have more to share on specifics later, but we did hear some new commentary, focusing on the top talent and what their abilities lend to the game. Fans of NHL's newest team, the Seattle Kraken, will be happy to know they have been added to the expansion draft for Franchise Mode. You also still have the ability to start your own expansion franchise, bringing the tally of teams up to 33. In addition to the unique challenges to earn points toward X-Factor abilities, Be A Pro will now have multi-season storylines, so the fun doesn't stop after your rookie storyline. EA Vancouver is hoping to leverage the Frostbite engine to increase its visuals' realism and wow factor. The game certainly looks the best it ever has, with better lighting, uniform improvements, and enhanced player likenesses. According to Kwong, all the arenas have been rebuilt and relit to bring the atmosphere to life. One immediately noticeable thing was how much better and more realistic the ice looks in general. Players are also getting some upgrades in the looks department. Over 100 star players and generic player head models have also been rebuilt from the ground up to reflect the current season and bring more detail to your favorite players. As with past years, a technical test for CHEL will go live at the end of this month, and that should reveal more about how these enhancements fare. EA Vancouver is hedging a lot on X-Factors being the difference-maker this year, and only time will tell how these change the competition. I will say it's about time we had some new challenges to confront on the ice. After all, isn't part of the fun stopping the very best? NHL 22 hits the ice on October 15 for PS5, Xbox Series X/S, PS4, and Xbox One.
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Auston Matthews Of The Toronto Maple Leafs Is NHL 22's Cover Star Posted: 19 Aug 2021 08:00 AM PDT After making his cover debut on NHL 20, Auston Matthews is once getting the honor for NHL 22. Today, EA Vancouver revealed that the Toronto Maple Leafs forward is this year's cover athlete, and it's not unwarranted, thanks to the big year Matthews just had. We usually don't see a repeat cover this quickly, but Matthews is coming off an incredible season, scoring 66 points in 52 games and winning the Rocket Richard Trophy for being the top goal scorer in the league. The Leafs' disappointing playoff run aside, Matthews is always fun to watch, as he's one of the most creative and dynamic players in the game. "Since gracing the cover in NHL 20, Matthews has firmly established himself as one of the top goal scorers and personalities in the league," says NHL 22 producer Clement Kwong. "As an NHL superstar, he's a new generation of player, pairing size with speed, strength with skill, and stache with style." ![]() For NHL 22, EA Vancouver is propping up its top-tier talent, using inspiration from the Madden series by adding X-Factors to the game. You can find a full breakdown of this feature and how it will impact the game in our preview here. Given this focus, Matthews seems like a fitting cover athlete to usher in the new feature, which EA Vancouver says will finally change the metagame. NHL 22 hits the ice on October 15 for PS5, Xbox Series X/S, PS4, and Xbox One. This is the first year, EA Vancouver is creating the game for new-gen consoles and finally making the move to EA's Frostbite engine for both console generations. At launch, there will be two editions: Standard and X-Factor. The special X-Factor edition grants you dual entitlement allowing you to upgrade to the PS5 or Xbox Series X/S version for free and three-day early access before lauch. You also get a bevy of HUT packs, hockey bags, and even X-Factor zone ability unlocks for CHEL. Pre-orders are now available for both versions.
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The Ghost of Tsushima Director’s Cut Is A Must-Play For Fans Posted: 19 Aug 2021 05:00 AM PDT Ghost of Tsushima was one of 2020's best games. As one of the swan songs to the PS4's exclusive library ahead of the new generation of hardware, Sucker Punch's Japanese feudal epic ticked all the boxes – slick combat and stealth, breathtaking visuals, and a mature and thoughtful story about the nature of loss. It also featured one of the most memorable game endings in many years. After that, what more could be added that wouldn't feel like a retread? Quite a bit, as it turns out. Ghost of Tsushima Director's Cut includes everything that made the original release great, and is available on PS4 or PS5 as either a standalone purchase, or an upgrade from your existing copy. If you haven't played the game yet, now is an ideal time. The new version includes some bonus upgrade items, like skins and character improvement points, and access to a director's commentary with input from a Japanese historian on the actual events and period depicted in the game. There's also the excellent Legends cooperative multiplayer experience, which is well worth playing. If playing on PS5, you also get some fun new DualSense haptic feedback on your controller, new 3D audio when using compatible headphones, and a gorgeous 4K resolution targeting 60fps, which makes for an exceptionally stunning display in a game that already looked very pretty. Even so, I'd question if a paid upgrade for existing players would be justified if that was all you got. However, the big draw is undoubtedly the Iki Island expansion, a multi-hour new campaign built to impress. Acting simultaneously as a standalone story and as a coda and wrap-up for Jin's character arc, the adventures players uncover on Iki Island are well worth the price of admission. It would be a stretch to characterize this new area and its missions as a true sequel, but several new story developments, unique side missions, and novel upgrades feel more substantial than I had expected. Closing an important story loop for the main character also leads to a very satisfying addendum to Jin's narrative, without losing any of the impact of the main game's powerful conclusion. Iki Island is set apart from the main game sections on Tsushima, and if desired, you can fast travel back and forth between the two landmasses. To get things going, Jin learns of an impending second invasion of Mongol troops who have amassed on the nearby smaller island and sets out to halt the threat. That means that there's a new map to uncover, and since Jin's legend is unknown there, it's another place to build that legend up (and earn the corresponding technique points). Crucially, we also learn that Iki Island is where Jin witnessed his father's death as a child. The conflict that led to that personal tragedy is a big focus in the expansion. That means that Jin must travel incognito without the markings of his Sakai clan status – hidden identities always lead to a little added tension. Conceptually, the story and its conflict act as a leverage point to explore Jin's haunted past. Without spoiling exactly how, Jin is poisoned shortly after his arrival on Iki, leading him to maddening visions about the many traumatic events of his life. These manifest in-game as visual and auditory hallucinations, forcing the honor-bound warrior to confront his guilt and relive some of his worst moments, both from early life and those witnessed during the main game. I love how these visions pop up throughout the Iki adventure, often in context-sensitive moments that thrust Jin into sudden vulnerability. I also enjoy the Eagle, a terrifying new Mongol villain at the heart of the Iki expansion. However, the Eagle's looming threat is present mainly in the beginning and end of the story, letting the real antagonist take center stage – Jin's self-doubt and regret. Click image thumbnails to view larger version ![]()
Along the way, Sucker Punch has injected several new gameplay tweaks to keep things interesting. One of the most significant changes in combat is the addition of shamans, an enemy type whose chants goad the other enemy fighters into devastating battle trances. Inevitably, these shamans hang out at the back of a squad, so players must dodge and slash their way through the enraged regular enemies to take on the shaman first. Normal enemies are also very dangerous, even for players who've maxed out their samurai abilities. Just a couple of hits from one of these foes are enough to deplete a full health bar. Many enemies switch weapons mid-battle, demanding you monitor your stances carefully. Enemy positioning leads to challenging tactical dilemmas about how to manage a fight. In short, it's all pretty challenging. Thankfully, Jin also finds some fun new tricks on the island of Iki. Chief among them is the new horse charge. Jin's faithful steed, hardened by many battles, can now surge forth and trample foes in his path to devastating effect. Enabled in short bursts that you might consider a super-gallop, the action is incredibly potent when employed against larger groups. The horse charge drains Resolve quickly, but it can be a worthwhile gambit to open a big fight. Iki Island also features some new charms to enhance your battle and stealth process, but it's here that the expansion failed a bit to tweak my playstyle. In a dilemma confronted by almost every game expansion ever created, you start the game with a playstyle and chosen upgrades uniquely suited to your preference. While some of the new charms are interesting, as well as gorgeous new armor with its own unique bonuses, it's hard to beat out that fully upgraded loadout you've been rocking since the end of the base game – especially considering the challenge level of the content. I was happily surprised that several existing side activities, like crafting haikus and chopping bamboo strikes, are joined by some clever new additions. Dedicated bow enthusiasts are sure to enjoy the archery challenges, which offer a chance to meaningfully improve the Charm of Concentration, extending your time slowdown while firing off arrows. For me, the big winner was the animal sanctuaries. Jin sits with his flute and plays a tune for animals like cats and deer, tilting the controller up and down to stay on melody. It's a simple and amusing new activity that maintains the themes of natural harmony that characterized Ghost of Tsushima's original release. Beyond bullet point feature lists, Iki Island is also a wonderfully designed playspace. Likely informed by the work undertaken to craft the base game, Sucker Punch has put together a lovely and compact adventure that flows smoothly from beginning to end. New platforming locations are great fun. Side missions to help the inhabitants of the island are thoughtfully written and varied in their objectives. And the main flow of tasks moves seamlessly between big army battles, challenging duels, and sneaky infiltrations. On top of it all is the developer's attention to artistic grandeur; Iki Island is a land of vibrantly colored forests, stark wave-washed cliffs, and beautiful sunsets. The locale feels like an extension of the art style seen on Tsushima, but with its own identity. I was happily surprised by the breadth, depth, and challenge of the Iki Island expansion. For new players, it will extend an already lengthy adventure into something more. Meanwhile, returning players should be thrilled at how well this experience dovetails out of an already stellar game. Iki Island is what I want out of single-player game expansions. And it's further proof (as if we needed any more at this point) that Sucker Punch has a standout new property to continue building on.
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Ghost of Tsushima Director's Cut (PS5) | New Gameplay Today Posted: 19 Aug 2021 05:00 AM PDT ![]() While I don't need to regale you of the trials of 2020, last year was an absolute banger of a year for video games. Titles such as The Last of Us Part II, Hades, and Animal Crossing: New Horizons wowed us with emotional stories, frenetic moment-to-moment gameplay, and a much-needed sense of escapism from the world crumbling around us. One of the year's main highlights was also a PlayStation exclusive and didn't feature Joel or Ellie. Ghost of Tsushima wowed us when it was first released last year and was a stark reminder that the development team over at Sucker Punch knows how to make great video games. The studio hasn't rested on its laurels, though, as Ghost of Tsushima Director's Cut will launch later this week, and (we're not bragging, we promise) we've gotten to go hands-on with all the latest additions. Join Matt Miller and Alex Stadnik for a tour of Iki Island, the home of Ghost of Tsushima's latest expansion. On this fresh episode of New Gameplay Today, we're taking a look at a plethora of updates that fans of the game won't want to miss. The combat system grows with new enemies, the shamans, that will call allies in to try and overwhelm you. These powerhouses are lethal and even regular enemies can switch their weapons on the fly, forcing players to be even more focused on what stance they elect to do battle in. On top of the exciting new tweaks to combat, the Iki Island expansion also features a story that nicely intertwines with the original narrative. We won't spoil the fun here but know the new tale skillfully weaves into Jin's tragic tale of family, honor, and the horrors of war. Speaking of spoilers, we also want to point out that while we did our best not to ruin the fun for anyone picking up the new content, everything you see is from the first hours of the game and has minor spoilers attached to them. You have been warned! If comments are still showing as disabled, a site update is happening on our side that has caused a temporary takedown. We hope to have them back up and running soon so our community can go back to sharing their thoughts with us about everything gaming-related!
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