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New Cobra Kai Trailer Makes Daniel LaRusso Look Kind Of Awful

By Anonymous on Mar 10, 2018 11:48 pm

Though a previous teaser for the upcoming YouTube Red series Cobra Kai showed that original Karate Kid villain Johnny Lawrence (William Zabka) grew up to become quite a jerk, the latest trailer for the show reveals why that might be the case--and it's Daniel's (Ralph Macchio) fault.

In the latest trailer, it's revealed that life has worked out pretty well for the former student of Mr. Miyagi (Pat Morita). He has a wife, a beautiful home, and what looks like a job selling luxury cars. Life has been less kind for his former nemesis, who is now reopening the Cobra Kai Dojo. "The guy thinks he can bring Cobra Kai back to the valley? Not on my watch," Daniel tells his wife.

While that may seem to paint Daniel as some kind of hero, things take a major turn quickly as a scruffy and unkempt Johnny is put down by the former karate champion and his friend. "This is the guy whose ass you kicked?" the friend asks. Daniel quickly shoots back, "If you want to get technical, I kicked his face."

Whatever is happening in that scene, it's clear that Johnny has seen better days, while Daniel is still gloating about something that happened over 30 years ago. Is that the kind of thing that makes you want to root for the titular Karate Kid?

With each tease, the premise of Cobra Kai becomes a bit more mysterious. Johnny may be relaunching the dojo that made him such a punk as a teenager--and carrying on many of its less-than-commendable traditions--but Daniel is no saint in this scenario.

Still, it's hard not to feel a little excitement when Daniel suits up in his old Miyagi Dojo uniform once more and throw a kick. While it was previously revealed that he will be serving as a trainer to Johnny's son, clearly there's still some fight left in him. Perhaps Cobra Kai will build to another showdown between him and Johnny when it premieres on YouTube Red in the spring.


Everything To Know About The Tomb Raider Movie

By Anonymous on Mar 10, 2018 11:30 pm

Video game adaptations have a checkered history, which makes it easy to cast a skeptical eye on Tomb Raider, the latest take on the classic franchise. Even big-budget adaptations like Prince of Persia have fizzled, and other game adaptation are downright infamous.

In the above video, we take a closer look at all the elements that may set this one apart. As games have become more cinematic and told more personal stories, they've become a closer match for movies. Unlike the successful but campier Angelia Jolie films, this version of Tomb Raider is based on the gritty 2013 reboot. That makes this Lara a younger woman who finds herself out of her element and forced to survive against a hostile environment and even more hostile mercenaries.

To take on this role, the director tapped Alicia Vikander, most known for her roles in The Danish Girl and Ex Machina. Vikander talks about her training for the physicality of the role, which made liberal use of MMA fighters and giant mattresses. All that went into transforming the actress to believably take on the challenges her character was faced with. Finally, director Roar Uthuag gives his insights about how characterization is the key to avoiding the fate of so many other video game adaptations.

Our review is coming soon, but in the meantime, take a look at all that went into making this film--including a near shot-for-shot remake of one famous scene from the 2013 game. The movie will hit theaters on March 16.


Take A Look Back At The History Of Far Cry

By Anonymous on Mar 10, 2018 10:30 pm

While it's not exactly Call of Duty or Battlefield, the Far Cry series has become one of the biggest first-person shooter series in the industry. With its latest entry, Far Cry 5, set to release soon, we decided to look back at the franchise and how it got to where it is today.

In the video above, we run through the complete history of Far Cry. We start with the original, open-ended game from Crytek, the studio that would later go on to make the Crysis series. We look at the transition as Ubisoft Montreal took the reigns with the stellar Far Cry 2 and its many follow-ups--there have been quite a few Far Cry games, despite the fact that we're technically only up to Far Cry 5.

In many ways, Far Cry 3 firmly established the formula that the series still follows today; it was also the first to latch onto the tower-climbing of Assassin's Creed, introducing the climb-the-radio-tower mechanic used to unlock the in-game map. And who can forget Far Cry 3: Blood Dragon, the bizarre spin-off that no one would have thought to ask for yet offered a brilliant, distilled Far Cry experience seeped in '80s action movie cheese?

Watch the video above for a trip down memory lane. There's not much longer to wait until the next entry in the series is here, as Far Cry 5 is due out on PC, PS4, and Xbox One on March 27. You can watch us chat about the somewhat confusing game in a recent video and read all about the confirmed DLC.


20 Characters We Want In Super Smash Bros. Switch

By Anonymous on Mar 10, 2018 09:30 pm

Dream Fighters


Nintendo's latest Direct yielded a exciting announcement: Super Smash Bros. is officially coming to Nintendo Switch. And that's not all; the game is coming in 2018. Naturally, this has us pretty excited, and we're already speculating which characters we want to be on the game's roster. While characters who have been in past entries, like Ice Climbers and Star Wolf, are obvious choices for us, we're also eager to see characters from other Nintendo franchises and third-party games make appearances. Here are the 20 characters we want to see the most in Super Smash Bros. on Switch.

As of yet, we don't know if this an updated version of Super Smash Bros. Wii U or a brand-new game. If it is a port, it could follow the model of Mario Kart 8 Deluxe. There are plenty of other Wii U titles that deserve a second chance on Switch as well--you can see some of the ones we want most here--but Smash Bros. is undoubtedly the most obvious candidate. Nintendo has remained ambiguous about what form this game will take.

Which characters do you want to see in Smash Bros. for Switch? Let us know in the comments below. For more on today's Nintendo Direct, check out GameSpot's roundup of all the Nintendo Direct news, which includes release dates for some of the most exciting upcoming Switch and 3DS games.


Captain Toad


Super Smash Bros. rosters are generally dominated by the expected heroes and villains. What I want to see is another character like Animal Crossing's Villager who is a little more unconventional. Captain Toad may seem harmless, but the idea of him transforming into a fighter who can go toe-to-toe with Bowser, Ganon, or precious Mario (you know Captain Toad hates him and his proclivity for jumping and hogging the spotlight) would get me more interested in the Switch edition of Smash than anything else.

While sure to be just one part of an expansive roster, making Captain Toad playable in Smash would help to provide Switch's Treasure Tracker re-release with some additional attention. He may not have the makings of a prototypical fighter, but to me that's what would make him more interesting.

I'd be curious to see how Nintendo finds a workaround for his inability to jump--maybe he could throw his backpack into the air before leaping. He has a variety of tools and abilities at his disposal in Treasure Tracker (a pickaxe, an off-screen turnip gun, the ability to pull things out of the ground) that could be leveraged as weapons in Smash. And imagining a matching Treasure Tracker stage--one that messes with camera perspectives--is even more exciting.

Captain Toad may not have the glitz and glamor of other names, but his unique nature would make him a worthwhile member of the roster. | Chris Pereira


Crash Bandicoot


Crash never made it into PlayStation All Stars, but he deserves a chance to throw down. With the N. Sane trilogy making its way to Switch, I think it's time for everyone's favorite marsupial to do the same.

Crash's moveset is so easy to envision: spinning attacks, throwing wumpa fruit, and a Final Smash that slaps a golden Aku Aku mask on his face, charging him up like some kind of Australian Super Saiyan. If Crash were added to the roster, elements of his games could also be incorporated into the Smash universe. Maybe a standard mask could be picked up by anyone. Maybe the game's signature crates could be added to Smash's group of containers like barrels and party balls. One thing's for sure: making Crash a playable character should also mean Coco joining as an assist trophy.

Let's talk stages. The Crash Bandicoot series has been all over the world, from the Great Wall of China to Ancient Egypt to a crazy techno-centric future. Why not take the "warped" mentality of Crash 3 and have fighters bounce between those crazy locations? I can already picture Neo Cortex floating around in the background of the outer space phase of the map. | Tony Wilson


Toon Zelda/Tetra


The Smash Bros. series has seen many Links: Young Link, Toon Link, regular Link, and now, what looks like Breath of the Wild Link. But there's only one Zelda. Zelda/Sheik is one of the standout characters, of course, but it's time for something new. Tetra is a badass pirate queen with a sword, and her Princess Zelda transformation has a bow with light arrows--among other possible weapons. (Her Hyrule Warriors incarnation has a pistol, for example.) She's scrappy, she's sassy, her pirate ship is already a Smash stage, and she already has an Amiibo.

Even if she didn't transform like her standard counterpart, Tetra or Toon Zelda would both make sense among the ranks of the top Smash fighters. And it's about time. Plus, I just really want Wind Waker HD to come to Switch. | Kallie Plagge


Ice Climbers


The Ice Climbers were introduced in Super Smash Bros. Melee as representatives of the NES era of Nintendo's history. As a single entity, Popo and Nana were different from the other fighters; if the NPC-controlled Ice Climber was knocked out, you could still fight, just without team moves. Fighting as them was just really...well, cool.

Popo and Nana got shafted in Smash 4. Supposedly cut due to the 3DS' limited processing power (and the fact that there probably won't be another game in their series soon, if ever, so they weren't a high priority), the Ice Climbers only appeared as a trophy. But the Switch solves one of those problems, at least! And if what Masahiro Sakurai says is true, and the Ice Climbers were fully functional in the Wii U version, it's not too much to ask to bring them back in the next Super Smash Bros. | Kallie Plagge


Geno


Since his debut in Super Mario RPG, fans have been clamoring for ♡♪!? (also known as Geno for those who struggle to pronounce his true name). While a true Super Mario RPG sequel will likely never happen, there is hope for the badass Star Road warrior to appear in Smash. When Nintendo started to release character announcement trailers for the Wii U and 3DS versions, I'd sit on the edge of my seat hoping he'd be revealed every time. When it came to the final DLC character reveal, Nintendo found a way to get my hopes up, only to crush them instantly. They showed off Geno, but not the way anyone wanted. We were told Geno was available...but as a Mii Gunner costume. While I was happy to see they acknowledged his existence, it was still disappointing to see he was still not a playable fighter.

If he were to be added, he'd make an excellent ranged fighter and a welcome roster addition compared to the influx of sword-based fighters in recent games. Geno Beam (or even Geno Flash) would be perfect as a charge attack and Geno Whirl could be used similar to Samus's missile with the side-B attack. For a Final Smash, Geno Blast would look gorgeous as rays of light come flashing down to devastate his opponents.While I know deep down that it's a long shot, I'm still hoping that somehow he'll find his way onto the roster. With the inclusion of Square Enix's Cloud in the most recent version, the door is now open for Geno. I, for one, am eagerly awaiting his arrival. | Gajan Kulasingham


Isaac


One of the most exciting aspects of every Super Smash Bros. release is seeing which forgotten Nintendo characters the developers have plucked from obscurity and added to the roster. Not only is it fun to see old mascots completely reimagined on a modern console, but in many cases, an appearance in Smash Bros. heralds a revival for their series--as was the case with Kid Icarus after Pit appeared in Brawl. While Golden Sun may not be as well-known as some of Nintendo's other franchises, I'd still love to see its main protagonist, Isaac, join the fray.

Despite his brief tenure in the spotlight (only three Golden Sun games have been released thus far, the latest of which starred not Isaac but his son, Matthew), Isaac is perfectly suited for Smash Bros. thanks to his special abilities. As an Adept, he's capable of wielding Psynergy, magic-like abilities that would form the basis of his moveset. To further set him apart from other fighters, he could equip different Djinn during a match, which would alter the Psynergy spells at his disposal. And for his Final Smash, Isaac could call upon one of Golden Sun's many other over-the-top summons, such as Judgment, to deliver a devastating, screen-consuming attack.

Moreover, Isaac isn't a complete stranger to Smash Bros.; he appeared as an Assist Trophy in Brawl, so it would hardly be a stretch for him to make the leap to playable character. The Smash series may already have a glut of swordsmen on its roster, but I think Isaac has enough unique skills in his repertoire to make a great addition--and if it would help pave the way for a new Golden Sun game on Switch, so much the better. | Kevin Knezevic


King K. Rool


For every great hero, there is a villain that helps define them. For Batman, there is the Joker. For Mario, there is Bowser. And for Donkey Kong, there is King K. Rool. The Kremlings leader has been around since Donkey Kong Country and has frequently opposed the Kongs. Being such an iconic foe to a popular Nintendo character makes his absence in Smash Bros quite perplexing.

If King K. Rool were to be added, he'd easily be classified as a heavyweight character--of which there is a significant need in the Smash Bros. games. With so many smaller, faster characters in the game, adding more powerhouse fighters would definitely be a welcome addition. He'd even have a vast array of costume options based off his various appearances in the DK Country games, such as Kaptain K. Rool, Baron K. Roolenstein, and King Krusha K. Rool. As for attacks, he has a wide amount of gadgets at his disposal, which could be attached to his basic attacks. This could make him a fun powerhouse character capable of dealing significant melee damage up close but also have the option of utilizing ranged attacks. I'd be excited to see him added, but I'm honestly surprised he hasn't been in a Smash game already. | Gajan Kulasingham


Crono


The Chrono series, outside of the thoroughly excellent DS re-release and the not-so-good PC port, has been silent for a long time. But aside from the business and development reasons that the seminal RPG only received one semi-sequel in Chrono Cross, a character crossover with the next Smash Bros. actually makes some weird sense.

The biggest argument for Crono is that Cloud was playable in Smash Bros. for Wii U and 3DS. The protagonist from Final Fantasy VII is a staunchly third-party character from a Final Fantasy game that never came to a Nintendo console, so there's at least a precedent for that level of crossover. The Final Fantasy VII Remake gives a reason to elevate Cloud's profile (so maybe Aeris or Tifa would be a more-likely candidate). But the Crono is such an outstanding character from developer Square's past and its long-running relationship with Nintendo.

The other reason that Cloud makes a good fit is that, despite being yet another character with a sword, his reliance on multi-characters attacks mean that he'd have his own unique identity, moveset, and visual flair.

Crono is a long shot character, especially since unlike Final Fantasy, there isn't an official high-definition 3D model of the character available. But who would've guessed that Cloud, Ryu, and Bayonetta would ever be in a Smash game? | Justin Haywald


Professor Layton


The austere professor with his oversized hat may sound like an odd fit for Smash, but as an iconic representative of puzzle gaming on the DS, Professor Layton is long overdue for a spot on the SSB roster.

The best examples for how Layton would work in a fighter is Phoenix Wright, who made an appearance in various Vs. Capcom fighting games, or a character like the peaceful Animal Crossing Villager. Not having a ready-made assortment of combat abilities doesn't rule out their effectiveness in a wacky game like Smash. And as we've seen from several of Layton's adventures, he's an accomplished fencer, so he's ready to throw down with a weapon when the situation calls for it.

And Layton could also introduce fun, interactive stages that play off his previous adventures. Hand-drawn village backgrounds that open up to unlock puzzles, and maybe the characters on the screen would have to try to solve some of the simpler ones in order to avoid hazards from hitting everyone one the screen.

Layton has been a dream addition to Smash for me for a long time, and figuring out how he'd fit into the game doesn't feel like a terribly difficult puzzle. | Justin Haywald


Ridley


As Samus Aran's arch-nemesis, the Space Pirate leader Ridley seems like a perfect candidate to go head-to-head with the Metroid hunter in the Smash Bros. arena as a playable fighter. Aside from the intergalactic bounty hunter and the Metroids that she hunts, the fire-breathing boss is one of the most recognizable characters in the series--who seems to always survive the last battle by the skin of its razor-sharp teeth.

Despite never having been playable, Ridley has already made several appearances in past Smash games, most notably as a boss in Brawl's Subspace Emissary story mode. It's about time that Samus' nemesis became a playable character, and Ridley's fighting style, which is focused on fast, hard-hitting moves, along with a large set of wings that give it great speed and agility, can make Ridley a welcome change from the other heavy-set characters like King Dedede, Bowser, and DK. Moreover, Ridley's many appearances throughout the Metroid series also opens up the opportunity to let players choose from different incarnations of the character. I mean, who wouldn't want the chance to play as the cybernetically enhanced Meta-Ridley to battle Samus in one of the Metroid-inspired levels? | Alessandro Fillari


Thrarja


Super Smash Bros for Wii U and 3DS has no shortage of Fire Emblem characters. To be honest, by the time Corrin and Roy rolled around as DLC I was starting to get sick of them, however, Tharja could add something unique to the roster. Unlike Roy, Marth, Lucina, and Ike, Tharja is a Dark Mage and she could specialize in ranged-attack spells. Sure, Corrin and Robin had a fair amount of medium-range attacks, but in most cases, you'd still want to keep your foes close.

Tharja could utilize a flashy set of dark spells to deliver powerful blows from afar, and quick on her feet to escape close range fighters. The likelihood of Tharja coming to Smash is slim, but I think she would add much more character and personality to the roster than Robin and Corrin did. | Jake Dekker


Kass


While Breath of the Wild was very much Link's show, there was one character who always knew how to make his presence known throughout the young(ish) champion's quest throughout Hyrule--and it always started off with the faint sound of an accordion in the distance. Kass, the traveling storyteller, could spin a memorable yarn about Hyrule's past, but I'd like to think he can also hold his own in a fight against other Nintendo characters.

While we don't ever see Kass fight, that certainly hasn't stopped Nintendo from turning normally passive characters--like Wii Fit Trainer or R.O.B.--into powerhouses on the battlefield. As a member of the bird-like Rito tribe, Kass has the natural gift of flight, potentially making him an agile character in a fight. However, his true gifts lie with his accordion and oratory talents. Much like in Breath of the Wild, Kass can use the power of song to grab the attention of anyone nearby as they listen to him tell the tale of the surrounding environment.

While this may seem a bit gimmicky, Super Smash Bros. tends to shine most when it comes to characters that has a specific purpose. And often times, those characters prove their worth and find an audience among fans. And I for one think that Kass has the potential to prove himself on the battlefield. | Alessandro Fillari


Waluigi


If Waluigi can't get his own game, he should at least be added to the Super Smash Bros. roster. Wario has been playable in two previous Smash games, but Luigi's rival, Waluigi, has never been included. Now is the time. Waluigi has already made appearances in Smash as a collectible trophy and assist trophy, and in Brawl, Luigi has a black and purple color swap to make him look similar to his arch-rival. If he's already a part of the Smash universe, then making him playable is an easy transition.

Smash Bros. on the 3DS and Wii U had plenty of Nintendo heroes on their rosters and not enough villains. The Switch version's roster could only benefit from adding another fun, fan-favorite antagonist like Waluigi to liven things up with his personal brand of mischief. Throughout the years, his popularity has only been growing. He's sassy, cunning, relatably self-hating, skilled, and ridiculous. Just think about how campy and glorious his taunt would be. It's Waluigi time. | Chastity Vicencio


Shovel Knight


Shovel Knight hits things with a shovel. I want to hit Kirby with a shovel. Honestly, it's as simple as that.

Shovel Knight has been one of the best 2D throwback platformers in recent years, a game that perfectly captures the spirit of the NES era while making smart tweaks to make it more palatable for modern sensibilities. That's an excellent fit for a fighting game that oozes Nintendo spirit if you ask me. The game features a wide variety of upgrades that Shovel Knight (who can be male or female) can utilize to take down foes, so there's more than enough options to make Shovel Knight a distinctly interesting Smash character if brute shovel force isn't enough.

And look--he's already got an Amiibo, so that's basically his ticket to ride. It's Shovelling Time! | Edmond Tran


Rex


Xenoblade Chronicles 2 was one of Nintendo's biggest games of 2017, so it would only be fitting to see it represented in the newly revealed Super Smash Bros. for Switch. Naturally, the most logical choice for a Smash fighter from the game would be its protagonist, Rex, but just as in his own adventure, he should come with a few Blades in tow to make him a truly unique addition to the roster.

Whereas Shulk (Smash Bros.' other resident Xenoblade character) is able to use the Monado to grant himself different buffs, Rex could derive his abilities from the Blade he currently has equipped. Like Pokemon Trainer from Brawl, he could swap between the Blades during a match, with each granting him a different set of special attacks. Of course, Pyra would be his primary Blade, but he could also have two others--such as Roc and Nia--at his disposal, just as in Xenoblade Chronicles 2. And for his Final Smash, Pyra could transform into Mythra to rain down a powerful Sacred Arrow attack over the entire field.

Not only would Rex be a fun addition to the roster, but Xenoblade Chronicles 2 would make a fitting basis for a new stage. The game is filled with beautiful vistas and fantastical fauna, which could make for some rather interesting stage hazards--imagine having a match interrupted by a powerful Named Monster that forces all players to temporarily team up with each other to take down. As the face of one of Nintendo's most ambitious Switch games to date, Rex certainly deserves a spot on the Smash roster. | Kevin Knezevic


Falco


This might seem like an odd pick considering Falco will most likely be in the game, but as a diehard Melee fan, I want the Falco of old.

Super Smash Bros. Melee is my most played game of all time, and Falco was my main man...err...bird. I liked him because of his side-A attack, which acted as a super strong KO kick that would send players flying off stages at moderate percentages. Newer revisions of Falco changed his kick to a much less effective arm-swinging swipe move, which isn't nearly as potent. Falco's shine was also very useful in Melee. Players could use it to perform combos, but later revisions had the shine shoot out of him, which removed these abilities. He's just not the same. As a die-hard old-school Falco fan, I just want Nintendo to return Falco to his glory days. | Jimmy Thang


Star Wolf


Even though Melee is my most-played game of all time, I didn't particularly care for Brawl when it came out. I didn't like the slower pace of the game, and the inclusion of tripping didn't help either. One character that I did love, however, was Star Wolf. His skillset matched with my playstyle perfectly. He has a strong side-A that could finish people, decent recovery moves, an effective arial game, and is equipped with a stunning projectile laser.

I was dismayed to hear that he wouldn't be in the Wii U version, considering Nintendo doesn't often remove characters from Smash. I'm hoping Star Wolf makes a comeback and retains his moves. | Jimmy Thang


Snake


Super Smash Bros. has always a been cool way to have a bunch of your favorite Nintendo characters fight it out, and the idea easily invites other game characters to join the fight. But back in 2008 my wildest dream came true. Often said as a joke amongst my friends I always wanted a character from Metal Gear, my all time favorite series, to show up and that is exactly what I got with Super Smash Bros. Brawl. It was show time.

Snake is an interesting character mostly due to the fact that he is one of few realistic-looking individuals in a roster of cartoon-y ones. He pulls a lot of his attacks from Metal Gear Solid 1 and 2, but a lot of his mannerisms come from Metal Gear Solid 3. He is a very range-heavy character, but if someone gets in close, he still has a lot of great tools at his disposal to even the playing field.

He is a fun character to play with lots of tricks, and I really enjoy all of the small details they put in for fans of the MGS series. They could even incorporate some new stuff from MGSV; maybe just change him to be Punished Snake! From his silly codec taunt conversations about all of the characters to his vast arsenal of weapons rivaling any of the metal Gear games, Snake deserves to come back to Smash. | Ben Janca


Porky Minch


Technically, Porky has already made an appearance in Super Smash Bros.; in Brawl, he was one of the boss characters that Ness and Lucas face while fighting in the Subspace Emissary. But that only proves that he make an excellent addition to the fighting game roster.

Although Giygas is the Big Bad in Earthbound, Porky is the malevolent being's willing accomplice. And as the Earthbound sequel, Mother 3, shows, Porky is a resourceful villain who's able to rise above his previous failures to become even more powerful and dangerous. And his appearance in Smash could also bridge the gap between his sniveling uselessness in Earthbound and his powerful but decaying form in Mother 3--a Porky that's just coming into his own powers but also relies on sophisticated gadgetry to pummel his foes.

Most of all, I just want Porky in the game so that there's another direct Nintendo connection to the Earthbound/Mother series. I still haven't given up hope of a Western release of Mother 3...and the Switch would be the perfect console to get that long-awaited port. | Justin Haywald


The Champions Of Hyrule


The reveal trailer for Super Smash Bros. on Switch all but confirmed that Link from Breath of the Wild will be in the game. But I hope Nintendo will include more Breath of the Wild characters, like the Champions: Revali, Daruk, Urbosa, and Mipha. It would be awesome to see them all added into the game as four separate characters, but realistically, I could see Nintendo making them a single character slot--similar to Pokemon Trainer from Super Smash Bros. Brawl.

Having the ability to play and freely switch between Revali, Daruk, Urbosa, and Mipha sounds complicated to implement. After all, having access to four separate movesets sounds like both a mechanical and balancing nightmare, but I'm holding out for the possibility of the Champions being playable. Imagine launching an opponent upwards into the air with Revali's Gale, and then switching to Daruk to smash them down with his Boulder Breaker. You could even have Mipha revive you if you happen to accidentally get launched out of a stage.

There are a ton of cool possibilities available for the Champions, and given Breath of the Wild's financial and critical success, they ought to be put in the game in some form. At the very least, I hope Nintendo incorporates their moves into Breath of the Wild Link's moveset, or creates an entire stage devoted to them and their Divine Beasts. | Matt Espineli



Valve Has Several Games In Development

By Anonymous on Mar 10, 2018 07:36 pm

Valve boss Gabe Newell has signaled an end to the company's long hiatus. At a talk yesterday, the president said the company is "going to start shipping games again." He also opened up about why the pace of its releases slowed down so much, and what's changed since then.

The presentation (via PC Gamer) was centered mostly on Artifact, the Dota 2-themed card game announced last year. But he made sure to point out that it's not the only game on Valve's slate. He explicitly said that it's "the first of several games" coming from the studio. Since the release of Dota 2, Valve's gaming efforts have been focused mostly on supporting it and Team Fortress 2.

As for why Valve moved away from games, Newell frankly said he was concerned about PCs becoming more of a closed system. He said his investments into Vive were an effort to "offset" the impact of Microsoft and Facebook looking into OS and VR concepts that the company considered less open. The result has been a newly revised Valve that he says feels comfortable in hardware design as well as software. Newell hinted that may impact how they treat their game designs going forward.

"We've always been a little bit jealous of companies like Nintendo," Newell said. "When Miyamoto is sitting down and thinking about the next version of Zelda or Mario, he's thinking what is the controller going to look like, what sort of graphics and other capabilities. He can introduce new capabilities like motion input because he controls both of those things. And he can make the hardware look as good as possible because he's designing the software at the same time that's really going to take advantage of it. So that is something we've been jealous of, and that's something that you'll see us taking advantage of subsequently."

As for the identity of these mystery projects, Newell was much more tight-lipped. He did say in a Reddit AMA in January that they're working on a single-player game. He's also mentioned three more VR games on the way. That's four more in addition to Artifact, with a notable focus on custom hardware, so those could be the games he was referring to. Either way, though, it sounds like Valve is back in the games business.


The Daily Show Lampoons Trump's Violent Games Roundtable

By Anonymous on Mar 10, 2018 07:35 pm

President Trump hosted a roundtable discussion with games industry stakeholders and critics yesterday to talk about the potential impact of video game violence. Like most high-profile political events, it was fodder for the late-night comedy circuit. The Daily Show's Trevor Noah took a swing at lampooning the attempt to draw a link between video games and real-life tragedy.

The centerpiece of Noah's argument focuses on Japan, which is the third-highest consumer of video games in the world, but suffers dramatically less gun-related crime than America. In fact, in 2015 the country had only one gun murder. "I'm sorry but if you're the only gun death in a country of 120 million people, you probably deserved it," Noah quipped.

The meeting on the whole was described as respectful but occasionally contentious. The White House opened the meeting with a montage of violent imagery from several video games, removed from context, including Call of Duty: Modern Warfare 2, Fallout 4, and others. Media Research Council president Brent Bozell suggested tougher regulation on games, and Rep. Vicky Hartzler (R-MO) said afterwards that such regulations should also apply to other media like movies.

The industry's side, represented by the ESA and ESRB among other leaders, refuted the connections. They had an ally in Sen. Marco Rubio (R-FL) who pointed out there's been no evidence that the Parkland shooter was motivated by playing video games. He did advocate increasing measures to make sure parents are aware of resources like the ESRB to monitor their kids' entertainment.


9 Essential Improvements We Want In The Division 2

By Anonymous on Mar 10, 2018 07:30 pm

The Division may have recently passed 20 million players and gotten a massive content drop in December, but publisher Ubisoft is already thinking about what's next for the series. We know that the recently announced The Division 2 will transfer some amount of progress from the original game, but we won't learn much more about the sequel until E3 later this year.

The original Division was released two years ago, and the sequel is being developed by the same trio of developers: Massive Entertainment, Red Storm, and Ubisoft Reflections. And while the original only received middling reviews at launch, the game's recent 1.8 update has introduced far-reaching improvements. And just because a sequel is on the way doesn't mean that support for the original Division is ending; current players will still be getting global events and a 4K patch on Xbox One X.

But what's on our wishlist for the best possible version of The Division 2? Here are our suggestions for features we hope make it into the next game.

1) More world-building and environmental changes

At the start of The Division you arrive at the Hudson Refugee camp; even after hundreds of hours, the camp doesn't really grow or change. The Division 2 needs to show progress in the world to increase your investment in the experience. There are literally people waiting in line forever to get into the camp. You're never given a sense of how your actions have positively impacted the world outside of your personal base's progression.

2) Better faction system

The "kill everything" approach to the various factions in the original Division really hurt the game's potential for creating a truly memorable experience. Let enemy factions make their case to you and force you to work with some and against others. Take a page from Fallout: let the factions fight each other or perhaps make some parts of the map more or less dangerous for players based on their alliances.

3) A more integrated story

By the time your agent got to New York in the first Division, the interesting pandemic stuff had already occurred, and all you were left with were memories in the form of echoes. Destiny made a similar mistake the first time around when it took the strongest story beats out of the main game experience. And while The Division's separation isn't quite as tedious as searching out Grimoire cards, it would be far more impactful to get to know neighborhoods full of people and their struggles to survive rather than just running across the stuff they left behind.

4) Survival elements and meaningful cosmetics

The Division had players scavenging empty apartments for items such as soda cans, but that busywork didn't pay off until the Survival DLC. In-game cosmetic items were equally dull and useless; what's the incentive for taking a walnut-colored beanie over a beige one? The Survival DLC added stats to cosmetic items as well as weather events that finally gave players a reason to consider their outfits. Survival was a standalone mode, but those elements should be considered for the base game.

5) Baseball caps shouldn't be bulletproof

One universally agreed criticism of the original was that dumping hundreds of rounds into a looter whose only protection was a hoodie was more than a little immersion-breaking. Damage in The Division 2 needs to make visual sense. The game has made strides through the 1.8 patch to address this, but Ubisoft needs to go further with the sequel.

6) Stat balance the Dark Zone

On paper, the RPG-style Dark Zone sounds good, but in practice a top tier of players have emerged to unstoppably rule the Dark Zone, ruining it for everyone else. Destiny's stats-balanced model makes a lot more sense in making PvP fair. The 1.8 patch did add a Rogue toggle and turned off friendly fire to make the DZ more balanced, but shooting still doesn't feel anywhere near as good as other PvP games. Also, the Dark Zone needs to have some kind of new, special infected units and more interesting unique gear to be relevant.

7) Get rid of enemy grenade spam

Certain enemy types in The Division not only spammed grenades but seemed to magically be able to damage you through walls and ceilings. Later Incursion bosses mimicked this annoying feature with endless waves of RC car bombs or unstoppable mortars. Division 2 needs to put an end to this frustrating spam.

8) Expand on the Underground DLC idea

This one's simple: The Division's post-launch Underground DLC introduced randomly generated dungeons, and we'd love it if they were further expanded on in The Division 2's endgame. Players quickly grew tired of daily story missions in the first game because they were predictable and often didn't require high level strategy beyond knowing which sections to bypass. The randomly generated model from Underground could add unpredictability and longevity to grinding for those endgame currencies.

9) Build off the updates to The Division

We know that something will carry over from Division 1 to Division 2, but we really hope that Ubisoft's sequel learns from the mistakes of Destiny 2. Specifically, do not take away progress built between the community and developers. Updates added global events and made important changes to going rogue in the Dark Zone. Division 2 shouldn't start all of that over from nothing, but should instead introduce that as a baseline starting point for the sequel.


PS4 Flash Sale Happening On PSN Games In The US

By Anonymous on Mar 10, 2018 06:00 pm

Not long after the latest one, Sony has launched another flash sale on the PlayStation Store in the United States. As always, this brings some steep discounts to games on PSN for PS4, PS3, and Vita but only for a very limited time.

As you'd expect, PS4 is home to the majority of these deals, of which there's quite a wide variety. Among the highlights is Uncharted: The Nathan Drake Collection (one of our picks for the best cheap PS4 games at its regular price), which drops to just $8--quite a steal considering it includes remastered versions of three full games. Diablo III's Eternal Collection, which packs in last year's excellent Rise of the Necromancer DLC, is just $30, while the Necromancer pack on its own can be had for $9.74.

If the recent Bloodborne PS Plus freebie has you in the mood for more of that style of action, From Software's Dark Souls II: Scholar of the First Sin is down to $10, while Dark Souls III can be had for $18. Alternatively, you can also get a much different style of action (with a killer soundtrack to match) in Hotline Miami for $4 or Hotline Miami 2: Wrong Number for $6. Rounding out the list are Pac-Man Championship Edition 2 for a mere $3.24 or, in advance of the upcoming Avengers: Infinity War, Telltale's Guardians of the Galaxy for $8.

For those looking to pick up a game on Sony's older platforms, there are some decent options available. On PS3, Max Payne 3: The Complete Edition is $12, Saints Row: Gat Out of Hell is $6, and Grand Theft Auto: San Andreas is $6. Over on Vita, Prinny: Can I Really Be The Hero? is $3, while both Hotline Miami games are available at the same price as on PS4. Those two also feature cross-play across PS4, PS3, and Vita, making them even more of a worthwhile purchase.

All of these prices are available from now until Monday, March 12, at 8 AM PT / 11 AM ET, and there's no additional discount for PS Plus members. You can see everything on sale here. If you don't find something to your liking, the usual PS4 weekly game deals are still live in the US until Tuesday, while those in Europe have a PSN sale of their own going on right now.


PS4's The Last Of Us 2 Directors Named As Developer Naughty Dog Announces Internal Changes

By Anonymous on Mar 10, 2018 05:45 pm

Change is afoot at Uncharted and The Last of Us developer Naughty Dog, though it all appears to be positive news. Naughty Dog has announced new roles for several individuals at the company, including new co-directors for the upcoming Last of Us Part II.

In a post on Naughty Dog's website, president Evan Wells shared news that was announced during a recent in-house meeting. Neil Druckmann, who played key roles in the development of the first two Uncharted games and served as creative director on both The Last of Us and Uncharted 4, has been promoted to vice president.

"In recognition of his expanded role, contributing on critical, studio level decisions, Neil Druckmann is now Vice President of Naughty Dog," reads the post. "He's been a vital part of the management team for some time now, and we're proud to formally acknowledge his involvement."

Despite the lofty new title, Druckmann will still serve as Last of Us Part II's creative director. Meanwhile, its game directors have been named as Anthony Newman and Kurt Margenau, both of whom were lead game designers on Uncharted 4 and worked on the first Last of Us. "Both Kurt and Anthony joined Naughty Dog during Uncharted 2 and have been instrumental in leading the design department, and have been key contributors on our subsequent games," Wells said.

Finally, Emilia Schatz and Richard Cambier will serve as the lead designers for Part II. They, too, have worked on multiple Naughty Dog games, including Uncharted 4 and The Last Of Us.

The Last of Us Part II is currently without an exact release date, and there's still a lot we don't know about it. Druckmann has teased that "no one is safe" and promised more details on the PS4 game are coming at this year's E3.


Super Smash Bros. Switch Reveal Makes Fans Go Absolutely Wild At The Nintendo Store

By Anonymous on Mar 10, 2018 05:45 pm

For a 30-minute presentation, March 2018's Nintendo Direct was jam-packed with presentations. Nintendo reeled off announcement after announcement, with the bulk of that time spent either highlighting details about previously announced Switch games or revealing new ones. Nintendo then teased that the show was over, only to sneak in one last announcement--Super Smash Bros. for Nintendo Switch.

If you were on social media at the time (or in an office like GameSpot's), you likely saw a great deal of excitement over the news, even though a Super Smash Bros. game was inevitably going to make it to Switch. There may not have been a more intense reaction anywhere than at the Nintendo World Store in New York City, as the video below from YouTube channel EmpireArcadia shows. You can also see the crowd itself here.

Despite all the excitement, we don't actually know a whole lot about the new Super Smash Bros. at this point--like, for instance, whether it is indeed a new Smash. Nintendo's announcement is relatively ambiguous, leaving us to wonder whether this is a brand-new game or a Mario Kart 8 Deluxe-style enhanced re-release of Super Smash Bros. for Wii U. At the very least, we know that Splatoon's inklings will be part of the roster given their prominent place in the reveal trailer. Mario and Link (wearing his Breath of the Wild outfit) are also spotted along with silhouettes for a variety of other characters, giving fans an image to dissect until Nintendo confirms who will be on the roster.

Super Smash Bros. for Switch releases sometime in 2018. For a look at everything else that was just announced, check out our roundup of all the news and games from March 2018's Nintendo Direct.


Final Sea Of Thieves Open Beta Is Live On Xbox One And PC

By Anonymous on Mar 10, 2018 05:39 pm

Sea of Thieves developer Rare has announced another beta for its upcoming multiplayer pirate game. This beta will be the final one before the game's release date in a few weeks and is open to everyone on Xbox One and PC. It's live now and runs until March 11 at 2 AM PT / 5 AM ET / 10 AM GMT / 9 PM AEST.

During a developer update about the final beta, executive producer Joe Neate explained that the studio wants to have a greater number of players trying the game out than before, and in order to do so it has opened up the trial to everyone. Additionally, a number of new features have been included in the new beta.

The first of them is the Merchant Alliance, which is a faction that tasks players with capturing animals in exchange for rewards. Another new feature being tested in the beta is Skeleton Forts, which creates the opportunity for forts in the world to be occupied by skeletons. These special forts offer greater rewards for those who clear them out, but they're signified by large clouds hovering above them that are visible to all players. Naturally, this means you may have to battle other players as well as skeletons for riches.

Neate emphasised that there could be issues with the beta as the studio is testing the game and its features, and inviting a much larger amount of people to put the game's servers through its paces. If problems do arise, Rare says it may put temporary blocks on new players coming in to even out the experience. The services team will also be working on-the-fly to resolve any other issues that come up.

The Sea of Thieves release date is March 20. It will be one of the first big tests of Microsoft's ambitious Game Pass expansion, which gives subscribers access to a suite of games including all first-party titles on day-and-date of release. While you're waiting to explore the briny deep, check out 10 reasons we're excited and why we think it has such potential.


Remembering 2008: The Biggest Games That Turn 10 This Year

By Anonymous on Mar 10, 2018 10:57 am

Circa 2008


Like 2007, we all have fond gaming memories of 2008. It was packed with a wealth of high-profile sequels to some of the biggest franchises, including Grand Theft Auto, Fallout, and Metal Gear Solid. In addition, there were notable debuts from unexpected gems, like the EA-produced big-budget survival game Dead Space and indie darling Braid, which each proved influential in a variety of ways. Many of the games in 2008 continued to push the boundaries of gaming, offering experiences that were substantial and memorable in their own right.

The GameSpot staff is taking a personal look back at some of the more notable games of 2008, and the impact they've had in the ten years since their respective releases. While some of these games became the stepping-stones for something greater--and others have since fallen into obscurity--the impression they left on us is undeniable, and are worth recognition for their tenth anniversary.

Here's a selection of games--in order of their respective releases--that made 2008 a year to remember for us. And if you want to see the biggest games that turned 10 last year, be sure to check out our feature covering the biggest games that turned 10 in 2007.


Burnout Paradise (January 22, 2008)


Vehicular free-roaming games had existed long before 2008, but none had so eloquently blended urban racing with automotive slaughter like Burnout Paradise. In a time when quest-loaded open-world adventures on consoles were about to hit their stride, Burnout Paradise was a rare 40-hour non-RPG that warranted the time and attention of completionists like myself.

Today's racing market--dominated by Need for Speed, Forza, and Codemasters games--skew toward realistic car performance regardless if you prefer arcade or sim controls. Upon firing up Burnout Paradise today, I'm reminded of how its car handling has more in common with Sega arcade games of yore than with more recent racers--titles that are tied to their respective franchise goals of realism and authenticity. Burnout Paradise never had to worry about that, especially when your audience expects quarter-mile-long leaps over cliffs and destructive car chases that can stretch halfway around its 26 square-mile map.

The game's density of goals ensures that the moment you tick off a mission box, you're just blocks away from starting another. The next quest might even come to you, whether a high-value target happens to drive by or someone challenges you to an online match. And the fact that the online servers are still up--rare for a 10-year-old racing game--is a testament to its following and resiliency. Much larger drivable worlds have sprouted up in the last ten years, but none have managed to replicate the happy and balanced marriage of speed and ruination quite like Burnout Paradise, much to the dismay of fans who long for a successor. -- Miguel Concepcion


No More Heroes (JPN December 6 2007; US January 22, 2008)


Killer7 on GameCube was the beginning of a continued fascination with the Goichi Suda (Suda 51) for me, but No More Heroes was the game that sparked that interest and set it aflame. It struck at a high point for Wii software; Super Mario Galaxy and Metroid Prime 3 were still fresh in our minds. But No More Heroes stood out because of how abrasively different and boisterous it was, at least on the surface level.

Protagonist Travis Touchdown had a raucously ambivalent attitude and an unhealthy obsession with anime girls, and he set out on adventures that were entirely self-serving, involving copious amounts of slaughter and blood. Suda and Grasshopper Manufacture seemed like they were purposefully going out of their way to be lewd on a characteristically family-friendly console. You had to take a dump on the toilet to save your game. You needed to shake your controller vigorously, and suggestively, to charge your beam katana. Double entendres and bad words were doled out like free candy.

It was easy to see all that and dismiss No More Heroes as straight-up crass. And though its combat and the open world had some great ideas, they were admittedly repetitive and bland in the long run, which might not have helped its broader perception. But once you looked just past the facade, there was something extraordinary about No More Heroes. The game's attitude housed unique twists that satirised and denounced conventional storytelling structures, and the whole nature of video games and geek culture in general. At the time, I found it completely fascinating.

Ten years later, there's a laundry list of things that don't fly as well. And though No More Heroes 2 was great, the rest of Grasshopper's output has mostly missed the mark, especially as our culture and video games have developed. But No More Heroes is still a defining moment for games in my eyes, so I'm hoping that the return of No More Heroes for Switch, Travis Strikes Back, will use its intriguing game-within-a-game setting to positively revitalize its satirical spirit. -- Edmond Tran



Rez HD (January 30, 2008)


When Rez debuted on Xbox 360's Xbox Live Arcade as Rez HD, I was vaguely aware of it--the Dreamcast version never launched in the US, but reading about the Trance Vibrator accessory as a young teen ensured I'd never completely forget the game it accompanied. Early 2008 was still a time where any new XBLA release was an obligatory purchase, and so I somewhat blindly picked up what would go on to become one of my all-time favorite games.

My immediate impressions were underwhelming--sure, it had an interesting look and some stellar music, but the basic gameplay conceit of highlighting enemies and launching attacks seemed exceedingly simple. As the minutes went by, I cranked up the volume higher and higher and noticed how the music was morphing based on how I was playing. Stats presented at the end of a stage detailing the percentage of enemies or power-ups I was able to collect tapped into my competitive side. By Area 4--home to one of the greatest songs in any video game--the level of intensity and synesthesia-esque sensation provided one of the truly memorable experiences I've ever had with a game.

The ensuing spiritual successor, Child of Eden, offered this to some extent, but it couldn't totally recreate what made Rez special. I found myself returning to Rez HD even years later, believing it to be too niche to ever receive any remaster treatment. Cut to almost a decade later, and Rez Infinite shows up to leverage not only modern graphical technology, but also add a VR mode (which justified a PSVR for me) and a new stage (Area X) that provided a greater level of freedom. Now, a full decade-plus later, I still routinely take the game for a spin, and although I dispatch many of its enemies through sheer memorization, it remains quite unlike anything else. -- Chris Pereira



Devil May Cry 4 (February 5, 2008)


Capcom's popular Devil May Cry series is in a class of its own when it comes to delivering fast-paced action and thrills. As an admirer of the series since the first, I've always had a soft spot for the devil-hunting mercenary Dante and his crazy antics. As the Street Fighter of the action genre, DMC is a spectacle to behold in the hands of a skilled player. And while I was never one of those players who was able to juggle multiple enemies at once and execute style switches in rapid fashion, I still found enjoyment from watching other players make magic happen. The DMC community found a lot to love in Devil May Cry 4, and watching what the top players posted online was just as fun as playing the game itself.

When Devil May Cry 4 was announced, Capcom showed brief footage of the game's new main character, Nero, a younger and more gung-ho brawler with a demonic arm that could yank enemies from afar. While I wasn't so keen on this new guy at first, I grew to love his style after getting my hands on him, and he ended up complementing Dante's class-based mechanics. While the community, and its connectedness, came into its own with the fourth game, this particular title was also a bit of a letdown compared to the prequel DMC3. The game featured far more backtracking, and less overall content compared to previous games, which made it the most repetitive of the series. Having said that, DMC4's combat mechanics are incredibly responsive and refined, offering the best action of the series.

Not long after, the community went into meltdown when Ninja Theory's DmC: Devil May Cry reboot was announced--and despite the odds, it ended up being one of the strongest games of the series. Still, the fans kept DMC4 alive and well over the last ten years, and even showed the same enthusiasm for the recent Special Edition release. I'd often revisit the game over the years, and while its blemishes are still noticeable, I can't help but smile at all the cheesy bits and pump my fist when I pull off a slick combo. It's been a while since OG Dante's last outing, and with the rumors of DMC5 happening, now seems like a good time for the devil-hunter and his protege Nero to move on and experience something new. -- Alessandro Fillari



Super Smash Bros. Brawl (JPN January 31, 2008/US March 9, 2008)


Since the debut of Super Smash Bros. on the Nintendo 64, I've become hooked on the franchise. Smash Bros. Melee was my favorite game in the series--and one took over my college life. My friends and I would play the game for hours on end, even skipping classes, just so we could get another match in. When Smash Bros. Brawl was first announced for Wii, I knew I was going to pick it up. As the roster was being revealed, I became more and more excited to get my hands on it. This was going to be the largest Smash roster to date with 35 characters, and the idea of playing as Snake, Sonic, Wolf, or even the Pokemon Trainer had me giddy with excitement.

Once the game came out, however, my reaction wasn't quite as positive towards the changes made. The characters felt a bit "floatier" and as such didn't feel as fluid as Melee did. The game also introduced a tripping mechanic that I felt took away the competitive feel that Melee had established. As time went on, I did change my tune as I grew to enjoy the game more for what it was. While the new mechanics weren't necessarily to my liking, the game at its core was still undeniably fun, and I've come to appreciate the game for its distinct style and charm. -- Gajan Kulasingham



Valkyria Chronicles (April 24, 2008)


Console tactical strategy games, specifically those with settings grounded in reality, have a special place in my heart. The same could also be said of that part of the mid-'00s Sega that was killing it with new franchises: Yakuza, Bayonetta, and Valkyria.

Valkyria Chronicles, the brainchild of the directors behind the Sakura Wars tactics series and the celebrated RPG Skies of Arcadia, remains a beautiful debut. Its seemingly timeless art style, a superb execution of cel-shaded polygons to evoke pencil-drawings and watercolors, is still gorgeous. The setting, a somber, anime-influenced take on Europe during the early stages of World War II, still feels distinct. It tells a sincere story with relatable characters about citizens forced into war to protect their homeland. And its strategic combat system, which mixes top-down, turn-based strategy with third-person, real-time action, is still unique, robust, and satisfying to use.

Its sequels, while competent, never quite lived up to the original for me. The PSP failed to capture the beauty of the visuals, the strategy system felt like it was getting unnecessarily complex, and the stories they told started to get too ambitious and unrelatable for me. Every time I played a new Valkyria Chronicles game, I would inevitably hit a point where I would go back and start another run of the original.

Valkyria Chronicles was remastered for PS4 and PC recently, and it's very much a game that has held up after ten years. It's the only game worth playing or revisiting in anticipation for Valkyria Chronicles 4, due for release in 2018. The upcoming sequel is set in the same timeframe as the original game, so here's hoping Sega remembers what made the first game so special. -- Edmond Tran



Grand Theft Auto IV (April 29, 2008)


Playing the Grand Theft Auto series felt something like a rite of passage back in my day. When GTA III first came out in 2001, I was a freshman in high school, and this game captured the interest of my fellow students. It was the game that every kid played, even when their parents told them not to. I'd eventually plow through GTA III, savor the '80s bliss of Vice City, and stew in the expansiveness of San Andreas--just enjoying the many ways to explore and cause chaos. When Grand Theft Auto IV came around, it was not only the first game on new hardware--showing off new visuals and more convincing storytelling--it was also the first GTA game I played as an adult.

While the previous three games and PSP spin-offs featured a connected story, IV started from scratch. Set in a newly designed Liberty City, it ended up feeling like a reboot for the series. Taking on the role of an eastern-European immigrant named Niko Bellic, the game told a surprisingly subdued and somewhat understated story about an outsider trying to fit in. One of the great strengths of the series is its strong focus on satire, more specifically its critique of American consumerism, greed, and lust for violence. While I caught some of the references and humor in the previous games when I was younger, I'm not ashamed to admit that many of the other critiques flew over my head. While the satire can sometimes have the subtlety of a sledgehammer, many of its jabs at American culture were successful at hitting its mark.

Over the course of the game, GTA IV would grow a bit crazier with its escalating story, but it never quite reached the full-blown absurdity of its predecessors. And you know what? That's OK. If anything, the new approach to storytelling made for far more convincing and impactful sequences, which include the infamous bank heist mission, Three Leaf Clover. While GTA IV didn't have as much to do as its predecessors, it did possess a number of ideas forward looking ideas, such as additional playable characters in the following DLC campaigns, a fairly developed online mode, and a mobile phone that yielded opportunities for side-events. All of which would set the stage for what would be core mechanics in GTA V. Still, I have some fond memories of exploring Liberty City. And I wonder to this day if Niko Bellic is still alive and well in the GTA's world. -- Alessandro Fillari


Metal Gear Solid 4: Guns Of The Patriots (June 12, 2008)


I never swore at a game as often I as did with Metal Gear Solid 4: Guns of the Patriots. All the swearing was positive, though; every time there was a callback to a previous Metal Gear game, I couldn't help but react with an ear-to-ear grin, an expletive, a fist pump, or some combination of the three. My eyes grew when I saw the Hind-D wreckage, a callback to the first Metal Gear Solid that was all the more poignant since you never saw the ship crash in the original game.

The worst and best thing about MGS4 is how it cannot be appreciated on its own. Its variety of finely tuned combat mechanics and its dark theme on the proliferation of paramilitary companies are overshadowed by the abundance of exposition to serve and please its long-term fans. To a newcomer who has no context, hearing Big Mama utter, "That's my boy!" to Old Snake sounds like simple encouragement. To a fan, that line is loaded with 50 years' worth of lore, suddenly connecting two characters who never appeared in a game together prior to MGS4. I get a lump in my throat every time I hear it.

MGS4 also exists to tie every major loose end Hideo Kojima unleashed since the original Metal Gear. Resolutions ranged from forced to graceful to inexplicable and many of us fans ate it up, even if we blamed plot issues on nanomachines. In a market where franchises like Halo and Gears of War can potentially outlive its fanfare and leave unresolved narrative threads, it was unreal how many storylines MGS4 resolved. Metal Gear Solid 4 is fan service in its purest form, the likes of which we might never see again. -- Miguel Concepcion


Battlefield: Bad Company (June 23, 2008)


It was a decade ago, but I remember playing the Battlefield: Bad Company beta back in early 2008. I didn't have much experience with previous games in the franchise, as they were focused around PC and I was primarily a console gamer. Right away, from the first match I got into, I remember the multiplayer taking my breath away and showing me something I'd never seen before. Using the power of the Frostbite engine, basically everything in the world could collapse and disintegrate, in turn opening up the battlefield in new and exciting ways. No longer could someone camp in a hideout and live to tell the tale. Just blast them away. Seeing a building collapse and crumble completely changes the way you think in a multiplayer shooter. No area is safe. Danger lurks at every turn. Watching the battlefield change around you as a match progresses afforded a level of dynamism that I hadn't experienced before.

When the game was officially released, however, it was the campaign that really made Battlefield: Bad Company stand out--and it remains one of my favorite Battlefield games to this day. It was the first title in the series to feature a real campaign, and its characters were some of the more memorable and dynamic ones I can remember in a military FPS. The story was praised for its humour, which was a refreshing change of pace from military games that came before it. A sequel was released in 2010, and it was similarly excellent. While I do also enjoy the mainline Battlefield series and logged many hours on Battlefield 3 and Battlefield 1 (sorry, Battlefield Hardline), I think the time is right for the Bad Company sub-brand to return. The newest rumour is that 2018's Battlefield is Bad Company 3, and I could not be more excited. -- Eddie Makuch


Shin Megami Tensei: Persona 4 (July 10, 2008)


When Persona 4 first released, it didn't get much recognition. Sure, it had its hardcore fans, but this JRPG released on the outdated PS2 was overlooked. Only in the years following its release was Persona 4 recognized as one of the greatest RPGs on the PS2, if not of all time.

A unique element to Persona is its balance of participating in everyday life while simultaneously dealing with supernatural elements that make up its more traditional RPG gameplay. Participating in every day of a full calendar year lets you experience the daily life of a Japanese high schooler and get an intimate familiarity with the characters. The game focuses heavily on your party member's personal struggles, mirroring what many teenagers go through. Back in 2008, I was the exact same age as the main character, and I was able to see many of my own insecurities represented in the game. In a medium where power fantasies and fantastical heroes are the norm, to see a group of characters go through the same anxiety I had right then created an attachment that no game has ever been able to match.

In the decade since its release, Persona 4 has gotten the recognition it deserved with numerous spin-offs and an enhanced remaster for the PS Vita, which would be my recommended version to play. Its sequel, Persona 5, has made vast improvements to the series formula and a cast of characters that stand on their own. But as great as that game is, it's still no Persona 4 for me. The circumstances in which I played Persona 4 will never be recreated. It was there in a time when I needed it, and that's why it's one of my favorite games of all time. -- Jean-Luc Seipke



Braid (August 6, 2008)


Jonathan Blow busted onto the scene as a prominent independent game developer when Braid released in 2008, and for good reason. It was one of the early hits that thrusted indie games into the mainstream via Xbox Live Arcade, but Braid turned out to be much more than that for those who connected with the game's themes and gameplay. Braid plays like a 2D side-scrolling platformer but mixes in the ability to reverse time that affects objects and enemies in clever ways. In your effort to piece together protagonist Tim's past and search for a mysterious princess, you rack your brain to solve the numerous puzzles and execute perfectly timed jumps onto platforms and atop enemies. If you happen to fall to your death, just reverse time and try again in a matter of seconds.

As you progress through Braid, the layers of lessons learned along the way stack, and you're constantly challenged to use what you know in new ways. Keys tucked away in hard-to-reach ledges unlock doors to make it through levels, but the collectable puzzle pieces paint the picture of a man who lost control of his personal and professional life. The sparse, yet affecting story is arguably one of Braid's strongest aspects.

Storytelling in independent games was still in a sort of infancy in 2008, but Braid set an example for how smaller games can tell bigger stories. The overarching plot is open to interpretations, even with the extensive post-game texts, but in its final moments, Braid subverts expectations to leave a lasting impact. What starts out lighthearted becomes increasingly foreboding as to earn the final twist and completely flip your interpretation of who you thought Tim and the princess were. A beautiful soundtrack that borrows elements of traditional Celtic folk music to drive home the heartfelt journey further supports Braid's tale. -- Michael Higham



Too Human (August 19, 2008)


Too Human isn't necessarily something worth going back to, and it also wasn't exactly praised as a worthwhile game when it released in 2008. It turned out to be a fairly middling third-person action RPG, and in the words of GameSpot reviewer Kevin VanOrd, "It will lift you up only to continually let you down." Too Human tells the story of Norse mythology in a dystopian sci-fi setting, but its threads are wholly incomplete. Regardless, the systems made for fun combat scenarios, and co-op highlighted those moments. So, why is Too Human worth mentioning? Developer Silicon Knights and Epic Games (makers of Unreal Engine) went into one of the more wild legal disputes in modern gaming history.

Silicon Knights first sued Epic for "failure to provide a working game engine" in July 2007. However, Epic struck back with a counter-suit a month later claiming that both parties were fully aware that features of the engine were still in development and that Silicon Knights violated the license agreement by modifying the engine and sharing technology with Sega. It wouldn't be until five years after Too Human's release that the case would be resolved; In 2012, Epic won the suit on grounds that Silicon Knights committed "copyright infringement, misappropriation of trade secrets, and breach of contract." As a result, Silicon Knights was ordered to destroy all its tech and code that was derived from Unreal Engine 3 and give Epic access to company devices to make sure this happened. This meant that any unsold copies of Too Human (and other titles using UE3 tech) had to be destroyed as well.

The studio went defunct after filing bankruptcy two years later. Luckily, if you really wanted to play this lacking action RPG, used copies are out there for cheap despite the obliteration of copies and its code. It may have been more or less erased from the games market, but the circumstances in which Too Human existed is a story that left a more lasting impression than the game itself. -- Michael Higham


Dead Space (October 20, 2008)


The first Dead Space was a bold and unexpected move from publisher Electronic Arts, which was not typically known to dabble in survival-horror games. When I first watched footage of the game on GameSpot back in 2008, it seemed like an Alien-inspired Resident Evil 4 clone, but as I watched further, I was quickly enthralled by its chilling atmosphere, sleek UI, and inventive combat mechanics. As an avid fan of survival-horror games, I knew I had to play it; but after spending all the money I had on Metal Gear Solid 4 and a DualShock 3 controller that year, I was flat-out broke. Luckily, my brother's friend had a copy I could borrow.

I have fond memories of my first playthrough of Dead Space; its setting and atmosphere affected me in ways I find hard to forget. I often remember how frigid the USG Ishimura seemed, which felt amplified by the chilly weather outside during the time of year I was playing. A cold sweat covered my hands as I tightly gripped my controller, anticipating how I'd strategically dismember the next necromorph waiting to ambush me. I even recall consciously avoiding playing the game at night; the darkness I'd glimpse through my room's shutter blinds seemed like endless black voids, which made my trek through hallways into the unknown feel all the more haunting.

Dead Space was a terrifying survival-horror game like no other in 2008. To this day, the game remains one of my all-time favorites in the genre. While its sequels don't quite live up to its brilliance, don't let that deter you from jumping into this one. It's well worth it for the gruesome frights and action-packed dismemberment. -- Matt Espineli



Far Cry 2 (October 21, 2008)


Today, the Far Cry series revels in allowing its players to explore exotic open worlds in over-the-top fashion--oftentimes with hilarious results. However, there was one game that did something a bit different, telling a story that was tonally unlike the original PC game and its console oriented spin-offs featuring a super-powered Jack Carver. As the first sequel, and also first true open-world game of the series, Far Cry 2 gave off a sense of weight that's still left an impression on me. Focusing on the exploits of a foreign mercenary in the African wilderness, you're quickly caught up in a brutal faction war while on the hunt for an infamous arms dealer named The Jackal--who actively sows the seeds of chaos in the isolated country. Oh yeah, and the main character is slowly dying from malaria.

Instead of the B-movie schlockly tone of its predecessor, Far Cry 2's story focused on the hardships of a country caught in a civil-war, offering some of the most harrowing and even nihilistic moments of the series. FC2 would go on to set standard for open-world action in a the series, such as invading enemy bases and taking on missions with your AI buddy character in tow, and it did it in a way that expressed a level of earnestness that the series hasn't seen since. The sequel also added in a stark difficulty spike due to its focus on realism that made the previous games feel like they were on training wheels. In a lot of cases, I was gunned down after forgetting that weapons often jam, and that enemies are far more cunning than in the average FPS.

To say that Far Cry 2 sticks out from the rest of the series would be an understatement. Its silent main character has to deal with the reality of existing in a space where the political conflict forces civilians into the crossfire, with many of the most important characters--the ones that can actually stop it all--weighing the cost of their lives over a pile of conflict diamonds. I'd often wonder if I was making this place worse by trying to carry out my own mission, like I was the lever for an ever-turning meat-grinder. At the time of playing this game, I was still in college, and one of my classes brought up the subject of the systemic disruption of Central and Northern Africa's society from outside influences. It didn't take long for me to understand where Far Cry 2 was coming from after its bleak conclusion. And that's really something I haven't really felt from another game since. -- Alessandro Fillari


Fallout 3 (October 28, 2008)


Having a video game, movie, or book set in your city is not uncommon, but when you're presented with a post-apocalyptic version of a town you know, the imagery takes on new weight. As a kid growing up in Maryland, I had innumerable school field trips and other excursions into DC, so seeing a bombed-out version of the US capitol immediately grabbed my attention. Museums I had visited, streets I had walked, buildings where my own father had worked--these were shown in a post-war light that rendered them both familiar and unrecognizable.

A setting can only get you so far, and that's where Fallout 3's incredibly engaging story and mechanics come into play. An RPG providing you with guns and improvised weapons is nothing new, but the brutality here makes them feel that much more powerful. Mad Max was clearly an influence on Fallout 3, and it shows in the combat and the amateurly constructed weapons you take into battle. It was definitely one of the goriest games of '08--and your view of the blood splatter got almost too close for comfort thanks to the game's VATS system.

Outside of combat, your actions and dialogue choices could completely change the course of the story. These branching paths weren't new--BioWare had already done it a few times--but choosing a side is a theme that carried forward into both New Vegas and Fallout 4, growing in scope each time. The open-endedness of quests also blew my high-school mind. On a second or third playthrough, I stumbled into Raven Rock hours before the story had intended me to, effectively cutting the main quests in half. You wouldn't know any better if it were to happen on your first experience, but having been through the game before, I was amazed that it allowed for such exploration. To this day, exploring every interesting-looking corner of the map is a habit I happily cannot break. -- Tony Wilson


Call of Duty: World At War (November 11, 2008)


Call of Duty: World at War is my favorite COD game. It's almost certainly not the best--its campaign could not match the thrills of its predecessor, Modern Warfare, and its multiplayer was a little unbalanced--but it's my favorite, because it brought so many of my friends together.

I was still in school in 2008, and a large portion of my friends group had bought PS3s and Xbox 360s, so I frequently had a dozen or so friends online at the same time, all playing the latest Call of Duty. Luckily, World at War was also the first in the series to include Nazi Zombies--the perfect, ridiculous mode for a group of teenage boys to bond.

We bought all the map packs, played every night, and had an amazing time doing so. As Call of Duty got bigger and we got older, people started dropping off, foregoing Black Ops or Modern Warfare 2 in favor of, I don't know, alcohol or something. Despite this, World at War will forever be cemented in my memory as a magical time in my life, where socializing was frequent and easy, and included pack-a-punched weapons and exploding zombie heads. Doesn't it just bring a tear to your eye? -- Oscar Dayus


Mirror's Edge (November 11, 2008)


The original Mirror's Edge was a critical hit when it landed in 2008, but sadly, its striking presentation and unique gameplay didn't translate to commercial success. Nevertheless, soaring stories above city streets from one alabaster rooftop to the next was a thrill no other game could match, and for many of us, our memories of Mirror's Edge feel just as fresh today as the day we made them; neither time nor an open-world sequel could make us forget the first time we took a leap of Faith.

I came to Mirror's Edge during my first year covering games, back when I was an assistant video producer. I had the simple job of capturing gameplay video of EA's experimental parkour game, but what began as a routine capture session grew into a short-term obsession, and a long-term appreciation for Mirror's Edge's unique accomplishments. Far more for my own satisfaction than my manager's, I couldn't rest until I'd perfected the few levels I set out to capture. Run after run, I continued to identify and fix flaws in my approach, and take advantage of new opportunities that revealed themselves to my ever-more trained eye. I was already impressed by the first-person platforming and the clever ways one high-flying maneuver connected to the other, but after coming to grips with how Mirror's Edge worked, I was able to define my own approach to virtual parkour, and appreciate it on an entirely different level.

I look back on Mirror's Edge as a game that was far ahead of its time, but one that came at the right time for me. Whether or not the sequel from a couple of years ago proves that the concept was nothing more than a one-hit wonder, I'm okay if EA puts the series to bed indefinitely. I don't need a new Mirror's Edge, I only need the Mirror's Edge that struck a chord with me, the unsuspecting player, ten long years ago. -- Peter Brown



World of Warcraft: Wrath of the Lich King (November 13, 2008)


It had been four years since I was introduced to the world of Azeroth, and Blizzard's MMO wasn't showing signs of slowing down, especially after the release of its first expansion, The Burning Crusade. Even after defeating Illidan Stormrage, I was definitely not prepared for what was around the corner with the game's next expansion, Wrath of The Lich King, which gave me and everyone else a shot at Arthas still sitting high atop his frozen throne.

Once I managed to wait through the server queue and the crashes, I was finally ready to take my Night Elf Rogue, Philanthropy, and board the boat from Stormwind to the Borean Tundra. I didn't realize it at the time, but more was changing than just the expansion for me. I ended up transferring servers later that week.

This expansion ended up being one of the more interesting times in my Warcrafting career. The biggest changes were leaving my guild of 300+ active members (we had two 40- raids back in vanilla; it was nuts), transferring to a different server, and undergoing a faction change/realizing my full potential and becoming the world's edgiest Undead Rogue. It was a whole new experience that showed me a side of World of Warcraft I didn't know existed. Even with all the changes I still had a great time clearing through dungeon and raid content with the new friends I'd made.

I still look fondly back on late-night runs of Naxxramas, defeating the Old God Yogg-Saron in Ulduar, and eventually getting taken out by the Lich King and watching Tirion Fordring steal our kill. It's these memories and many more that make me realize just how great Wrath of the Lich King really was. It was the height of the game's popularity for a reason. -- Ben Janca



Mortal Kombat vs. DC Universe (November 16, 2008)


Many remember Mortal Kombat vs. DC Universe as the game that toned down the series' iconic violence, but when it launched in 2008, it gave the series its groove back. Sure, fatalities and over-the-top gore are an integral part of the Mortal Kombat formula, but this was the first time in years where I felt like I was playing a classic Mortal Kombat. It was still on a 3D plane, but for the most part, it felt like those first three games. As a Scorpion player, I was ecstatic to see the return of back, back, low punch (only '90s kids will remember this). Additionally, seeing some of my favorite superheroes stand in for some of my favorite Mortal Kombat characters was an absolute treat--Batman used his smoke bombs and disappearing act as if he was Smoke, while The Flash tripped up his opponents with his Kabal-like speed.

In addition to the excellent fighting gameplay, Mortal Kombat vs. DC Universe was the first to feature NetherRealm's trademark story template. For those who aren't familiar, it's basically a movie in which you take part in a couple dozen fights with gameplay and cutscenes transitioning seamlessly between each other. It kicked off a period in which NetherRealm not only made my favorite fighting games, but also some of my favorite single-player experiences. On top of that, it's used the story template in every one of its games since and has even pushed other fighting game developers to follow suit with cinematic story modes now being featured in games like Street Fighter V, Marvel vs Capcom: Infinite, and Tekken 7.

The Mortal Kombat series may not have regained all of its footing until 2011's simply titled Mortal Kombat, but it was Mortal Kombat vs. DC Universe that planted the seeds for that comeback. And despite NetherRealm putting out four arguably better fighting games since then, I'll still go back from time to time to play a few matches and remind myself of how it all started. -- Mat Paget



Left 4 Dead (November 18, 2008)


While the zombie apocalypse is a bit of a passé setting, even back in 2008, Valve's Left 4 Dead went about it in ways that weren't immediately apparent at a first glance. Like many other Valve games, Left 4 Dead was in development for quite some time, and the early trailers showed off a more somber and serious take on the game. The game we got, however, was a little more of a lighthearted and self-aware romp through the zombie apocalypse. Despite the surprising sense of humor, Left 4 Dead still offered a lot of scares and tense moments. Releasing a demo about two weeks before the release, my friends and I would replay the same levels, and found different encounters and death traps in each run.

Focusing on the trials of four unique protagonists--a biker, a vietnam veteran, a college student, and a retail salesman--the group would travel through several zombie-infested cities that offered randomized encounters thanks to the game's AI director. While players came in expecting a fun co-op zombie-shooter, my friends and I ended up getting an intense online bonding experience. Playing through Left 4 Dead's stages, which switched up set-pieces depending on your performance, resulted in us watching everyone's back closely to ensure we were in good shape. Because if it wasn't the AI zombie horde that got us, it'd be the cunning special monsters controlled by enemy players, such as The Smoker, a hacking and wheezing undead, who'd tangle survivors with its tongue and drag them into a dark alley to be swarmed by other zombies.

By far, the most iconic level of the series is No Mercy. This first stage was the most pure and representative of what people can expect from the game. Starting out on the roof of an apartment building, you'd slowly work your way down through its many rooms to the streets below. Your only hope for survival is a helicopter located on the rooftop of a nearby hospital. Making it there alive would be an exercise in teamwork and patience, while also keeping a quick finger on the trigger. For me, Left 4 Dead wasn't really about the action in a zombie shooter.

Rather, it was a more affecting and tense experience to see if you could work well with others under pressure--something I still admire about the game to this day. -- Alessandro Fillari



Guillermo Del Toro's 10 Greatest Movie Monsters!

By Anonymous on Mar 10, 2018 08:00 am
From Pan's Labyrinth to The Shape of Water, Oscar winning director Guillermo del Toro has given us some of the most memorable movie creatures in recent times. Here are 10 of del Toro's most amazing monsters!

New Monster Hunter World Event Quest Adds A Pair Of Cool Shades

By Anonymous on Mar 10, 2018 05:32 am

Capcom has kicked off a new batch of Event Quests in Monster Hunter World. While this, sadly, means players can no longer get the awesome Wiggler helmet from the Wiggle Me This event (at least, unless it returns to the quest rotation), a slick new piece of headgear is now available in its place for a limited time.

From now until March 15, PS4 and Xbox One players can take on the Flash in the Pan Event Quest. This is a six-star quest that requires a Hunter Rank of 11 or higher. The objective for this particular mission is seemingly straightforward: hunt three Tzitzi-Ya-Ku.

Completing the quest will reward you with materials to create the Shadow Shades α, a slick pair of sunglasses for your hunter. While they don't look like they'd be particularly helpful when you have a giant dinosaur bearing down on you, at least you'll look cool while running away. You can take a look at the shades in the tweet above.

In addition to the Flash in the Pan quest, this week marks the start of the Triple Threat Throwdown and A Simple Task Event Quests. The former requires a Hunter Rank of 13 or higher and has players hunt down all targeted monsters; the latter, meanwhile, requires a whopping Hunter Rank of 30, with the objective being to deliver 10 Gourmet Shroomcaps. You can find the full Monster Hunter World Event Quest schedule on the game's official website.

PS4 players also still have a little time left to take on the second Horizon Zero Dawn crossover quest, The Proving. That runs until March 15 and gives players materials to craft Aloy's bow and armor. You can find out exactly how to unlock the Horizon gear in our guide. Future collaborations will also allow players to craft Street Fighter armor and Mega Man Palico gear.

In other news, Capcom recently announced it will hold a Monster Hunter World stream next week in Japan. While the publisher didn't elaborate on what it will showcase during the stream, it does promise to share the "latest details" about Monster Hunter World. That could potentially include its first major content update, which introduces the ferocious Deviljho. Capcom has previously only said that update will arrive at some point this spring.


$368 Xbox One X With Extra Controller Is A Terrific Deal For A Very Limited Time In The US

By Anonymous on Mar 10, 2018 05:08 am

Following its release last year, we've seen a number of deals on Xbox One X, Microsoft's 4K-capable games console, to start 2018. What might very well be the best of the bunch is now available, but you'll have to act fast if you're interested.

Over on Ebay, highly rated seller antonline is currently selling the Xbox One X with an extra controller at a discount (via Wario64). What would normally cost around $560 is down to $460, but a limited-time promo code knocks that down even further, bringing the final price to $368. That's nearly $200 less than the full price you'd expect to pay for this package. Shipping is free, but the offer is only available in the United States.

In order to get this price, you'll need to enter the promo code PSPRING20 at checkout. This is the same offer code that can be applied for a wide variety of things on Ebay right now, also bringing us some excellent PS4 Pro and Switch deals. The code is only usable today, March 9, until 8 PM PT / 11 PM ET. We saw the aforementioned Switch offer sell out rapidly, and that could be the case again here given the savings available. As such, you may need to get your order in before the promo code expires if you want to ensure you get this price.

You won't get any bundled games with this, but given how much less you're paying than normal, you can spend that extra cash on anything you'd like. If you do pick the system up, you can check out the games the Xbox Store has on sale this week.


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