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Team Rogue Spear infiltrates the house and attempts to grab the hostage.
We throw some superhuman punches in Dying Light's April Fool's Day event.
Watch Team Rogue Spear try and defend against Team Raven Shield on the map, plane.
Check out this exciting level from the China portion of this 2D trilogy.
The Podcast Beyond crew comes up with a solution that could work for both Xbox One and PlayStation 4 owners.
Game designer, Andrew Witts and his team fortify the plane and try to protect the hostages.
Deals of the Week: Big Xbox One Bundle, PlayStation 4 Final Fantasy Bundle, Fallout 3 With All DLC $4
Bloodborne and Dark Souls creator Hidetaka Miyazaki didn't begin his career in games very early on, but what he's managed to accomplish in the time following his dive into the industry has had a massive influence on the medium and its fans around the world.
A new interview with Miyazaki conducted by The Guardian sheds some more light on the man's history in games, which began in 2004 when he left a job at the US-based Oracle to work as a coder on the Armored Core series for From Software.
Leaving Oracle for From Software resulted in an 80% drop in income for Miyazaki, who was inspired to make the switch regardless after an old friend recommended the game Ico.
Jared and Marty dare to face Yoda Stories for Game Boy Color, a Star Wars game of unfathomable horribleness.
Operation Vanguard is over, but not without fanfare. A new Counter-Strike: Global Offensive update was pushed yesterday, bringing several changes both large and small to the game's weapons, maps, and more.
First off, tagging values have been updated to the point where they've provided a guide to explain how the system works. Read it on the Steam Community page.
Among the tweaks made to Counter-Strike: Global Offensive's arsenal is a decrease in players' scoped movement speed with the AWP and Autosnipers, effectively making peeking around corners while zoomed-in a riskier move.
This Metroidvania game was created by one man over the course of five years.
This expansion brings a new Dragon race and Dancer job - as well as more bosses - to the MMO.
This old-school first-person shooter features tons of guns, loot and bosses.
Learn how to play "Tonight I'm Gonna Rock You Tonight," "Stonehenge," "Sex Farm," "Gimme Money" and "Big Bottom."
IGN Prime has partnered with E-Line Media to give away 12,000 Steam copies of Never Alone (Kisima Ingitchuna) to IGN Prime members during the month of April.
Never Alone is made in collaboration with the Iñupiat, an Alaskan Native people, providing insight into their culture and lore through an enthralling gameplay experience that is not only enjoyable, but also educational. Take control of both a girl named Nuna and an arctic fox in this puzzle platformer to uncover the mystery of the perilous eternal blizzard while learning more about the Iñupiat story of Kunuuksaayuka.
Codes will be released every week in April, with the first batch available today, Wednesday, April 1 at 10 a.m. PT (1 p.m. ET/6 p.m. GMT/April 2 at 5 a.m. AET). We have heard your feedback, and to better accommodate our international users, we will be staggering the release time each week:
Look how frickin' cute he is! With those neck rolls, it's like he's wearing his own adorable turtleneck.
So dang cute! Get it now with a free year of Xbox Live!
Developer NeocoreGames has announced The Incredible Adventures of Van Helsing III for PC. The game will be the final episode in the Van Helsin trilogy, and will be released sometime in the second quarter of this year via Steam.
The Incredible Adventures of Van Helsing III takes place in Borgovia after the civil war has concluded. The city is beset with warring factions, criminals, and a cult which prophesizes that the end is nigh. The game follows titular protagonist Van Helsing in his quest to hunt down a "former ally turned into fearful archvillain" and unearth "the darkest secret about the birth of the modern Borgovia." The game will also explore the past of Lady Katarina. Like its predecessor, Van Helsing III will include tower-defense mini-game sequences.
The game is a sequel to 2014's The Incredible Adventures of Van Helsing 2, which was also developed by NeocoreGames. The game was well-received in GameSpot's review, earning an eight out of ten for its dense environment and quick, rewarding combat.
Peter Brown just played the latest build of Mortal Kombat X. So we quiz him and Erick Tay about the confirmed roster, and new brutality system.
GameSpot has already published two Dark Souls II reviews, one triumphant and effusive, and one disheartened and defeated. And neither one of them is wrong. This is the Souls series--as well as its cousin Bloodborne--encapsulated: grand trials by fire in which other games, with their boundless forgiveness, their comprehensive tutorials, and hand-holding linearity may be lifted and praised for their mercy or condemned for their patronization, qualities we have never received from the Souls games and likely never will. These games are brilliant, tedious, exhilarating, soul-crushing monsters, all.
With that in mind, the Scholar of the First Sin Edition is what it looks like when that monster puts on its best, smiling face, and tries its absolute best to be warm and welcoming to one and all. That's a welcome extended to the folks who've sunk hundreds of hours into the game who think they know what they're getting with this version. It's a welcome extended to complete newcomers who've never played a Souls game. It's a welcome extended to the people who've been mired in Bloodborne these past few weeks. And it's a welcome extended to me, someone's who's gone into each of these games determined to slay the beast, and found myself cowed each and every time. This version is meant to entice, a Cheshire smile shared between From Software and all players, old and new, that can't hide its newly sharpened teeth.
The new edition entices the way many predators do: with the utmost sweetness and light. In previous iterations, the world of Drangleic where Dark Souls II takes place felt like a ruined, half-faded memory of a beautiful place, whose washed out, dismal details gave the sense that the world itself was quietly eroding into the dirt. Even the PC version, running at its highest settings, in its most grand environments, had this feeling of dulled luster.
Stepping out of the first cave into hub world Majula this time inspires the sense of grandeur it was always meant to have. There's a new warmth and vibrancy to the place, a clarity that feels fully realized at last, serving to suggest the beauty that once was instead of accentuating the wreckage that it is. The graphical uptick has that effect on the whole game, offering a feeling of rejuvenation, that Drangleic is still alive.
It is alive, and crawling with the undead like never before.
From Software's version of "Welcome to Drangleic" is a higher fidelity to the visual than ever before, but its version of "Welcome back to Drangleic," for veterans, is about walking into the Forest of Fallen Giants for the first time, turning a corner, and running right into one of those massive hippo/cyclops creatures. It’s about trying to go to the Cathedral of Blue, and the Ring of Binding at its entrance, and finding it guarded by a fire-breathing wyvern instead of a single knight, and that's if you kill the sped-up spear-wielding white knights swarming in the Heide Tower of Flame area, and that's if, when you first get there, you get past the sleeping ones who no longer lay dormant if your level is high enough. It’s finding out that The Pursuer is almost as common as the giant knights at the Tower of Flame, and there are no handy giant crossbows to make their appearance any easier. A new relentless Hollow NPC assassin, The Forlorn, now lurks among the hordes when you least expect and never want it.
In that traditional dastardly way of theirs, From Software has revamped layout for NPCs, enemies, and items virtually throughout the entire game. Much of the game feels familiar, but you can hear the evil cackling of the developers trying their best to throw a wrench into any sense of comfort or routine in this new run. Enemies have been placed and replaced for maximum surprise factor--and unlike a new-game-plus, you may not have enemies performing new attacks, or have backup during boss fights, but you're also not starting with all your gear so you can deal with new problems when they arise. It changes the options for exploration in much the same way, where an area that was once accessible to everyone--well, as accessible as anything in Dark Souls can be--now has a bloody and brutal price of admission. Moments of respite at bonfires have either been moved, or now have an obstacle to surmount first.
It doesn't necessarily make for a brand new game, but it does give it a different flow. Death still comes in Dark Souls with all the ferocity of its reputation, but its tone and timbre has been altered, for the grudgingly, frustratingly better.
That said, if there's one thing that experts have always driven home about Dark Souls II, it's that it has a rhythm. There's a pace and structure to everything. Dark Souls as a musical genre is prog rock. It's insanely dense and intricate, and while it might not be everyone's favorite tempo, it is still there to be appreciated. And for what it's worth, something about this new tempo finally struck the right note. By the game's count, 67 hours have gone into this particular run through, and 22 of the game's bosses have died by my hand. Where I am now feels like a urgent, furious push into the unknown, a never-ending series of fights for my life. Even with a giant sword that destroys most anything in my way, and a tower shield that barely budges, there's the feeling that missing my cue will still cost me my life. I feel like I've passed some threshold and met the core of Dark Souls, where I no longer fear every interaction, but anticipate whatever new devilry wants to test my mettle. It's an ongoing supply of new revelations, characters adding their particular dysfunction to the experience, and equippable items all with their own tales to tell. It's a time where the simple act of opening a chest feels like I'm gambling with my life.
That said, it is, as of this moment, an incomplete experience, as the multiplayer servers on the PlayStation 4 remain closed, and the eponymous Scholar of the First Sin battle is explicitly tied to the endgame. I can't wait to meet him. I can't wait to look this ugly sucker in whatever passes for his eye and introduce him to my greatsword. I can't wait to collect up a horde of phantoms to lay waste to the demons in my wake like never before.
God help me, I can't wait to die again.
Upcoming action game Batman: Arkham Knight will have a series of content "exclusive" to the PlayStation 4 version of the game. As it turns out, this content--comprising extra missions and skins--will come to other platforms later, according to an Amazon advertisement for the extras.
A line from the ad reads: "Bonus content exclusive until at least fall 2015."
This content will be available to PS4 players when Arkham Knight launches on June 23. However, it's unclear when exactly it will launch and what it will cost when it finally arrives for Xbox One and PC.
The exclusive content is not the first example of Sony and Warner Bros. working together to give Arkham Knight PlayStation fans special treatment. Sony will also release a two special Arkham Knight-branded PS4 consoles for the game's launch this summer.
Earlier today, we learned that Arkham Knight will output in native 1080p on PS4.
This isn't the first time Sony has secured a time-exclusive DLC arrangement for a major multiplatform game. The company did the same thing with Activision's Destiny, offering extra content first on PlayStation platforms. This content was later released for Xbox.