Tag Archive: preview


The third annual PlayStation Experience took place this past weekend, and this year was the biggest and best yet for Sony’s year-end celebration. More announcements than ever before were made at the show—but more than that, the show floor had more games than ever before, too. I was able to go hands-on with nearly two-dozen titles while at the show, and I’ve whittled those experiences down to the 10 best games that I think you should be chomping at the bit for.

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Developer: Metalhead Software
Publisher: Metalhead Software
Super Mega Baseball 2

The original Super Mega Baseball was the kind of arcade-y experience that baseball games started out as back in the day. Due to its initial December release back in 2014, it might not have gotten the love it deserved, but it was good enough to easily cement its status as a cult classic. Clearly, the love was heard loud and clear from the folks over at Metalhead Software, as they’re now working on a sequel planned for 2017. Super Mega Baseball 2 features more stadiums, more players, and more modes than the original, while still bringing over its 1-4 player couch co-op/versus play. Its controls remain easy to pick up but difficult to master, as your pitchers have every possible pitch imaginable, and knowing when to swing for power—and getting the timing right—or swing for contact is critical to success. If you love baseball, and are looking for an alternative to the more serious simulation that is The Show, Super Mega Baseball 2 is all set to knock it out of the park again.

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Developer: Yager Development
Publisher: Grey Box
Dreadnought

We’ve been hearing about Dreadnought for a while now, and on the precipice of its 2017 release, we got the awesome news that it’s also coming to PlayStation 4. For those unfamiliar with the game, you take control of one of a series of massive starships, waging space war against those who would stand against you. Each ship has different statistics based on their size, speed, and armaments, and playing what best suits your style—and what can best help your team win—will be critical, as the planning stages are just as important here as the actual combat itself.

My one worry with the PS4 announcement was how the controls (based around a mouse/keyboard) would transition to a controller. Luckily, the team found a way to do it. The PS4 controller’s touchpad is utilized when choosing to divert extra power to shields, engines, or guns, picking up the slack of the lack of buttons on the controller face. And, after playing a couple matches this way, I found using a controller to be just as intuitive—if not more so—than the PC controls. Now, it’s just a matter of time before we can get access to the beta and become captains of our own starships.

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Developer: PlayTonic Games
Publisher: Team17
Yooka-Laylee

If you loved the original Banjo-Kazooie games, then Yooka-Laylee is not only a love letter and spiritual successor to them, but to all the platformers of the N64 era. During my PSX demo, I was introduced to a massive world chock full of collectibles, puzzles, and colorful characters that shared the British tongue-in-cheek, fourth-wall breaking humor that made us all smile a little wider back in the ‘90s. The single area I saw required Yooka and Laylee to change the seasons in order to collect every single Pagie they could as they try to save all the world’s literature from nefarious forces. Besides the seasonal puzzles, Yooka the chameleon can also eat special berries that changed his attributes. For example, one makes him turn to stone in order to withstand high winds, while another allows him to spit ice and freeze platforms. Laylee the bat also gets in on the action, shooting out a sonic scream that can wake up sleeping totems and reveal new platforms to hop across. Simply put, the gamut of gameplay on display here—from shooting to platforming to puzzle solving—made me feel like a kid again in all the best ways.

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Developer: Supergiant Games
Publisher: Supergiant Games
Pyre

I love games. Always have, always will. Being a games journalist for nearly a decade now, however, means I love them differently. I appreciate them, but it’s rare I ever get outwardly excited anymore. There is an exception to every rule, of course, and I admit I absolutely mark out for anything Supergiant Games makes. So, when they officially announced that Pyre would have a local versus multiplayer mode at PSX (something we speculated when we first saw the game earlier in the year), and I got to play it? I went bonkers. And, it turned out, with good reason, because it seems Supergiant has taken the time and care they always apply to their worlds and their narratives, and have successfully done the same with multiplayer.

Much like the main game, Pyre’s multiplayer has two teams of three face off as you try to get a special orb into your opponent’s base—like a game of celestial basketball. The strategy and intensity that emerges from playing another human, however, takes the gameplay to an entirely new level. It’s difficult to predict these things, but I could easily see Pyre turning into a couch versus phenomenon. Supergiant told me at the show they’re trying to get online to work, but would rather no online than broken online. I think that’s entirely the way to go, because even as is, this game is primed to be a slam dunk.

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Developer: Sloclap
Publisher: Devolver Digital
Absolver

Following E3 2016, I had heard from fellow EGMer Matt Buchholtz how amazing Absolver was. After finally getting to try it out at PSX, I don’t think Matt gave the game nearly enough credit. On the surface, Absolver is an arena fighter where your character moves through a world, taking on opponents, growing stronger, and learning new moves in the process. Dig just a little deeper, however, and you find a game that celebrates fighting as an art form, a complicated dance of fists and feet and force that when perfectly flowing together creates a performance unparalleled elsewhere. This is where Absolver makes itself special.

Its visuals are already beautiful; the character designs remind me fittingly a bit of the dancer from Bound. But when you start to understand the timing of moves, your fighter’s four different stances, how you can properly chain moves together, and even customize your own combos from dozens of moves, there’s a level of detail here rarely seen in any fighting game—and which has me equally excited for both the campaign and its versus modes.

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Developer: Whitemoon Dreams
Publisher: Sony
Starblood Arena

When I saw Starblood Arena announced at the PSX 2016 showcase, the first thing that came to mind was how it would it compare to RIGS—another game involving players shooting each other while piloting mechs that was, to me, PlayStation VR’s best launch title. After playing it, Starblood Arena might be even better.

Right off the bat, Starblood Arena provides a cast of colorful characters and mechs of different shapes, sizes, and stats to differentiate itself from other early VR shooters (and inject some personality into the game). It also provides a full six axes of motion, meaning your mechs are constantly flying through the air and that threats can come from any angle. What Starblood Arena also does smartly is provide standard FPS controls with the two sticks on a controller, and then have finer aiming done by moving your head. This not only gives most gamers a control scheme they’ll be familiar with, but also reduces nausea-inducing situations down to nothing for most. Although I only took on bots in the limited demo—19:1 K/D by the way—the game features deathmatch and other standard shooter-fare modes. If Starblood Arena can build a solid player base, it could be the next great multiplayer game for PS VR.

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Developer: Lightbulb Club
Publisher: Lightbulb Club
Games of Glory

The PS4 has been offering some interesting free-to-play fare recently, starting with the announcement that Gung Ho’s Let It Die was launching right there at PSX 2016 for everyone. Another F2P game that’s coming exclusively to the PS4 is Games of Glory, which could prove to be immensely popular among the multiplayer crowd. Combining MOBA elements with a Guardian mode, Games of Glory splits six players up into two three-person teams. Your team must attempt to win a best-of-9 series by holding the center of a map and keeping your designated captain alive for the entirely of a round. Who fills the role of captain always rotates between rounds, so every player could potentially be the captain three times. Each character has moves and roles similar to what you would see in your typical MOBA, including tanks, DPS, healers, and so on. Coming up with a strategy and combination of players to overcome your opponents isn’t easy, but it sure can be fun. Although only a few characters and only the one mode were available for play at PSX, some variety here could easily see Games of Glory catch on with its ease of play.

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Developer: Giant Sparrow
Publisher: Sony
What Remains of Edith Finch

I saw What Remains of Edith Finch a couple of years ago at E3, and have been waiting to find out the final, sordid history of the Finch family tree with bated breath ever since. Players are tasked with exploring the Finch family home, where whenever someone in the family meets with a tragic end, their bedroom is sealed off. By discovering new rooms, you also discover new tragedies and tales as you try to uncover the secret of the Finch legacy. With a release finally coming supposedly right around the corner, I played through one of the shorter stories on the tree, that of a twin brother who wanted to fly in the worst way—and got his wish.

What Remains of Edith Finch is the next step in interactive storytelling, providing players with fantastical experiences that also find ways to tug on heartstrings. The two stories I played through on two separate occasions took me places I never thought games might go, but when the game is finally done and we play through this entire collection of short tales, I think we’ll all be happy they did.

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Developer: Prideful Sloth
Publisher: Prideful Sloth
Yonder: The Cloud Chaser Chronicles

Imagine a Legend of Zelda game minus the enemies, and you’ll have a pretty rough idea of what to expect from Yonder: The Cloud Chaser Chronicles. Here, you play a boy or girl who, after waking up in a mysterious world, sets out both to figure out how they got there and help purge a mysterious force that is consuming the land. To do that, you’ll have to find fairy-like creatures on your journey that can help you purge the encroaching darkness. Along the way, you’ll also be able to build your own farm, befriend a variety of animals, collect resources, or go on quests for nearby villagers to earn the tools needed to open up more of the world. You can fish, chop wood, mine stone, and more to gather resources, which—when combined with your farming aspect—gives the game a bit of an open-world Harvest Moon feel as well. I admit, normally I prefer a bit more conflict in games of this ilk, but I’m curious as to where the story could go. As a change of pace, the peaceful open-world quests of Yonder might be just what we need as gamers.

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Developer: Exploding Tuba
Publisher: Exploding Tuba
Divide

The twin-stick shooter is a pretty common video game staple; rarely has it ever been tied to a complex narrative, however. Enter: Divide. It’s a science-fiction action/adventure game that will demand every second of your attention. Every bit of information needs to be taken with a grain of salt as you work your way through a futuristic dystopia in search of your missing daughter.

What makes Divide even more interesting is its control scheme, which uses none of the PS4 controller’s face buttons. Instead, everything is mapped to triggers and the control sticks. Whether hacking a terminal to open a door, or aiming down the sights of your gun when in confrontations with soldiers or security bots, you’ll have to master this simple control scheme to work your way out of some complex jams as you dive deeper into the story.  Much like the story itself, Divide may look simple at first glance, but when you start to get past the surface, there is so much more to discover.

When I previewed Let It Die—a PS4-exclusive, free-to-play, hack ‘n’ slash rougelike from the twisted minds at Grasshopper Manufacture—for the first time back in April, it was a rough demo that conveyed some interesting ideas and mechanics, but left a lot to be desired. Many of the systems that would really drive home what this unique experience was meant to be were still absent then, and left me hanging onto promises of great things more than any tangible evidence that this experience could be special. After getting to go hands-on recently with a more complete version of the game, though, I can testify that Let It Die might be gaming’s new roguelike craze. To help give you a sense of the insanity this game wants to bring to the PS4, here’s a video of my first hour playing the game, uninterrupted aside for some menu traversal and load screens cut for the sake of time.

I had a chance to play some For Honor at an Ubisoft pre-Gamescom event, and capture some sweet 4K resolution footage off their pumped up PCs. This is Dominion mode, first revealed at E3 2015, and is a 4v4 mode that combined Domination with a MOBA. It’s obviously seen some upgrades in a year. For Honor will be available on February 14, 2017, for Xbox One, PS4, and PC.

The original Watch Dogs tried some interesting new ideas for incorporating multiplayer, and at the top of the list might’ve been the ability to invade a friend’s game in order to try and hack them (leading to a cat-and-mouse chase between players). Building on that idea, Ubisoft has unveiled the new Bounty Hunter mode for Watch Dogs 2, which I recently had the chance to try for myself thanks to a pre-Gamescom event at their San Francisco office.

Watch Dogs 2’s Bounty Hunter mode allows players to put a bounty on their own head. Doing so automatically sends the cops after you, but it also allows up to three friends to join your game and team up with the police to hunt you down. However, one of your friends can join your side if they so choose, turning the mode into a 2-vs-2 (with AI police) in addition to the possibilities for a 1-vs-1 or even asymmetrical 2-vs-1 or 3-vs-1 confrontation. If you don’t feel like being hunted, you can also do an online search to see if anyone else is on the lamb in order to join the police hunting them if you want.

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I had a chance to play as both the hunter and the hunted, and on both sides of the coin, it was nice that all my tools from the game’s single-player portion transitioned with me. I could hack cars and steam vents, use my automatic rifles, or even fly drones and place remote mines, just like in the single player, all helping to provide for a variety of options every time I played—making it so each time I tried the mode it never felt the same. Sometimes as the hunter, I would get a lock on the target, steal a car, and simply run them over when they were trying to escape on foot; other times, I would sneak up on them and snipe them from a distance.

Meanwhile, during the times when I was being hunted, my strategies shifted drastically. With my position immediately given to my enemies as soon as they signed in, I just tried to flee as fast as I could at first, hoping to lose my pursuers through back streets or by going off-road with a car. One time I had a friend drive the getaway car as I used my rifle to shoot out the tires of those hot on our tail. Sometimes, crippling would-be captors was more effective than trying to kill them outright.

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At a certain point, though, I got tired of running. On my final shot at the mode, I found high ground and planted mines near locations I thought people would try to come at me from. Unfortunately, most of the mines went to waste, as my enemies took unforeseen angles. Luckily I could remote detonate them though, and I was able to pick off another player who wasn’t close enough to trip the mine, but who was definitely within the blast radius when I set it off.

All told, I spent probably about a half hour with Watch Dogs 2’s Bounty Hunter mode, and got in maybe six matches (victorious in all of them)—which means the mode is also pretty quick. You don’t have to worry about a long time sink, and with the hunters always knowing where the hunted player is, it usually promotes quick and decisive confrontations, perfect if you want to get in and get out with the multiplayer, or really mess with some folks and go on a bounty-collecting spree.

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It’s nice to see Ubisoft continuing to support the multiplayer aspect of Watch Dogs, and this new mode feels like the natural evolution of invading someone else’s game while staying true to the tenants of the original’s gameplay. I can’t wait go collect some more bounties for real now when Watch Dogs 2 drops on November 15.

When you think of PC gaming, shooters and RPGs may be some of the first genres that come to mind. For me, though, PC gaming has almost always centered on real-time strategy games. Most of my gaming experiences growing up were on console, but releases like Age of Empires and Command & Conquer gave me my first taste of what it meant to play on a PC. Thanks to that, I’ve always had an appreciation for the genre, even as it’s taken a backseat to more fast-paced and narrative-driven experiences in recent years.

This is why I was particularly intrigued when Kalypso recently announced that they were bringing back the Sudden Strike series with Sudden Strike 4, the franchise’s first full entry in nearly a decade. I recently got to go hands-on with this newest chapter, and I can attest that Sudden Strike 4 maintains all the best elements from previous entries while pushing the series steadily forward (like the Allies across the Western Front).

For those unfamiliar with its legacy, Sudden Strike has always been about reliving the greatest battles of World War II. Unlike traditional RTS games, Sudden Strike focuses on tactics, leaving behind the bother of resource collecting and unit building. Instead, it gives you a pre-determined force that likely would’ve taken part in World War II, occasionally providing reinforcements when appropriate and pushing your strategic acumen to its limits.

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Just like in previous entries, Sudden Strike 4 is broken down into three campaigns spread across 20 chapters, as you follow along with the Allies (United States/Great Britain), the Germans, and the Russians. What differentiates the campaign here from previous installments is the addition of a new feature allowing players to choose a commander. Every faction has three unique commanders, each providing stat boosts and special abilities depending on who you choose. For example, the Allies have Omar Bradley, George Patton, and Bernard Montgomery; Patton and Bradley give certain benefits to tank units, while Montgomery favors foot soldier boosts.

Another new addition is a star system based on points. The better you do in a mission, the more stars you’ll earn. Stars unlock greater abilities and boosts for each of your commanders, allowing you to start missions with an advantage and making it so you can mix up your strategies on mission replays.

In our demo, we played from the perspective of the Allies in the Battle of the Bulge, the iconic 1944 German offensive on the Western Front in the latter stages of World War II that is directly attributed to lengthening the war by several months. We also played the Battle of Stalingrad, another German offensive, this time playing as the Germans as they pushed towards the Volga River in 1942.

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If you’re not intimately familiar with these battles, a lot of the scenarios that Sudden Strike 4 throws at you can be something of a shock. Covering the retreat of heavy artillery, holding ground against wave after wave of enemy tanks, minefields on city streets, and more were on display in the two missions shown to us. Surprise objectives like rescuing soldiers trapped in a factory, or forces occupying nearby buildings for ambush pinch attacks also forced me to adjust tactics often and quickly on the fly. Without the potentially unlimited resources seen in other RTS games, though, this meant that a wrong choice would often lead to defeat—or, worse yet, an impasse with the units you may have been left with.

Although frustrating at times, Sudden Strike 4’s limitations also give a truer sense of war that you often don’t find in games anymore—nevermind the RTS genre. You could always restart, but with each mission lasting upwards of an hour, there is also a heavy sense of commitment with every move you take on the field. It caused me to think and re-think every maneuver several times, and even then I ended up with a skeleton force at best surviving each encounter.

In this sense, if you’re looking for a true test of your strategic ability, it appears Sudden Strike 4 is ready to deliver. With detailed environments and accurate representations of World War II’s greatest conflicts, Sudden Strike 4 is a welcome addition to a genre that needs a shot in the arm. The only other question I have with the game is if it can transition to console. Real-Time Strategy titles have a history of faltering when they move away from PC, and the fact that the game is being made for both PC—where our demo took place—and PS4 has me concerned. It’ll be interesting to see if it can roll to victory on both platforms in Spring 2017.

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I had a chance to check out a couple of demos of Paper Mario: Color Splash at the Nintendo Lounge at San Diego ComicCon 2016. While I did go hands-on for a time with the game, Nintendo refused to let this particular demo be played by anyone but one of their representatives. At the very least, it does mark the first time we are seeing this footage of Mario exploring the Dark Bloo Inn, where he has to exercise some Toad spirits and battle some Sledge Bros.

Paper Mario: Color Splash is coming to the Wii U on October 7.

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Sony’s flagship racing franchise, Gran Turismo, has been a staple for video game gearheads for almost two decades now. The series is known for the great lengths it will go to in order to try to deliver the highest-quality racing experiences possible while keeping its finger on the pulse of today’s gaming culture. Because of this, it’s no wonder that the series’ next secondary release, Gran Turismo Sport (due out on November 15 as a PS4 exclusive) will again look to push racing in several ways. Here are the top five things you should be looking forward to in the new Gran Turismo Sport.

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#1: The game will center on eSports and competitive racing

Everyone is trying to get a piece of that eSports pie nowadays, and Gran Turismo looks to take pole position in the racing genre’s competitive scene. Teaming up with FIA—Fédération Internationale de l’Automobile, the governing body for Formula One and World Rally Championship racing—Gran Turismo Sport looks to usher in the first-ever FIA Gran Turismo Online Championships, with players actually being recognized and licensed by the racing group as they compete for one of two cups. The Manufacturers Cup will see racers represent their favorite car brands over the course of the year, whereas the Nations Cup will have them represent their home country, with the winners honored at FIA’s annual prize-giving ceremony in Paris. There will also be live competition components to each cup season, and various online events and components similar to GT Academy being held on a regular basis.

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#2: Brand new tracks keep the experience fresh

Although the number of tracks is only a fraction of what we see in full GT entries, the 19 tracks and 27 layouts present in Gran Turismo Sport are the most in a secondary title yet. The best part, though, is that Polyphony Digital continues to create new courses and layouts for the series. So, while there are already old real-world favorites in the six tracks revealed thus far like Nurburgring and Willow Springs (each rescanned to capture even the slightest detail on PS4), new tracks include an oval called Northern Isle Speedway (I hope you like left turns), and a high-speed urban track full of narrow corridors called Tokyo Expressway (based on the actual highways of Japan’s capital city).

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#3: Most realistic and detailed car models yet

Even with GT6 serving as somewhat of a swan song for the PS3, the series continued to push the limits on creating the most realistic and detailed car models available at the time. Gran Turismo Sport plans on continuing that tradition both by utilizing the power of the PS4 and by performing brand-new scans of the most powerful cars from every car manufacturer. GT Sport touts 140 fully remodeled cars, and although that number pales in comparison to what is available in the mainline titles of the series, it is by far the most cars from a GT secondary title—not including the PSP Gran Turismo.

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#4: New braking and driving assists are being introduced

Gran Turismo has long had the reputation as the most true-to-life racing game series out there, with minimal assists for players in order to help them better grasp just what it takes to race on the most famous tracks in the world at the fastest speeds possible. In an attempt to help expand its audience and make the game more fun for less-intense racing fans, new driving and braking assist options have been introduced to help you get into a groove before you start trying to see if you have what it takes to truly become a racing legend. While you’ll need to not use these assists if you ever want to have a hope of competing on the world stage of GT Sport, they should help lower the barrier of entry for the franchise like never before.

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#5: Sport is the deepest secondary title in Gran Turismo history

Gran Turismo Sport will feature the deepest suite of modes yet for a secondary title in the series, making an argument for being more of a full standalone title—unlike the GT Prologue games. Sport touts a time trials mode, local races against the AI, and online races with up to 20 drivers at a time. There’s also a fully fleshed-out Campaign for those simulation-loving drivers who prefer playing alone, and a Sports Mode that takes advantage of the competitive racing scene Gran Turismo naturally lends itself to. Gran Turismo Sport will also be fully compatible with the PlayStation VR headset when released, meaning you can truly feel what it’s like to be behind the wheel of a Formula One car (or the like) for the first time ever.

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Whenever I hear Suda51 is working on a new game, my ears immediately perk up. Since he made his North American debut with Killer7, I’ve always at least been curious to see what zany scenario he can come up with next. Some of them I’ve been absolutely enamored with, like No More Heroes; others have missed their mark with me, like Killer is Dead. But no matter what, if Suda is attached to it, I got to try it out. So, naturally, when the chance came up to try out Let It Die, I was all for it.

Let It Die is a free-to-play third-person action-RPG exclusive for the PS4. In it, players will have to work their way through what can only be described as a waking nightmare, fighting horrific creatures in twisted environments. In the demo I got to play, I specifically had to navigate what looked like a macabre carnival on the outskirts of a city before finally finding myself in a tunnel system filled even more grotesque horrors.

Some of the enemies were simple enough—mostly just other humans like my character, but they were sadists getting off on the carnage and mayhem around us. Many would try to use their bare fists, but some carried weapons ranging from clubs and bats to nail guns and shotguns. If I was lucky, I’d be able to loot their carcasses for their weapons that I could assign to one of six weapon slots (three for each hand, with two-handed weapons taking up a slot on each side).

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Some enemies also wore armor for various body parts that I could also collect and customize my character with. On one play through of the short demo, I had a gas mask and a leather vest on, but no pants. In another, I was able to confiscate jeans with kneepads, but was left bare-chested. Longer playthroughs that go deeper into the game would surely warrant more impressive gear.

There were also enemies floating around that looked completely otherworldly. One creature had a birdcage for a head and long, forked claws protruding from the end of each arm. Moving through the tunnels, I finally came upon the boss: a monstrous creature comprised entirely out of dead bodies, conjoined by a seething hatred for the living. Its charging attacks were not to be taken lightly, but more serious was its habit to rip human limbs off its form and chuck them at me as projectiles. Yup, definitely a Suda game.

Fortunately, I could use the environment to my advantage, finding small animals like frogs and rats to eat in order to replenish health, or mushrooms that gave special boosts to attack and defense. There were also some “grenade” mushrooms that would explode if I tried to eat them, though, so I had to be careful.

Besides the weapons I could find scattered about, my character also had some basic melee attacks. Punches, kicks, and running dropkicks could keep the more difficult enemies off of me for long enough to find better items, but I needed to be careful that my stamina meter wouldn’t run out, as doing so would render my character near useless until they caught their breath.

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Beyond the dark and twisted design of the world and enemies, you might think Let It Die sounds like a pretty straightforward action-RPG. There’s a leveling-up system that we didn’t get to see in action, and there’s still no talk of exactly how monetization will work in the game. There’s one additional significant twist that makes Let It Die unique, however.

When players die in Let It Die, their characters and loadouts are placed into other players’ games, becoming new enemies for people to fight and new loot for them to possibly collect. This cycle of death and rebirth is an interesting concept, as while you might be playing by yourself at any given moments, a half-dozen clones of you from different levels could be out there invading other games and wreaking havoc. It’s a two-way street, of course, because as was proven to us when one of the Grasshopper Manufacture devs suddenly popped into my game, seeing a human-controlled face isn’t necessarily a good thing in Let It Die.

Let It Die still has some big question marks circling around it, especially if it’s still going to drop in 2016 as is currently planned. What I saw in my brief time with the game is a solid core for Suda51’s latest twisted vision of a tried-and-true game genre. Whether there is a market for a F2P action-RPG exclusive to the PS4 of this style is yet to be seen—but, at the very least, I can confirm at this moment that Let It Die is far from dead.

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Usually when people think of Insomniac Games, over-the-top action and insane weapons are the first thoughts that come to mind. In a creative field like video games, though, patterns are meant to be broken and comfort zones are meant to be stepped outside of—and that’s what’s being done by a fifteen-person team within Insomniac. This small group of staffers is hard at work on Song of the Deep, a side-scrolling metroidvania-style passion project that definitely moves away from what some may consider the studio’s bread and butter. I was recently able to play about 30 minutes of the game, and you’d think Insomniac had always been working within that genre.

Song of the Deep follows 12-year-old Merryn, a young girl whose fisherman father has been lost at sea. When Merryn has a vision seeing her father trapped on the sea floor, she decides the only way to save her dad is to find him herself. So, she puts together a makeshift submarine and sets off to explore the murky depths. What she soon realizes, however, is that all the old bedtime stories her father used to tell her about the sea might actually be true, and only by navigating various hazards will she ever be able to bring him home.

Dropped into the middle of Merryn’s adventure, I began by trying out the variety of tools and weapons that her sub has to help it navigate its surroundings. A grappling hook can be used to tether the sub to craggy surfaces in strong currents, pull and carry objects around a level when solving puzzles, or even to try to punch enemies. The sub also featured sonar with pulses that can stun certain enemies, a turbo booster which can really crank up the engines on the sub, and lasers and torpedoes to either defend yourself with or destroy crumbling walls for entry into submerged ruins.

Speaking of ruins, as I explored the world around me, I began to realize that some of the story was being told via the vibrant environments I was navigating. Large tendrils of seaweed acted as window dressing on larger set pieces, but also at times visually obscured hidden pathways. Intricately-carved stone, long lost to time, had eerily been preserved in the deepest recesses of the ocean. Unknown clockwork technology still operated when Merryn interacted with it, opening up new wonders to explore. Song of the Deep is nothing short of beautiful when it came to providing a visually captivating experience.

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As I began to make headway during my hands-on time, I soon came across my first upgrade. It was a special suit that Merryn can wear in order to freely exit the sub. Being much smaller than the sub, the suit allows her to explore tiny crevasses and pathways that lead to special items or solutions to different puzzles. It basically serves the purpose of Samus’ morph ball from Metroid, but Merryn is far more vulnerable in this mode than Samus ever was, leaving Song of the Deep’s heroine open to far more danger.

And danger is something Song of the Deep is fraught with. Being underwater, Merryn and her sub provide a unique twist to other games in the same genre in that there is no platforming. Being submerged, you can always move in every direction as long as there isn’t a wall or other obstacle in your path barring progress. This means bottomless pits or spike traps aren’t on Merryn’s list of concerns, but in their place, Insomniac needed other ways to provide challenge along the adventure.

One way of doing this is to fill each level with hostile wildlife, with jellyfish, urchins, and other sea creatures trying to turn you into dinner if you’re not careful. Another way of upping the difficulty is with puzzles. Navigating labyrinthine corridors with jet stream currents trying to toss you to and fro, using your grappling hook to throw items through narrow openings in order to open up ancient, rusted gates, or working steampunk-like machinery to reflect light at different sensors were just some of the head-scratchers I came across in my time with the game. Although not impossible to overcome, they definitely added a welcome challenge to the adventure.

Although my time with Song of the Deep was short, its appeal is evident. Whether a longtime fan of metroidvanias, or just looking for another endearing digital story to experience, the team at Insomniac is showing their pedigree reaches far past extraordinary weaponry and mind-blowing action. Song of the Deep should be a game to keep an eye out for when it releases sometime before the end of the first half of 2016 on PlayStation 4, Xbox One, and PC.

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When Kerbal Space Program first rocketed onto the scene, I missed the shuttle. I openly admit to my preference of console games over those on PC, and thusly I’m usually late getting on board with every Indie darling that finds its way onto Steam. It’s not that I’m living under a rock and don’t hear of these games, to be clear. It’s just that, when not reviewing the occasional PC title for EGM, I instead often wait for them to inevitably go on sale—or, in this case, get ported to a different platform. So, it was with great zeal that I got a chance recently to finally try the fun, yet educational, game that has the likes of Elon Musk and scientists at NASA buzzing alongside the gaming community on the PlayStation 4.

For those completely unaware, Kerbal Space Program puts you in charge of a new space program on the planet Kerbin, modeled after that on our own Earth. You must construct rockets and other spacecraft in a state of the art space center, using those creations to then explore the solar system and its various planets and moons. Along the way, you’ll have to complete challenges that further the Kerbal people’s quest to better understand their universe, while also furthering your own space-faring knowledge.

As soon as the demo kicked off, I was tasked with building my own rocket ship. With far more parts unlocked for me than what you would start with at the beginning of the game, my creation could be described as nothing short of Frankenstein’s monster-like as I mixed and matched through the various ship component categories. Small thrusters connected to giant fuel tanks, with a mid-sized cockpit and a radar dish on the cone just for kicks. With his mouth agape in horror at my concoction, KSP producer Jose Luis Vives shakily told me to take it for a test drive.

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Surprisingly, my rocket actually made it off the ground. With absolutely no balance, however, and my inexperience with the controls, the ship quickly came back down to the ground and began pinwheeling almost instantly. I found my abomination bouncing along the terrain before shattering into several pieces, and the thrusters flying off into the horizon before exploding.

For better or worse, though, I was hooked. I wanted to know how to make the proper spaceship. I wanted to learn and create in this universe laid out before me, and bring my newfound knowledge to the green humanoid masses of Kerbin. And if a few explosions happened along the ways of my trials and errors, well, so be it.

It was then decided I should instead see what a fully functional ship could do, so one of the team’s saved designs was loaded up—and this only made me fall more in love with what KSP was doing. This was a rocket ship, the kind you see in history books and old footage from the Apollo landings. After being walked through the controls, I took off, heading for the great unknown. My own personal mission, though, was just to make it to the moon.

As I jettisoned used fuel canisters and unnecessary sections of the ship, it wasn’t long before I had broken atmosphere. It was here, though, where my mission went awry. I found myself fighting with the controller often during my demo, the actually piloting portion of the gameplay for KSP requiring a more delicate touch than either the PS4 controller or I could provide. I wasted a lot of fuel course-correcting on my way up into orbit, and because of that, just as I kissed the blackness of deep space, I found myself being pulled down towards the ground faster than I left it due to Kerbin’s gravitational pull.

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Human error was clearly a factor in my failure, but after having had a chance to familiarize myself more with the controls, I felt this was one area that the port was lacking. I’m fine with a port between systems simply repackaging the same game and just including previous add-ons and what not considering it’s the first time a new audience may be seeing it. But optimizing your controls for that new system is critical, and the more I learned about KSP, the more I saw that this was still an experience where a mouse and keyboard holds far greater appeal than a standard controller.

The button layout was not intuitive to what I needed to perform well, and while a deeper look showed some controller options, the defaults felt unnatural. Again, playing the game from the start might alleviate some of the difficulty I continued to have over my hour with the title, but clicking down on the controller’s sticks even brought up a mouse reticle to select different options on screen—showing that as far as the Kerbin people might travel into space, KSP had not traveled very far in its port over to consoles.

Poor controls aside, I refused to be deterred. I hopped into a new version of the previously saved ship, conveniently reconstructed for me by the Kerbal people, and again took off for the stars, this time breaking free of Kerbin’s pull. With enough fuel—and a straight enough trajectory—to steer towards a celestial body, my original goal of the moon was within sight. Once in the emptiness of space, I could finally truly plan my course. Pulling out to map view, I set a maneuver node—a device that would automatically correct my ship towards a particular path (great for deep space exploration)—to plot a course for my ship and my ragtag three-Kerbal crew. What I failed to take into consideration, though, was that the moon would continue to orbit as I made a beeline for it. And I had, again, run out of fuel. I drifted harmlessly by the moon, set off on an endless course into the abyss, having never reached my goal by the time my session finished up.

So, besides me being an awful astronaut, what did I learn during my experience with Kerbal Space Program for consoles? That it’s true in capturing the spirit of the original game, and is coming over with all the bells and whistles that had slowly been added over time on PC. Unfortunately, the controls are also a little too true to form, and had me longing for a mouse and keyboard. Still, it has me chomping at the bit to grab my space helmet and suit up alongside the Kerbin again when Kerbal Space Program drops sometime in the first half of 2016 on Wii U, Xbox One, and PS4.

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