Valkyria Chronicles 4 is not too far away now and Sega has released the English version of the game's intro. The intro, which is primarily made of in-engine footage, introduces the player to the cast and the odds they're up against. Check out the intro below.
If you're familiar with the Japanese opening, you might notice this one is slightly different. The Japanese version had a vocal song, Light Up My Life by Mai Kuraki, which the U.S. version did not license or localize. It's not a huge loss, but it is interesting to note.
Valkyria Chronicles 4 launches on PlayStation 4, Xbox One, Switch, and PC on September 25.
You may remember during our Spider-Man coverage earlier this year that Insomniac put a big emphasis on the suits and the explanation for his white Spider emblem. Fans had been wondering when the classic suit would be shown, however, and it seems Sony is finally ready to do so.
Sony has started a fake (faker?) Daily Bugle to release information about the game. In the Tweet advertising today's issue, which of course has pictures of Spider-Man, is shown with a picture of Spider-Man in the classic suit.
In a spread in Japanese magazine V-Jump, Bandai Namco has revealed the next two DLC characters for Dragon Ball FighterZ: Base Goku and Base Vegeta.
The two characters are the non-Super Saiyan versions of the characters, with Vegeta specifically having his tail from his first fight with Goku. Goku has the power to use Kaioken to chain combos together, as well as a Super Spirit Bomb which is the strongest move in the game while also being exceptionally slow. Kaioken gets stronger with each KO'd partner on the team, functioning similarly to X-Factor for Marvel vs. Capcom 3.
Base Vegeta has his Galick Gun attack, as well as a Galaxy Breaker attack where Vegeta shoots energy out of his entire body. The new DLC characters line up with a leak from earlier this year, indicating that the remaining DLC characters will be Android 17 and Cooler.
V-Jump also announced that the Switch version of Dragon Ball FighterZ will be getting a public beta in August with local play, as well. It is not known if this beta is being held outside of Japan, but it's likely Bandai Namco will have different dates for different regions.
Dragon Ball FighterZ is available on PlayStation 4, Xbox One, and PC, with a Switch version releasing on September 28.
Dragon Ball FighterZ has Super Saiyan Goku, Super Saiyan God Super Saiyan Goku, Goku Black, Base Goku, and Vegito. If you want, you could also include Bardock in that list. That means you can field two entire teams of people who are either Goku or look like Goku.
A new teaser for the final season of Telltale's Walking Dead series dropped today, promising tough decisions and vulnerable children.
This season's four-episode arc revolves around an older and more capable Clementine trying to find her way with a new pack of strangers. The series comes full circle as she, a young orphan at the beginning of the first game, now has to care for an orphan of her own.
Telltale will be showing off a live gameplay demo of The Walking Dead: The Final Season tomorrow at the San Diego Comic Con. The first episode drops for PC, PS4, and Xbox One on August 14, while a Switch version will be coming later this year.
In May, Activision revealed the vision for Call of Duty: Black Ops 4, and it didn't include a single-player campaign. Year after year, Call of Duty made a tradition of delivering three avenues of play: the campaign, multiplayer, and zombies. The emergence of battle royale as the hot avenue of play for shooters likely forced Activision to change direction for this sequel. Even though Black Ops III's story is still partially unresolved (and was left open for the sequel), the third experience players will find in Black Ops 4 is a battle royale mode called Blackout.
That doesn't mean Black Ops 4 won't have any stories to follow. In a lengthy new Zombies trailer released today, story and setting are front and center...and so is an angry, undead tiger. Zombies mode will consist of three episodes seen through the eyes of four characters. The trailer shows one of them: Scarlett Rhodes, who has boarded the Titanic, and is desperately trying to track down her missing father who vanished 15 years ago. The Titanic is the backdrop for an episode called Voyage of Despair. The next episode is called IX, and it takes place in a Roman arena filled with tigers and other crazed critters. The final episode, which isn't in this trailer, is called Blood of the Dead.
The trailer gives us a couple of looks at what is likely actual gameplay, and also teases a number of the fun weapons and items we'll be using. Since time travel is openly talked about in this trailer, all bets are off on exactly what types of firearms and toys we'll get to play with.
We'll learn more about Zombies mode and Call of Duty 4 as a whole at Treyarc's San Diego comic Con panel on July 19 at 1 p.m. PT.
With Hollow Knight now on the Switch, a number of new players are being introduced to the dark Metroidvania game from Team Cherry. However, there's still more content on the way for players who can't wait to revisit the ruins of the abandoned and dead kingdom.
In a blog post, Team Cherry confirmed that the free DLC pack, which they call "the largest yet," will release for free on August 23 for both Switch and PC. While the developers are a bit vague about what will be added in the DLC, it is clear from the trailer that one of the Nailmasters is being introduced as a boss, as well as a host of other new and old boss fights with slight twists.
Team Cherry also said that the DLC will contain a new mode that has been "long requested" by fans. You can check out the announcement trailer below.
Gods & Glory is described as the Final Chapter for Hollow Knight, so if you're looking for a time to jump in, now is as good as any. Hollow Knight was released last year on PC and last month on Switch.
My Hero One's Justice's latest trailer covers a lot of ground, showcasing more characters and combat. story mode, mission mode, and customization alongside some spoilers for the anime, so watch out if you're not all caught up.
All the characters have different abilities based on their quirks (just like in the manga and anime), stages are destructible, and you can also bring in sidekicks with you into each battle. The story mode looks like it will follow My Hero Academia's familiar story letting players experience the most noteworthy fights. It will also, apparently, show both sides of the conflict. Mission mode will let you earn coins and rewards to unlock customization options. And finally, Endeavor, the number two hero, will be available to those who pre-order the game.
I had a chance to play My Hero One's Justice at E3, and it was... underwhelming. But I am still interesting in checking out the full game when it releases on PS4, Xbox One, and Switch on October 26.
Mothergunship wastes little time in throwing you head-first into its fast-paced and over-the-top bullet-hell experience. As the spiritual successor to indie roguelike FPS Tower of Guns, this homage to '90s action games balances a number of clever mechanics throughout its pulse-pounding jaunt through the inner depths of alien ships. As you're dodging hundreds of enemy bullets [while wielding a railgun, grenade launcher, and a flamethrower on one arm] you'll find that Mothergunship offers a satisfying and fun take on classic first-person shooters.
Stepping into the boots of a space soldier in a power suit, you'll work with a tight-knit crew of rebels, led by The Colonel, who plan to stop an alien invasion of earth led by the titular mastermind Mothergunship. The main story itself is entirely secondary to the action, mostly offering context for the game's antics. However, the many cheesy voice-overs and the self-aware video game humor throughout are surprisingly endearing, even if it's mostly background noise. The Colonel and his crew of rebels--which includes an anthropomorphic frog, poking fun at Star Fox's Slippy Toad--serve great supporting roles as you amass a ridiculous arsenal of weapons and level up your power suit.
When it comes to its core run-and-gun gameplay, Mothergunship keeps things simple. You choose your next mission from your home base--which comes in several categories of various story and side missions that offer bonus rewards. From there, you're dropped into a randomly generated dungeon where you'll fight through rooms full of alien robots as you gain experience and funds to power up and buy new gear. But in true roguelike fashion, your trek through the dungeon's depths will never be the same twice, resulting a constant air of uncertainty.
The dungeons themselves come in three distinct forms, each with their own unique visual style showcasing different aspects of the alien armada. While the layout of specific rooms are the same, which can result in some feelings of deja vu when powering through a run at a fast pace, the order of which you'll encounter them are always different, along with the contents of each room and any rewards you can expect to find. To spice things up, however, you'll have the chance to enter challenge rooms that either increase the difficulty or place a unique handicap--which includes poison floors or jump pads--that offer greater rewards. When you die, which will happen often, you'll not only lose the gear you found on your run, but also the select items you chose to bring in. In some frustrating cases, you may find yourself at the whim of poor results from randomization, leaving you underpowered and outgunned by all the dangerous bots.
With that said, Mothergunship keeps its gameplay focused on fast, twitch-based gameplay in the spirit of old-school FPS games like Doom and Unreal. Starting with only your cybernetic fists and a triple jump--which can be boosted up to 40 jumps, keeping you in the air for long periods of time--you can buy new items in the shops located in the dungeons. Not long after, you'll find yourself circle-strafing, rocket-jumping, and barreling through waves of enemies with your ever-growing arsenal of weapons--which includes lightning guns, railguns, and different varieties of machine guns. When tied with the roguelike elements, the gunplay feels far more tactical, where picking the right weapon or modifier from the in-dungeon shop can make the next few floors a breeze or a hindrance.
By far the most impressive aspect of Mothergunship is its comprehensive gun-crafting system. As you acquire funds and complete missions, you gain new weapons, connecting parts, and modifiers to amplify your arsenal at the various crafting stations in your base or in the dungeons. While you can certainly keep things simple and roll out with a modified machine gun with boosted firing rate, the real fun with gun crafting comes from jury-rigging different weapons that have no business working in unison. Before you know it, you'll be gunning down machines with complex creations on both hands, which can easily soak up real estate on screen if you keep adding to them.
Just when you think you can't fit any more items onto your hodgepodge of armaments, you'll find a connector or mod that presents new opportunities for you. For instance, boosting a weapon's attack power can often result a strong kickback, which can surprisingly keep you suspended in the air and boot you through hallways at great speed. You can easily go all out with your creations, but there is a big catch. The more attachments and weapons you place in your hands, the more ammunition you'll drain. While ammo recharges fairly quickly for both arms, an overly designed gun can be a resource hog--leaving you vulnerable when your gun energy runs dry. This can be especially troubling in fights where you need to move and shoot as quickly as possible.
Coupled with the hectic pace of the game, the weapon system makes many of the fights you'll engage in fresh and exciting. While it's disappointing that Mothergunship doesn't give you that many opportunities to experiment freely with your creations--aside from the base's worry-free firing range and a bonus endless mission that's unlocked after finishing the main story--you'll learn to use and take advantage of the tools you've got on-hand in the field.
Mothergunship can sometimes feel a bit one-note in its execution, which is made a bit worse by the lackluster payoff after the story's finish. While special missions do open up in the endgame, featuring a truncated set of missions modeled after the main campaign that challenges you to clear through the levels without dying, I came away with the feeling that there's more that could have been done with the game's endgame, which as it stands, feels undercooked and derivative. Having said that, I can't deny that I always had a blast powering through many of the dungeons, especially when managing to clear out an entire room of enemies with only a few shots from my ridiculously overpowered weapon.
With the game's clever gun crafting system added into the mix, familiar tropes and techniques from classic shooting galleries feel super-charged in the game's randomized bullet-hell dungeons. When Mothergunship is firing on all cylinders, it's a satisfying and thrilling shooter where it really counts. With an incredibly fun and never uninteresting gun-crafting mechanic, it certainly goes a long way with its clever hook and an endless flow of enemies to gun down.
Getting through the Mega Man X games, especially some of the later ones, can be fairly difficult. If you're someone who gets frustrated by one-hit kills, bosses that seem to track you when short-hopping and take out half your lifebar, or infrequent checkpoints, the games can be hair-pullingly tough to play through with a lack of time.
Mega Man X Collection is thus introducing Rookie Hunter Mode, a difficulty toggle which can be done per game or for every game in the main menu. In Mega Man X 1-3, the mode simply halves the damage you take. In 4-8, it also prevents you from instantly dying to spikes bottomless pits. Much like Mega Man Legacy Collection's various modifiers, you can simply choose not to use it if you don't need it.
I don't mind the easy mode, especially if you can toggle it for specific levels and then turn it back off. Some of the later games can get rough with their spike-heavy design, so it's nice to let people just casually play through the series.
20XX wears its influences on its sleeve. If you're familiar with Mega Man X, then slipping into the metallic bodies of 20XX's two core protagonists--the gunner Nina and the swordsman Ace--will feel like coming home again. Both characters are satisfying to control, and executing combinations of dashes, wall jumps, and attacks is an intuitive process with lots of room for in-depth choreography.
But the levels you tackle are where 20XX differs from its inspiration, with obstacles and enemies procedurally strung together. For the most part, this works as intended, with new enemies and hazards progressively introduced with each new stage. A corridor that is usually calm might be riddled with spike traps the next time you enter it, adding new challenges to a previously safe area. Other times the shift can feel unfair, filling the screen with projectiles and moving parts that demand superhuman reflexes with practically no margin of error. These areas can bring the strongest of runs to a grinding halt through no fault of your own, which is incredibly frustrating.
Dying is central to progression in 20XX though, so even the most infuriating of deaths have silver linings. During each run you'll accrue Soul Chips, a currency used in 20XX's hub world to purchase permanent upgrades, item unlocks, and single-use buffs. Simple additions to your overall health and special weapon energy are priceless during more difficult later stages, while simple perks such as enemies dropping more health or buffs to overall dash speeds provide welcome twists to the gameplay loop you quickly become familiar with.
Additional weapons are also available and are acquired in the same fashion as Mega Man titles: ripped straight from the husks of bosses you defeat. Each boss battle features a central mechanic; a giant mechanical face will employ an impenetrable shield for brief moments during a battle in between flurries of projectile attacks, while a sentient Venus flytrap will lob mortars at you from afar. These and many more abilities can be picked up after each successful victory, or tossed aside for additional life, energy, or run-specific currencies. 20XX forces you to consider what equipment to take and which to leave behind, but it rarely engages you in scenarios where these choices are truly tested.
The very same boss fights are a prime example of this failure. A handful of them provide complex strategies for you to overcome, combining a good mix of precise platforming and attack timing to make victories hard fought and rewarding. Others make good use of the rooms they take place in, providing you with alternative means of attack such as exploding platforms that fall after you touch them. But far too many rely on cheap tricks and uninteresting attack loops. The less egregious of these just feel boring, while the worst unsettle the balance of mechanics to a point where you're forced to just accept taking damage in a hurried attempt to finish your foe off as quickly as possible. And with the randomness of potential upgrades strewn across levels thrown into the mix, having a compelling boss fight is a rare occurrence.
Despite this, it's hard not to get sucked into taking on multiple runs of 20XX's campaign in the hopes of reaching its conclusion. Each individual run is brief enough to make it a perfect match for a portable console such as the Switch, filling in odd gaps of free time with exciting randomized challenges. Daily and Weekly challenges with their own leaderboards are more competitively focused without shaking up the core loop, aside from giving you access to items you might not have unlocked yet for a useful little test drive. The boss rush mode is equally enticing, despite the inconsistencies with their designs. This mode offers a good way of familiarizing yourself with their mechanics without being caught off-guard during a strong run.
20XX isn't just a solo experience, giving you the ability to tackle its campaign with an online partner in tow. Collectible currencies are shared between each player while upgrades are duplicated, presenting you with some opportunities for decision-making but never forcing you into a corner with one player being clearly more valuable than the other. Cooperative play is slightly more chaotic, but having both ranged- and melee-focused characters in a single stage does inject the action with more life, despite the difficulty and complexity of enemies seemingly remaining equal.
Procedural generation is sometimes lambasted as a cheap alternative to intricate level design, and 20XX doesn't always do enough to break that stereotype. But despite its inconsistent level make-ups and underwhelming boss designs, 20XX is still an engrossing side-scroller that perfects the feeling of navigating dangerous, pitfall and enemy-filled stages. Nostalgic itches are sometimes tough to scratch with modern reincarnations of older formulas, but 20XX is a satisfying iteration on a fan-favorite formula. Even if the results are mixed, it's easy to appreciate a Mega Man-styled adventure that never has to end.