Nick Pinkerton

Nick Pinkerton

Bethesda announced ‘Battlecry’ yesterday, its upcoming free-to-play melee action game. Battlecry is being developed by the studio of the same name for PC and supports up to 32-player matches.

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Battlecry pits up to 16 players against one another on each side for bloody multiplayer combat featuring swords, axes, laser crossbows, and hand-to-hand combat. It mixes a few themes and art styles to form a unique blend of medieval, post-apocalyptic, B-movie, and more historically-based visuals.

Snow White only had to take one bite of an apple to fall under a life-altering spell. Likewise, Telltale Games has been offering its rollercoaster of an adventure series in potent, twisting episodic bites. Telltale’s most recent episode, “In Sheep’s Clothing,” is the smallest bite in size, but it might be the juiciest in the series thus far.

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This The Wolf Among Us, Episode 4 - In Sheep's Clothing review & gameplay discussion will pick up from where we last left off. You can find our reviews of the previous three episodes here:

Child of Light has excited me since its announcement not only because it’s developed by Ubisoft Motreal (Assassin’s Creed, Watch Dogs, Far Cry), but also because it’s a departure from the action-oriented gameplay that most AAA publishers deliver. Creative Director Patrick Plourde and writer Jeffrey Yohalem, with whom I spoke at this year’s PAX East, have spearheaded an artistically-inspired Japanese Role-Playing Game (JRPG) with Western elements, like platforming and item-crafting. For the most part, their JPRG rendition feels like a handcrafted, intimately-composed product that visually immerses its audience in an interactive storybook. The story sometimes comes across as fragmented from the gameplay, and customization depth feels limited, but overall, Child of Light offers a beautiful and well-composed adventure worthy of an entire playthrough.

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In this Child of Light review, we'll talk impressions, story, artistic presentation, and the unique utilization of poetry as a central game design element.

Several generations of games spanning System Shock 2, Uplink, the Deus Ex franchise, and now Watch_Dogs have implemented hacking as a gameplay element for a greater cyberpunk-themed adventure. E. McNeil’s Darknet, initially a prototype called 'Ciess,' takes place entirely within a hacking GUI -- it's no after-thought here. McNeil is also bringing this world (and interface) to life on Oculus Rift. I spoke with McNeil at PAX East and got a brief hands-on preview with his cyberpunk project, Darknet.

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Child of Light is one of 2014’s most eye-catching role-playing games. Developed by Ubisoft Montreal—the same team behind Far Cry 3—it features a water color-inspired art style, provides its own take on turn-based combat, and takes advantage of the unique UbiArt engine – used most notably in Rayman Origins and Rayman Legends. Gamers are already quite curious as to what they will uncover in the game’s story, but I found at PAX East that it’s the story behind the story that’s just as compelling.

child-of-light-yohalemCenter: Jeffrey Yohalem, Lead Writer of Far Cry 3, AC: Brotherhood, and now Child of Light.

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