Friday, Apr 11
Garruk's loyalty is only to hunting, also quiet walks through the misty woods
Another year, another Duels of the Planeswalkers. It's as reliable as the seasons, but it's still nice to see the seasons changing before your very eyes. Similarly, it's great to see Wizards of the Coast debuting Magic 2015: Duels of the Planeswalkers. PAX East is the perfect convention for Wizards of the Coast to let nerds get right up close and personal with the latest iteration in the series. For the rest of us, well, there's a short cinematic teaser.
"Hunt Bigger Game" is Wizard's way of saying Magic 2015 will focus on planeswalker Garruk Wildspeaker hunting the player down throughout the campaign. I'm sure we can all agree that will turn around at some point and the hunter will become the prey... or something equally cliche. I don't recognize the victim in the teaser trailer, but if I was Garruk I'd probably want that cool mask for my collection too.
The most exciting part of Magic's yearly releases isn't necessarily the cards, but the new ways in which they let the player experience the game. I'm sure 2015 will be no different, as Wizard has already teased an updated deck builder and customized decks. Hopefully they've got something else, something a bit more eye drawing to keep fans tapping cards.
Magic 2015: Duels of the Planeswalkers is planned for release this summer on PC, Xbox One, Xbox 360, iOS and Kindle. Wait, no PlayStation? Apparently so, as it's noted in the announcement article that this year's Magic will be skipping the platforms. Considering the PlayStation 4 is currently smashing the Xbox One, I suppose Magic 2015's afraid of hunting the most dangerous game.
There's certainly a lot of fire, does that mean there's a lot of bindings?
Bound by Flame is quite seriously less than a month away from its May 9 release date, which may be why we're seeing so many trailers released recently. Today, however, the trailer released is quite the example of the game's mechanics. The combat trailer focuses in on how players will be fighting against the Ice Lords that star as the villians in Bound by Flame. Whether playing as a Warrior, Rogue or Pyromancer it seems one thing all classes share is constant action.
Contrary to the current trend of Dark Souls style slow, strategic combat Bound by Flame focuses instead of fast-paced, highly reactive, tactical and skill-based. We're talking more Devil May Cry than Dark Souls. In fact, it's difficult not to associate the game with the now dead Kingdoms of Amalur, what with its RPG-like skill trees, few classes and enemy variety. Not to mention that fantasy look, though Bound by Flame certainly has more, well, blood. The stuff inside those enemies we're stabbing.
Personally, I've got to admit Bound by Flame looks very solid from a gameplay perspective. I'm more concerned about the narrative, as these low fantasy games tend to settle for good guys fighting armies of bad guys for honor! Not exactly the most compelling argument to persuade players to dedicate their time learning a complex combat system. Still, I'm certainly intrigued by what Spiders has shown.
Expect Bound by Flame to be released on May 9 for the PlayStation 4, PlayStation 3, Xbox 360 and PC -- sorry, no Xbox One fellas. Developers Spiders is perhaps best known for their most recent title Mars: War Logs which had a number of serious launch issues, or they'd probably better prefer having The Testament of Sherlock Holmes mentioned. That one was much better received, though none of them are particularly comparable to the action-centric Bound by Flame.
Five episodes unlocked with in-game gold or real money
Blizzard's surprise Hearthstone announcement should shake up the show floor of PAX East. Introducing the Curse of Naxxramus expansion, a single-player (single-player!) adventure broken into sections for players to surmount one by one. Each "wing" of the dungeon will reward the player with cards, of which the expansion includes 30 new. Curse of Naxxrammus is planned to launch at the same time on PC, Mac, iPad, but currently has no announced release date or window.
Let's get the business side of this announcement out of the way. See, Curse of Naxxramus' five wings will be released over a period of five weeks. The first wing, The Arachnid Quarter since everyone loves spiders, will be absolutely free for everyone. Each wing released from week two on will cost the player an amount of either in-game gold or real money. Time to save up that Arena lunch money, folk! If return on investment is a big deal, keep in mind finishing each wing rewards a legendary card.
Cards! That's what everyone plays Hearthstone for, right? Curse of Naxxramus will include 30 new cards, six of which Blizzard has shown with this announcement. Here are the bloody things, sure to change the game and make me an even worse player. Or I'm just being bitter, because I'm terrible at Hearthstone:
- Undertaker (Costs 1, 1/2) - Whenever you summon a minion with Deathrattle, gain +1/+1.
- Shade of Naxxramus (Costs 3, 2/2) - Stealth. At the start of your turn, gain +1/+1.
- Nerubian Egg (Costs 2, 0/2) - Deathrattle: Summon a 4/4 Nerubian.
- Dancing Swords (Costs 3, 4/4) - Deathrattle: Your opponent draws a card.
- Baron Rivendare (Costs 4, 1/7) - Your minions trigger their Deathrattles twice.
The sixth card revealed is a boss' unique card, meaning it's only unlockable by defeating Heigan the Unclean specifically. Heigan's personal Hero Skill is named "Eruption" which allows him to deal 2 damage to the player's left-most minion. As for his card:
- Mindocalypse (Costs 2) - Both players draw 2 cards and gain a mana crystal.
Apparently being unclean is highly profitable for all those involved, which should come as unwelcome news for PAX East show floor participants this weekend.
30 new cards, an all new game board exclusive to Curse of Naxxramus with interactive corners as yet unseen, nine Class Challenges that "put a difficult twist on existing encounters" with all-new class specific cards for a reward. Plus, plenty of epic bosses each with their own Hero Skill and card. "[T]he oversized arachnid Maexxna, the fungal horror Loatheb and the shambling abomination Patchwerk are just a few of the horrors that await your challenge."
Hearthstone's Curse of Naxxramus single-player expansion has yet to have its release date or window announced, nor has the pricing of the four premium wings of the dungeon been said. Expect more details in the months to come, but for now check out the cards currently shown in the gallery.
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How in Professor Layton's name hasn't Level-5 announced the localization of Youkai Watch, or Ghost Watch as it's known in North America. Today Level-5 announced Youkai Watch 2, but more than that they revealed that they believe Youkai Watch to be their own freakin' Pokemon competitor. Youkai Watch 2 will come in two purchasable versions, each with exclusive "ultra rare silver" medals. Two versions of Youkai Watch 2, but they still can't but together a version for English-speaking audiences!
For those unfamiliar, Youkai Watch is a super cheerful, young audience focused collect 'em all 3DS title where the protagonist collects ghosts using his fancy watch. It's literally a ghost watch, though I suppose the pun is that players end up watching a lot of ghosts too. I fully support these ridiculous sorts of puns.
I don't support the lack of localization, however! It's a little understandable, I suppose, due to the high dependency on merchandising that Youkai Watch relies on. I believe certain purchasable items interact with the game in interesting ways, which would mean a localization is much more complicated than simply adding English text to the game. A North American merchandising effort is no joke. Still, with a two-version sequel like this now announced...
Youkai Watch 2 will revolve around the mysterious origins of the watch that gives the protagonist boy his powers. Which makes me wonder what the first game is actually about. I guess he just gets his watch and assumes it's divine providence? Ah, it's a kids game. I shouldn't pick it apart. There will also be bike races! See, Youkai Watch adds features at about the same rate as Pokemon too, I guess. Here's something cool: player's of the first game will be able to meet special ghosts in the sequel.
Get hyped for Youkai Watch 2, everyone! If anything, Level- 5 will launch it 10 years down the road like they did earlier this year with Inazuma Eleven's first game. Wait, that's actually kind of heartbreaking. Please, Level-5, please!
Space, man... just think about it, space and all
Star Citizen, the most profitable crowd-funding project yet, is about flying around in space and by damned the people want to see what that looks like. What better event for Cloud Imperium Games to show off their game to the people than PAX itself? During a Star Citizen panel space flight in the game was shown off in all of its glory, including an assortment of mechanics exclusive to space flight (and Star Citizen specifically).
Those mechanics and features include things like being able to fly in any direction due to the zero gravity of space, but also the difficulties of landing (which we will see can ends in terrible results). There's also some dog-fighting between space ships with all sorts of weaponry, resulting in the destruction of both the player's ship and the enemy ship. Destroying asteroids is also shown, including how asteroids break apart just like in the classic arcade game! Okay, maybe not just like...
After the gameplay is finished being shown, CIG unveils the much demanded multiplayer mode -- Arena Commander. Players will be able to jump into the cockpit and begin the combat simulator, which allows the game to include these crazy multiplayer modes without breaking the sanctity of the experience. Five modes will be included at launch:
- Free Flight
- Battle Royale - Free for all
- Squadron Battle - Team battles
- Capture the Core - Capture the flag
- Vanduul Swarm - Horde mode
Arena Commander will feature robust leaderboards including statistics from every game mode as well as daily, weekly, monthly and all-time rankings. Basically, just like every other aspect of the game, if CIG is going to include it in the game they want to make it robust. Plus guess what, this is just phase one of Arena Commander. Down the line they'll be adding: multi-crew ships, cooperative AI pilots, in-game communications and who knows what else. Two versions not enough? Version three will have more environments, first-person boarding mechanics, Capture the Idris mode (???) and an upgrade to "double precision" or 64-bit stuff.
If you're interested in Star Citizen then do yourself a favor and watch the entirety of the hour-long PAX East live presentation. There's a ton of great details that I can't even do a basic summary of. It's an hour! It's Star Citizen! There's just too much to cover, folk. Just the gameplay alone is beautiful. Cheers folk, Star Citizen is undoubtedly going to be a huge success -- and we made it that way.
A game revolving around colorful totem poles hearkens back to retro days in my mind, days of Dr. Mario and columns. Press Play's Project Totem, however, is about to blow away our totem pole misconceptions. The Max: The Curse of Brotherhood developers are taking totem poles, these tall, fierce looking Native American cultural statues and adding 2D platforming. That's right, Project Totem is a totem traversal title.
That's not to say players will be traversing totem poles. How ridiculous! Actually, that could be quite brilliant. Anyway, players will be moving a totem around, sometimes forced to move multiple parts of the totem pole around at the same time. The trick is that not all portions of a totem pole are created equal, some being higher up on the, err, totem pole than other bits. The puzzles that come to fruition as a result of different parts of the totem pole traverse different paths is what Project Totem is all about.
As if touting a totem around by your onesy was crazy enough, Project Totem will feature a local co-op game campaign playable as the game starts. Apparently both players get to control two parts of a totem pole at the same time. This totem terror is too tall! Press Play doesn't reveal too much about the co-op mode, just that everything's doubled -- the double jump becomes a quadruple jump! I guess that's some sort of totem joke.
Since Press Play became a Microsoft first-party studio in 2012 that means that Project Totem will be an Xbox exclusive at launch. Yes, other platforms can't handle this totem technology. Project Totem is planned for Xbox One and Xbox 360 to be released this fall. Players too timid to wait for totem traversal this fall can register for a closed beta on the Xbox One right now. You'll need an Xbox One for that, by the way.
To be honest, these totems creep me out quite a bit. Check out the screenshots for a look at the very... unique game.
Click here to see more images
Thursday, Apr 10
Net Articles Summary
Beautiful, mysterious, intriguing, and probably a game most have never heard of, Secrets of Raetikon has now confirmed its release date as April 17. From the developers of "aerial action" title Chasing Aurora, Broken Rules, Secrets of Raetikon has been in early access since January 7 and is now nearing completion. Raetikon is a PC/Mac/Linux exclusive and will be available for just $9.99.
Much like Chasing Aurora, Secrets of Raetikon place the player in the wings of a mystical flying bird-like creature. That's just about where the similarities end, as Raeitkon takes place in a large open world will with interactive wildlife and environments. To progress through the story the player will have to intuitively discover their own answers to puzzles using physics and the unique ways in which animals, the environment and other wildlife interact in-game.
Secrets of Raetikon will also feature a fully functional level editor for players to create unique puzzles and arenas with which to build their own worlds. Plus, as indie games love to do, the game is fully integrated with Steam Workshop so everyone can share their ideas with others.
Pick up Secrets of Raetikon on PC/Mac/Linux starting April 17 through digital storefronts Steam, Humble Store and Apple's App Store. It's ring in for a rather low cost of $9.99, though at launch it will have a 10% discount for early investors.
Titanfall fans have much to look forward to. Respawn today detailed an upcoming patch with an extensive list of changes and added features, including the Private Match beta. Yes, we're about to be one big step closer to Private Matches being a reality in Titanfall.
The new patch went live just a few minutes ago for Xbox One and will be rolling out for PC shortly, at 3:00 PM Pacific. As for Xbox 360 owners, they'll be getting the patch tomorrow.
The highlight of today/tomorrow's patch might just be the Private Match beta's public debut. However, a number of other changes and improvements are also included and worth a look. One thing I personally welcome is the change in party colors, and some players may be happy to see changes to Gooser.
Now scroll down and enjoy the read.
4/10/2014 Patch Update Details
NEW FEATURES (All Platforms)
Private Match (beta) - This is the first public test of our new Private Match mode. This gives you a way to organize matches with and against your friends, for casual or tournament play. Some features are unfinished or not yet implemented, and we welcome your feedback. A few highlights:
• Private Match supports 2 to 12 players, with 1 to 6 players on each team.
• You can start a new Private Match lobby by choosing it on the main selection screen (alongside Campaign, MP, and Training). Invite your friends in or have them join you at any time.
• Choose any of the game's maps or modes (CTF, Pilot Hunter, etc.) to play in.
• Choose which team you're on.
• There is no XP gain, challenge progress, or achievement unlocking while in a Private Match. For this beta, the Last Game Summary screen will display what you would have earned in normal play outside of Private Match, but be aware that this progress will not be recorded to your lifetime total.
• For this beta, there is no concept of a "lobby leader"; any player can change game options in the lobby or start/stop the match countdown.
• All Private Match games are still played on dedicated servers via Xbox Live Cloud Compute, just like normal matches.
• New options like round time, score limits, and much more will come in future updates.
Party Colors - Your party members and their titans now show up on the mini-map with green colors, instead of the normal blue colors that other friendlies use. Their names are also drawn in green on your HUD, the obituary text, and in the pre-game lobby. This helps you figure out where your friends are and what they're up to, especially in the heat of combat.
Auto-Titan Color in Obituary - Your auto-titan's name now shows up in the obituary with the gold color that your own name does. Previously it had the same blue color as any other friendly. This makes it easier to keep tabs on how your titan is doing.
Removed Wall-hack Exploit - PC cheaters were able to modify their local configuration files to enable a sort of wall-hack cheat using legit game code. We've closed the exploit that they were using.
Menu Changes - "Play Multiplayer" is now the default (top) option on the private lobby menu, if you've completed both the IMC and Militia campaigns. It has also been renamed from "Play Classic", since the term "classic", which we used internally, proved to be confusing to some players.
Game Version on Main Menu - The main menu now displays the game's version in the bottom-left corner. Now you don't have to wonder if you really do have the latest version of the game, and we can use that to double-check things if support is helping you troubleshoot issues.
NEW FEATURES (Xbox One)
Party App Shortcut in Menus - Added a shortcut on all menus that opens the Xbox One's "Party" app by pressing Left Trigger on the controller, similar to the existing Right Trigger shortcut that invites friends. You can then press 'B' to close it when you're done, or leave it up. (This is much easier than the manual method of going to the Home screen, opening "My games & apps", selecting Apps, scrolling a few screens over to the "Party" app, and opening it.)
GAME BALANCE CHANGES
The Gooser Challenge - Based on recent feedback from fans of the game, the Gen 5 challenge requirement 'Gooser', requiring players to kill 50 ejecting pilots, will be reduced to 5 total. We had a couple of design goals for Regeneration. One was to give players a structured way to discover and experience ways of playing the game they might not have otherwise tried on their own. The second was to recognize players' mastery of various skills, going beyond just 'time played'. We went a bit too far with this challenge, especially considering the unique conditions that have to be met just to have the opportunity to get a kill on an ejecting Pilot. We understand some players have already completed the challenge, or have already earned more than the new requirement so we will be internally noting those players so we can recognize their accomplishments in a future game update.
40mm magazine capacity for default and Extended Mag – The default magazine size was making the 40mm too powerful. It is intended to be the only weapon that can take a Titan down without reloading, if used skillfully. However, 20 rounds per magazine were proving to be too high and overly tolerant of indiscriminate fire. We’ve reduced it to 12 rounds per magazine, which still allows players to take a Titan down without reloading, but helps balance it out against other Titan weapons. The extended mag has also been dropped from 25 to 16, with the same design principles applying to this change.
Titan Quad Rocket mag size change – During development, there was a time when the Quad Rocket was too powerful. We made a lot of changes to pull it back before shipping (lessened the screen shake impact, lessened the duration of the first person impact FX, lowered the magazine size, pulled the damage back, etc.) It currently can struggle against other Titan weapons and going back to the 5/6 (default/extended mag) magazine sizes helps balance the weapon and allows players to miss a few shots and still be effective. It was 4/5, now its 5/6.
Titan Quad Rocket damage vs Titan shields – It was taking too long to drop a Titans shields with the Quad Rocket (5 shots). This meant you had to reload before you could even drop an enemy Titan’s shields. This was the only Titan weapon that had this issue. We’ve now upped the damage against Titan shields so that it can drop a shield with 4 shots. Combined with the increased mag size, this damage increase effectively gives you one more volley in the mag to deal serious direct hull damage.
Titan Quad Rocket 'Rapid Fire' Mod's mag size change – We upped the magazine size for the Quad Rocket's Rapid Fire Mod to help it compete with the changes made to the extended magazine (from 5 to 6). The Rapid Fire Mod’s magazine size is going up from 16 to 18.
Amped Kraber Titan damage change – We upped the damage that the Amped Kraber Burn Card does to Titans. It is now the only significantly effective “small arms” weapon against Titans. Note that this only applies to the Amped version of the Kraber. The damage goes up from 100 to 800. We added this to give the Kraber Burn Card a little bit more character, as well as to give you something to shoot if you have a hard time hitting those little Pilots with the Kraber. So snipe away at those Titans…before they kill you!
Hardpoint Domination scoring changes – We wanted to reward and encourage players to go out and capture enemy hardpoints. As important as defending a hardpoint is, capturing them is more important and a tougher task, generally speaking. We did not want to completely remove points for defending, but attacking players were getting too little credit for their efforts. Here is a breakdown of the changes:
• Capturing a hardpoint from 150 to 250
• Assisting in capturing a hardpoint from 75 to 100
• Neutralizing a hardpoint from 50 to 150
• Assisting in neutralizing a hardpoint from 25 to 75
• Killing a player inside an enemy hardpoint from outside (nearby) from 75 to 50
• Killing a player inside an enemy hardpoint from outside (far) from 75 to 50
• Killing a player inside an enemy hardpoint from inside the hardpoint from 75 to 50
• Killing an NPC inside an enemy hardpoint from inside the hardpoint from 25 to 10
• Killing a player outside of a friendly hardpoint whilst inside of a hardpoint from 75 to 50
• Killing a player inside of a friendly hardpoint whilst inside of a hardpoint from 75 to 50
• Killing an NPC outside of a friendly hardpoint whilst inside of a hardpoint from 25 to 10
• Killing an NPC inside of a friendly hardpoint whilst inside of a hardpoint from 25 to 10
• Defending a hardpoint now goes from 75 to 25
CTF scoring changes – We wanted to make sure the big payoff in CTF came from capturing the flag. Killing the carrier and then returning the flag was worth 400 points (combined), while capturing the flag was worth 500 points in comparison. These changes are meant to reward players who capture the flag a bit more than those who kill the carrier and return the flag. Defense is still a very important aspect of CTF so we wanted to make sure to keep defending points high enough to still encourage playing defense. Here is a breakdown of the changes:
• Capturing a flag from 500 to 400
• Returning the flag from 250 to 100
• Killing the flag carrier from 150 to 100
BUG FIXES (All Platforms)
• Fixed an issue where a Titan firing ordnance would not show on the minimap correctly.
• Fixed a rare bug with Pilot health pools that would make them virtually invincible.
• Fixed rare cases where Titans could be called in through solid geometry.
• Titan shields now protect friendly rodeo players from explosion damage (such as from an Arc Cannon).
• Fixed a case where a Pilot could embark a Titan through walls.
• Spitfire LMG and XO-16 firing sounds will no longer sometimes cut off before the gun is finished firing.
• The Archer now locks onto the top of a heavy turret rather than the base of the turret.
• The Archer’s rockets now home in on Titans correctly when those targets are kneeling.
• Fixed shadows incorrectly shimmering on a particular area of Lagoon.
• Fixed Satchel Charges and Particle Walls causing pilots to permanently rodeo other pilots.
• Fixed certain characters not rendering properly in French and other languages.
• Fixed an issue where "Initializing..." would be displayed if a server wasn't found.
• Fixed being unable to scroll to the top of the datacenter list after scrolling down.
• Greatly reduced the bandwidth used when connecting to a server. People who previously could not progress past the load-screen when connecting to servers should be able to play now.
• Grunts now show up on the minimap when they shoot.
BUG FIXES (PC)
• Fixed issues with Asian fonts.
• ‘-nojoy’ command-line parameter now disables gamepad input.
• All anti-aliasing modes should now properly be displayed in the video settings menu.
• Fixed graphics corruption and some GPU underutilization for SLI and Crossfire configurations.
• Fixed a crash in the options menu when toggling between Low and Medium shadows.
• Mouse buttons can now be used for voice chat in lobbies.
• Titanfall will no longer override your Windows microphone volume setting when it is launched.
• Fixed the Smart Pistol reticle so it scales properly based on the Field of View setting.
• Fixed crashes on machines with 32 or more cores.
BUG FIXES (Xbox One)
• Fixed a rare full-screen blue/red flash.
• Audio should no longer overlap after going to the Xbox dashboard and back into Titanfall.
• Fixed a crash when saying "Xbox go back" on certain menus.
COMING SOON IN FUTURE UPDATE
A selection of improvements that will be released in an upcoming update:
• More Custom Loadout Slots with Custom Slots per Game Mode
• Ability to rename Custom Loadout Slots
• Last Game Summary shows the scoreboard from the previous match
• Additional customization options in Private Match
• Better 120hz monitor support
• Pick-up prompt for dropped Amped weapons appear in a different color than for normal weapons
• Enhanced interaction with Challenges. You will be able to review your Challenges by the following criteria:
o Completed (in your previous match)
o Most progressed (in your previous match)
o Almost completed (overall)
• Scoreboard icons will reflect 3 new states:
o Player Evacuated
o Player Dead with Auto-Titan Still Alive
o Player Alive with Auto-Titan Still Alive
Titanfall status update from Respawn confirms servers are indeed having problems, fix quickly issued
Update: Looks like Microsoft and Respawn have improved their response times. An updated posted just minutes ago state the servers should be back online for all platforms. So if you're still having problems, they're likely not on Respawn's end.
Microsoft has now resolved the connectivity issues and server are now back online. Thank you for your patience. #Titanfall— Titanfall (@Titanfallgame) April 10, 2014
That was quick, right? Now go stomp some enemy Titans with your best mech friend.
Titanfall servers have hit another bump in the road, leaving quite a few players scratching their heads. Well, you don't need to worry, because the trouble you may have experienced over the last hour (or longer) in Titanfall are not unique. Respawn made an announcement via Twitter not too long ago confirming problem.
According to the brief message from Respawn, Xbox LIVE Compute is "experiencing issues" that have affected Titanfall on all platforms. The studio is, in fact, looking to fix it, but there is no ETA currently.
Be aware that server availability is unstable right now for Xbox One, Xbox 360 and PC.
Xbox Live Compute is experiencing issues that are impacting server availability for Titanfall on all platforms. Please standby for updates.— Titanfall (@Titanfallgame) April 10, 2014
So there you have it. The last time we saw a major server hitch, Respawn was quick to respond, but players still had to wait some time for a solution to head their way. At any rate, hang tight.
We'll call these upcoming weeks the "Transition to Transistor" period
It's rather impressive that Supergiant Games, in the midst of preparing their small studio for PAX East over the weekend, has now announced the release date of their upcoming game Transistor. Yet here we are, with Creative Director Greg Kasavin posting the big announcement in a blog on Transistor's official site. Expect Transistor to be released on PlayStation 4 and PC starting May 20.
While Greg Kasavin unfortunately didn't have any new gameplay information to discuss, he did have a few other treats for excited fans. Transistor will be available for $19.99 in North America and €18.99 / £14.99 in Europe with English voiceover and English, French, Spanish, Italian, German, Russian, and Brazilian Portuguese subtitles. Also, partly in celebration of the game's announcement at PAX yeast one year ago, the full game will be playable at this year's PAX East this weekend (booth #892).
I think Transistor may be my most anticipated game of 2014 leading into the holiday season. Supergiant Games proved they have outstanding talent with regards to narrative design, and fun, challenging gameplay that complements the story with Bastion. Transistor, while different in style and tone, looks to capitalize on the same things. Can lightning strike twice? I really hope so.
Transistor, the sci-fi action/RPG follow-up to Supergiant Games' hugely popular Bastion, is only a month and a half away from its May 20 release date.
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- Mario Golf: World Tour DLC and Season Pass brings 108 new holes, play Rosalina, Toadette, more 
- Dragon Age: Inquisition box art revealed, featuring the Inquisitor facing an unknown evil 
- Ace Attorney 3DS release revealed, takes place in Japan's Meiji era in the late 1800s 
- Rumor: Final Fantasy III coming to PC according to German ratings board 
- Braum, the Heart of the Freljord, revealed as League of Legends' upcoming brawling support 
- PS Vita store has most PSP and PlayStation classics available, playability not guaranteed 
- Capcom drops new Monster Hunter 4G trailer, and it's really all about the (killing of) monsters 
- Tales of Xillia 2 dated for August, $129.99 Collector's Edition revealed 
- Super Smash Bros. Nintendo Direct Live Blog: Bring on that release date! 
- Super Smash Bros. Wii U/3DS knows who that Pokemon is, it's Charizard and Greninja 
- Super Smash Bros. focused Nintendo Direct airs April 8, dare we hope for a release date? 
- April Fool's: Google Maps now tracking Pokemon, creates challenge to find true Pokemon Master 
- Yoshi stands triumphant at last for Super Smash Bros 3DS & Wii U 
- Xbox One 'Reputation' update coming, red 'Avoid Me' reputation leads to penalties