Tagged With kotaku uk

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Though Halloween never had the prolonged media battering of the present day, the audience of the 8-bit era was as fond of a good scare as we are. Stephen King and James Herbert were selling millions with each new novel in the early 80s, while cinematic teen slashers saw their heyday with iconic maniacs, like Jason Voorhees and Freddy Krueger, alongside countless John Carpenter wannabes contributing with their own take on the genre.

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When most games today focus on streamlined experiences that promote steady progress, there’s something almost anachronistic about the roguelike, with its constant restarts and uneven level design. And yet it’s in this environment that the formula has blossomed and spread into countless different genres, precisely because of those factors. With this summer’s Dead Cells the latest of its kind to find success, it’s clear that there are still countless ways to tweak that formula into subtly different, compelling results.

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Gwyn, Lord of Cinder and former Lord of Sunlight, sits at the centre of the tangled labyrinth that is Dark Souls. The harmful consequences of his presence spread through every capillary of this world and propel the Chosen Undead’s actions. Gwyn isn’t evil, but his ailing stature and increasingly desperate deeds have become a corrupting influence on the realm he was trying to protect.

Whether you want to rekindle the flame and begin a new Age of Fire, or let it die and plunge the world into the Age of Dark, Gwyn must die first.

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Marvel's Spider-Man is a hugely enjoyable if slightly mixed bag: a gorgeous and colourful open world starring the perfect open world character. Part of what makes the whole thing work is the way Spider-Man moves, and much attention has been rightly focused on the great web-swinging and city traversal.

The most pleasant surprise for me, however, is that Insomniac has delivered an extremely well-engineered take on what combat as Spider-Man should feel like, and in the process made this probably the first 3D Spider-Man game where fighting muggers is the highlight.

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My eyes hurt. This is due to several circumstances: firstly, Frozen Synapse 2 has a beautiful neon crispness that I can still see when I shut my eyes. Secondly, I appear to activate the part of my brain that makes excellent tactical decisions via squinting. And finally, my eyes are sore because I've stayed up far too late playing brilliant matches of tactical shooter chess against people across the globe.

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I'm on the show floor at Gamescom this week, and one of the first things we rushed over to check out when we got in was the demo for Devil May Cry V. We've seen CGI trailers at E3, and a little bit of hands-off gameplay footage, but this was our first chance to see how Capcom plans to revitalise the series and feel the controller in our hands — which is rather important for a series where smashing enemies in stylish ways is the whole appeal.

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Vampyr is a moody RPG with a combat-to-conversation ratio that heavily favours the latter. You play as a conspicuously well-groomed Tory in a dying 1918’s London, named Jonathan Reid. After opening with Reid’s vampiric rebirth and “accidental” murder of his sister, Dontnod explore Reid's character through a mix of simple but not-to-be-underestimated cinematography that parallels his experience, expectations and position.

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In 1992, Michealene Risley was brought in as Sega of America’s director of entertainment and consumer products, and her first job was to steer a new deal with ABC for shows involving Sega's hottest property: Sonic the Hedgehog.

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One reason we may play Games is simply to switch off from the world. More so than when reading a book or watching TV, the concentration required for playing games makes them ideal for shutting out unwanted distractions. Plus there’s the reassuring comfort of being in a world with clearly defined goals and rules, where our decisions feel transparent and consequential.

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Condemned may start out like an adaptation of David Fincher's Se7en, but soon enough it gets much more wild and throws some paranormal elements in the mix. It's an atmospheric game with great detective gameplay, inventive fighting mechanics and enemy AI made of nightmares. It’s an unjustly overlooked gem that not only preceded the later FPS horror craze but also outscared most of them.

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Around E3 time, in this job, your head gets a bit frazzled. Announcement here, trailer there, he's said this and she thinks that, here's our hands-on thoughts... it's an overload of gaming. The following days are usually a bit of a comedown, and you look for something a little more calm to suit the mood.

It was then I happened to see a photograph from Simon McCheung that had a weird combination of purity and warmth. There was something strikingly familiar there, but I couldn't quite put my finger upon what it was. Then, you catch it.