BY KYLE HILLIARD Gazing up at the orange Carrot building in Setagaya,
Tokyo, you would have no idea it was the home of
Game Freak, the developer behind one of the world's
most popular video game franchises. The Pokémon
logo isn’t displayed anywhere in the lobby, and
Pokémon Go’s nearby PokéStops don’t offer any hint of
the studio’s existence. Across the street at a 7-Eleven,
a banner waves over the door to promote the most
recent Pokémon movie, but that’s currently at every
one of the convenience stores throughout Japan.
Once you make your way to Game Freak’s floor, a red
sign with the company’s logo makes an appearance in
the hall, but you won’t see your first Pokémon until
you make it past a locked door. The waiting area is a
dark room with a single chair, ominous floor lighting,
a backlit Game Freak logo, and a brightly lit, slowly
rotating globe.
Junichi Masuda, Game Freak’s co-founder and
Pokémon’s longtime programmer, producer, direc-
tor, and (perhaps most famously) composer, lets us
into the studio and tells us the globe in the lobby
serves as a daily reminder of Pokémon’s global reach.
We take off our shoes to walk through the studio,
which Masuda says is done to make the environment
feel as comfortable and as close to home as pos-
sible, especially since Game Freak's first office was in
someone's house.
feature 49
The development floor is open like the bedroom of a young girl, with Before Game Freak even thoughtGAME FREAK’S BEGINNINGS
with few sectioned-off offices, and pink walls and a chandelier hanging about merging "pocket" and
Pokémon plushies are scattered from the ceiling, which Masuda does "monster" into a single word, it
everywhere. Masuda shows us the not immediately dismiss as being the was a print publication focused on
meeting rooms, each one specially inspiration for Chandelure. We take covering Japan’s arcade scene.
designed by the staff. The Gaia room a look at the heart of the develop- Headed by Satoshi Tajiri, credited
has a large fish tank and is covered ment floor, a casual meeting area filled as the creator of Pokémon, Game
with plants, which the staff takes care with toys and board games neatly Freak the mini-comic (as Masuda
of themselves. Masuda says the staff arranged on shelves, before moving to refers to it) would interview arcade
tends to them as a way to remind ev- the Jupiter room. This extensive area owners and get tips for playing
eryone about the long-term rewards of serves a museum of sorts for Game popular arcade games. During this
incremental work. “It’s just like making Freak, with copies of all of its games time, Tajiri met Masuda, and the
a video game,” he says. The nearby in glass cases, a collection of neatly two became fast friends.
Saturn room is filled with mirrors that arranged Pokémon plushies, a stack of “The Famicom system released in
draw your attention to a large televi- every console you can imagine in the Japan, and video games in the home
sion. This room is used when they opposite corner, and miniature figures were starting to become a thing,”
need to present something on screen. of every single Pokémon – they think. Masuda says. “We knew we couldn’t
More than 800 different Pokémon exist create an arcade game, but if it was
The most interesting room, however, in the games, so you can’t blame them on the Famicom, we knew we might
is the Venus room, located just next for being unsure. be able to do something ourselves.”
to the studio’s common area. It feels
50
Sun and Moon director Shigeru WHO OWNS POKÉMON?
Ohmori (left) and Junichi Masuda hold
a faux meeting in the Venus room Pokémon is owned by a number of companies, leading to a complicated relationship for the valu-
able brand and its parents. When asked if he could explain the relationship between Game Freak,
Tajiri and friends got to work on a game Nintendo, and The Pokémon Company, co-founder Junichi Masuda turned to a white board behind
called Quinty, which would later release him to draw out his explanation.
in America as Mendel Palace. Bandai
Namco (called Namcot at the time) After drawing circles for Game Freak, Nintendo, and former producer Creatures, Masuda ex-
would eventually publish the game, but plained. “Game Freak? We develop all the main Pokémon games. Originally, Creatures, they were
only after Game Freak became a formal the producers of the game. Nintendo was the seller of the games – the distributor. So that was
company. Namcot representatives told the original structure of Pokémon games. In terms of who owns the rights to the games, it’s
Tajiri they wanted to form contracts with these three companies.”
companies, not individuals. “When we
first started making the game we didn’t These days, Creatures mostly handles the Pokémon card game, and The Pokémon Company was
really have any official development formed in 1998 – shortly before the release of Pokémon Gold and Silver – to manage the brand
equipment, so we just sort of had to and all of its assorted merchandising. In terms of genuine ownership, Masuda says it’s one-third
hack the Famicom and figure out how it each for Game Freak, Creatures, and Nintendo. “It’s a little more complicated than that in cer-
worked so we could develop on it our- tain scenarios, like for example, the producing role that Creatures originally held went to The
selves without the official development Pokémon Company, and a percentage of the rights went with that so there are certain complica-
tools,” Masuda says. tions, and it depends on the project, but there is no situation where Nintendo and The Pokémon
Company will put pressure on Game Freak or something like that,” Masuda says.
At this stage, Tajiri was already talking
to Nintendo about making games, but Masuda points specifically to Game Freak’s relationship with Nintendo as a friendship, which
it wasn’t until Nintendo offered Yoshi, is why Game Freak only makes Pokémon games for Nintendo platforms, even when its other
the 1991 puzzle game, to Game Freak projects release with other publishers for other platforms. “Everyone really knows Nintendo;
that the relationship became official. there is a familiarity with the brand, and they have that really strong brand and Pokémon being
Yoshi was successful, which lead to a associated with that and being affiliated with that brand is very important,” Masuda says.
mouse-based Super Famicom game
called Mario & Wario that never released When asked if Pokémon would ever appear on another platform, Masuda says it is highly un-
in America. likely. “With Pokémon, at least, we really feel it is really important to be with Nintendo, specifi-
cally with the Pokémon titles, so I don’t think that would ever happen.”
Tajiri continues to be an important part
of Game Freak, but he is less hands-on feature 51
with game creation. Masuda handles
the creative side of development today,
producing and directing the majority of
Pokémon’s major releases. “[Tajiri] really
serves the role of executive producer
on all of the games. Depending on the
project he will look at the game and be
more hands-on, but a lot of his time is
spent researching various media forms,”
Masuda says. “When it comes to run-
ning the company and doing game
development and press interviews, he
just kind of leaves that up to me.”
After a few successful projects HOW TO MAKE A POKÉMON GAMEdon’t really catch bugs much these The other important piece of a
with Nintendo, Game Freak HOW TO DESIGN A POKÉMONdays, but yeah, that concept of go-Pokémon game – next to the
showed Nintendo the earliest ing out into the wild and catching world, story, and mechanics –
ideas and versions of Pokémon, something, fish or crickets – that’s still is the Pokémon themselves.
created on development units something that we want to pay care Each generation of games adds
that Nintendo was essen- to,” Masuda says. new monsters to the collection,
tially letting them borrow. “With which now features over 800
Pokémon, we were just kind of Every game is different, but today, creatures. “The graphic design-
making it ourselves at first. We a new Pokémon game begins de- ers are obviously going to be the
did present the game concept to velopment with a central theme and ones finalizing the look, but it’s
Nintendo and they said, ‘Oh okay, design. “What kind of experience not just the graphic designers
good luck. As long as you guys do we want players to have? What who come up with ideas or
have money, keep working on it.’” kind of new connectivity features do draw the Pokémon,” Masuda
Masuda says with a laugh. we want to input into the game, or says. Sometimes new Pokémon
new gameplay modes? We think come about as a product of some-
Game Freak wasn’t sure exactly about those things,” Masuda says one wanting to see a specific animal
what the game was meant to regarding where development begins. represented, or the battle designers
be from the beginning – one of the Other elements like the story and loca- might want to see a specific attack
reasons for its lengthy development tion come later. “I think a lot of people that requires a new monster, or the
cycle. Game Freak knew the focus think that it comes from inspiration of story writers might need a new type of
was on catching monsters, and the places I have visited, but that’s not Pokémon for a specific story beat.
that there would be lots of different necessarily the case,” Masuda adds. “There aren’t really hard and fast
kinds of monsters, but everything “A lot of it really comes back to how rules of things you can’t do, but one
else was a matter of trial and error we want players to play the game and thing we always pay attention to is
and experimentation. have the experience, and we look at treating them like living creatures,”
The earliest concept was an emula- what region in the world will match Masuda says, “When designing
tion of catching bugs, and that hasn’t that best and what would express that Pokémon, and not just from a graphic-
changed much over the years. “Kids the best.” design perspective, there must be a
reason for why it looks the way it does,
and you have to think about why it
might live in the Pokémon world.”
A Pokémon design getting axed late
in development is rare. “Ideas don’t
get thrown away very much, it’s more
just feedback, like wanting to change
them a certain way,” Masuda says.
“With 20 years of history, at this point
everyone working here has a good
idea of what a Pokémon is, and what
it should be in a shared sense. It has
become a lot easier to make designs
that work these days.”
Game Freak's mouse game, Mario & Wario,
never released in North America
52
RUNNING DOWN THE POKÉMON SERIES
I n 2016, Pokémon celebrated its 20-year anniversary. The series
has held on strong during this time, maintaining its popularity and each subsequent entry brought something new to the franchise. Game
commercial sales, even in the face of waning fads. The games all Freak co-founder Junichi Masuda and Shigeru Ohmori, who has been
with Game Freak since Pokémon Ruby and Sapphire and directed Sun
share a familiar core – catch Pokémon, train Pokémon, get badges – but and Moon, went through each individual game to share their memories.
POKÉMON RED AND GREEN ȹĜĤĤġȺ POKÉMON YELLOW ȹĜĤĤģȺ
The original Pokémon that started it all. a year after the game came out that we really says. “We were still kind of hobbyists at the
Released in Japan as Red and Green, North started to realize it was turning into something time. It was kind of like when you make food
America traded the Green version of the game pretty big.” and you’re like, ‘Let’s try another dish!’”
for Blue. Development lasted for six years, and
was slowly chipped away at while Game Freak Other indicators of the game’s success came Game Boy was always the destination for the
worked on other projects like Yoshi, Pulseman, from surprising avenues. Masuda remembers game. Game Freak was familiar with developing
and Mario & Wario. hearing the game’s iconic ball-capture sound for home consoles, and the Nintendo 64 was on
effect appearing on Japanese television with the horizon when Pokémon first launched, but
“[Shigeru Miyamoto] was actually one of the no connection to the game whatsoever. It was the ability to trade kept the game on a mobile
people who suggested doing two versions of also around this time that the anime premiered platform.
the game,” Masuda says, “Even if we were to on television, which was a success in its own
have that idea here at Game Freak, we would right. “We definitely watched it together,” “We really couldn’t consider any other system,
have assumed there was no way they would Masuda says, even if Game Freak was hesitant because we knew we wanted the link cable
produce two versions of a game. They just about some of its ideas. The anime’s produc- for trade. We were just focused on that cable
wouldn’t do that.” tion company, OLM, Inc., was the one who facilitating trading, and during development we
identified Pikachu as the face of the franchise didn’t even have link battles,” Masuda says.
Even as an unproven property, Game Freak early on. “[OLM, Inc.] showed us a clip of it and “There was an automatic battle feature that you
was certain it had something special. “We knew we listened to the sound of [Pikachu] saying its could do with connecting, but we were focused
it would do well, but it wasn’t until we saw a name over and over in a really cute way and we on trading. Near the end of development, we
lot of people in the media writing about it and weren’t really sure about it,” Masuda says. “But figured out a way to get battling working.”
covering Pokémon – like seeing it in magazines it worked out.”
and newspapers – depicting the phenomenon The success of these first games is stagger-
[that we knew for sure.]” Masuda says. Today, Work quickly picked up on creating alternate ing. They sit comfortably in the top 10 of the
it doesn’t take long to get feedback about the versions of the core game, though it was more best-selling games of all time list, and edge out
success of a game, but in 1998, Game Freak a matter of experimentation rather than trying The Elder Scrolls V: Skyrim as the best-selling
was mostly working in the dark. to strike while the iron was hot. In Japan, Blue RPG of all time.
came later, and was initially only available as a
“We weren’t getting tons of reports from Nin- special mail-order game. Yellow, on the other Even with all these achievements, as develop-
tendo about how it was selling. We could see hand, saw wide release and tried to incorporate ment ramped up for its next project, Gold and
people out in the parks playing Game Boys and some of the anime’s success. “It wasn’t like we Silver, Masuda and Game Freak still felt like
exchanging Pokémon. Every time we would go had development docs all prepared in advance, hobbyists playing around with their program-
to a store, it was always sold out no matter how it was just a lot of experimentation,” Masuda ming tools. “It was a much more gradual pro-
long time went on,” Masuda says. “It was about cess that we kind of changed the development
style to more planning up front,” Masuda says.
feature 53
POKÉMON GOLD AND SILVER ȹĜĤĤĤȺ POKÉMON CRYSTAL ȹĝěěěȺ
Despite the massive success of Pokémon, programmer on a game that never released in tower of the east, and the sister tower to the
Game Freak struggled with the development America called Bazaar de Gosăru no Game de west that had burned down. “In that sense,
of Gold and Silver. The studio was feeling the Gosăru at the same time he composed music it was a different approach for what we did
effects of a six-year development cycle. for Gold and Silver. in Red and Green, caring about the setting,”
Masuda says.
“After Red and Green came out, and the When he moved over to Gold and Silver full
follow-up games, we didn’t have a lot of time, the game wasn’t where it needed to be. Satoru Iwata, Nintendo’s late president and
money. We were kind of out of money at that “Development wasn’t going as well as we had CEO, was important to the development of
point because we had spent all the develop- hoped it would. At that point I kind of took over Gold and Silver. He worked on making sure the
ment funds and everything, so we needed and we decided to make the game based on localized versions were ready for release by
to make some other games to stay in busi- Kyoto, and we sort of rapidly developed the analyzing the game’s code – not a task typically
ness,” Masuda says. Masuda worked as a game [from that point on],” Masuda says. “We done by an executive. “That guy was a genius,
still didn’t have a formal development style at “Masuda says. “Even with Red and Green, he
the time. It was a more gradual process.” asked us to show him our source code, and
within three days, he probably knew it better
Despite the financial and development than we did [laughs].”
issues, the game’s scope was never scaled
back, for better or worse. “That was all of us Gold and Silver famously includes two
just trying our best, I guess,” Masuda says regions: Johto, the new region, and Kanto
with a laugh. from Pokémon Red and Green. “With Red
and Green, this material was still back when
The game didn’t have its setting locked down it was running on a two-megabit cartridge,”
until Masuda joined. All that was in place were Masuda says. “Halfway through development
the names Gold and Silver. Masuda wanted the we upgraded to a four-megabit cartridge, and
games to reflect old Japanese cities, and start- as programmers were like, ‘Oh my god! Double
ed researching the regions of Kyoto and Nara. the space!’” That freedom in size allowed the
“I knew I wanted to focus on towers, and those game’s scope to double.
cities had those old kind of Japanese towers
and that’s where the inspiration came from.” At the time of release, Gold and Silver held
the rare achievement of being the fastest-
Masuda recalls riding in a cab around the selling games ever.
region talking to drivers to learn about the Toji
POKÉMON RUBY AND SAPPHIRE ȹĝěěĝȺ POKÉMON EMERALD ȹĝěěğȺ
Ruby and Sapphire marked Pokémon’s first true out Pokémon’s long-term goals. Game Freak had to get a camera inserted. They didn’t know
platform change – the first of many to come. would create Ruby and Sapphire, follow up what it was – very stressful.”
For Masuda, it also proved to be the most dif- with Diamond and Pearl, and between those
ficult to develop. games, would remake the original Pokémon Masuda based the game’s region on Kyushu,
games as FireRed and LeafGreen. “I had this which he describes as a very vertical region
The screen size changed, more colors were three-game span in mind already, but then of Japan. “I stretched it out horizontally, and
available, and it generally gave Game Freak midway through it, we were doing trademark poured everything I had into it to make it the
more creative leeway, but also substantially research, and the issue came up that maybe best game possible,” he recalls. “The night
inflated the work load. None of those issues, we can’t use Ruby and Sapphire. This whole before release I had a dream that it was a
however, compared to the outside perception plan of mine relied on this game being Ruby complete failure, a total nightmare. The morning
of Pokémon at the time, and it weighed heavily and Sapphire, and moving on to Diamond and after, the day of release, I went into the local
on Masuda. Pearl,” Masuda says. Game Freak had started shop, and saw people lining up to buy it and
recognizing the game as an international brand, was extremely relieved. It was close. Super
“After Gold and Silver came out, they were and was trying to make sure these new entries scary at the time.”
a huge hit around the world. Everyone was could be launched globally with as few issues
saying, ‘That’s it. The Pokémon fad is over! as possible. “I got really stressed out and had Ruby and Sapphire went on to be huge
It’s dead!’” Masuda remembers. “We at Game to go to the hospital with stomach issues, and successes, breaking a sales record in Japan
Freak took that as a challenge and said, ‘It’s previously held by Final Fantasy X, which hit the
not dead. We’re going to show you guys year prior.
you’re wrong!’”
At the time, Masuda says there was no faith in
the Pokémon brand to maintain its popularity,
and he could feel it. “Pokémon Go is experienc-
ing something similar where people are saying,
‘Eh, it’s done. The fad’s over.’ But it was way
worse than that after Gold and Silver.” Masuda
remembers seeing Pokémon toys getting
marked down in stores, and coming to America
to see Pokémon merchandise – both official and
unofficial – start to fade away. “The next time I
visited, it was all Star Wars. Everyone was say-
ing [Pokémon] was on a downtrend, and I really
felt that pressure to make something amazing.”
Before development of the series’ next
entry began, Masuda was already planning
54
POKÉMON FIRERED AND LEAFGREEN ȹĝěěğȺ
FireRed and LeafGreen marked the first of to us at Game Freak, and we wanted to
many Pokémon remakes for Game Freak. The recreate that and allow people to experience
main reason to rerelease the game was to them again.”
make sure every Pokémon could exist within
a single generation, and ensure the classic Game Freak has already remade six of its
Pokémon would have a place on the most previous games and looks to continue to do
modern versions of the games, since they so with more games from its backlog. “I don’t
couldn’t be transported from the Game Boy think we’re focused exclusively on making all
titles to the new Game Boy Advance games. new stuff. I think it’s important – the nostalgia
factor is one thing – to give these memories,
“We talked with Nintendo over and over, this content, another chance to shine for new
trying to figure out a way to do that, but there players. And as a player myself I enjoy that
was just no way to technically facilitate that kind of thing, as well.”
communication.” Masuda says.
As remakes, LeafGreen and FireRed didn’t
Of course, that wasn’t the only factor. “Really, quite reach the commercial heights of the
just having so much attachment to the original Pokémon games that came before them, but
Red and Green games, they were very special they had no problem selling 10 million copies.
POKÉMON DIAMOND AND PEARL ȹĝěěġȺ POKÉMON PLATINUM ȹĝěěģȺ
Diamond and Pearl brought an extra screen making sure new players understood how the Bringing the game online for the first time
to Pokémon, but they also introduced another screens were used. “A lot of the things we also proved challenging, mostly thanks to the
important innovation: online connectivity. focused on were to make sure that if someone localization process. “We kind of created rules
who didn’t play a lot of games, would they there with the Japanese characters you would
“Two screens is really tough to work with,” think to touch that screen? We focused on have a certain amount of given characters,
Masuda says. The DS was a new gaming making sure people wanted to reach out and and you would double that for the Western
frontier at the time, and the most important touch things. That’s how we designed the languages,” Masuda says, as he writes out a
thing for Game Freak during development was interface on the bottom screen. Making them collection of letters on a whiteboard behind
look like buttons.” him. “Pokémon in Japanese could only use
five letters so the English version could use
It was also important to Game Freak to make 10. We had to think about the widths of all the
sure the game could be played with your different interface pieces and how they would
fingers, and not just with the stylus. “I don’t appear. So, for each Japanese character you
want to speak poorly of Nintendo, but when could have two Roman characters.”
the DS first came out they had fully expected,
and they were always telling me, ‘Everyone’s The first games on DS were, unsurpris-
going to play using the touch pen,’” Masuda ingly, huge successes in their own right, but
says. “But later when I saw all these kids and they also helped boost DS sales dramatically.
other people using their fingernails and fingers Nintendo estimates that nearly half a million
to play the game, it seemed like most people additional DS handhelds were sold to players
were doing that.” who wanted to play Diamond and Pearl.
POKÉMON HEARTGOLD AND SOULSILVER ȹĝěěĤȺ
The remakes of Gold and Silver were straightfor- and SoulSliver, actually came from Nintendo, game,” Ohmori says.
ward re-imaginings of the hugely popular Game and Ohmori was the one who took it and Similar to the previous remakes, FireRed and
Boy titles, but they did add a new element – one developed the mechanics. “I added a lot of
Nintendo would return to for the 3DS’ built-in gameplay ideas, like being able to take your LeafGreen, HeartGold and SoulSilver didn’t
pedometer – in the form of the Pokéwalker. Pokémon out for walks. Based on the number sell as many copies as the original Pokémon
of steps, something good would happen, entries, but the games were still the top-selling
The idea for the Pokéwalker, which would and then you could take it back into the main titles of their release week, and went on to sell
be included with every copy of HeartGold more than 10 million copies.
feature 55
POKÉMON BLACK AND WHITE ȹĝěĜěȺ
Black and White marked some important in the same place with people and Pokémon,”
innovations for the series. They were the first Masuda says. “When I was thinking about that,
to use fully animated Pokémon character the first place that immediately came to mind
sprites during battles and experimented further was Manhattan in New York. There you have
with 3D elements. Cities were rendered with all these people living together in one space,
the new 3D engine. Black and White also but when you look at it from afar it appears
introduced 156 new Pokémon to the series, as one. We expressed that with the Japanese
a record for most new creatures that was name, Ishu Region, which means one type,
previously held by Red and Blue’s original which is one way to say it, and Unova, ‘uno,’
151 Pokémon. which is kind of a similar idea in English.”
“With the Black and White games, we really Black and White’s success is notable, as
wanted to express this feeling of variety and they were the fastest DS games to sell 5
diversity and different things kind of existing million copies at the time.
POKÉMON BLACK 2 AND WHITE 2 ȹĝěĜĝȺ
To date, Black 2 and White 2 are the only really wanted to expand on the story and the previous one?”
Pokémon games that are true sequels to the world of Black and White,” Masuda says. “So, Along with it being a continuation of the
games that came before them. “Near the end the idea came up – what if we did a game
of the development of Black and White, the that was set a couple years after Black and lore, the game also had two versions (unlike
team was coming up with ideas of what we White wrapped up to kind of show how things the follow-ups that came before it like Yellow,
would do next and a lot of them felt like they changed and expand on the events of the Crystal, Platinum, etc.) and released two years
after Black and White. “The number two just
kept popping up,” Masuda says. “We thought,
‘Why don’t we call it Black and White 2?’
which is pretty much how the title came up.”
“A lot of people were expecting Pokémon
Gray at the time, but the concept of Black and
White was kind of these opposing forces – a
yin-yang kind of thing,” Masuda adds. “If we
went with Gray, it would have moved away
from that concept so we decided to keep the
titles there.”
Even though they are among the weaker
Pokémon games in terms of sales, Black 2 and
White 2 were still highly popular, with more
than 7 million copies sold.
POKÉMON X AND Y ȹĝěĜĞȺ
Alongside another platform change, going from with them and explaining our thoughts on it, it factor,” Masuda says. “Nintendo officially was
DS to 3DS, X and Y marked the series’ biggest worked out.” recommending that kids under six not use the
graphical leap. Diamond and Pearl, Black and 3D feature, and we wanted younger kids to be
White, and their sequels flirted with 3D elements, Pokémon, in general, comes to Nintendo’s able to enjoy the games just as much as the
but X and Y went all in. It wasn’t the first time platforms late, which afforded Game Freak other players.”
Pokémon had been rendered in 3D, but it was the opportunity to see how people were using
the first time they would be in a core Pokémon the system’s 3D capabilities. “I did have it in Thanks perhaps in part to embracing the first
RPG. Prior to X and Y, Creatures, which man- the back of my mind, maybe people won’t generation of creatures and its move into 3D,
ages the card game, had been making 3D mod- constantly be using the 3D feature by the time Pokémon X and Y was a massive success and
els of assorted Pokémon. “We went to Creatures this game comes out, but there was another is the 3DS’ best-selling game.
to talk to them and pick their brain about the
process of making Pokémon 3D models, and
what you need to care about,” Masuda says.
Despite the stereoscopic capabilities of the
3DS, Game Freak used it sparingly, preferring
to use the 3DS’ full processing capabilities
over displaying certain images in three dimen-
sions. This went against what Nintendo wanted
developers to do with the system, but it wasn’t
a problem according to Masuda. “[Nintendo]
always wants us to use as many of the hard-
ware’s features as possible, but after just talking
56
POKÉMON OMEGA RUBY AND ALPHA SAPPHIRE ȹĝěĜğȺ
Despite the difficulty of developing Ruby and Omega and Alpha. first time (and last, to date), players could climb
Sapphire, a game that literally put Masuda in “I was the director on it,” Ohmori says. “I on the back of a Latios or Latias to fly over
the hospital, Game Freak decided they were the land of Hoenn. Players could always use
next for the remake treatment after develop- kept hearing from Masuda about how hard the flying Pokémon to fast-travel, but this marked
ing X and Y. For Ohmori, revisiting Ruby and original Ruby and Sapphire games were and I the first time players could actively control
Sapphire was a nostalgic experience as the kind of had that pressure in mind while creating the flight.
originals were his first Pokémon games. “It’s Alpha Sapphire and Omega Ruby. But from my
the game where I transitioned from being a perspective, it was a lot of fun to work on the Historically, remakes following new titles
fan of Pokémon to working on the games,” original Ruby and Sapphire, so I was super mo- marked somewhat lower sales for Pokémon
Ohmori says. He worked on the maps for tivated to work as the director on the remakes.” games, but Omega Ruby and Alpha Sapphire
the originals, but had more responsibility for spurned that trend – to date they have sold
The games marked a first for the Pokémon more than 13 million copies.
series with the integration of soaring. For the
POKÉMON SUN AND MOON ȹĝěĜġȺ “That concept of how they would experience out just to see if people would accept this new
the game really came first.” trial system, and the impression I got was that
Game Freak leaned harder into the 3DS they did seem to like it in general and it made
hardware for Pokémon’s best-looking entries. The game launched during Pokémon’s 20th it feel fresh.”
Despite not marking a platform change for the anniversary and marked Masuda’s exit from
series, Sun and Moon were still a difficult proj- director duties for the original core Pokémon It was so late, in fact, that the programming
ect for Ohmori, the game’s director. “I didn’t releases, which was why Ohmori did his best and art teams were not able to lend much help
go to the hospital, but I definitely had a lot of to try and change up some of the series’ core for the trials’ creation. “I had to figure out a
stomachaches on Sun and Moon just from the concepts. Players still train and fight Poké- way that just us game designers could create
stress,” Ohmori says. “One of the main rea- mon, but a new trials system made players these features and figure out the content of
sons, or one of the most challenging for that, perform strange tasks, such as photograph the actual trials. So we had a basic script-
was with Sun and Moon we knew we kind of ghost Pokémon, or participate in atypical ing language we could use, but obviously we
wanted to shake up the typical gameplay and battles to acquire badges. “That feature actu- couldn’t create new visuals,” Ohmori says.
structure of the games a little bit.” ally really wasn’t locked down or figured out “We were trying things like maybe we have
until we really went into the main debugging a sound quiz or something, so we came up
“We knew we wanted to use this four island phase,” Ohmori says. “I was really paying at- with a lot of ideas based in the restrictions
concept and take the player across the dif- tention to social media when the games came we had.”
ferent islands and each island would have its
own kind of type that is strong,” Ohmori says.
feature 57
We know only a few things forTHE FUTURE OF POKÉMON
certain about the future of Poké-
mon. Game Freak is revisiting As the most recent starters, Sun and Moon’s Litten,
Sun and Moon for follow-ups Rowlet, and Popplio are well-represented in the office
called Ultra Sun and Ultra Moon
for release in November on Spotlight presentation to confirm that interaction, we brought up the fact
3DS. This new version includes a core Pokémon RPG is currently in that Switch is the first home console
an alternate story, along with development for the platform, and that will allow you do this, and Masuda
Pokémon that weren’t previously while visiting Game Freak, the de- agreed – but that was all he offered.
included – and that’s about all veloper was expectedly cagey about
that's been revealed so far. the game. One thing both Masuda and Ohmori
are happy to talk about, however, is
Ohmori is vague about whether When talking about the necessity of the excitement for Nintendo’s new
we can expect Sun and Moon’s new Pokémon being on a handheld system console and bringing a Pokémon
content like the trials or Z-Moves, to in order to promote face to face game to it. “What I’m really curious
move forward. “It’s not guaranteed
that that’s going to be the new base
or anything,” Ohmori says. “Whether
we keep those things over for the
next project, that’s up in the air. It
depends on what kind of game we
want to make.”
Sun and Moon’s story also ended
with one of its core characters, Lillie,
saying she wanted to head to Kanto,
Red, Blue, and Green’s region. Lillie
wants to meet the Pokémon Stor-
age System creator, Bill, but Ohmori
says this moment fit into the game
thematically. “It was an expression of
the theme of meeting new people and
departure, meeting and separating –
short, fleeting relationships,” Ohmori
says. When asked if it was a tease of
what to expect in the future, Ohmori
laughed it off saying, “I don’t know, I
can’t say anything about that.”
Which brings us to Nintendo Switch.
At E3 2017, The Pokémon Company’s
president and CEO, Tsunekazu Ishi-
hara, appeared briefly in Nintendo’s
58
about, and really excited to see, will Masuda also acknowledges that going to do our best to create a great
be the main way that people play for the Switch game, it’s not a typical game that answers those expecta-
the Switch,” Masuda says, “Will it be platform transition. “It’s definitely dif- tions,” Ohmori says.
home for the most part? Will it be out ferent this time,” he says, since play-
and about? I think that is really going ers will be able to choose to play like With more than 20 years under
to depend on where the person lives, they always have, in handheld mode, its belt, the Pokémon franchise has
maybe. Depending on the country, or on a big screen in their living rooms, become a surprising juggernaut that
maybe the main style of playing will be like they would a typical console RPG. only seems to grow, even when it
different. As we’ve been saying a lot, “Just playing it at home is kind of a faces accusations of being an expiring
we always focus on, when designing little bit different than the portable fad. Its latest release, Sun and Moon,
the games, thinking about how the systems we’ve made games for up recently passed the 15 million cop-
player is going to play the game – how until now.” ies sold mark, sits high on the list of
they’re going to enjoy it, and what Nintendo’s fastest-selling games, and
kind of experiences they are going to Game Freak is watching feedback is bested only by Pokémon X and Y
have. I’m really just kind of excited to carefully, paying especially close at- for the 3DS’ best-selling games. Even
see where the main style of playing is tention during E3. “It definitely is really Pokémon Go, which lost a healthy
going to land.” fun to see that, but at the same time, it percentage of its initial player base
is definitely a lot of pressure, so we’re after launch, still boasts over 60 million
active players.
How a yellow electric mouse with a
limited vocabulary and its 801 friends
can continually enchant the world is
impossible to identify, and visiting the
studio didn’t reveal any of its secrets
to success. Game Freak is a humble
team that quietly crafts its Pokémon
experiences in an office that feels
more like a home. It is fully aware of its
impact on the world, but understands
that Pokémon has become something
bigger than themselves. Even as it
ramps up and expands to develop its
first true console Pokémon experi-
ence, Masuda is careful to temper
expectations. “Of course, it is very
difficult to make the game, so I hope
people don’t get their expectations
up too high,” Masuda says. “We’ll do
our best.” \
To see videos from our visit and read more from
our interviews with Masuda and Ohmori, check
out gameinformer.com
feature 59
METROID
MADE NEW
Samus Returns is a remake that
feels like an original experience
By Ben Reeves
60
etroid II: Return of Samus is considered the black sheep of
the Metroid franchise. First released on the Game Boy in
August of 1991, this little handheld’s cartridges held six-
times less memory than its NES predecessor, which meant
Nintendo needed to make several compromises to the
game’s design. One of the most noticeable concessions was
Metroid’s alien landscapes, which were drained of their color
and much of their mood, thanks to the Game Boy’s green LCD display. The hand-
held’s limited pixels also meant Nintendo needed to zoom in on the action. Samus
took up a large portion of the screen’s real estate, leaving players feeling cramped.
Moreover, Samus’ overall mission to destroy a set number of Metroids across the
alien world of SR388 led to a linear design, which was antithetical to the series’
core concept of rewarding exploration.
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ers to popular items like the spider ball, space jump, and plasma beam. And it was
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are why series producer Yoshio Sakamoto wishes more fans had played the original
Game Boy game. Sakamoto believes that Metroid II’s basic design is still remarkable
today, and he aims to prove it with the 3DS remake, Metroid: Samus Returns.
» PLATFORM THE METROID MAKER Studios’ Prime trilogy to the GBA remake of the
original game, Metroid: Zero Mission. However,
3DS No other designer has worked on more Metroid there is one Metroid game that Sakamoto never
games than Yoshio Sakamoto. As one of Nin- touched, Metroid II: Return of Samus.
» STYLE tendo’s longest-tenured designers, Sakamoto
helped create classic NES titles like Donkey “I have been wanting to make a 2D Metroid
1-Player Action Kong Jr., Balloon Fight, and Kid Icarus. But game for four or five years,” Sakamoto says.
when his boss first approached him to help fin- “Compared to the rest of the Metroid franchise,
» PUBLISHER ish Metroid, Sakamoto was wary. Metroid II has a unique game design and its
characteristics really stand out. I didn’t make the
Nintendo “My boss told me that the Metroid team original, but I have huge respect for the original
was having a very hard time, and as someone game. It tells the story of an important event in
» DEVELOPER who had experience on building video game the Metroid series, which is Samus meeting the
projects could I go and somehow help this big Metroid, so I wanted players to have the op-
MercurySteam game progress to release?” Sakamoto says. “In portunity to experience this very important event
short, I was forcefully asked to participate. By in the franchise.”
Entertainment, his tone, I really smelled danger. And as I joined
the project and looked around, I realized that the With all of Nintendo’s internal studios busy
Nintendo release date was right around the corner but the with other projects, Sakamoto needed to find a
project had nothing there. Even with our limited development team that could tackle his dream
» RELEASE resources and time, I figured out how we could project. Fortunately, one studio had been
leverage the existing components of the game pounding on Nintendo’s door with a Metroid
September 15 to create variation and an exciting experience.” pitch. After finishing work on a few Castlevania
projects for Konami, the Madrid-based devel-
Sakamoto’s work on Metroid has become oper MercurySteam pitched Nintendo on the
legendary. Nintendo was so impressed with idea of remaking Metroid Fusion – the 2002 GBA
his designs that he was eventually given the title where Samus got infected with a parasitic
reigns for Super Metroid, where he perfected organism. Sakamoto was impressed with the
the ideas he had worked on during the original studio pitch and their love for Metroid. He told
NES title. Over the years, Sakamoto has had his them no, they couldn’t remake Metroid Fusion…
hands on nearly every Metroid game, from Retro but he did need their help on another remake.
feature 61
Samus Returns will give players a close-
up look at the lifecycle of the Metroids
RETURN TO FORM rare crystals drift lazily across underground lava has always lacked complexity, as its enemies
flows, and ancient alien architecture creeks are usually little more than minor obstacles on
After the events of the original Metroid, the and crumbles as Samus climbs over a series Samus’ journey to her next boss encounter.
Galactic Federation grew worried that the alien of pipes. To make the action more engaging, the studio
race known as the Space Pirates would try to dreamed up a new counter system. When
use the vampiric organisms called Metroids In addition to the improved visuals, Saka- many of SR388’s creatures get close enough to
to create an array of fearsome new biological moto and the team at MercurySteam wanted Samus, they charge at her, initiating a power-
weapons. To prevent this, the Federation sent to adjust Metroid II’s linear design structure. In ful physical attack. When this happens, Samus
several assault teams to the Metroid’s home the original Metroid II, players were tasked with can perform a melee counter that knocks them
planet of SR388. However, after these teams destroying a set number of Metroids in each back, temporarily stuns them, and opens them
went missing, the Federation turned to the only area before they could unlock the next zone. up for a quick finish with her blaster. It only took
intergalactic bounty hunter in the universe with This overall structure remains roughly in place me a few minutes to get used to this melee
experience hunting Metroids. The Federation for Metroid: Samus Returns, but the develop- counter, but it adds a nice rhythm to the com-
asked Samus Aran to do what no one else ers sprinkled in a variety of secrets and other bat. I felt more engaged in the action, because
could: eradicate the Metroid species once and reasons for players to return to old areas. It’s I had to be tuned into when an enemy might
for all. now a breeze to quickly travel through SR388’s charge at me.
various locales thanks to a series of teleporta-
Sakamoto says he’s not interested in adding tion stations – a first for the series. “The melee counter system was a proposal
new wrinkles to Metroid II’s original story, like he from MercurySteam,” Sakamoto says. “Looking
did with the GBA remake of the original game. “The original Game Boy version had a very at the prototype, even from a glance, it felt fresh
This might be a good thing, as Metroid stories simple and straightforward progression,” and new, and I really felt a possibility that this
tend to become more nonsensical as they grow Sakamoto says. “So, of course, I wanted to add Metroid was going to be something new. I think
more verbose. many things to spice up and excite the experi- it brings a new spice to the Metroid gameplay
ence on SR388. The player can make many and I think it’s a really great invention.”
The strength of the Metroid series lies in its new discoveries and new findings. The flow is
ability to deliver a sense of haunting isolation basically the same, but we have some extra Another new addition to this remaster is a set
as players freely explore alien landscapes. In areas and we powered up the map system.” of powers called Aeions. These abilities use a
this arena, MercurySteam has succeeded. resource (also called Aeion), which Samus can
Strange goo oozes down SR388’s cave walls, The third big overhaul for Metroid II relates to replenish by killing enemies. The first Aeion
combat. MercurySteam feels Metroid’s combat
62
This mysterious and archaic device tracks how
many Metroids Samus has defeated. It’s not a
structure that appeared in the original Metroid II
ability I acquired is a pulse scan that reveals creating something unique enough to feel like a Metroid: Samus Returns. “The player who has
a portion of my surrounding map. This ability brand-new experience. played the original version and then this new
comes in handy since it temporarily highlights version – I think they will be able to sense and
destructible walls, which prevented me from Fortunately, Metroid: Samus Returns seems feel the passion I put into this version,” he says.
having to bomb every single inch of SR388 to walk that tightrope. Fans who previously “Through the development of Metroid: Samus
looking for secrets. Other Aeion abilities include played Metroid II: The Return of Samus on the Returns, I was able to really grasp the possibil-
a power-up attack that lets you unleash a Game Boy might recognize many of Metroid: ity and fun of a 2D Metroid. Like when I finished
gatling gun shower of bullets, and a temporary Samus Returns’ areas and gameplay elements. the first game, if there is another opportunity to
shield that protects Samus from both enemies However, Nintendo and MercurySteam have make another Metroid, that is something that I
and environmental dangers. added enough to Metroid’s combat and overall would love to do. Of course, that really depends
mission flow that this return to SR388 feels like on how much people really want to buy a 2D
That last ability comes in extremely handy a new adventure. Metroid.”
when I encountered one of SR388’s new
enemies, a horde of space bats. These bat-like “Metroid was one of my first experiences on a Sakamoto will learn the answer to that ques-
creatures are relatively harmless by themselves pretty big video game project, but I wasn’t sure tion when Metroid: Samus Returns releases
and are killed in a single hit. Unfortunately, they if players would enjoy the game,” Sakamoto on September 15. For he and the team at
travel in packs of more than a dozen, swarming says. “I thought that it was a special game, and MercurySteam, this game is the culmination of
Samus with flapping wings and razor-like teeth. even then, I believed that it could be a special nearly a half-decade of hard work and dream-
The Aeion shield buys her enough time to turn franchise, something that I would like to con- ing. For fans, it is an answer to more than a
these creatures into space dust. tinue. Through the development of Metroid 1, decade of pleading for another instalment in a
I really grasped the possibilities and potential of beloved franchise.
As I continue my journey into the heart of a video game.”
SR388, I acquire a steady stream of valuable Thankfully, Metroid: Samus Returns looks
upgrades. The spider ball allows Samus to Sakamoto reflects many of these same senti- worth the wait. \
climb on walls, while the spring ball allows ments when he talks about the development of
her to jump in ball form. The Varia Suit boosts feature 63
Samus’ defense and makes her immune to
extreme heat, which opens up a whole new
section of the map. Nintendo says it has even
added a few new power-ups that weren’t
featured in the original Metroid II, such as the
grappling hook, which lets Samus swing across
large gaps.
Before long, I discover the ice beam, which
lets me freeze enemies in place and turn them
into makeshift platforms. The ice beam is
handy, but sometimes it’s better to destroy your
enemy rather than freeze them. Fortunately,
Samus Returns lets players hot swap between
ammo types, like the ice beam or wave beam,
on the fly using the 3DS’s touchscreen – a
feature that wasn’t in the original Metroid II.
LONG TIME COMING
Metroid: Samus Returns isn’t just a remake
of a 25-year-old Game Boy game, it marks
the first 2D Metroid game in over 13 years.
Sakamoto recognizes fans’ expectations for
the game are high. Samus Returns must walk
a tricky line of giving players an experience
that matches what has come before, while
64
» Platform R
(+ R 04AJ '@7 Release of Kingdom Hearts III information has
been sparse, with only a few trailers and details
» Style trickling to the public since its official announce-
ment in 2013. Every new reveal – even the tiniest
(>3K7D *A>7 (>3K;@9 shred of information – is met with excitement from
the dedicated fanbase that has been following
» Publisher the story since the launch of the first game back
in 2002. A direct sequel and numerous spin-offs
+CG3D7 @;J followed, each providing plot revelations to keep
fans invested. Still, considering Kingdom Hearts
» Developer II debuted in 2006, the fact remains that fans have
been looking forward to Kingdom Hearts III for over
+CG3D7 @;J a decade. In many ways, it's felt less like waiting
for a game and more like chasing an ephemeral
» Release dream, one which always seems within reach yet
manages to evade our grasp.
2018
However, every reveal makes Kingdom Hearts III
Coming off a Toy Story world feel less like an illusion and more like a reality for
reveal, director Tetsuya Nomura fans. This fits the theme of its trailers, which want
to make sure you “don’t assume your dreams are
shares new details about the just fantasy.” Square Enix has finally started to pull
long-awaited entry back the curtain to assure fans that the seemingly
impossible fantasy of this highly anticipated sequel
by Kimberley Wallace is finally becoming real. The studio provided sub-
stantial information at the D23 Expo. Coming off
rumors of the project’s release date being further
off than expected, Square Enix showed a new trailer
that revealed a 2018 release window, alongside
a Toy Story-themed level, the first Pixar world in
the series. If the cheers, which overpowered any
other game (including high-profile titles like Star
Wars: Battlefront II and Insomniac’s Spider-Man) at
the D23 video game showcase are any indication,
Kingdom Hearts hasn’t lost any of its fanfare; time
has only strengthened its appeal.
With all the excitement in the air, director Tetsuya
Nomura was on hand for his first significant inter-
view about the long-awaited entry. Just like an
ending to one his Kingdom Hearts games, Nomura
likes to keep a sense of mystery in the air, giving
you just enough information to get your imagina-
tion running wild while never revealing his full hand.
From bringing Toy Story to life in Kingdom Hearts
to the new opportunities that the current console
generation provides, Nomura shared some insight
into what to expect.
feature 65
To Infinity And Beyond! original and exclusive to Kingdom The Toy Story world features its own
Hearts, so you can almost say it’s a unique keyblade that fuses science
Fans have been pining for Square sequel of some sort.” fiction with the Wild West, inspired by
Enix and Disney to dip into the Pixar the motifs of both Buzz and Woody
honeypot, and their wishes were finally Nomura worked very closely with
granted with this reveal of a Toy Story Pixar to get it just right, gathering their Depending on your playstyle, your
world. Our first glimpse showed min- input at every turn. “So many rounds time in Galaxy Toys will vary, so
iature Sora, Donald, and Goofy in toy of review! I couldn’t believe how many Nomura hesitates to say how many
form, fighting Heartless in Andy’s bed- back-and-forths I had,” he laughs. All hours it takes to complete. “Rather
room before coming face to face with of the films in the series were taken into than having multiple different little
Woody, Buzz, Hamm, Rex, and Sarge. consideration when deciding where to worlds, we wanted to make sure
This is a moment Nomura has longed place it in the Toy Story timeline. “We we’re providing rich gameplay in an
for ever since Kingdom Hearts II, call- placed the narrative in Kingdom Hearts individual world, so we put in a lot of
ing the movie “iconic” for the mark some place after Toy Story 2,” he says. effort and allocated a lot of resources
it has made on the CG world. “Just The plot involves Sora and company to create these worlds, and it would be
looking at the trailer, I feel Sora really teaming up with Buzz and Woody after sad for players not to enjoy the world
fit in and matched well with that world, they discover Organization XIII might be and breeze right through it,” Nomura
and it’s something I always personally connected to why Andy and some of explains. “Therefore, we made sure
wanted to see – that image of Buzz and his toys have disappeared. that each of the worlds is designed so
Woody coming face to face with Sora players can take their time and enjoy
in his toy form,” he says. “I had been The journey also takes fans to a new the gameplay that’s available.”
imagining that in my head, and to be locale in the Toy Story universe called
able to execute that into the game is Galaxy Toys, a huge toy store that Nomura uses the example of the
something I’m really excited for and I’m serves as the focal point of the experi- mechs (called Gigas) we saw in the
hoping fans feel the same way I do.” ence. “Galaxy Toys is going to be your recent trailer for how the team is putting
primary stage where a lot of the action optional fun things in the world. “I want-
Being the first Pixar property in a is going to be happening in this world,” ed to showcase that there’s nothing
Kingdom Hearts game, its inclusion Nomura says. “Because Sora, Donald, that’s impossible at this point,” he says.
required the development team to and Goofy are toys and very small, the “Previously, we couldn’t have Sora ride
take a different approach compared playing field is going to feel very large. on different things to fight and now we
to previous Disney worlds. Usually, We also have multiple floors and each can. We wanted to showcase that with
Sora and company drop right into that section has its own personality.” the specs of the current-generation
movie’s adventure. However, when hardware, it is possible.” The current-
the creative discussions came about, You can pilot a few different mechs, each offering gen tech is giving Kingdom Hearts
Pixar had a request. “[Pixar] preferred a unique feature in combat; some get up close and opportunities it’s never had before, and
for us to not follow the film directly,” personal with a shoulder tackle, while others have Nomura is set on capitalizing on it.
Nomura explains. “They said, ‘Please cannons to help you fight from a distance
create something original to Kingdom
Hearts,’ so we did not draw any inspi-
ration from the films. It is completely
THE RETURN OF THE GUMMI SHIP AND SUMMONS
Director Tetsuya Nomura confirmed the return of the
Gummi Ship and summons, but would only provide hints
about how they both function in the game. The Gummi
Ship has been your main method of transportation
between worlds throughout the series but hasn’t been
in every entry, making fans wonder about its inclusion in
Kingdom Hearts III. “In terms of the Gummi Ship making
its return, I can confirm that, but how it is or what has
become of it, we’re not able to reveal it at this point,”
Nomura says. “We ask you to stay tuned for more infor-
mation.” In previous entries, you could customize the
ship and use it to destroy obstacles to reach worlds.
Summons, which previously allowed you to call popular
Disney characters to your aid in the heat of battle, are
also back. Nomura has previously said that he wanted
to improve upon them for this entry, but is still keeping
mum on exactly what that entails. He did share part of
his new vision for them, however. “If I could provide a
glimpse, I’ve made it more pretty,” he says. “Not just the
literal modeling, but it’s more about how we’re express-
ing it that has become more pretty.”
66
Toy Story, Tangled, and Big Hero 6 are the
new Disney worlds confirmed so far
Kingdom Hearts III also boasts higher magic
tiers and five-member battle parties
Taking Kingdom Hearts tweak it,” Nomura explains. “Even if it is will take next. Although they've been
To The Next Level small or minor, we customize it so that on display visually, not much has been
it’s for Kingdom Hearts III.” revealed about how the transformations
Kingdom Hearts III marks the first full- are activated. Nomura finally offered
fledged new game in the series for How the environment plays an even some clarification on this element. “First
the PS4, as well as the first Kingdom bigger role in battle reinforces Nomura’s and foremost, each keyblade will have
Hearts title on an Xbox console. statements. As we’ve seen in recent trail- its own form that it can transform into,
Outside of Aqua's three-hour side tale ers, Sora can run up cliffs and jump on and it’s different per keyblade,” he says.
in Kingdom Hearts 2.8, which provided floating rubble to attack enemies. The “There are at least two different forms it
a glimpse into the new tech behind inspiration comes from the team wanting can take. For example, in Toy Story, you
Kingdom Hearts III, we haven’t seen to expand Flowmotion, the parkour-like saw the giant hammer and then the drill.
anything created from the ground up mechanic first introduced in Kingdom Another one was at the beginning of the
for console hardware since the PS2. Hearts 3D: Dream Drop Distance. trailer where you saw Sora shoot arrows
The series eschewed both the PS3 Flowmotion allows your characters to and it [then] turned into a bazooka.
and Xbox 360, opting to house its vari- grind up rails, swing on poles, and even It also has multiple layers in terms of
ous side stories on handhelds instead, bounce off of walls, offering greater transforming; you start out with your
so there’s a noticeable leap in quality freedom in how you traverse the world. first phase of transformation, and if you
since the days of Kingdom Hearts II. However, many complained about how successfully connect your combos, the
the mechanic controlled. “There was [next] transformation will happen.”
“With Kingdom Hearts III, I feel like some feedback that it was too free and
we were able to recreate the world of hard to manage,” Nomura says. “Maybe Nomura couldn’t divulge further
the original CG film pieces close to its because the title was on a handheld details on activating the transforma-
original quality in terms of its graphics device. So I wanted to make it so that tions, as the feature is still in develop-
and the look of the different worlds,” there’s the ability to control it properly.” ment. “We’re still trying to finalize the
Nomura says. “Up until then, we cre- specifications, but that being said, it is
ated the worlds so that it looks like it is a The new and improved system is subject to change, so it might evolve
stylized Kingdom Hearts world, but now called Athletic Flow in Japanese, but into something even more impressive.”
with Kingdom Hearts III, we were able the name has not been finalized in
to depict the world of the original film as English yet. “It’s basically revamped While Nomura shed some light on the
close to its original form as possible.” and introduced as a new mechanic direction of the gameplay, he remained
in Kingdom Hearts III,” Nomura says. tight-lipped on story details. Though in
Nomura seemed most excited by “You’ll be utilizing the environment to typical fashion, he offered a small tease
what the current tech offers for game- propel yourself to an area that you’re as to why the new trailers showcased
play, giving his team more creative free- not normally able to go to, or again, Sora’s desire to bring back Roxas.
dom and room for experimentation. The running up the cliff during battle. Those “The motivation for Sora and his allies’
result is a blend of new ideas and bring- can be expected in each of the different journey in Kingdom Hearts III is to help
ing back beloved mechanics due to fan worlds you’ll be traversing through.” those people who met a tragic ending
feedback (see sidebar for more return- [such as] Terra, Ventus, Aqua, and
ing classic features). “The staff mem- Another exciting new feature is Roxas, and to rescue them from that
bers on our development team always keyblade transformations. From the tragedy,” he says. “How they relate to
want to try something new, so even keyblade turning into a pegasus chariot the narrative, and if we were to reveal
with previously introduced mechanics, or dual guns for Sora to wield, the high- any sort of information about that, it
they always try to make it their own or light of just about every trailer has been would probably spoil everything.”
discovering what form Sora’s keyblade
feature 67
previews
Wolfenstein II: The New Colossus
Taking America back one bullet at a time
» Platform W olfenstein: The New Order explosive events of The New Order, of heading over to a diner to meet my
impressed players in 2014 with BJ Blazkowicz wakes up to find contact, I creep along the streets and
(+ R 04AJ '@7 R ( its balance of zany, old-school, himself disabled and confined to a see a huge sign on a wall displaying
first-person shooting and heartfelt sto- wheelchair. “Your kidneys don’t work,” BJ’s mugshot as well as his violent
» Style rytelling about a small group of resis- friend and doctor Set Roth tells him, acts against Nazis. “You look famil-
tance fighters trying to take back the gruesomely laying out just how broken iar,” a few civilians say before I walk
(>3K7D +:AAF7D world in an alternate timeline where our tank of a protagonist is. His condi- away. In another part of the town, I
the Nazis won World War II. With the tion doesn’t last too long. We recently listen as a Nazi officer applauds two
» Publisher sequel, intended to be the second played through an extended demo of Ku Klux Klan members for embracing
entry in a trilogy, MachineGames is The New Colossus, and after a short white-supremacist ideology before
7F:7E63 +A8FIAD=E looking to dial everything up to 11, introductory sequence that featured admonishing them for failing to learn
giving players an expanded arsenal BJ rolling around in a wheelchair the German tongue. This sequence
» Developer and more of the wacky-yet-sympa- and painting the interior of a U-Boat is carefully detailed and entrancing,
thetic characters that helped define with Nazi brains, the demo jumped though the overwhelming amount of
%35:;@7 3?7E both The New Order and stand- us midway through the game to a propaganda art and scene-setting feel
alone expansion The Old Blood’s mission set in Roswell, New Mexico. like they belong in another game, like
» Release unique personalities. Wearing a powerful exosuit that the opening moments of BioShock
apparently grants him the ability to Infinite. This isn’t necessarily a bad
'5FA47D
Taking place half a year after the walk, BJ is tasked with infiltrating Area thing, and shows that MachineGames
52, a secret base filled with advanced is willing to take risks instead of rest-
68 technology as well as the leaders ing on the laurels of The New Order.
of the Nazi forces in America. Once
inside, he plans to blow it sky high Storytelling isn’t the only element
with a portable nuke stowed away in a the developer is experimenting with.
fire extinguisher. When the Roswell town sequence
wraps, I infiltrate the underground
The first part of the Roswell mission base, the portable nuke extinguisher
is surprisingly large and exploratory in my pack so I can wield weapons
given the series’ longstanding love once again. In The New Order, you
of corridors and caverns. Here you could upgrade the LaserKraftWerk
can walk around and overhear con- from a welder to a cannon of death
versations, taking in sights that help capable of smearing multiple foes
drive home how the Nazi regime has across the wall. In the New Colossus,
changed the land of the free. Instead you can upgrade all of your weapons
by discovering weapon kits hidden with my ax. likened The New Colossus to a road
across each level. For my playthrough, BJ’s nimbleness, allowing him to trip through America. The confirmed
I add a silencer to my pistol to stealth- places BJ and crew visit include
ily pick off enemies and a nail-gun slide along the floor and into cover, not only Roswell, but New Orleans
attachment to my submachine gun is essential to encounters. During my and Manhattan. I fear that The New
that increases damage while lowering demo, his health was capped at 50 Colossus, like so many sequels, might
the rate of fire. You can also dual- points, though the armor I could col- accidentally end up trading those
wield different weapons together, like lect reached 200. This means that I qualities that made The New Order
a shotgun and a pistol, which allows couldn’t tank my way through every so special for the spectacle of an
for all sorts of mayhem as well as encounter but instead had to take out expanded scope.
experimentation with combat strate- enemies one-by-one and retreating.
gies. Gruesome stealth executions As someone who adores The New
return, but this time your knife is These tweaks to combat amount to Order, the few hours I spent with the
replaced by a hatchet and there are an experience that’s immensely enjoy- sequel left me impressed with the
many more than just the standard set able and I am confident the moment- combat enhancements and cautiously
from the original game. I kept discov- by-moment gameplay of The New optimistic about the direction that the
ering new ways to disembowel, dis- Colossus will be entertaining. What story is taking BJ and his friends in,
member, and destroy hordes of Nazis few concerns I do have about the even if the road ahead is paved with
game stem from its bold ambitions. blood and sacrifice. » Javy Gwaltney
Creative Director Jens Matthies
previews 69
Lego Marvel Super Heroes 2
Saving the world in the brick of time
» Platform I f you’ve played one of TT Games’ superhero stories for longer than most ever really been done justice. Because
Lego titles at any point in the last of its fans have been alive, so TT he’s from the 30th century, he has
(+ R 04AJ '@7 decade, you know what to expect Games had a large swath of comics technology that’s beyond everyone
+I;F5: R ( from Lego Marvel Super Heroes 2. from which to draw inspiration. To else. He can go back in time, but
TT Games operates on a formula, but help build a comic-inspired story, the the coolest thing about him is that
» Style that foundation works thanks to the studio teamed up with award-winning he doesn’t just turn up and vaporize
studio’s simple, yet satisfying action writer Kurt Busiek (Astro City, Marvels, people with his future tech. He’s all
(>3K7D 5F;A@ and ability to deliver slapstick routinely. and Daredevil) to tell a tale loosely about winning battles with the best of
(>3K7D '@>;@7 To learn more about this sequel, we based on legendary comic stories like the best, when they’re at their prime,
spoke with TT Games’ head of design Avengers Forever and Kang Dynasty. on a completely even playing field. He
» Publisher Arthur Parsons, and we discovered five The story revolves around Kang the wants to prove that he’s the best by
reasons Lego Marvel Super Heroes 2 Conqueror, a warlord from the 30th being the better tactician and warrior.”
/3D@7D DAE
!@F7D35F;H7 should be an epic superhero romp for century who travels back in time to
Marvel fans of all ages. conquer the planet and rewrite history. A Hub World Full Of Surprises
» Developer One of his biggest edits? King Kang. As Kang begins to remix space and
A Comic-Inspired Story time, the warlord rips apart planets
,, 3?7E Marvel Comics has been telling epic “Kang is such a cool bad guy,” from different realities and quilts them
Parsons says. “I don’t think that he’s
» Release
&AH7?47D
70
This is a tea party that even the Fourth Wall
Mad Hatter would find strange Breaking Side
Missions
together into one massive city, called combine to become Carnom. It’s really can actually manipulate time. Doctor
Chronopolis. This new hub world is cool that Marvel allowed us to create Strange can actually move time for- Fans of the first Lego
four-or-five times bigger than the New a unique character. Carnom has a raft ward or move time backwards. For Marvel Super Heroes
York hub featured in the original Lego of abilities that are inherited from both example, if there is some collapsed might remember a
Marvel Super Heroes. This new play Carnage and Venom, so you have a architecture, he could turn back time series of bonus missions
space also has a greater visual vari- big-fig who can web swing around and make it rebuild itself. Likewise, he narrated by Deadpool.
ety – the icy mountains of K’un-L’un the city, but he also has the powers could accelerate time to make some These bonus missions
are pushed up against the gladiatorial of other big-figs like Hulk, so he’s vegetation grow into a huge tree.” return for the sequel, but
arena of the planet Sakaar, which is super strong.” this time they will be
next to the futuristic skyscrapers of Legos Laughs narrated by Gwenpool –
New York 2099. Play With Space And Time Lego bricks are a toy for all ages, a relatively new Marvel
Time manipulation is a major theme and TT Games expertly incorporates character who comes
Enough Heroes To Populate A for Lego Marvel Super Heroes 2. Not family-friendly humor into its titles. from an alternate reality
Small Town only are players trying to destroy the Lego Marvel Super Heroes 2 is full where superheroes
The playable cast in the original Lego time-traveling Kang using characters of absurd puns, cartoon hijinks, and only exist in comics.
Marvel Super Heroes was massive, from across the space-time continuum, brilliant side-gags. Nothing is sacred Gwenpool lacks any of
but the sequel’s roster is truly colossal. but most of the story mission revolve in the Lego universe. One of the play- the training or powers of
Many of the heroes from the first game around time manipulation in some form able characters is a version of Captain most comic heroes, but
return, but TT Games is also tapping or another. TT Games said that Kang’s America who wears a cowboy hat. after getting transported
characters from different Marvel time- minions also use time-manipulation Thankfully, TT Games also likes to keep into the world of
lines and realities. The Guardians of the powers against your heroes, but the the action lighthearted. For example, comics, she comes to
Galaxy take center stage in one level, team isn’t ready to talk about those the Guardians of the Galaxy’s Star- believe that there are
but we also caught sight of several gameplay specifics. Lord can stop the action mid-battle by no consequences to
Inhumans, a Spider-Man: Homecoming pressing play on his Walkman, which her actions and she
version of Spider-Man, and Throg, who “Time manipulation is seen in quite causes everyone on his team to break tries to become a hero.
is a version of Thor from a time when a few areas of the game,” Parsons into a dance. » Ben Reeves Thanks to Gwenpool’s
he was temporarily turned into a frog. says. “Some of the hero characters knowledge about comics,
many of these bonus
Some returning characters are also levels break the fourth
getting a makeover. For example, wall. For example,
Howard the Duck has returned, but he during one mission, she
can now transform into the Iron Duck, accompanies Howard the
which is basically a duck-shaped Iron Duck to a Comic Con-
Man outfit (something that happened like convention where
in the comics). Meanwhile, we caught Howard pitches a game
a glimpse of a medieval-themed ver- starring himself to a
sion of the Hulk called Greenskyn group of game developers
Smashtroll (yes, also from the comics). at a Lego Marvel Super
However, TT Games was given the Heroes 2 panel.
freedom to invent a few characters of
its own. previews 71
“We’ve taken two fan-favorites in
Carnage and Venom and smashed
them together,” Parsons says. “In
the course of the story, Goblin 2099
is actually experimenting on these
guys and when you come and face off
against him, both Carnage and Venom
NBA Live 18
Seeking reinvention, NBA Live finds inspiration in Destiny, Overwatch
» Platform T ypically truncated to eight-month serves as the centerpiece for this new inspiration from FPS loadouts and liter-
development cycles, sports approach to sports games. On the sur- ally guns – what weapons and armor
(+ R 04AJ '@7 games are known more for face, The One sounds like a facsimile would I use to go into battle,” says pro-
granular leaps in gameplay and feature of the NBA 2K set-up – you start by ducer Mike Mahar. “This is what allows
» Style sets. But coming off NBA Live 16, yet creating a player that you then use you to extend your character’s capabil-
another entry that failed to make even across the Live equivalents to the NBA- ities into areas that maybe aren’t core
FA (>3K7D +BADFE a minuscule dent in the market, EA focused MyCareer, 5v5 sim Pro-AM, to a shooting-first point.”
(>3K7D '@>;@7 realized this slow and steady progress and streetball centric MyPark modes.
would never close the gap to make a But once you dive into the particulars These trait buffs can play into strat-
» Publisher true contender. To speed up the pro- the differentiation becomes clearer. egy when forming your team. If you
cess, EA Sports granted its Tiburon are playing with several strong outside
+BADFE studio something few sports game Users start by choosing a play style shooters, choosing the playmaker trait
developers are ever given – a two-year for their create-a-player. These break buff would boost their catch and shoot
» Developer runway for creating the next game in down into traditional basketball arche- bonuses, making your team a formi-
the series. types like playmaker, slasher, and rim dable outside threat. In classic Destiny
,;4GDA@ protector. Each class has different or Overwatch fashion, each play style
Instead of continually chasing the rating limits on specific skills. Players also as a signature ability that acts as
» Release advancements Visual Concepts makes earn two types of currency after each a buff and can be unleashed during
with the NBA 2K series, the studio took game, one for boosting your skills and a game. Certain traits can only be
+7BF7?47D off its horse blinders and looked to power, and the other for buying cos- earned playing in the street, pro-am, or
the wider industry for inspiration. As I metic enhancements via loot crates. NBA, so you may have to excel across
72 previews sat through my first demo of NBA Live These are tiered in the RPG standard all three disciplines to make your
18’s new feature sets, the developers common, rare, exotic, and legend- ideal player.
continually referred to fighting games, ary classifications. To eliminate some
shooters, role-playing games, and even of the frustration players have with In addition to these three modes of
MMO raids. randomized crates in other games, play, EA is also creating live events
EA says you can buy specific crate that give you a chance to earn spe-
NBA Live 18’s new The One mode tiers to improve your chances of get- cial gear. EA referenced boss battles
ting the items you want. EA plans to and raids when talking about these
offer branded crates for partners like events; for instance, you may have to
the Jordan brand, and will continue to take on Allen Iverson in Philly to win a
create new crates when new apparel or unique unlock.
shoes become available.
To create harmony between the three
Skills and aesthetics help define modes that encompass The One, EA
your player, but NBA Live 18 has one developed a narrative wrapper that
more element that gives you more ties the experience together. The fram-
control over how your player per- ing gives your character a backstory
forms – traits. These special passive and includes friends, agents, and NBA
abilities are unlocked by performing players you interact with along the
various objectives across The League way. The interactions you have with
and The Street games. Each follows a them determine the types of quests
bronze-silver-gold upgrade path so you and outcomes available to you in the
can improve their benefits over time. long run. You can get your first taste
“Metaphorically, the team took a lot of of this story when the Live 18 demo
drops in August. » Matt Bertz
NHL 18
EA Sports’ hockey series aims for better stick skills
B lessed by an infusion of gen- in franchise mode, as well as giving talent to your new franchise should be » Platform
erational talents like Connor EASHL teams the option of playing 3v3 easier thanks to new trade logic that
McDavid, Auston Matthews, and games when they have a hard time fill- makes CPU-controlled teams more (+ R 04AJ '@7
Patrik Laine in recent years, the skill ing out a team for the 6v6 games. willing to part with talented prospects,
level has never been higher in the NHL. reflecting recent real NHL trades » Style
These young phenoms dominate the These new additions sound promis- like the Jonathan Drouin and Ryan
nightly highlight reels, but many of ing, but the pre-existing modes also Strome deals. FA (>3K7D +BADFE
these one-handed dekes, between- need a lot of work before they are on
(>3K7D '@>;@7
the-legs assists, and back-handed toe par with the offerings of other modern Other changes coming to the series
drags were not possible in EA Canada’s sports games. Franchise mode isn’t include the introduction of solo chal- » Publisher
NHL series. receiving the total makeover it des- lenges in Hockey Ultimate Team,
perately needs, but EA Canada is still the return of trade requests in the +BADFE
“A lot of the stuff we’re seeing on making some meaningful renovations single-player Be A Pro mode, and new
a nightly basis right now, if we would like stretching player ratings slightly camera angles to enhance the presen- » Developer
have tried to put that stuff in our game to create more skill differentiation, tation across all the modes.
two-to-three years ago our core fans adding more NHL-ready players and 3@363
would have said, ‘This is so arcadey,’” late-round gems to drafts, allow- After struggling to keep up with the
says producer Sean Ramjagsingh. ing users to sign players to contract innovation of the other sports games » Release
“Now we’re seeing that stuff every extensions during the season, and for much of this generation, NHL 18
single night.” introducing league expansion. Users is a critical entry for the series. The +7BF7?47D
can take control of the Vegas Golden beginning of a new three-year plan for
To match those performances, NHL Knights and re-do the expansion draft EA Canada, these changes need to
18 introduces a new suite of creative before their inaugural season, or create resonate for the series to reach firmer
dekes, as well as refined controls that an all-new 32nd franchise. Adding footing and avoid spilling on the ice.
let you string together various stickhan- » Matt Bertz
dling moves much more quickly than
last year. Giving attackers these new
capabilities necessitates the creation of
defensive counters, which come with
the reintroduction of the defensive skill
stick. Now defenders can hold out and
sweep their sticks to take away pass-
ing lanes and cut down on the free ice
in front of rushing puck handlers.
The new offensive tools take center
stage in the new Threes mode, an
arcade experience that takes place on
a rink 75-percent the size of a regula-
tion NHL rink. This fast-paced arcade
experience offers a circuit based
campaign mode, as well as online
versus competitions. Outside of this
new mode, EA Canada also leverages
the work it’s done to bring 3v3 hockey
to life by adopting 3v3 overtime rules
previews 73
Metal Gear Survive
Between life and death
» Platform
(+ R 04AJ '@7 R (
» Style
(>3K7D 5F;A@
(>3K7D '@>;@7
» Publisher
#A@3?;
» Developer
#A@3?;
» Release
2018
K onami fired Metal Gear creator best used during preparatory phases; also has a single-player campaign,
Hideo Kojima in 2015, and the once the zombies started flooding in, I and it involves tasks like building a
high-profile falling out left most stuck to my primary weapons – espe- base camp and collecting resources.
fans sympathetic to the ousted direc- cially my heavy sword. However, the cooperative multiplayer is
tor. The company fanned the flames the only mode the company has shown
when it announced the series would You use the downtime between in action so far.
continue without Kojima in the form of waves to reinforce damaged areas
Metal Gear Survive – a zombie-themed and shore up defenses. You can also A 20-minute demo is not enough
departure from Metal Gear’s traditional use this time to undertake risky side to completely restore my faith in the
tactical espionage. This context may missions that have big rewards, like Metal Gear brand. My short time with
color how Metal Gear Survive is per- additional ammo or Walker Gears. This Metal Gear Survive was entertaining,
ceived among fans, but the drama isn’t is where cooperative strategizing and but that experience doesn’t include
part of the game itself. In fact, I had communication become important – the match-to-match progression that
fun during my hands-on time with this you don’t want all four soldiers chasing needs to keep players hooked. I’m also
spin-off entry, though it still has a lot a side objective, since that approach not sure who those players will be; this
to prove. is likely to leave your base ill-defended departure doesn’t seem Metal Gear
for the next wave. enough to attract diehard fans, and the
Metal Gear Survive’s biggest strength wave-based survival mode I played
is how it is built on the rock-solid While these moments add some vari- is similar to what other shooters offer.
gameplay foundation of Metal Gear ety to the structure, the basic rhythm However, even with those reserva-
Solid V. Despite never playing Metal is familiar: Your team sets up your tions, my opinion of Metal Gear Survive
Gear Survive before, my familiarity traps, fights a wave of zombies, and definitely improved after playing it for
with The Phantom Pain allowed me to then sets up more traps for a harder myself. » Joe Juba
jump in with ease. Firing weapons and wave. Konami says Metal Gear Survive
moving around the battlefield function
as expected; whether I was setting off KA@3?; ;E A@>K E:AI;@9 F:7 ?G>;FB>3K7D ?A67 D;9:F @AI 4GF F:7 5A?B3@K
C4 or cruising around in a Walker Gear, E3KE %7F3> 73D +GDH;H7 3>EA :3E 3 67@E7 E;@9>7 B>3K7D 53?B3;9@
the basic mechanics work well and
feel comfortable.
As familiar as the controls may be,
the action is nothing like your typical
Metal Gear title. I played a cooperative
multiplayer mode in which four players
work together to defend a generator
against waves of zombie attackers.
This process involves setting traps and
enhancing defenses around a base;
cool options like spinning blades, oil
slicks, and barricades let you funnel the
attackers to specific points and take
them out in style. These obstacles are
74 previews
Pinball FX 3
Zen Studios preps its newest pinball platform with some classic tables
A fter porting its current-gen pinball issues – the other 60+ tables currently both at the table level as well as your » Platform
platforms to PS4 and Xbox One available in Pinball FX 2/Zen Pinball 2 overall profile, no matter what you’re
(Zen Pinball 2 and Pinball FX 2, (including the Marvel and Star Wars playing. Pinball purists can still com- (+ R 04AJ '@7 R (
respectively), Zen Studios has spent tables) carry over. Returning tables all pete against their friends in “classic”
the last few years doing what it does enjoy a boost in visuals and sport all of mode, which disables all the bonuses » Style
best: serving up a steady stream of fun Pinball FX 3’s new features, including and abilities.
and addictive tables. While the endless challenge modes and perks. FA (>3K7D D5367
packs based on Marvel, Star Wars, and Speaking of competition, Pinball
other properties have kept us busy, the Each table in PFX 3 features three FX 3 introduces a new league-based » Publisher
Hungary-based developer has been different challenge modes: one-ball, matchup mode that lets you vie against
quietly working on a full-fledged sequel. five-minute, and survival, which the scores of other contenders over 27@ +FG6;AE
Pinball FX 3 not only merges all of Zen requires you to meet increasingly concurrent seasons, and you can
Studios’ pinball efforts under one uni- higher score goals in timed intervals. now set up your own tournaments for » Developer
fied banner, it offers a variety of new Perform well enough and you’ll unlock friends or the general public. The usual
features to fuel your rivalries and keep new Wizard Powers that allow you to scroll of rivalry-inducing leaderboards 27@ +FG6;AE
you playing. slow down time, multiply your scor- also returns, along with new listings for
ing, or even rewind time at the press the three challenge modes. » Release
If you’re already a fan of Zen Studios’ of a button. Additional passive perks
pinball games, here’s the most impor- can also be unlocked just by playing Zen is simultaneously launching 3>>
tant thing to know: The overwhelming the table, and include score boosts to a new table pack alongside Pinball
majority of tables you already own multiballs, longer ball-saves, and more. FX 3, based on three classic Universal
carry over into Pinball FX 3, free of All Wizard Powers and perks can be movies. Jaws features a short and
charge. Zen says it only has to drop six upgraded for even greater benefits, fast playing field that allows players to
tables due to irreconcilable licensing so you’ll constantly be progressing activate missions for Quint or Jaws – or
both at the same time, triggering an
T:7 "3IE F34>7 >7FE B>3K7DE 5A?B>7F7 epic man-versus-shark showdown.
?;EE;A@E 8AD )G;@F AD F:7 F;FG>3D ?3@ 73F7D Back to the Future has players hopping
through the series’ four iconic time
periods, helping Marty and Doc Brown
repair the space-time continuum – and
scorching flame trails all over the table
in a variety of multiball modes. And E.T.
tasks players with helping everyone’s
favorite finger-glowing alien, which
entails a lot of candy collecting and
long-distance phone calls. If you can’t
spare the quarters for the Universal
Classics pack, you can still download
Pinball FX 3 and Zen’s own Sorcerer’s
Lair table for free when the game
launches this fall – the perfect way to
kick off a new digital pinball addiction.
» Jeff Marchiafava
previews 75
Dissidia Final Fantasy NT
Legendary Final Fantasy characters team up for bigger battles
» Platform E ight years after its initial release, selecting a balanced party is essential. powerful trump card, you must destroy
Dissidia, the Final Fantasy spin-off Characters are split off into four class summon gauges on the battlefield.
PS4 brawler series, is back. Unlike pre- types: vanguard, assassin, marks-
vious PSP-specific entries, Dissidia is man, and specialist. These areas are Based on our brief match, the action
» Style finally getting the big-screen treatment pretty self-explanatory; vanguards is chaotic and frenzied, requiring you to
exclusively on PS4. This opens the are heavier, slower hitters, assas- make the best use out of your EX skills,
1-Player Fighting door for bigger battles with legendary sins are speedier but pack less of a bravery, and HP attacks, while also
(6-Player Online) Final Fantasy characters, but this time punch, marksmen snipe from afar dodging and defending against incom-
around, the new three-on-three online and are more fragile, and specialists ing strikes. In any given match, there’s
» Publisher team fights are the focus. possess unique skills that enhance a lot to keep track of on screen. The
party members. cluttered U.I., having a party tracker,
Square Enix Dissidia NT is based off of the 2015 your health and bravery gauges, and
Japanese arcade game and it’s got a Every fighter has his or her own a map is overwhelming, before even
» Developer lot of talent working to make its transi- perks and strategies to consider. For considering the flashy combat.
tion to the PS4 as smooth as possible, instance, Terra, a marksman, uses her
Square Enix, including Team Ninja (Dead or Alive) sorcery to damage enemies from afar, Thankfully, the action and movement
Koei Tecmo, and Koei Temco (Dynasty Warriors). but her powers charge the longer she are fluid with simple controls. You want
Team Ninja The game hosts a roster of over 20 goes without attacking. On the other to build up your bravery points by strik-
popular Final Fantasy mainstays, hand, Cecil, a vanguard character, can ing enemies. The more bravery points
» Release such as Cloud Strife and Lightning, select one of two different stances, you have, the harder you can hit with
and Square Enix hopes to expand the which allow him to have airborne skir- your special HP attacks. Get enough
2018 roster as time goes on. mishes as a paladin or wreak havoc on bravery points and you can one-shot a
the ground as a dark knight. Switching foe. I also like how the game encour-
76 previews Now that the game is team-focused, between these two stances enhances ages you to keep moving and makes
his attributes, so a key to playing him is it so you can’t just button mash. For
to switch jobs periodically. instance, your dash gauge depletes
and can only be replenished by not
You also have some room for cus- attacking or taking damage, and if you
tomization; you can equip one HP hold the block button for too long, you
ability (a special attack such as Shining get stunned.
Wave), and two EX skills which pro-
vide some nifty perks, like HP regen Square Enix still isn’t ready to divulge
or Poisonga. In addition, every team all the modes in Dissidia NT, but would
gets a summon, which can change confirm ranked matches, the ability
the tide of battle. Each have their own to change battle rules, and weekly
skills and effects, from Alexander, who events. While there is no story mode,
increases your defenses, to Odin, who there are scenes and costumes to
augments your move speed and dash unlock the more you play. Right now,
gauge recovery. Keeping your team it’s early in Dissidia NT’s develop-
composition in mind when selecting a ment, but it looks like Square is hoping
summon is essential. To activate this to tap into the competitive scene.
» Kimberley Wallace
Pathfinder: Kingmaker
Isometric RPG meets kingdom building
WANTS YOU
TO WIN*!
T he Pathfinder tabletop While not readily apparent in » Platform Edge® Sensitive
RPG is muscling its way the brief section I played, the Skin Shave Gel
into the increasingly developer is promising dra- PC gets you ready
crowded resurgence of the PC matic swings in the way you for whatever your
isometric role-playing scene. shape the ongoing story, your » Style day has in store.
The Kingmaker concept was capital city, and its people. Our lubricating
well loved by fans in its original Supposedly, certain paths lead 1-Player Role-Playing molecules create
incarnation as an adventure to being showered in flower a soothing layer
path for the tabletop game, and petals every time I come home, » Publisher between the blade
Owlcat’s video game adapta- while darker decisions lead to and the skin to
tion aims to tap that campaign’s the murder of my populace, and My.com enhance razor glide
innovative structure to stand the ability to raise them again as and closeness, help
apart from the crowd. undead protectors. » Developer reduce friction and
moisturize your skin
After some extended time Pathfinder: Kingmaker offers Owlcat Games for a smooth shave
with an early build, it’s clear a familiar battle system and with less irritation.
Kingmaker is deeply rooted in exploration dynamic rooted in » Release
the traditions of its forebears. the same D&D rules system that Enter to win* a $50
Pause-and-play combat, over- has governed dozens of video Summer 2018 Gift Card
world map exploration, and a games over the decades, but
complex suite of character and it’s the promise of adapting the gameinformer.com/edge
party customization tools all excellent Kingmaker campaign,
recall older games like Baldur’s and the focus on rulership, ©2017 Edgewell
Gate and newer projects like choice, and consequence,
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Pillars of Eternity. However, even that makes me especially
this early version showcases intrigued. » Matt Miller
what makes the game unique –
most of the narrative progres-
sion and quests in the game
are about establishing, building,
and ruling your own fantasy
kingdom. As baron, I split my
time between adventurous out-
ings to slay trolls, and narrative
sequences in which I was forced
to make difficult rulings about
my burgeoning realm.
In one early instance, a local
merchant near the border of my
domain refused to pay taxes;
I could have brutally punished
him, but additional investigation
revealed he was being taxed
as a subject of both my nation
and its neighbor. I benevolently
opted to take up the issue with
the nearby ruler to look for an
equitable solution.
Tropico 6
Striving to remain in power
» Platform I n the congested city-builder genre, Modern), your overarching objective is One island was rich in coal, so I built
Tropico has always stood out for its building up your fledgling country as a coal mine and a port so boats could
(+ R 04AJ '@7 R ( abundance of personality and wacky much as possible while remaining in transport it to the other islands.
twists. Tropico 6 appears to be no power. Over the course of your play-
» Style different. Whether you’re delivering a through, you can take on 15 single- A new aspect of Tropico allows you
customizable campaign speech full of player missions to help make your to perform missions involving neigh-
(>3K7D +;?G>3F;A@ pointed fingers and broken promises once-humble nation an international boring countries called raids. Each
or embarking on a mission to steal powerhouse. During this process, era requires you to build a specific
» Publisher the Statue of Liberty from the United you must balance being a benevolent landmark before you can complete
States, it always seems like there’s patron versus a ruthless dictator. raids. Raids include tasks like espio-
#3>KBEA %76;3 something fun and unique to do. nage, manipulating the stock market,
Elections occur every couple of or intimidating your neighbors. Instead
» Developer At its core, Tropico 6 puts you in con- years, and during the campaign pro- of those fairly run-of-the-mill options, I
trol of totalitarian El Presidente as you cess, you deliver speeches. Here you decided to steal the Statue of Liberty.
$;?4;5 @F7DF3;@?7@F guide your tropical paradise through can make promises to your citizens I sent special ops off into a plane and
four eras in a dictatorship simulation. and even blame others for your failures. they went off on their mission.
» Release As you progress through the four eras Delivering on your promises makes
(Colonial, World Wars, Cold War, and your population like you more, and After some time passes, a dialogue
2018 popularity plays into how long they’ll box pops up saying my team needs
tolerate your reign. Once the election more support. I can send them oil,
78 previews results come in, you can decide if you give them more time to complete the
want to subtly tamper with the results mission, or do nothing. My choice
or let the voters speak for themselves. affects their chances for success. The
mission ends a complete success and
For the first time in series history, four planes fly in shortly after hauling
Tropico 6 lets players move beyond the Statue of Liberty. It was a goofy
their tiny island and take control of the moment that sticks out in my mind as
full archipelago. Across the multiple the exact kind of tongue-in-cheek situ-
islands under your rule, you find dif- ation that sets this apart from the other
ferent landscapes that provide diverse city-builder titles.
benefits and resources. The grouping
of islands I saw featured one that was As someone who loves games like
rich in agriculture, while one was host SimCity and Cities: Skylines, the
to a massive volcano, and the other Tropico series has mostly eluded me.
was a beautiful beachy island. Each However, after spending some time
area varies with resources, with acces- with Tropico 6, I’m ready to try trad-
sible overlays showing where you can ing the traditional mayoral fantasy for
find resources like oil, fish, and iron. the personality-injected dictatorship
fantasy. » Brian Shea
Strange Brigade
A supernatural treasure hunt with friends
R ebellion is best known for its during my demo I never had a with shotgun blasts before dodg- » Platform
World War II shooter series, problem hitting enemies. However, ing his retaliation proved effective in
Sniper Elite. With Strange sometimes you need more oomph in taking him down. (+ R 04AJ '@7 R (
Brigade, the studio leaps a decade your arsenal. Thankfully, the charac-
earlier to the 1930s for a class-based, ters possess an amulet that charges In addition to the frantic combat, » Style
cooperative third-person shooter. over time and allows you to harness also expect to solve puzzles along
the power of flames. The amulet the way. While none of the puzzles (>3K7D +:AAF7D
As a member of the titular Strange attacks are powerful, but they operate were particularly challenging (they (>3K7D '@>;@7
Brigade, you travel to remote loca- on a charging meter, so you need to mostly revolved around finding clues
tions across the globe to combat be judicious with their use. and matching symbols to open doors), » Publisher
supernatural creatures and loot all the they served as nice changes of pace.
valuable treasure you can. In each This came in most handy when a *747>>;A@ 7H7>AB?7@FE
area, you fend off crowds of monsters massive minotaur with a blade as big Strange Brigade represents a
as one of four characters. Each hero as my character charged my way. My dramatic shift from the Sniper Elite » Developer
has a unique set of abilities, special gun did little to damage him, and his series from both a gameplay and
powers, and weapons. As you amass sturdy frame stopped the spinning tonal perspective. With heart-pound- *747>>;A@ 7H7>AB?7@FE
loot, you can purchase more powerful blades of an environmental trap in ing encounters and satisfying combat,
weaponry – and you’ll need it. their tracks. Blasting a fiery projectile I’m hopeful it will deliver a fun coop- » Release
from the amulet and following it up erative shooter when it launches.
The third-person shooting is solid – » Brian Shea TBA
800.226.7625 | fullsail.edu/gameinformer
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To review consumer disclosures, please visit fullsail.edu/gedt. k )XOO 6DLO //&
GAME OF MONTH
THE
86 Nex Machina
Housemarque has years of expertise crafting arcade action, and
Nex Machina proves the developer’s mastery. The top-down shooter
echoes classics like Robotron 2084, but the steep challenge, preci-
sion controls, and slick visuals put Nex Machina in a class of its own.
THE SCORING SYSTEM AWARDS
10 Outstanding. A truly elite title that is nearly perfect Flawed. It may be obvious that the game has lots of PLATINUM Awarded to games
9 in every way. This score is given out rarely and that score between
8 indicates a game that cannot be missed. 5 potential, but its most engaging features could be 9.75 and 10
7 undeniably flawed or not integrated into the experience.
6 Superb. Just shy of gaming nirvana, this score is a Bad. While some things work as planned, the majority GOLD Awarded to games
high recommendation because the game reviewed that score between
is head-and-shoulders above its competition. 4 of this title either malfunctions or it is so dull that the 9 and 9.5
game falls short as a whole.
Very Good. Innovative, but perhaps not the right Painful. If there is anything that’s redeeming in a game SILVER Awarded to games
choice for everyone. This score indicates that there that score between
are many good things to be had, but arguably so. 3 of this caliber, it’s buried beneath agonizing gameplay 8.5 and 8.75
and uneven execution in its features or theme.
Average. The game’s features may work, but are Broken. Basically unplayable. This game is so The award for the
nothing that even casual players haven’t seen
before. A decent game from beginning to end. 2 insufficient in execution that any value would be derived GAME OF MONTH most outstanding
in extremely small quantities, if at all. THE game in the issue
Limited Appeal. Although there may be fans of
games receiving this score, many will be left 1 Fan fests for mobile games at which the games
yearning for a more rewarding game experience. are not playable.
80 reviews For more information on the age classification ratings in our reviews, head to gameinformer.com/ratings
Pyre
A tale of fantasy sports
8.75 SILVER Style 1 or 2-Player Role-Playing Publisher Supergiant Games Developer Supergiant Games Release July 25 Rating E10+
PS4 E PC S upergiant’s games are unmistak- reminiscent of classic games like Ice heroes maintain that interest; ancient
able. Characterized by immacu- Hockey or NBA Jam, but with plenty of grudges, impossible romances, and
» Concept late world building, lush colors, twists. The learning curve is spot-on, the deepening ties of a chosen family
exaggerated character models, and and can be further tweaked through give this roster of sometimes ador-
Explore a vibrant fantasy hip-but-poignant soundtracks, the multiple A.I. difficulty settings. Teams able, sometimes menacing individuals
world of imaginative studio behind Bastion and Transistor of three characters must seize an orb a genuine humanity, from a horribly
creatures and magic has established a firm aesthetic. Pyre at center-court, and slam or fling it strained sisterly rivalry, to a guilt-ridden
while engaging in an follows through on those style conven- into the opponent’s pyre. Defending army deserter. The price for that deep
tions, but switches gears in the game- players exude a protective aura that characterization and world-building is
original sport inspired by play department. The team’s latest is banishes opponents. Differing speeds, lots of text and slower pacing, extend-
old-school arcade classics a unique mixture, melding party-based aura sizes, stamina pools, and other ing the length of the game to longer
RPGs with classic arcade sports. elements give each contestant various than necessary. In addition, a more
» Graphics Pyre’s long run-time and verbose char- advantages. The real-time flow of a freeform structure in the later hours
acterization may warn some players match had my heart beating fast, and is appreciated, but it slows down the
Sumptuous colors and away; that would be too bad, because the narrative ties between the compet- narrative momentum.
unusual character the originality on display in the setting ing characters kept me invested in
and storytelling is top-notch, and the the outcome. The included two-player local
designs help the world fantasy-themed sport that forms the versus mode is a welcome bonus,
of Pyre feel alien bedrock of the action is challenging, Pyre is also a game about conse- but matches are totally separate from
and beautiful layered, and a heck of a lot of fun. quences. Win or lose a match, and the the campaign, and don’t provide any
narrative continues and reflects that bonus other than a chance to build
» Sound You have been flung from a world of outcome. I chose freedom for a charac- skill. Extensive options let you tweak
privilege and down into a land of exiles ter longing to return to his beloved, but the match location, chosen characters,
Tons of original music and criminals. The only path to freedom that meant he would leave my roster available powers, and more. Without
helps delineate different comes through a mystical ceremony forever. I gambled on the outcome of a any online mode, it’s hard to imagine
called the Rites, in which designated Rite, and risked that my powerful witch much potential for an emerging com-
characters and teams, teams of exiles compete to prove their might face a permanent stat penalty if I petitive scene. But as a couch-play
and a few sung tunes add worth. From a place of little standing, lost. The story has hundreds of branch- option for two friends who want to fur-
you build a team of players with differ- ing paths that are shaped through ther test their skills, it’s a success.
a wistful, balladic flavor ent skills. Some get injured, and need dialogue choices and match comple-
to sit out the next competition. Fans tions, and individual outcomes for the Pyre’s storytelling ambience, narra-
» Playability eventually gather to see impressive heroes and villains are all expressed to tion, art, and music work in concert.
feats from their favorite players. A man- completion by the time the credits roll. This gives the experience a singular
The ins and outs of ager tracks wins and losses across the Those variations also provide signifi- identity, and the mash-up of role-
the sport take many league of distinct teams. And your best cant replay value. playing and sports gameplay cements
hours to master, but the veteran players may eventually retire, that distinctiveness. More showing and
campaign’s learning forcing you to field rookies. Everything Pyre’s world is drenched in a deep less telling could improve the pacing,
is couched within the narrative frame- mythology, and filled with the weight of and the lengthy travel and dialogue
curve is gradual work of the fantasy world, but the characters whose relationships and loy- sequences have the potential to detract
and welcoming extended sports metaphor is clever and alties stretch back prior to your arrival from the thrill of the “fights.” But I’m
without pretense. on the scene. From a race of sentient hesitant to fault that more gradual
» Entertainment dogs and talking trees to the lingering approach, as Supergiant has once
The Rites themselves are thrilling. effects of a long war between harpies again crafted an unusual and surpris-
Pyre is a lengthy sojourn Beginning with basic characters and and an unjust theocracy, the broad ing fictional backdrop, and a little
into a surprising setting, progressing to more complex classes strokes of storytelling draw you in. extra reading is well worth it for some
with gameplay focused and abilities, the original sport is The intimate connections between the unchecked originality. » Matt Miller
on a thrilling, smartly
balanced battle sport
» Replay Value
High
82 reviews
Hellblade: Senua’s Sacrifice
Seeing through the fog 8
Style 1-Player Action Publisher Ninja Theory Developer Ninja Theory Release August 8 Rating M
G ames can transport us to imagi- players are informed that repeated for stylish combat. Hellblade is differ- PS4 E PC
nary worlds, but even within failures cause a supernatural rot to ent, with a straightforward moveset
fantastical settings, we rely advance, and when it reaches Senua’s that doesn’t evolve as you progress. » Concept
on certain information to help us play head, all progress is lost and you need Though your inputs are simple, the
and process the experience. Games tell to start over. But how many deaths fights are challenging; at its best, Go on a hero’s journey
us who our enemies are, which doors is too many? That is never communi- Hellblade reminds me of the original in which everything
are locked, and when we’re going in cated, and the sense that I was con- Assassin’s Creed, with an emphasis on is distorted through
the wrong direction. Hellblade: Senua’s stantly on the brink of catastrophe was crowd control, timing, and counterat- the lens of the
Sacrifice also gives you these details, frustrating – especially in a handful of tacks. You are often fighting groups of protagonist’s psychosis
but whether you believe them is a dif- “learn by mistake” moments when I felt monsters, but you aren’t able to move
ferent matter. Developer Ninja Theory helpless to avoid the consequences. the camera to provide sufficient aware- » Graphics
surrounds players with uncertainty by Perhaps that is an apt parallel to ness of all foes. That means facing the
making them see the world through Senua’s struggle with psychosis, but it frequent threat of off-screen attacks Nordic beasts and
the eyes of Senua, an ancient war- makes many sections difficult to enjoy. from enemies you don’t even know crumbling monuments
rior afflicted with psychosis. Senua’s are there – another thematic beat that convey apocalyptic
perceived reality is ever-changing, and The need to search environments translates poorly to gameplay. Though desolation, while many of
her perspective casts objectivity aside for runes to progress to next area is the last-second warnings from the Senua’s hallucinations are
to create a narrative-focused journey another frequent issue. A door may be voices in Senua’s head may help you vivid and beautiful
unlike anything else I’ve played. “locked” with a several shapes, so you dodge unseen attacks, they feel like a
need to explore nearby to find where patchwork solution to an artificially cre- » Sound
Senua travels to the underworld and the intersection of planks, shadows, ated problem.
battles deities to restore the soul of and other objects form similar shapes. Voices relentlessly
her murdered lover – or at least she Find them all, and you can open the Psychosis in video games is often whisper in your ear
believes she does. Whether those door and move on. On one hand, this used to justify a villain’s world- (the game recommends
events happen as presented isn’t concept conveys how people with destroying ambitions, or as a vehicle to playing with headphones
relevant, because Senua’s reality is psychosis can perceive significance present gameplay gimmicks. Hellblade and I agree), and the
what you experience. Senua wages a in random things like the angle of two goes beyond those conventions, using performances are
war in her mind, combating a mental trees leaning on each other. On the Senua’s mental illness as the core from done well
illness she refers to as “the darkness,” other hand, repeating this process is which the entire tale radiates. That
and that shapes how players view the tedious, and feels like hidden-object approach results in some phenomenal » Playability
obstacles in front of them. She hears busywork that just eats up time when and unsettling narrative moments that
constant voices that tell her stories and you want to get on with the story. knock you off-balance. However, in Navigating the surreal
give her advice. She sees patterns in pursuit of that achievement, Hellblade environments feels
mundane objects that magically unlock While the narrative is front and weaponizes the real-world frustration intuitive. Combat controls
doors. She can’t trust her senses, and center, Hellblade also has a swordplay it causes in exploration and combat. are simple, but the battles
faces persistent hallucinations. Though component that has Senua squaring That’s where it falters as a game, require precision and skill
I don’t personally have experience with off in brutal encounters. With previous even while it captivates as a piece of
these symptoms, Hellblade is remark- titles like Heavenly Sword and DmC, interactive art. » Joe Juba » Entertainment
ably successful at using them to create Ninja Theory has built a reputation
anxiety for the player. Given the heavy subject
matter, calling Hellblade
The shifting state of reality fills your “entertaining” feels
quest with a variety of compelling inappropriate. However, it
dream-like episodes. You escape is undeniably memorable,
from a forest that suddenly bursts into telling a compelling
flames, avoid shuffling horrors in the tale that explores
darkness, and fight demonic beasts. subject matter many
You can never take your surround- consider taboo
ings for granted, and Senua’s doubts
become your own as the voices tell you » Replay Value
you’re going the wrong way, or when
you catch a glimpse of a seemingly Moderate
undefeatable foe. Calling these sce-
narios “fun” might be a stretch since reviews 83
they are often colored by Senua’s fear
and pain, but they consistently sur-
prised me and left me anticipating (and
sometimes dreading) the next phase of
the journey.
Hellblade succeeds in exploring
mental health from multiple angles.
However, the same devices Ninja
Theory uses to establish and reinforce
its themes often have negative effects
on the gameplay. Near the beginning,
Tacoma
Facing mortality in space
8.25 Style 1-Player Adventure Publisher Fullbright Developer Fullbright Release August 2 Rating T
Xbox One E PC E Mac I n 2013, Fullbright’s Gone Home mechanics beyond basic explora- three days of breathable air left. How
spearheaded a new surge of tion, but it’s still an enthralling experi- each character digests this informa-
» Concept narrative-focused exploration in ence. Your time is spent listening tion is different: Some are quick to take
gaming, focusing less on traditional to conversations, reading through initiative for survival, others panic after
Follow the lives of six gameplay and putting more emphasis personal files, and overcoming minor trying to stay composed. How each
crewmembers aboard on player-directed storytelling. Tacoma obstacles like discovering pass- character faces their own mortality is
is Fullbright’s next game, and while it codes or finding hidden keys to open engaging, but the narrative doesn’t
the Tacoma space may not reinvent the genre once again, locked compartments. always keep you on the edge of your
station as they face it nonetheless continues Gone Home’s seat. The focus is more on relation-
legacy of making strides in environmen- Tacoma gives you the power to ships among the crew, who they are
impending doom tal and personal storytelling. play, pause, and rewind simulations. as people, and how disaster brings
With each space I inhabited, I chose them together.
» Graphics The year is 2088, and you play as Amy which story to follow as crew members
Ferrier, a specialist hired to retrieve an grouped together or split up to have Locations feel lived in and personal,
The space station has a A.I. and its data aboard the Tacoma simultaneous but separate discussions and belongings like a boy-band poster
relaxing aesthetic and is space station, where a crew has gone in different parts of a contained area. or letters to loved ones can paint a
filled with dimly lit areas missing after facing perilous events. For example, I can listen to a couple flirt clearer picture of a character’s back-
Although the station is abandoned, as party preparations are happening ground. Almost every item in Tacoma
» Sound you never truly feel alone; you view in a nearby kitchen. If I rewind, I can is interactive on some level, which
augmented-reality simulations where instead move to the kitchen to watch adds a layer of fun. I picked up darts
Satisfying, low-key the ship’s crew appears as brightly other characters idly chat as they deco- to throw at the target of a CEO’s face,
music plays from colored holograms. These silhouettes rate a cake. This makes for a fascinat- and a skull to complete a skeleton’s
show what took place days prior to ing approach to branching narrative. It’s body in another room. These moments
speakers in some rooms, Amy’s arrival, and although you cannot supported by a strong cast of nuanced are small, but they helped me immerse
but the overall sound interact with them, you get to know the characters with diverse backgrounds, myself in Tacoma’s world.
design is minimal crew intimately as you experience a sexualities, and identities.
gripping sci-fi mystery about how they With Tacoma’s unique take on
» Playability faced impending doom. Some crew The six-member crew that was once branching narrative and a strong cast, it
members are couples, and you see their aboard Tacoma is a colorful bunch. manages to tell an intriguing tale about
The play, pause, and relationship struggles and how they Some are open books, while others mortality and relationships in the face
rewind function for the are affected when danger is imminent. keep their cards close to their chest. of catastrophe. Tacoma builds on the
Another crew member talks to his son Conversation is natural and engaging foundations of Gone Home, but has its
recorded simulations about the challenge of financing his when disputes between the crew occur own unique tricks to tell an immersive
works well, and is academics, giving insight into their per- as they find out that they only have story in a compelling way. » Elise Favis
sonal lives.
particularly enthralling
as you piece the Tacoma’s storyline about a space
story together crew’s fight for survival isn’t neces-
sarily unique, but how it delivers the
» Entertainment story is. You move between sections
of the space station using zero-gravity
Tacoma tells a gripping corridors, and new locations have aug-
story about mortality mented-reality simulations that happen
and relationships around you. I felt like a fly on the wall
that makes it a as events unfolded around me, which
was fascinating. It gives a voyeuristic
worthwhile experience but satisfying sensation similar to Gone
Home, where how much you get out
» Replay Value of the story depends on how much
you explore.
Moderate
Tacoma isn’t full of puzzles or
84 reviews
Darkest Dungeon: The Crimson Court
Masochistic meanderings 8.25
Style 1-Player Role-Playing Publisher Red Hook Studios Developer Red Hook Studios Release June 19 Rating T
I n a forgotten courtyard on the unfor- forward, Crimson Court goes too far that grinds away at your sanity. I enjoy PC
tunate estate, the rich and powerful with its curse mechanic, an easy-to- difficult, challenging, even masochistic
once wined and dined with deranged acquire and semi-permanent affliction game experiences, but the Crimson » Concept
abandon. Barons and other individuals that threatens to bury your heroes even Court might be the first where I thought
of status enjoyed countless depravi- as they rest in town. Stockpiling vials of it went too far. I recommend dipping Add a gigantic new
ties and frivolities here, until one day blood to keep your crew from wasting into Crimson Court in a save file on the dungeon to Darkest
a countess arrived carrying with her a away becomes a chore, and having to recently added “Radiant” mode. While Dungeon, plus
dark, bloody secret. In the first Darkest get invitations by running old dungeons it’s as close as Darkest Dungeon flirts new bosses, loot,
Dungeon expansion, you must battle in order to enter the new area each time with an easy mode, it’s anything but. and mechanics
your way through this crumbling court feels like an unwelcome grind, some-
and end her infectious sway over all. thing just to keep you busy and extend All in all, the Crimson Court is a wel- » Graphics
the life of the DLC. come addition to Darkest Dungeon, a
Darkest Dungeon is already an neat sidecar to be enjoyed alongside Amazing graphics for new
incredibly challenging game, and the This setup forces players to head the core experience. The aesthetic environments, enemies,
Crimson Court makes things signifi- into the Court, because the only way of the infiltration and destruction of a and stylized cutscenes
cantly harder. As with the core game, if to lift the curse from your stable of hedonistic high-society is handled per- complement the core
you can handle the crushing weight of adventurers is to beat dungeon bosses. fectly, and only the extreme dedication game nicely
serious challenge, you find lots to enjoy The curse is not a gentle nudge in toward ensuring you have a stressful,
as you tinker and create the perfect this direction, however. Over time it ride-the-razor experience detracts from » Sound
team. Yes, that team will probably die, becomes an oppressive imperative the Lovecraftian journey. » Daniel Tack
but that’s all part of the game. Wayne June’s narration
The court provides serious challenges and powerful loot continues to astound and
Crimson Court introduces several impress as you traverse
new elements that enhance Darkest new nightmares
Dungeon. The new Flagellent class is
a great frontline addition to the roster, » Playability
offering big boosts to builds that spe-
cialize in bleeding out opponents, tank- The Crimson Court is
ing massive damage, and proffering difficult, daunting, and
ridiculously powerful heals. Specialized potentially frustrating
trinkets offer greater customization for
your adventurers, allowing you to go » Entertainment
all-in with huge damage boosts and big
ability numbers, turning your favorite While the aesthetic and
specs like healing Vestal or bleeding feel of the game is better
Houndmaster into powerhouses. than ever, some design
choices and repetition
The new district system offers addi- lean heavy on the
tional growth to your ever-growing Crimson Court
hamlet by giving you things to do with
resources long after the base is maxed » Replay Value
out. Turning in heirlooms for passive
bonuses like free food, blood vials, Moderate
income growth, and character stats
is extremely useful and increases the reviews 85
chances of survival.
The court itself, a handcrafted (not
procedurally generated) giant dun-
geon offers deep, fun exploration and
interesting boss encounters. The new
enemies are inspired, beautiful aberra-
tions of a decadent upper crust turned
into bloodsucking insectoid terrors that
convey pure dread.
In many ways, Crimson Court’s
strengths echo those of the core game.
These challenging adventures ripple
with randomness. The hissing despair
as a favorite hero gets double-crit into
oblivion, or the rising high of emerging
virtuous in the face of crippling distress
make this experience. Even when
things get rough, you can take solace
in the fact that your decrepit hamlet is
always growing.
Despite all these enjoyable strides
Nex Machina
Arcade nirvana
9.25 GAME OF MONTH GOLD Style 1 or 2-Player Shooter Publisher Housemarque Developer Housemarque
THE Release June 20 Rating T
PS4 E PC H ousemarque is regularly lauded your score and competing against confront the multiple difficulties. After
for its arcade sensibilities. The yourself and your friends on vari- a while, move on to the arena-based
» Concept developer achieves a level of ous challenges. Levels have secret mode on individual worlds, with mul-
exactitude and seamless flow that elements to identify and memorize, tiple medal tiers for distinct challenges,
Confront blistering twin- comes only through constant design including hidden humans to rescue, such as everything moving faster on-
stick shooting challenges iteration, careful balance, and edge- hidden exits that launch off into new screen, or only gaining points while
of-your-seat gameplay that demands stages, and blocks to blast for extra on a human-rescue combo. These
in an intricately palm-sweating precision. The studio’s lives and power-ups. The constant challenges are entertaining, but Nex
balanced masterwork of most impressive implementation of learning process is great fun. Above it Machina has too few of them. I also
that strategy until now had been its all hangs a multiplier tied to your own would have liked to see a more unified
arcade action last game, Resogun. But by bor- ability to stay alive; pursue that secret progression system across all modes,
rowing many of the elements that exit or hard-to-reach human and you rather than one that only offers con-
» Graphics made Resogun so rewarding and risk shattering your carefully built mul- crete rewards for arena play.
evolving the twin-stick experience, tiplier. Risk/reward gameplay decisions
The bright colors, Nex Machina becomes a modern unfold at warp speed. Local co-op play is a welcome addi-
flashes, and constant arcade masterpiece. tion, demanding adjusted strategies for
Several different game modes offer each level to account for enemies that
movement has a Like Resogun, Nex Machina has distinct opportunities for advancement. are pursuing two players. The shared
mesmerizing effect, but players navigating increasingly Most players should begin with a start- challenge can be a fun distraction,
can make the eyes water crowded bullet-hell arenas, blasting to-finish playthrough, and return to but unless both players are roughly
robotic enemies while simultane- matched in experience and skill, it can
after long sessions ously rescuing humans from destruc- Players can dash through some pink lasers be hard to find a game mode and dif-
tion. Unlike the previous game, Nex to escape danger, at least for a moment ficulty that feels right. In unmatched
» Sound Machina plays from a top-down per- pairs, it’s common for one player to die
spective in rapid-fire, ground-based early in a stage and be left to sit out
Synth-heavy tracks levels. Sometimes these levels feel the fun while their partner finishes out
sound like they’ve been like they’re over in mere seconds the level.
before blasting you off to the next
pulled out of a 1980s on a long line of stage layouts and Immaculate level design, devilish
sci-fi action movie enemy configurations. With complex enemy placement, and a steady but
level geometries, and enemies moving always punishing difficulty curve help
» Playability along multiple contrapuntal lines, play- Nex Machina stand head and shoul-
ers must constantly be aware of both ders above most competing shooters,
Mastering the where they’re shooting and where not to mention the early arcade titles
precision controls and they’re moving. Success on higher dif- that inspired it, like Robotron: 2084.
understanding how to ficulties only comes through splitting That’s meaningful, as Nex Machina
best use your different your focus and entering a mental zone was created in cooperation with
upgrades takes hours where you stop thinking and let muscle Eugene Jarvis, one of the designers of
memory and instinct take over. that early classic game. Nex Machina
of practice is far deeper than first impressions
Everything is built around maximizing might suggest, and can offer many
» Entertainment hours of searing challenge, presum-
ing you’re willing to face a little eye
One of the most strain. Blinking is not encouraged.
challenging and » Matt Miller
rewarding twin-stick
shooters ever made
» Replay Value
High
86 reviews
The End Is Nigh
A whole new world of hurt 8.25
Style 1-Player Action Publisher Edmund McMillen, Tyler Glaiel Developer Edmund McMillen, Tyler Glaiel Release July 12 Rating NR
T he End Is Nigh is a grotesque, to dodge any number of obstacles levels a chore; if you want to replay a PC
brutal platformer that can infuri- and break through fragile walls. This given level, you need to warp to the
ate you with demanding game- makes levels as much about figuring start of a nearby world and work your » Concept
play, then reward you with the high of out how to progress through a series way back to it.
conquering a seemingly impossible of obstacles as having the reactions to Explore a brutal,
gauntlet. That formula probably sounds follow through on a few actions, and This backtracking starts adding up as interconnected
familiar to fans of 2010’s Super Meat I enjoyed this mix of puzzle-solving you scrounge around for collectibles. platforming world
Boy, and that’s intentional. Many of and reflex-testing. Areas off the beaten path can contain littered with cleverly
those basics remain in place for this game cartridges which unlock more hidden secrets and
spiritual sequel, but it’s an interesting Each world has its own look, theme retro-themed levels, keys you can optional challenges
departure in structure that hopes to song, and gameplay hook. One area use to unlock more hidden areas, and
evolve what made Super Meat Boy has you swimming in noxious water Tumors, which work as a reward for » Graphics
such a fun surprise – though it doesn’t and dodging piranhas, while another completing optional challenges within
always succeed. has you riding on conveyer belts and levels and (in the case of larger Mega The grotesque-yet-cute
outmaneuvering cannons that track Tumors) as a reward for completing art style is bright and
The game follows the story of Ash, a your location. The worlds feel distinct hidden areas. These collectibles can communicates gameplay
tiny blob who’s on a quest to reclaim and offer new sets of challenges. Later add a few hours to each playthrough elements, though the
the pieces of a friend he has lost in the stages combine a few of these ele- and are fun to look for, but being background can obfuscate
apocalypse. Ash is incredibly fragile, ments in intensely challenging ways. unable warp to previously beaten where platforms begin
and each level is littered with deadly However, one particularly annoying levels made me less likely to search and end
elements that quickly (or instantly) and frequent trick I noticed later on for them.
murder him. Each of The End is Nigh’s has you running across an entire level » Sound
levels takes place on a single screen in order to open up the exit (or reach Despite making players run the same
(larger levels zoom the camera out), a collectible), then running the entire levels multiple times, The End Is Nigh Classical staples such
making it easy to see what you’re get- level again (sometimes in reverse) is a worthy successor to Super Meat as “In The Hall of the
ting into in each level before diving in, to leave. Boy. It offers the same ludicrously hard Mountain King” and
or figure out patterns of oncoming bul- and satisfying approach to level design “Turkish March” are
lets or disappearing platforms. Every level is interconnected rather and spices it up with some substantial remixed with guitar and
than self-contained, making the entire changes. Its interlocked world intro- chiptunes, making every
Ash has a high degree of aerial game one large area to explore. This duces some fun exploration, even if area feel both familiar
mobility, and has a number of tricks also factors into later levels, in which it can be a pain to backtrack through and new
in his arsenal. He can cling off the you must find a path that takes you brutal gauntlets time and again. But if
end of ledges and boost himself off across multiple screens to progress. you’ve found the platform genre a little » Playability
them for far-reaching horizontal leaps. I enjoy the organic approach to level too lenient in recent years, The End
Ash can also increase his downward design when searching for secrets, but is Nigh will give the fix you’ve been The lack of double or
momentum instantly, allowing him this also makes backtracking to earlier looking for. » Suriel Vazquez wall-jumps might frustrate
hardcore platforming fans,
but this is a razor-sharp
platformer with malleable
jumps and only a couple of
hiccups on edge collision
» Entertainment
Backtracking to previous
levels can be a pain, but
the number of optional
collectibles, secret levels,
and more make it worth
your time
» Replay Value
Moderately high
reviews 87
Crash Bandicoot N. Sane Trilogy
Aged like a fine, orange wine
8 Style 1-Player Platforming Publisher Activision Developer Vicarious Visions Release June 30 Rating E10+
PS4 T ime is often harsh to the games remaster of the PlayStation games, not still exceptional, and highlight a style
of yesteryear. The innovations one line of Naughty Dog’s code is in of play that is mostly absent in games
» Concept made by developers in each this new version. Rather than port the today. They offer levels that can be
hardware generation are significant, preexisting games to PlayStation 4, completed in seconds, and a pace that
Another excellent so much so that games from just a Vicarious Visions rebuilt them from only slows when the player needs to
remastered trilogy that decade or two ago end up feeling the ground up, replicating the original retreat from a TNT box or backtrack
like relics from another age. Crash vision right down to box placement to an alternate path to break a box.
offers vastly better Bandicoot's origins stretch back being pixel perfect. The developer’s The typical Crash level pushes for
visuals and subtle to the early days of PlayStation in ambition paid off handsomely, as this precise timing in jumping to leap over
gameplay improvements 1996 – a time when developers were collection is a shining example of how a chasm, or narrowly avoid landing on
just getting their feet wet with three- to restore a series. an explosive box or spiked critter.
» Graphics dimensional character movement
and polygonal graphics. Crash made In modernizing the content, some Vicarious Visions didn’t add much
Vicarious Visions a splash in both of these fields, and of the subtle innovations Naughty new content to this collection. All of
improved upon the fans latched onto him as the face of Dog introduced into each subsequent the touches are small but meaningful,
PlayStation-era graphics, PlayStation. He stood alongside Mario release are lost. While players won’t such as being able to play as Coco,
adding realistic orange and Sonic as a platforming star for get an idea of how this series evolved, Crash’s sister, on any stage. She con-
the generation. Vicarious Visions did a fantastic trols just like her brother and is just as
hair to Crash and job of unifying the three titles into a capable of flying through levels, but
detailed flora to the When I went into this review, I cohesive whole. her animations convey a more even-
paths he sprints across expected all three of these Crash tempered personality. Other bonuses
Bandicoot games to have a museum- The inaugural Crash Bandicoot include time trial challenges in Crash 1,
» Sound like quality to them. Given their age, showed Naughty Dog out of its depth, improved bonus zones, and a unified
I thought they would serve as a experimenting on a new type of plat- save system across all three games,
Mark Mothersbaugh and reminder of the PlayStation era and forming game, succeeding in some which thankfully includes auto saves
Josh Mancell’s wacky how far games have come. As it turns areas, and failing in others. Difficulty after each level is completed.
and upbeat melodies out, time has not affected these games balancing was one of the big prob-
are back and were at all; they remain legitimately fun and lems, but you won’t run into too many Not all games from yesteryear hold up
fully remastered. The charming. Crash's fur should have of those issues in Vicarious Visions’ well. The original Crash Bandicoot likely
xylophone has never some grey streaks in it now, but he still remake. Crash’s movements are a would drive people nuts if it returned in
sounded better! has his platforming chops. All three little smoother, checkpoints now keep its original form. Vicarious Visions made
of his games hold up incredibly well, track of boxes broken, and the little it fun again, without altering its DNA – a
» Playability thanks in part to the original crafts- touch of Crash having a silhouette feat that deserves recognition. Although
manship of Naughty Dog and the new shadow opposed to a circular one help Crash spins and jumps his way through
Precise platforming touches made by Vicarious Visions. in tracking movement and making the most levels, variety was the key to this
and spinning are still game easier to play. The first game series' success. Naughty Dog always
The orange marsupial that helped can also be played with an analog included a different wrinkle or evolution
required, but Crash establish Naughty Dog as a premiere stick now, showing just how old Crash of a concept in each stage, and that
Bandicoot 1 is far easier development house is back in all of his is. Some levels are still brutally difficult, continues here. For all three games,
original box-breaking glory, but some- such as The High Road, but the game the feeling of repetition never sinks in,
now thanks to tweaks thing is amiss. Naughty Dog’s name is far more forgiving as a whole. a factor that goes a long way in making
to Crash’s movements is noticeably absent when the game this trilogy a blast to play. It's good to
boots up, and is only mentioned in the The sequels offer a more even chal- have Crash back in the limelight. I hope
and a forgiving “special thanks” section of the credits. lenge, pushing players to succeed this isn't the last we see of him.
checkpoint system Although this trilogy is a faithful through variations in play style, not just » Andrew Reiner
harder platforming. All three titles are
» Entertainment
Whether you are running
from a boulder or riding
on a polar bear, these
games have not lost
their charm. They are a
fascinating (and fun) look
back at the early days of
3D platforming
» Replay Value
Moderately high
88 reviews
Splatoon 2
8.25 A fresh coat of ink
Style 1-Player Shooter (8-Player Online) Publisher Nintendo Developer Nintendo Release July 21 Rating E10+
Switch B y combining engrossing gameplay match. Even then, you aren’t guaran- stable of memorable boss battles. The
with unique objectives and a fun teed to be placed on the same team. David-versus-Goliath feel of each boss
» Concept aesthetic, Nintendo successfully I also wish the method of making the is a rush, and evading the enemy’s
cultivated the original Splatoon into maps playable on a rotating basis was onslaught of attacks, finding a way to
Refine the beloved a hit. With Splatoon 2, much of what abandoned. I was always disappointed traverse to the tentacle weak-point,
elements of the first made the first game good is wisely when I could only hop on for a small and blasting your ink all over it har-
Splatoon while adding kept, while new ideas and modes make window and had no shot of playing kens back to the unique boss battles
new gear, maps, and for a much stronger experience out of my favorite maps. For a multiplayer- from yesteryear.
an intense wave-based the gate. focused experience, these decisions
are difficult to defend. The campaign consistently delivers
survival mode The action-packed, third-person stellar level design to create an indel-
shooter gameplay returns. As an The biggest addition is Salmon Run, ible experience that tops the first game.
» Graphics Inkling, you coat stages and enemies an intense wave-based survival mode One fast-paced segment features
with your color ink, and your opponents where you join three others to collect an extended rail-grinding sequence
The gloriously colorful do the same. You transform into squids eggs. You encounter several outland- that combines spraying enemies, col-
mess looks even prettier to swim through ink, making matches a ish bosses, from a floating monster lecting items, and hopping between
fun mix of mobility and on-foot gunplay. that launches airstrikes to a massive rails to avoid obstacles that sticks
on Switch, and better Gliding around as a squid is fluid and metal eel that drips ink as he serpen- out as my favorite segment of either
animations make the intuitive, and blasting opponents is sat- tines after players. These monsters Splatoon adventure.
action look fantastic isfying; the popping sound followed by are the highlight of Salmon Run; with
an explosion of your color of ink never minions swarming you and bosses Most of the main weapons from the
» Sound gets old. emerging at unexpected times, the first game return, but the new Splat
frantic fight for survival collides with Dualies (twin rapid-fire pistols) grant
Though the soundtrack Splatoon 2 features a single-player the need to scavenge eggs to deliver a a dodge-roll ability and are a favorite
doesn’t reach the bar campaign and a new wave-based heart-pounding experience. addition to the arsenal. Various return-
set by the music of survival mode, but the competitive ing weapons are made more versatile
the first game, the multiplayer remains the main draw. Unfortunately, Salmon Run isn’t through refinements, like the Splat
The multiplayer suite remains largely always available to play through match- Roller getting a mid-range attack, and
upbeat tracks match the unchanged, and the original Turf War making. Much like the competitive the Splat Charger letting you hold your
action perfectly mode is still my favorite. The chaotic maps, online Salmon Run rotates in and sniper charge as you swim. In addition,
struggle to cover the map with your out of availability, meaning you need to every ultimate is new, giving returning
» Playability ink while the opposing team does rely on private matches if you want to players new ways to approach crucial
the same never ceases to entertain. I jump into the new mode on demand. multiplayer moments, while purging any
The controls feel great, love the constant back and forth, and That’s a shame, because while I love cheap super moves from the original.
whether you’re splatting the short rounds make it an exciting Salmon Run, limiting such a substantial
enemies along platforms quick-hit experience. addition in this way is a baffling and Through focusing the best elements
frustrating decision. of the original game and adding mean-
or speedily swimming Splatoon 2’s gameplay is fun and it ingful new content, Splatoon 2 is a
through ink has sufficient content, but it puts up Despite being primarily a multiplayer good follow-up to Nintendo’s popular
some baffling barriers to accessing shooter, Splatoon 2 carries on the shooter. With an excellent competi-
» Entertainment it. I’m annoyed I still can’t swap my series’ legacy by including an awe- tive multiplayer suite, a fun take on the
character’s loadout without leaving some single-player campaign. While wave-based survival formula, and
Splatoon 2 offers a the matchmaking lobby. In addition, this mode features the same mix of an imaginative single-player mode,
strong stable of content joining your friends in matchmaking shooting, platforming, and minor puzzle Splatoon 2 is a strong evolution.
demonstrating familiar is still a hassle. Though some modes solving as the first, it presents them » Brian Shea
fun that newcomers and have traditional friend lobbies, Turf in myriad new and creative ways that
old fans should check out War requires you to find a friend who make them feel refreshed. The online portion of the game was evaluated using
doesn’t have a full lobby and join their
» Replay Value My favorite part of solo play is the pre-release servers
High
Updates Incoming
At launch, Nintendo
is adding voice chat
through a smartphone
app. Voice chat was
conspicuously absent
from the original game,
and though I was unable
to test it in Splatoon 2’s
pre-release environment,
it’s not a necessity for
enjoying the multiplayer.
Just like with the first
Splatoon, the sequel is
set to add free content
including new maps,
modes, weapons, gear,
and events. While we’ll
have to wait and see how
these updates improve
Splatoon 2, the first entry
saw vast improvements
through similar post-
release drops.
90 reviews
Hey! Pikmin
Nintendo’s intergalactic strategy game falls flat in 2D
Style 1-Player Strategy Publisher Nintendo Developer Nintendo Release July 28 Rating E10+ 6
C aptain Olimar has crash-landed This new side-scrolling view means bidding has always been one of the 3DS
so many times they should revoke Olimar can no longer sidestep biggest draws for the Pikmin games,
his astronaut license. Fortunately, enemies. Instead of introducing new but Hey Pikmin doesn’t let you carry » Concept
the adorable, plant-like creatures challenges or building unique combat Pikmin over from one level to the
known as Pikmin are always eager to encounters around this limitation, next, which diminishes that sense of Captain Olimar is back to
help this hapless alien piece together Nintendo has simplified enemies’ progression. Instead, your Pikmin are command a tiny army of
this ship and send him home. After behavior to the point where none of sent to a hub area called Pikmin Park. Pikmin as he gathers trash
crash-landing on another foreign world them are a threat. As long as you’re In Pikmin Park, you can send your little to power his ship
full of Earth-like relics in Hey Pikmin, not tossing Pikmin directly into your critters on missions to collect more
Olimar’s colorful friends welcome enemy’s mouth while it paces back treasures, but this process involves » Graphics
him with open arms again – but I was and forth, you’re fine. no strategy, and the treasures they
inclined to leave him stranded. Hey return with are insignificant compared Exploring an Earth-like
Pikmin compresses Nintendo’s unusual Hey Pikmin’s puzzles are also to what you acquire completing the landscape as a tiny
spin on real-time strategy into a 2D, extremely simple, and usually boil down main missions. alien creature still holds
side-scrolling adventure, and it loses a to tossing Pikmin around obstacles, some appeal, but the 2D
lot of the strategy in the process. or making sure you’re using the right Pikmin could work in 2D, but Hey backgrounds look like
type of Pikmin for a given situation. You Pikmin isn’t the game to make it low-grade storybook art
Pikmin games have traditionally been might have to use a few yellow Pikmin happen. Nintendo’s low-impact blend
about amassing an army of little crea- to connect an electrical circuit that of strategy and action flounders » Sound
tures, and then using that battalion to opens a new path, or use flying Pikmin between relaxing and boring. I some-
destroy monstrous bugs, build bridges to lift a series of platforms that allow times felt compelled to replay Hey The soundtrack remains
through hostile environments, and Olimar to reach higher platforms. Puzzle Pikmin’s levels to find the treasures I’d upbeat and pleasant,
ultimately find rare treasures. These solutions are always readily apparent missed the first time around, but I never but the squeals of dying
basic elements are still present in Hey and require little skill to execute. found what I was hoping to: a richer Pikmin still leave me with
Pikmin, but in much smaller degrees. strategy experience. » Ben Reeves pangs of sorrow
Slowly raising a tiny army to do your
» Playability
The simplest Pikmin game
to date. Killing enemies,
solving basic puzzles, and
collecting items involves
little strategy
» Entertainment
Olimar’s latest adventure
isn’t difficult, but it
feels tedious
» Replay Value
Moderately low
reviews 91
8.25 Get Even 8.75 The Golf Club 2
Platform PS4, Xbox One, PC Release June 20 Rating M Platform PS4, Xbox One, PC Release June 27 Rating E
Get Even’s story is a wild, entertaining, I expected The Golf Club 2 to be better than
nine-hour ride through a plot featuring the first in every way given the new career
kidnapping, betrayal, and sci-fi gizmos. But setup and golf societies, but I was surprised
it also features a number of heavy-hitting the addition of the swing tempo gameplay is
emotional moments I wasn’t expecting, what gives this title a lasting structure. This,
exploring concepts of human identity, love, combined with the course creator, makes
and your responsibility to your fellow human the game indispensable for any golf fan.
beings. – Javy Gwaltney – Matthew Kato
7.25 Cryptark 7.5 The Legend Of Zelda:
Breath Of The Wild – The Master Trials
Platform PS4, PC Release June 20
Rating T Platform Switch, Wii U Release June 30 Rating E
With its repeatable structure Taken as a whole, The Master Trials ends up feeling like a
and myriad options fun mess of goodies, but the lack of a thematic unifier for all
for customization and this content draws attention to how sparse the content here
approaches, Cryptark begs is outside of the meaty Trial of the Sword.
you to play run after run – Javy Gwaltney
of its intricate levels, but I
didn’t feel compelled to dive
back in after I’d finished
the final level. Mapping out
your plan of attack and then
successfully executing it is
a thrill, but with only a few
key obstacles between you
and your prey, this strategic
layer never takes off the way
it deserves to.
– Suriel Vazquez
7.25 Tokyo Xanadu 6 Black The Fall
Platform Vita Release June 30 Rating T Platform PS4, Xbox One, PC Release July 11 Rating T
I look back fondly on some Black the Fall is perfunctory. It mostly
of the characters, and Nihon functions, but has no highs outside of the
Falcom still has wonderful opening. It offers no narrative incentive
to deal with its onslaught of boring and
skill at constructing a outright bad puzzles. – Javy Gwaltney
believable and welcoming
world. In the end, though, 6.75 Minecraft: Story Mode –
Tokyo Xanadu’s flaws hold Season Two: Hero In Residence
it back from standing out
Platform PS4, Xbox One, PC, Mac, iOS, Android
and being memorable. Release July 11 Rating E10+
– Kimberley Wallace
Though the pacing is inconsistent and the
decision points are questionable in their
weight, the new mechanics and revamped
combat make me wonder what else
Telltale has in store this season.
– Brian Shea
Visit gameinformer.com/mag for the full reviews
92 the score
reviews archive
PLAYSTATION 4 7.5 Jul-17 Embers of Mirrim 8 Aug-17 Guilty Gear Xrd Rev 2 8 Aug-17
Cosmic Star Heroine 7 Jul-17 Guardians of the Galaxy: Little Nightmares 9 Jul-17
Danger Zone 7 Jul-17 7.75 Aug-17 Mages of Mystralia 8 Jul-17
Deformers 9 Aug-17 Episode 2 – Under Pressure 9 Jul-17 Mass Effect: Andromeda 8 May-17
Dirt 4 8 Aug-17 Injustice 2 9 Jul-17 NBA Playgrounds 7 Jul-17
Embers of Mirrim Little Nightmares 8 May-17 Night in the Woods 8.75 Apr-17
Final Fantasy XII: 9 Aug-17 Mass Effect: Andromeda 7 Jul-17 Old Man’s Journey 8 Aug-17
6 Aug-17 NBA Playgrounds Perception 8.25 Jul-17
The Zodiac Age 8 Jul-17 Perception 8.25 Jul-17 Prey 8.25 Jul-17
Friday the 13th 7.75 Jul-17 Prey 8.25 Jul-17 Rime 8 Jul-17
Full Throttle Remastered Rime Silver Case, The 7.5 Jul-17
Gnog 7.75 Aug-17 Surge, The 8 Jul-17 Surge, The 7 Jul-17
Guardians of the Galaxy: 8 Aug-17 Tekken 7 7 Jul-17 Tekken 7 8 Aug-17
Valkyria Revolution 8 Aug-17 Walking Dead:
Episode 2 – Under Pressure 8.75 Apr-17 Walking Dead: 6 Aug-17 7.5 Aug-17
Guilty Gear Xrd Rev 2 9 Jul-17 A New Frontier –
Horizon Zero Dawn 9 Jul-17 A New Frontier – 7.5 Aug-17 From the Gallows, The 7.75 Jul-17
Injustice 2 8 May-17 From the Gallows, The Warhammer 40,000: 8.75 Jul-17
Little Nightmares 7 Jul-17 Dawn of War III
Mass Effect: Andromeda SWITCH 8.25 Aug-17 What Remains of Edith Finch
NBA Playgrounds 8.75 Apr-17 Arms
Night in the Woods 9 Apr-17 Legend of Zelda: 10 Apr-17 3DS 8.5 Jul-17
Nioh 9.25 Jul-17 Bye-Bye Boxboy 8 Aug-17
Perception 8.25 Jul-17 Breath of the Wild, The Ever Oasis
Persona 5 9.25 May-17 Mario Kart 8 Deluxe 7 Jul-17 Fire Emblem Echoes: 7 Jul-17
Prey 8.25 Jul-17 NBA Playgrounds 8.5 Jan-17
Rime Ultimate Street Fighter II: 7 Jul-17 Shadows of Valentia
Silver Case, The 8 Jul-17 Pokémon Sun & Moon
Surge, The 7.5 Jul-17 The Final Challengers
Tekken 7 7 Jul-17
Valkyria Revolution 8 Aug-17 WII U 10 Apr-17 iOS 8 Aug-17
Walking Dead: 6 Aug-17 Legend of Zelda: Monument Valley 2 6 Aug-17
Pokémon: Magikarp Jump 8 Aug-17
A New Frontier – 7.5 Aug-17 Breath of the Wild, The Old Man’s Journey
From the Gallows, The 8.75 Jul-17 Guardians of the Galaxy: 7.75 Aug-17
What Remains of Edith Finch PC 7.5 Jul-17
Cosmic Star Heroine 7 Jul-17 Episode 2 – Under Pressure
Danger Zone 7 Jul-17
XBOX ONE 8.5 Jul-17 Deformers 9 Aug-17 PLAYSTATION VR 7 Jul-17
Cities: Skylines – 7 Jul-17 Dirt 4 8 Aug-17 Farpoint 7.75 Jul-17
9 Aug-17 Embers of Mirrim 8 Jul-17 Gnog 7.25 Aug-17
Xbox One Edition Full Throttle Remastered Star Trek: Bridge Crew
Deformers Guardians of the Galaxy: 7.75 Aug-17
Dirt 4
Episode 2 – Under Pressure
Volume XXVII Number 9 Issue 293
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Fallen Star
The inside story on the Star Fox sequel that took more than 20 years to release
by Ben Reeves
O n March 26, 1993, Nintendo released an on-rails shooter called Star Fox this way of making sure a title had all its ele-
for the Super Nintendo Entertainment System. The game followed the ments in place before the game released. They
exploits of an anthropomorphic fox named Fox McCloud and his team of would make sure the ending was as thrilling as
ace pilots as they raced through the galaxy on a quest to save their home the opening of the game.”
planet from the machinations of an evil ape. An extra graphics chip built into the
game cartridge allowed Star Fox to produce unprecedented 3D visuals, which set All this work paid off once Nintendo finally
Star Fox apart from the rest of the console market. Nintendo’s new space shooter was launched Cuthbert’s top-secret project: Star
heralded a resounding success, and the industry speculated that this was just the Fox. The console market hadn’t seen anything
beginning for Nintendo’s hot new property. like Star Fox back in 1993, and the title was an
overnight success.
Nintendo had already begun work on a sequel, and over the course of two years the
studio developed a game that improved on the original in several significant ways. BUILDING A SPACE EPIC
As the project’s hype continued to build, some speculated it would be the biggest The Super Nintendo wasn’t designed with 3D
release of 1995. Then, weeks before its anticipated launch, Nintendo pulled the plug. gaming in mind. The only way Cuthbert and the
rest of the programmers at Argonaut could pull
A STAR IS BORN Nintendo was so impressed with Cuthbert’s off the sophisticated computations needed to
Dylan Cuthbert couldn’t afford many games as programming chops that the publishing giant generate 3D environments on the SNES was
a kid, so he decided to make his own. Using continued to invite Cuthbert back to its Enter- by embedding an additional coprocessor into
programing magazines and his familiy’s Sinclair tainment Analysis & Development offices – the the Star Fox game cart. This chip, called the
ZX81 home computer, Cuthbert began design- birthplace for games like Donkey Kong, Super Super FX, was more powerful than the SNES
ing his own computer games when he was Mario Bros., and The Legend of Zelda. system itself.
only nine. By the time he was 17, Cuthbert had
landed a programing job at Argonaut Games “I came from the 1980s English games Nintendo didn’t rest on its laurels; the FX chip
and was working on experimental 3D rendering industry which had great ideas but lower quality the team planned to use for Star Fox 2 was more
software. Nintendo took notice and offered to fly overall game design,” Cuthbert says. “Star Fox than twice as fast as the original. To get the best
him out to Japan for a demonstration. taught me how to iterate fast and also how to performance out of the original Super FX Chip,
fix tools or even invent new tools. Nintendo had the team limited Star Fox’s design so it was an
94 on-rails shooter. With the added power of the
second-generation FX chip, Nintendo created
a series of open environments where players
could fly in any direction.
Under the watchful wing of Nintendo design- new 32-bit consoles that were capable of ren- BACK FROM THE BRINK
ers Shigeru Miyamoto and Katsuya Eguchi dering 3D visuals that made Star Fox look like a Over the years, many of Star Fox 2’s concepts
(best known as the creator of Animal Crossing), relic. The PlayStation was set to launch in North seeped into other games in the series. From a
the Star Fox 2 team designed a series of aerial America in September of 1995, and Nintendo story perspective, Star Fox 64 was essentially a
dogfights in deep space and above hostile alien worried Star Fox 2 would be measured unfairly reboot of the original game, but it revived some
planets. However, Nintendo also wanted to against Sony’s new hardware and games like of Star Fox 2’s characters, such as Star Wolf,
bring the action a little closer to the ground, so Twisted Metal and Rayman. and made good on Star Fox 2’s promise of open
Cuthbert helped develop a system that would environments. Meanwhile, Star Fox 2’s strategy
allow Fox’s Arwing to transform into a walking In a 2011 Iwata Asks interview, Miyamoto layer was eventually incorporated into the DS
mech, which would be used during a few light reflected on the moment. “We had quite a script game Star Fox Command, and the transform-
platforming sequences. for Star Fox 2 and had it running…but other ing Arwing walker was finally introduced to
companies’ game consoles were using poly- the series in Star Fox Zero. However, fans
“We were all willing to experiment with new gons all over the place. We didn’t think we could couldn’t shake their desire to play Nintendo’s
ideas and not just repeat the original game,” catch up even if we stuck this expensive chip in unreleased sequel.
Cuthbert says. “Miyamoto has always said Star the cartridge, so we rethought it.”
Fox is an experimental platform. In Star Fox 2 By the late ‘90s, a group of hackers had
all kinds of ideas were thrown into the mix… By some accounts, Star Fox 2 was 100- pieced together an early test build of Star
There was a game called Star Luster from the percent complete when Nintendo made the un- Fox 2. This version of the game was very buggy
1980s that had repetitive generative gameplay precedented decision to cancel the project. The and a poor representation of Nintendo’s work.
with ‘encounters.’ [Star Fox 2 director Katsuya publisher quietly shifted development away from However, a few years later, a near final version
Eguchi] loved that game and played it constantly Star Fox 2, recycling a few ideas for a new Star of the Japanese build of the game leaked online,
for new ideas.” Fox project on the then-unreleased Nintendo and an underground community slowly worked
64 console. Nintendo’s official Star Fox sequel to translate it for a Western audience. Still, Cuth-
Inspired by the random encounters in Star would remain locked away in Nintendo vaults for bert believes this version of the game falls short
Luster, Nintendo designed a new strategic more than 20 years. of the official version.
layer for Star Fox 2 where players would move
their Arwing’s across a giant galactic map to “Quite a long way I think,” Cuthbert says.
defend planets from invasions and participate in “I mean, the basic parts are there, but there is
randomly generated space battles. This would an adage in game development, ‘The last 10
play out differently every time a player booted percent is 90 percent of the game,’ and the
up the game. ROM is missing that last 10 percent of iteration
and refinement.”
To further improve replayability, Nintendo
designed six playable characters, all with unique Then in June, seemingly out of the blue,
ships, abilities, and statistics. Familiar faces like Nintendo announced that Star Fox 2 would
Fox, Falco, Peppy, and Slippy returned, and Nin- finally get an official release as part of the SNES
tendo added new female cast members to the Classic Edition.
mix: Miyu, a tomboyish lynx, and Fay, a female
dog with a red bow. A team of rival mercenaries “Two years of my life vindicated!” Cuth-
led by the ace pilot Wolf helped round out the bert says. “I’m just glad everyone can finally
new cast. get a chance to see all the stuff we put into
the game.”
After two years of programing and design, Star
Fox 2 looked ready for a summer 1995 release, Star Fox 2 relied on experimental technology
and hype was building. During the 1995 CES, and pushed Nintendo’s 16-bit console to new
a man was arrested for trying to steal an early limits. We will never know how influential Star
demo build of the game from Nintendo’s booth. Fox 2 would have been had it released in 1995,
but it managed to influence several projects
Unfortunately, the industry had changed a after it was cancelled. Its antiquated visuals are
great deal since the release of the first Star Fox. no longer impressive, but the twisted tale of its
Just months after the launch of the original Star cancellation and resurrection makes its eventual
Fox, id Software’s Doom released and ignited a release all the sweeter. \
fervor for 3D gaming. By the summer of 1995,
both Sony and Sega had announced powerful classic 95
game over World War II
Intelligence Report
How well do you know your World War II video gaming history? Test your historical
knowledge with this quiz.
by Matt Bertz
1. Which of these series has not had a game 5. One of these armies was not playable in 8. What was the first World War II shooter to
set during World War II? Battlefield 1942 and its expansions. Which feature competitive multiplayer?
A. Commandos one is it? A. Battlefield 1942
B. Hidden & Dangerous A. Canada B. Medal of Honor
C. Spec Ops B. Italy C. Wolfenstein 3D
D. Sudden Strike C. Poland D. Return to Castle Wolfenstein
D. United Kingdom
2. Which game centers the story around the 9. Which of these Nazis is not a boss in the
101st Airborne Division? 6. What was the first World War II game to Wolfenstein series?
A. Brothers in Arms: Road to Hill 30 use the Unreal Engine 3? A. Adolf Hitler
B. Close Combat A. Brothers in Arms: Hell’s Highway B. Hans Grösse
C. Enemy Front B. Hour To Victory C. Heinrich Himmler
D. Medal of Honor: Airborne C. Medal of Honor: Airborne D. Wilhelm Strasse
D. Red Orchestra 2: Heroes of Stalingrad
3. Who is the lead character of Brothers in 10. Gary Oldman stars in which World
Arms: Road to Hill 30? 7. Which game allowed you to play as a War II game?
A. Cpl. Joe Hartstock German in the single-player campaign? A. Brothers in Arms: Hell’s Highway
B. Lt. Jimmy Patterson A. Call of Duty 3 B. Call of Duty: World At War
C. Lt. Mike Powell B. Day of Defeat C. Company of Heroes
D. Sgt. Matt Baker C. Hidden & Dangerous D. Medal of Honor: Airborne
D. Red Orchestra 2:
4. Which is the only Call of Duty game to Heroes of Stalingrad
feature the Pacific Theater?
A. Call of Duty Answers: 1.C 2.A 3.D 4.D 5.C 6.B 7.D 8.B 9.C 10.B
B. Call of Duty 2
C. Call of Duty:
Roads to Victory
D. Call of Duty: World At War
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96 game over