Some games I played I can’t really speak to all that much, some games I wanted to play but couldn’t, and others don’t deserve a post to their own. This is a roundup of a bunch of those types. You figure out which is which!
Even with three days and appointments all over the place, we weren’t able to play every game we wanted to. At the top of my “wish I got to” list is none other than the just announced DuckTales Remastered which aims to recreate the original NES title, but with a fully updated animated look taken right from the cartoon series.
Apparently, WayForward and Capcom love the title so much, they’ve snatched up the original voice cast from the TV show if they’re still alive. Apparently too, Capcom didn’t anticipate the love for DuckTales and only had one station available to play it. With an hour and a half wait on Sunday, it wouldn’t be cool to hop the line and piss off those who had waited. From what I saw though, it was beautiful. Now if only Capcom will hit up all of those late 80′s early 90′s Disney Afternoon games in the same way.
Part of the Indie Game Megabooth, Red Barrels’s Outlast made an immediate, striking impressions when we went over a bit too late in the trip. By the time we had, press appointments were booked up and there was a significant line with two stations for play. The booth had two darkened booths setup with headsets to ensure full emersion.
Outlast takes its cues from the likes of Amnesia: The Dark Descent and puts the player into the shoes of an investigative reporter looking into a local insane asylum. There are no weapons, and no portable light sources to speak of, only a camcorder with night vision mode. Just about everyone I’ve spoken with who had gotten a chance to play it was terrified of the game. Sounds perfect.
When I first saw Divekick playing on the monitors at Iron Galaxy’s booth, I was taken aback at how dumb it looked. The more I watched however, the more interesting it became, and underneath its comically simple approach to fighting games, was what appeared to be a rather strategic fighter.
Two buttons: Jump and divekick. You have to jump before you divekick and you can do so from early or late in the jump. Divekicking will open you up for a counter attack, or if used correctly, can bait your opponent. One hit will win the fight. A headkick will dizzy your opponent for the next round. Surprisingly simple and complex, Divekick drew a large crowd in a small aisle meaning it was really difficult to near it. It also made Double Fine’s booth tough to get to.
I mean come on, one of the characters keeps his hands in his pockets the entire time. This game is gold.
Dead Island Riptide
Having only played the original Dead Island briefly when it was first released, I really don’t have all that much to say about what Riptide does to improve or alter it. What I do know is that there’s a new character you can play as, and what appears to be a take on the Zombie mode from Call of Duty: Black Ops, built into the campaign. Survivors utilize things like rolled up fencing to secure an area while zombies attack.
At the end of the demo, an NPC told me to blow up a bridge and gave me a flare gun. Everyone I was playing co-op with thought you just needed to shoot the red barrels with it, but the only thing that worked was knifing the barrels. It was weird. I wasn’t able to find any weapons other than my default and what was handed to me, but I loved curb stomping the zombies all the same. Maybe I’ll try to play the original now, yeah?
Elder Scrolls Online
What can I really say about Elder Scrolls Online? I played it for a short amount of time and knew exactly how to play it because I’ve played MMOs before. It’s an MMO. You have cooldowns. You have powers. And run around a lot. I still don’t know if they’re charging money for this game, but I hope it’s free-to-play. If not, they’ve likely already lost.
One thing that could either make it great, or bad, is that they’ve got the concept of a EVE Online-like ‘megaserver’. Instead of picking a server to log into, you’ll just login and play. The idea is that you won’t have to just pick the one your friends are on. In that regard, it sounds good. But managing that load will likely result in fractioned off instances.
Ubisoft’s showing of Watch_Dogs was fairly pitiful. Fans stood in line for hours to watch two short videos. One that was a developer diary, and another that was basically the same stuff anyone who follows games has seen before. There were implications that this game will be available on all platforms (I’m guessing that means mobile devices), but other than that if I were a fan who waited, I’d have been severely upset.