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24 Nov 23:40

Crunchyroll to Stream Digimon Adventure Tri

by Matt Porter

Anime streaming service Crunchyroll is adding Digimon Adventure Tri to its Fall 2015 catalog.

Starting from today, November 20, at 7am PST, the first four episodes of the series will be available for Premium subscribers. The subsequent episodes will come at a later date, with the exact dates being announced soon.

The series will be available for members in the United States, Canada, South Africa, Australia, New Zealand, and Latin America.

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19 Nov 13:26

Yomawari Sure Makes Japanese Horror Emotional

by Toshi Nakamura

From the moment I saw the first trailer , I knew I wanted to try Yomawari out. It looked both adorable and horrifying, but I had no idea just how powerful the experience would be.

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15 Jul 22:46

IGN Presents The History of Awesome: 1985

by IGN's Nostalgic Editors

Welcome back to IGN's History of Awesome - a year-long look back at all the coolest and most influential games, movies, TV shows, comic books, toys, and tech that have shaped pop culture, and shaped the lives of an entire generation. Up this week is 1985 - the year of the NES and Super Mario Bros. Catch up on IGN's History of Awesome:

15 Jul 22:46

Dark Souls Mod Makes Game Grayscale, Limbo-Style

by Chloi Rad

With the help of a post-processing tool called Reshade, the world of Dark Souls goes from its already bleak and intimidating self to a haunting grayscale hell reminiscent of Playdead's indie platformer, Limbo.

One Redditor collected a whole bunch of great screenshots. See a sample of them below.

If you don't already know Lordran like a second home, the Dark Souls Limbo Mod, as folks are calling it, seems like it'd add even more of a challenge to the notoriously difficult game.

The tool removes the game's textures, so walls and walkways seem to melt into each other, with a thick fog obscuring everything in the distance. There's also the option to play without a HUD, for an extra hard time.

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18 Jun 00:19

Cuphead's cool, classic vibe will not prepare you for how much you'll die

by Megan Farokhmanesh

When I sat down to play Cuphead, Studio MDHR's upcoming game inspired by '30s-era cartoons, I expected it to be easy.

Its looks are disarming — if you've ever seen a cartoon like Steamboat Willie or Bimbo, you get the vibe. It's hard not to set your difficulty expectations low when you're fighting a giant, grumpy carrot. Or a pirate. Or boxing frogs, or any of the game's kooky-but-brutal big bosses.

Cuphead stars the titular hero and his friend, Mugman. It's a weird game involving a deal with the devil, and it's the work of brothers Chad and Jared Moldenhauer of Studio MDHR. It is also a game obsessed with boss fights. During E3 2015, I sat down with it to try out a few for myself. The results were ... well, let's just say that I died a lot.

Jared Moldenhauer, who was on-hand to witness my many failures, explained that much of Cuphead revolves around these fights. You're free to go solo or fight with a pal; the game adjusts its enemies' health accordingly. During my demo, I bounced from flying through the sky shooting down a giant bird with a buddy to jumping on tracks and battling a very angry train ghost.

"There's gonna be a lot of different things in them," Moldenhauer said. "We deliberately have some that play a little more like platforming or screen-scrolling. Some are static ... some are a completely different feeling."

The game is nothing if not random, but its variety serves a purpose, Moldenhauer explained. Many of the game's foes are homages to other games or something otherwise personal in nature. The game's dragon, for example, was inspired by Mega Man 2 and the Moldenhauers' desire to put something similar in their game.

"From there there's similar nuances to other cartoons and many other games, but each boss comes from something that was from our past," he said.

Cuphead is heading to Xbox One and Windows PC in 2016, and contrary to what's been reported, the game won't actually be spun into a trilogy. According to Moldenhauer, that was never the plan; instead, the developer has its eye on additional content.

"The idea was more that we would like to get this game out there and, if there is a fanbase, we would like to [release more content] — which does not mean anything," Moldenhauer said. "Not making even a sequel. I don't want Cuphead 2 or 3. I would like to have DLC where, if fans were happy, I would like to add more bosses, new weapons, improve on the game maybe two or three times.

"That's what the idea was. That got turned into 'The game's a trilogy. These guys are going to be working on Cuphead 1, 2 and 3 for the next 20 years.' Not interested."

18 Jun 00:15

Here's what we know about Square Enix's new Nier

by Michael McWhertor

When Square Enix unveiled a new Nier game at its E3 press conference it didn't have too many details to share. Here's what we knew at the time: Square Enix is collaborating with Platinum Games to create the new Nier, and a few well-known Japanese game designers, character designers and musicians are on board to develop the sequel.

Here's what we know now about the mysterious action role-playing game.

The new Nier is not titled Nier 2. Square Enix was cagey about the actual name of the game, but the game's producer says there are reasons for that.

"The problem is there's a word in the subtitle that plays a vital role, and would give away some of the game's [concept]," Square Enix's Yosuke Saito said in a translated interview with Polygon at E3. Saito said they'll announce the game's title this fall.

Platinum Games is bringing its brand of action game expertise to the new Nier, but with a respect for the original game's combat — and with a certain audience in mind.

"Platinum Games' titles, they're very action-oriented and fast-paced," Saito said. "A lot of people have this preconception that they're hard to get into. We had many female fans of the first Nier, and we wanted to make an action game, but something that our female fans would really enjoy."

"I think they are great at creating action games and we sort of asked them to make something a little more simplified, slightly," game director Yoko Taro said. "At first I thought it was going to be a big battle-action heavy game, but a lot of their staff really respect Nier ... and understand the project. They essentially took the original combat system and added some Platinum Games-type elements on top of it to make this hybrid.

"But it's not like a completely new system, they really have respect for the previous game."

The new Nier will feature three playable characters. Two are seen in the game's teaser trailer, the woman who appears at the end of the video and a young boy overlooking a desolated city.

Don't expect the new Nier to be direct continuation of the original, Taro said. It's a continuation of the game world, and although some characters from Nier will appear in the sequel, it's just fan service, he said. Expect new characters to inhabit the same universe.

Saito said that the team won't take the approach it took with the original Nier, when it created a version of the main character designed to appeal to Japanese players and a different version of the main character designed for Western players. The era of attempting to appeal to western and Japanese tastes in that way has passed, Saito said.

"My personal opinion is that I don't think a lot Square Enix fans really make that distinction anyway," Taro added.

The new Nier has been in development for about a year, including a six-month pre-production period, Saito said. The developer hopes to show more of the game in action this fall, but maybe not until after Tokyo Game Show.

Although the original Nier enjoyed only modest sales, a point raised by Taro multiple times during our interview, it became something of a cult hit. For the sequel, the developer tapped some well-known creators to garner more attention. Joining Taro and Saito are character designer Akihiko Yoshida (Tactics Ogre, Bravely Default), game designer Takahisa Taura (Metal Gear Rising: Revengeance) and composer Keiichi Okabe (Nier, Tekken).

"The way I look at original Nier, it's like your mom's home cooking. It may not be great, but it's OK. You're comfortable with it," Taro said. In a less appetizing metaphor, he likened Nier to a puppy someone threw away. It's flawed, but people still love it.

"But now we're working with Platinum Games, and Yoshida and Okabe, and we feel we have these great ingredients now. Is it going to be too perfect? We have all these great chefs working together. Is it going to be missing that thing that made it so endearing to our fans? We think we're just going to try it and see how it goes."